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    FAQ/Walkthrough by maxpowr3

    Version: 1.00 | Updated: 07/14/04 | Printable Version | Search Guide | Bookmark Guide

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                         +++++++++++++++++++++++++++++++++++++++++
                          SUPER MARIO ADVANCE 2: SUPER MARIO WORLD
                         +++++++++++++++++++++++++++++++++++++++++
    
    For Game Boy Advance
    By: maxpowr3	(maxpowr90@yahoo.com)
    Copyright 2004 Stephen Moore. All Rights Reserved.
    ******************************************************************************
    
    TABLE OF CONTENTS
    
    1     Introduction 
    2     Version History 
    3     Game Information
          3.1     Story
          3.2     Controls
                  3.2.1     Feather Mario/Luigi
    4     Characters
          4.1     Main Characters
                  4.1.1     Yoshi
          4.2     Enemies
                  4.2.1     Overworld Enemies
                  4.2.2     Water Enemies
                  4.2.3     Underworld Enemies
                  4.2.4     Ghost House Enemies
                  4.2.5     Fortress/Castle Enemies
                  4.2.6     Bosses
    5     Items
          5.1     Blocks 
    6     Walkthrough
             6.1     Yoshi’s Island
             6.2     Donut Plains
             6.3     Vanilla Dome
             6.4     Twin Bridges
             6.5     Forest of Illusion
             6.6     Chocolate Island
             6.7     Valley of Bowser
             6.8     Star Road
             6.9     Special
    7     Extras/Bonuses
    8     Thanks/Credit
    9     Conclusion		
    
    ******************
    1     Introduction
    ******************
    
    This reason I decided to write this FAQ for this game was that I felt that
    this game needed a full FAQ with as much detail as possible. One major
    influence to write this FAQ was the love of the game. I remember playing this
    game back on the SNES (I still do old school every now and then) and now I
    take the game wherever I want. Another reason I wrote this FAQ is that a lot
    of people on the message board for this game were asking questions about
    secret exits and other things because the other FAQs lacked details in their
    walkthroughs (This does not take away from their effort they put into them. It
    just expands upon it.). I am always free for further advancement of this FAQ
    just email me some tid bits or editing notes and I will add them if I feel it
    is necessary (you will receive credit for the information given).
    
    *********************
    2     Version History
    *********************
    
    Version 1.00     Date: 7/15/2004
    Completed everything that is in the Table of Contents. Plan on doing some
    editing on this FAQ and hopefully some tid bits will be added.
    
    Version 0.75     Date: 7/11/2004
    Need to complete Controls, Characters and Items and Chocolate Island 2.
    Submitted the first time but got rejected because it was incomplete.
    
    **********************
    3     Game Information
    **********************
    
    ~~~~~~~~~~~~~
    3.1     Story
    ~~~~~~~~~~~~~
    
    NOTE: This is taken directly from the Super Mario Advance 2: Super Mario World
    Instruction Booklet.
    
    Mario, Luigi, and Princess Peach have traveled to Yoshi’s Island in Dinosaur
    Land for a well-deserved vacation.
    Shortly after arriving, however, Princess Toadstool disappears! Mario and
    Luigi search desperately for her, but to no avail. Finally, at the edge of the
    island, they come across a mysterious egg. While they’re taking a good, long
    look at the egg, it suddenly hatches and out pops a little dinosaur named
    Yoshi, who tells Mario and Luigi a sad tale.
    
    “A group of turtles appeared here in Dinosaur Land and used magic to trap my
    friends inside eggs. Those turtles are really tough-they even trapped me when
    I came to help out my pals. Will you help me free my friends?”
    
    Monstrous turtles? Surely, this is the work of Bowser, king of the Koopas. He
    and his henchmen must be behind Peach’s disappearance, too! Now the Mario
    brothers must team up with Yoshi to free the Princess and the other dinosaurs
    and start on a whole new adventure.
    
    ~~~~~~~~~~~~~~~~
    3.2     Controls
    ~~~~~~~~~~~~~~~~
    
    Directional Pad
    Obviously used to move around during the game, in a menu, and on the map.
    
    Start 
    Used to pause gameplay during the game
    
    Select
    Use an item in the item box
    On the map, used to view the status screen
    
    A Button
    Used to swim or jump during gameplay
    Used to select something in a menu
    
    B Button
    Used to run during gameplay
    To throw fireballs as Fire Mario/Luigi
    Used to carry items or enemies
    To exit a menu
    Used to make Yoshi stick out his tongue and swallow items, enemies, and berries
    
    L Button
    Used to look up or down during gameplay
    
    R Button
    Spin attack to break blocks or to kill enemies
    Used to jump off Yoshi
    
    `````````````````````````````
    3.2.1     Feather Mario/Luigi
    `````````````````````````````
    
    This part is mostly an explanation when flying with Mario or Luigi. First and
    foremost, to fly with Mario or Luigi, you need a running start (directional pad
    + B). Once Mario or Luigi’s cape starts to flap, then you are able to fly. At
    this point, to take off, jump(A). Eventually, you will start to descend. To
    stay in the air longer, you need to hit the opposite directional pad (left if
    you are going right and vice versa) to stay in the air. To do a power dive,
    simply hit the directional pad in the same direction you are heading. To have
    a slow descent, let go of the B button and hold down the A Button.
    If you have Yoshi or item, flying is slightly different. When you take off with
    either, you cannot fly. However, Yoshi or the item automatically provides a
    slow descent. 
    
    ****************
    4     Characters
    ****************
    
    ~~~~~~~~~~~~~~~~~~~~~~~
    4.1     Main Characters
    ~~~~~~~~~~~~~~~~~~~~~~~
    
    Mario
    Supposedly the star of the game (well his name does appear in the title doesn’t
    it?) His quest once again never changes, rescue the Princess from the grasp of
    Bowser (Why does it continue to happen? Money! But really good games as well).
    Mario is the all around character in the game. It is his brother, Luigi that is
    slightly different.
    
    Luigi
    The poor green plumber that follows in his brother’s footsteps and never
    getting the credit he deserves. Unlike the original Super Mario World for the
    SNES, Luigi is different. It seems that they took his jumping style from Super
    Mario Brothers 2(US) because he jumps higher than Mario. Since Luigi jumps
    higher Than Mario, he can also fly longer (his strides are longer making him
    almost never touch the ground if in the air) as well. Also when Luigi hits a
    multiple ? coin block, all the coins scatter instead of staying in the ? block.
    
    Princess Peach
    Somehow she is the one that is always being captured by Bowser. You would think
    after being captured twice by him that there would be more protection for her
    (Who would trust a plumber that has already failed once anyways?). Well your
    mission once again is to rescue her. My burning question that still is
    unanswered by Nintendo to this day is “If she is a Princess, wouldn’t there be
    a King and a Queen (mother and father)?”
    
    Bowser
    The leader of the Koopas that always tries captures the princess. Why after two
    times of failing to keep does he try again? (I do not know, Love perhaps?
    Jealousy? May be he wants to be king of Mushroom Kingdom?)
    
    ```````````````
    4.1.1     Yoshi
    ```````````````
    
    Yoshi is a dinosaur (a friendly one of course!) that lives on Dinosaur Island
    (how original for the name). However, Yoshi’s friends have been captured and
    put into eggs by Bowser and his clan. A side quest if you will, is to rescue
    all of Yoshi’s friends from the Castles that they are stored in. If you come
    across a Yoshi’s egg in a level and you already have Yoshi, then a 1-UP will
    come out of the egg instead.
    
    ***One of Yoshi’s special abilities is eating berries.***
    
    Red Berry
    When Yoshi eats ten of these in a row, he will lay an egg and an item will come
    out (mushroom if normal and a feather if anything else).
    
    Pink Berry
    When Yoshi eats five of these in a row, he will lay an egg and this time, a
    cloud will come out. The cloud will drop coins from the sky and the last thing
    it will drop is a 1-UP.
    
    Green Berry
    Only found in Funky, these berries will add 20 seconds to the timer.
    
    ***Another one of Yoshi’s special abilities is eating koopas. Upon eating
    koopas, certain things will happen when he has one in his mouth.***
    
    Green Koopa
    Yoshi will just spit out the koopa as a shell.
    
    Red Koopa
    When Yoshi goes to spit him out, he will not spit out a shell but will instead
    spit out three flames.
    
    Blue Koopa
    Yoshi grows Yoshi wings. Yoshi can now fly for a limited amount of time (until
    he swallows him). Yoshi spits the shell out like a green one.
    
    Yellow Koopa
    When Yoshi jumps and lands on the ground, he will stomp, killing any nearby
    enemies. Yoshi spits the shell out like the green one.
    
    ***There are four types of Yoshi found on Dinosaur Island.***
    
    Normal (green) Yoshi
    The first Yoshi that you come across (in Yoshi’s Island 2). This Yoshi has the
    basic abilities (spitting and jumping).
    
    NOTE: The other three types of Yoshi are found in the Star World. To obtain
    them, you must feed the baby Yoshi five enemies (or a star) and then exit the
    level with that Yoshi (full grown).
    
    Red Yoshi
    Has the same abilities as a normal Yoshi except when he eats a koopa (all koopa
    shells still apply) and spits it out, it will always be flames.
    Only comes out of the egg if you are fire Mario/Luigi.
    
    Blue Yoshi
    Has the same abilities as a normal Yoshi except when he eats a koopa (all koopa
    shells still apply) he will grow Yoshi wings.
    Only comes out of the egg if you are feather Mario/Luigi.
    
    Yellow Yoshi
    Has the same abilities as a normal Yoshi except when he eats a koopa (all koopa
    shells still apply) he will pound the ground.
    
    Only comes out of the egg if normal Mario/Luigi. However, when normal
    Mario/Luigi, the choice of which Yoshi is random.
    
    ***Yoshi’s Wings***
    In certain levels, about halfway through each one are Yoshi’s Wings. These
    wings are warps (kind of like the vines in the original Super Mario Brothers).
    Yoshi’s Wings will cause the level to end as well. It is sometimes necessary
    to grab Yoshi’s Wings to get all the Yoshi coins in a level as well.
    
    ~~~~~~~~~~~~~~~
    4.2     Enemies
    ~~~~~~~~~~~~~~~
    
    ```````````````````````````
    4.2.1     Overworld Enemies
    ```````````````````````````
    
    Koopa
    The basic koopa that can be found within a shell. Each color does something
    different. Green koopa walks in the direction its going. The red koopa stays
    on the platform. The blue koopa walks faster. The yellow koopa spins around in
    its shell and invulnerable to any attack (besides a star). Each koopa shell
    also has a special ability (see Yoshi section).
    
    Kicking Koopa
    Unofficial but I felt it needed its own explanation. A kicking koopa is
    essentially a koopa without a shell. However if a koopa approaches a shell
    something happens depending on the color of it. If it is a green shell, it
    will hop back into it.
    
    Super Koopa
    A koopa that is out of its shell and has a cape instead. The Super Koopas with
    the flashing red cape has a feather when you hit it on its head.
    
    Parakoopa
    A koopa that has wings. The green parakoopa cannot fly but jumps instead. The
    red parakoopas fly in a distinct pattern. All the other colors of the
    parakoopas fly at you.
    
    Goomba
    A basic creature that can be killed by any means. A variation of goomba is a
    goomba with wings. Hit the goomba with wings and it becomes a normal goomba.
    
    Paragoomba
    A goomba that flies down from the top of the screen with a parachute. Once it
    hits the ground, it becomes a normal goomba.
    
    Bullet Bill
    The name is exactly what it says, a bullet. It can be found coming out of a
    cannon or it can be found coming from the side of a screen. In some levels,
    the Bullet Bill will come from all directions.
    
    Banzai Bill
    A gigantic form of the Bullet Bill. Hard to avoid but can be killed just by
    jumping on it.
    
    Bob-omb
    A bomb that is set for detonation in a matter of seconds. Once it is hit,
    there is no stopping it from exploding unless you hit with a block or another
    enemy.
    
    Para-Bomb
    A Bob-omb that comes down from the sky in a parachute. Once the Para-Bomb hits
    the ground, it becomes a normal Bob-omb.
    
    Monty Mole
    Little creatures that pop out of the wall or from the ground. These creatures
    will try to home you after popping out of their hole. 
    
    Piranha Plant
    A plant that comes out of pipe. Can be killed by simple means. Some of the
    piranha plants shoot fire at you.
    
    Lakitu
    An enemy that can be found on a cloud or in a pipe (on rare occasions) that
    throws spinys at you.
    
    Fishin’ Lakitu
    A Lakitu that has an item (usually a 1-UP). When you take that item, it
    becomes a normal Lakitu. 
    
    Spiny	
    A red enemy that has spikes on it. Is thrown down at you from a Lakitu.
    
    Chargin’ Chuck
    An enemy that looks like an American football player and does exactly what the
    name implies, charge. The Chargin’ Chuck also can brake through wooden and
    blue blocks. It takes three hits to the head to kill him. There are three
    variations to this enemy. The most lethal is the Chargin’ Chuck that splits
    into three Chargin’ Chucks. The second most lethal is the Chargin’ Chuck with
    baseballs. The third most lethal is the Chargin’ Chuck with American footballs.
    
    Volcano Lotus
    A flower enemy that shoots four flames upward in a distinct pattern. Can only
    be killed with a leaf or by eating it with Yoshi.
    
    Sumo Brother
    An enemy that looks like a Sumo wrestler that stomps on the platform and
    causes a set of 5 large flames to hit the ground below him.
    
    Amazing Flyin’ Hammer Brother
    A Sumo Brother that is on a platform that swings back and forth throwing
    hammers at you. To kill it, hit the platform it is on. The platform is usually
    used to get to a higher place you could not normally reach.
    
    Pokey
    An enemy that has a head and a body stacked like a Totem Pole. If you have
    Yoshi you can eat the body parts. When you have Yoshi there are five body
    parts. When you do not have Yoshi, there are only three body parts.
    
    Rex
    A dragon-like enemy. To kill it, jump on its head once and will get crushed
    and try to run off quickly. Jump on it again to kill it.
    
    Wiggler
    A caterpillar-like creature that is found roaming the forest. If you jump on
    it, it will turn red and run frantically toward you.
    
    Dino-Torch
    A Rhino-like enemy that spits fire out of its mouth in the direction you are
    facing (except down).
    
    Dino-Rhino
    The larger form of Dino-Torch. Although it cannot spit fire, once you jump on
    it, it becomes a Dino-Torch.
    
    Fuzzy
    Little black creatures that can be seen moving around objects. These creatures
    can be especially annoying when they are on a platform that you need to get on.
    
    Flames
    Although not listed as an official enemy it proves to be very dangerous
    (obviously). Only found in Outrageous in Special, these enemies chase after
    you by jumping around. They also leave a little flame behind from where they
    once were. They can only be defeated by Yoshi eating it and with a feather.
    
    ```````````````````````
    4.2.2     Water Enemies
    ```````````````````````
    
    Blurp
    Blurp is the basic fish that can be found in any water level. There are two
    types of blurps. The green ones continue in the direction they are heading
    while the white blurps move in distinct patterns.
    
    Rip Van Fish
    A fish that is found sleeping in the water. If you get too close to it, it
    will begin to get close to you. Once you get away, Rip Van Fish will fall back
    asleep.
    
    Porcu-Puffer
    A large fish with spikes around its body that will home after you in the water.
    Make a run for it when you see these fish. Yoshi can jump on its head.
    
    Urchin
    Only found in Forest of Illusion 2. An octopus-like creature that moves in a
    noticeable pattern. These creatures can only be destroyed by a star or with a
    blue block.
    
    Torpedo-Ted
    Only found in Soda Lake, the name implies what it is, a torpedo. A hand will
    drop it from a case and fire it at you. Be very careful because they can shoot
    in both directions.
    
    Dolphin
    Not really an enemy, but not really a friend either. This animal will guide
    you along the direction it is heading above the water (not always the
    direction you want to go either). Yoshi can eat the dolphins though.
    
    ````````````````````````````
    4.2.3     Underworld Enemies
    ````````````````````````````
    
    Swooper
    Basically a bat. These bats hang from the ceiling and will come down at you.
    They do not provide much of a threat by can get in the way sometimes.
    
    Buzzy Beetle
    An enemy that looks like a koopa and acts like a koopa except it stays in its
    shell.
    
    Spike Top
    An enemy that looks like a spiny but is not. These enemies will crawl along
    the surface (even upside down). These enemies can be annoying especially when
    trying to go through tight spaces.
    
    Blaarg
    A monster that lives in the lava. These creatures will pop out their head,
    then dive into the water and pop out at you. These creatures cannot be killed
    so just jump over them.
    
    Mega Mole
    A giant form of Monty Mole, however, these ones do not pop out of holes. These
    creatures usually impede your progress, especially when in narrow passageways.
    
    Chragin’ Chuck Miner
    This is a special Chragin’ Chuck that can only be found in Valley of Bowser 4.
    This Chargin’ Chuck will “dig” up rocks and have them bounce down toward you.
    The rocks can be destroyed by using your cape or by having Yoshi eat them.
    Yoshi can also jump on the rocks but Mario/Luigi cannot.
    
    `````````````````````````````
    4.2.4     Ghost House Enemies
    `````````````````````````````
    
    Boo
    The basic ghost that can be found in a ghost house. When you turn your back
    toward them, they will chase you. However, when looking at them, they do not
    move. Sometimes they will be by themselves and other times, they will come
    down from the ceiling.
    
    “Boo” Buddies
    A line of boos that bounce around the room. These enemies can be very annoying,
    especially when moving along a narrow passageway.
    
    Circle of Boos
    A circle of boos, literally. There is a hole in the circle of boos that allows
    you to go through.
    
    Eerie
    A ghost that moves along in a formed path. This ghost is more lethal than a
    boo because it will continue to move at you and not stop.
    
    Green Bubble
    My guess it is a giant bubble of toxic gas, but who really knows what it is
    just avoid it at all costs. It moves is distinct pattern and if you leave the
    screen and come back, the green bubble will return as well.
    
    Big Boo
    A humongous form of a boo. They are the exact same as a normal boo just larger
    and much harder to get around.
    
    Fishin’ Boo
    Very similar to the fishin’ Lakitu except this one has a blue on the end
    instead of an item. This one will also get close to you if you stand in the
    same spot too long so always be moving.
    
    `````````````````````````````````
    4.2.5     Fortress/Castle Enemies
    `````````````````````````````````
    
    Thwomp
    A spiked brick with a face. These bricks are like sensors and when you get to
    lose them they fall. They have a slow ascend back up, which is the perfect
    time to get by it. This enemy is indestructible.
    
    Thwimp
    The smaller version of a thwomp. This enemy instead of falling directly (like
    the thwomp) it bounces in your direction. This enemy is indestructible.
    
    Drybones
    A turtle looking animal that is made of bones. If you jump on its head, the
    bones fall apart making it “dead”. However, after a short period of time, it
    will reassemble itself. It can be killed by hitting it with your cape. There
    are also drybones that throw bones as well.
    
    Fishbone
    A dead blurp that floats around in the Vanilla Fortress and in Bowser’s Castle
    (Room 6). These fish act the same way a blurp does.
    
    Magikoopa
    He proves to be very annoying in the Castle. He shoots off magic with his magic
    wand and when his magic hits a wooden block, it turns into a yellow koopa. It
    is very difficult to kill him because you have to jump on him when his wand is
    down. Also, he disappears very quickly after shooting off his magic wand as
    well. 
    
    Bony Beetle
    This little enemy looks like a buzzy beetle except it is made of bones. When
    it starts to move, a spike appears on its head and cannot be killed that way.
    When it is stationary, it can be crushed but soon comes back to life. It can
    be killed with your cape though.
    
    Lil’ Sparky
    A small flame that revolves around a platform. You cannot kill it so you have
    to jump over it.
    
    Hothead
    A larger form of Lil’ Sparky. You cannot kill it so you have to jump over it.
    
    Grinder
    A saw that can move along a designated path or moves around on its own.
    
    Ninji
    Only found in the Back Door of Bowser’s Castle. This enemy is taken from Supe 
    Mario Brother 2 (US). All it does is jump in place and can be easily avoided.
    
    ````````````````
    4.2.6     Bosses
    ````````````````
    
    Iggy Koopa
    To get rid of Iggy, you must knock him into the lava. To accomplish that, you
    have to hit him on the head. The direction he will move is based upon the
    slope of the platform. Iggy’s only attack is that he occasionally throws a
    fireball at you, which can easily be avoided.
    
    Morton Koopa
    The layout of the level is as follows. Walls will fall and Morton will start to
    come toward you. Hit him on the head. Each time you hit him, he speeds up. He
    will eventually start to climb the wall and onto the ceiling. He will then try
    to fall onto you. When he falls, the floor will stun you so jump when he lands.
    Three hits on the head and Morton is dead.
    
    Lemmy Koopa
    The layout of this boss is that there are six pipes all at different levels and
    there is a fire ball bouncing around the room. There are three enemies that pop
    out of the pipes. Two of the enemies are dummies (which look similar) and the
    other is Lemmy. Hitting a dummy does nothing. Hit Lemmy three times and he will
    fall into the lava and die.
    
    Ludwig Von Koopa
    This boss shoots five fire balls at you. While he his shooting the fire balls,
    hit him on the head. Then he will start homing you for a short period of time.
    Then he will make a long jump. Make sure you are in the middle of the area or he
    might jump outside of the screen. Then the cycle continues. Three hits on the
    head and Ludwig will be dead.
    
    Roy Koopa
    Roy’s stage is the similar to Morton’s. The battle is basically the same except
    for a few modifications. Roy is much faster than Morton, so catching him on the
    third try may be difficult. Also, the walls move in closer each time so you 
    have less time to hit him as well. Still, three hits and Roy is long gone.
    
    Wendy O. Koopa
    Wendy’s stage is very similar to Lemmy’s. There are some slight modifications
    to the level. Instead of having all the pipes be different levels, they are all
    the same in height. There are also two fireballs bouncing around the room
    instead of one this time. Remember that Wendy is the pink one that pops out of
    the pipe. Three hits on the head (or butt) and Wendy falls into the lava.
    
    Larry Koopa
    The stage is set up very similar to Iggy’s except this time there are three
    fireballs (left, center and right) that come up from the lava. Just remember
    that when you jump on him, he moves in the direction of the slope. A couple of
    easy hits in the right direction and he will be burning in lava.
    
    Reznor
    Reznor (found only in the fortresses) is basically four rhinos, each on their
    own platform that spin in circle. Each rhino spits fire at you. To kill it, you
    hit the platform that the rhino is on. After you hit two rhinos, the floor
    begins to go away so you have to jump onto one of the open platforms. From the
    platform, kill the other two and defeat Reznor.
    
    Big Boo
    A little boss that is inside the Donut Secret Ghost House. It can be killed by
    the blue blocks, which make up the floor. Be mindful of the normal Boos in the
    room as well. To hit Big Boo, grab a blue block and throw it up at him. If you
    hit him, he will flash and then become invisible for a short time. You cannot
    hit him while he is invisible. Three hits and the Big Boo is dead.
    
    Bowser
    
    Phase I
    In the first part of the showdown, Bowser is flying back and forth on the
    screen. Avoid the propeller below or else it will cause. Right now just sit
    tight until he stops moving. Then he will drop two mechakoopas. The way to hit
    Bowser is to grab one of the mechakoopas and throw it vertical so it hits him
    on the head. It will take some time to learn when to throw just do not hold on
    to the mechakoopa too long because they start to move after a while. If you
    miss or collide the two mechakoopas together, you will have to repeat the
    process. Two hits on the head and Phase I is over.
    
    Intermission I
    After the first phase, stand slightly to the right of the second to last brick
    on the right on the screen. Flames will start to fall from the sky. When the
    flames are about to hit where you are standing the second time around, there
    will be a slight pause in the falling of the flames, jump to the left when
    that happens. The princess will drop a mushroom, (do not grab it if you have
    something better) ending the first intermission.
    
    Phase II
    The second part of the showdown is a little harder, but once again it takes
    some time to learn. Now Bowser will try to hover right above you so you cannot
    really jump that high. Eventually, Bowser will stop and flip upside down. He
    will drop a giant cannonball. Jump over it to the opposite side before Bowser
    starts to move again. He will continue to move again and then will drop
    another giant cannonball. After the second one, he will throw out two
    mechakoopas once again. It is slightly harder to hit him on the head this time
    because he is hovering right above you and the propeller kills the mechakoopa.
    If you miss, the phase will repeat itself. Continue till you get two hits on 
    the head and Phase II is over.
    
    Intermission II
    Stand slightly to the left of the third brick on the left. When the flames
    start to disappear, follow them to the right that will end the second
    intermission and the Princess will once again throw a mushroom.
    
    Phase III
    The clown car is clearly pissed off because the eyes are now beaming orange.
    This time around, the clown car will bounce around trying to crush you with
    the propeller. It is not hard to avoid the clown car. You just need to know
    how far apart his drops are. Eventually he will once again drop two
    mechakoopas. It is even harder to hit Bowser on the head this because he is
    moving up and down. Also, Bowser can crush the mechakoopas with his propeller
    as well making the process longer. Two more hits on the head and Bowser gives
    up.
    
    ***********
    5     Items
    ***********
    
    Mushroom
    A mushroom (red and white) that makes normal Mario/Luigi into Super
    Mario/Luigi.
    
    Fire Flower
    A flower that makes Super Mario/Luigi into Fire Mario/Luigi.
    
    Feather
    A feather that makes Super Mario/Luigi into Caped Mario.
    
    Star
    A star makes Mario/Luigi invincible for a small period of time.
    
    1-UP Mushroom
    A mushroom (green and white) that gives you a 1-UP.
    
    Moon
    A moon that gives you a 3-UP.
    
    Coin
    The monetary unit of Dinosaur Island (I suppose). Collect 100 of these to get
    a 1-UP.
    
    Yoshi/Peach Coin
    There are five (sometimes more) of these in a level (except Bowser’s Castle).
    Collect five of them to get a 1-UP. Each one collected after five counts as
    another 1-UP.
    
    Spring
    Used to give Mario/Luigi an added high jump.
    
    Blue P-Switch
    When this P-Switch is hit, it makes all the coins brown blocks and all the
    brown blocks coins.
    
    Gray P-Switch
    When this P-Switch is hit, it makes all the enemies on the screen (except a
    Lakitu) into a gray coin.
    
    P-Balloon
    Found only in certain levels, this balloon puffs up Mario/Luigi like a balloon
    (go figure). Use the directional pad to control him in the air. You CANNOT use
    it when you are on Yoshi.
    
    ~~~~~~~~~~~~~~
    5.1     Blocks
    ~~~~~~~~~~~~~~
    
    “?” Block
    The most common block in the game. This block has a coin, a 10x coin (can be
    hit multiple times), or an item.
    
    Brown Block
    After a ? block is hit, it becomes brown. Also, brown blocks appear when a blue
    P-Switch is hit and coins turn into brown blocks
    
    Wooden Block
    A yellowish block that can be destroyed with the spin attack. Also, these
    blocks can rotate when either hit from below or hit with a cape.
    
    Blue Block
    A block that can be picked up and carried. This block reminds of the one in
    Super Mario Brothers 3 because it is essentially used to kill enemies or to hit
    ? blocks. These blocks can be thrown vertically upward as well. 
    
    Green Star Block
    A block that is green and has a star on it. Upon collecting 30 coins in a
    level and hitting this block, a 1-UP will comes out.
    
    Message Block
    Usually found in the beginning of the level, these blocks give tips on how to
    do certain things in the level or how to use certain things.
    
    Music Block
    These blocks are white and contain a black music note (quarter note for those
    musicians). These blocks can be bounced on to give Mario/Luigi an added jump.
    
    Gray Block
    These blocks are gray usually contain enemies around it (fuzzies especially).
    
    ***There are four types of blocks that can only be unlocked in the Switch
    Palaces. Before these, blocks are triggered, they are invisible.***
    
    Yellow “!” Block
    Triggered upon completing Yoshi’s Island 1, these blocks release a mushroom
    upon being hit.
    
    Green “!” Block
    Triggered upon finding the secret exit in Donut Plains 2, these blocks release
    a feather upon being hit.
    
    Red “!” Block
    Triggered upon finding the secret exit in Vanilla Dome 2, these blocks are
    only used as a normal block.
    
    Blue “!” Block
    Triggered upon finding the secret exit in Forest of Illusion 2, these blocks
    are only used as a normal block.
    
    *****************
    6     Walkthrough
    *****************
    
    NOTE: The difficulty level ratings are my opinion. Some of the levels may be
    easier and some of them may be harder according to you. This walkthrough is
    done with Mario for almost all the levels (except for Forest Fortress). It is
    however up to you to choose which character you like the best (I like Mario
    better). Some of the levels become a lot easier with a different combination
    of items and Yoshis. I give recommendations on certain levels to use certain
    things to make it easier. However, most of the levels can be completed as
    normal Mario/Luigi. I will also note alternate ways to complete each level and
    whether or not a level has a halfway point.
    
    ~~~~~~~~~~~~~~~~~~~~~~
    6.1     Yoshi’s Island
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Yoshi’s House
    Difficulty 0/10
    The starting point in Super Mario World and Yoshi’s home as well. Yoshi is not
    home. There is nothing you can do here yet. If you bring Yoshi back and have
    him eat all of the fruit, an item will come out of an egg depended on what
    color Yoshi you have (If you have not unlocked any special Yoshis, then the
    item is random).
    
    Yoshi’s Island 1
    Difficulty 1/10	
    The first Yoshi coin is located on the other side of the first slanted hill.
    Then a Bonsai Bill comes toward you and should be able to walk under it. The
    second Yoshi coin is located right after the three slanted hills. After the
    piranha plant there is a blue pipe with two blocks on them. Break them upon to
    go down it. Down the pipe are a mushroom and the third Yoshi coin and exit
    through the green pipe.
    After being blasted out of the giant green pipe, you pass through the halfway
    point. The forth coin is on top of the hill with Rex. Then you have to duck in
    the hole to let the Bonsai Bill pass through. After it, there is a shell which
    could get you a 1-UP. You have to duck under the Bonsai Bill and move quickly
    to get to the 1-UP on the other side. Further along, another Bonsai Bill will
    come at you. Just jump on the platform and it will pass under you. The last
    coin is located past the Piranha Plant. The goal is right passed the Chargin’
    Chuck.
    
    Yellow Switch Palace
    Difficulty 0/10
    The Yellow Switch Palace has no enemies. There is a P-Switch which can cause
    the whole room to be filled with coins. After collecting the coins, move to
    the right and through the pipe. Hit the switch and save the game.
    
    Yoshi’s Island 2
    Difficulty 1/10
    To get a 1-UP, pick up the shell and throw it at the first koopa. However, to
    get multiple 1-UPs, chase the shell. You can rescue Yoshi from the second ?
    block. The first and second Yoshi coins can be easily found along the path
    with the koopas. The third Yoshi coin is right passed the Chargin’ Chuck going
    up the hill. The halfway point is right pass him. 
    In the middle ? block is another Yoshi if you lost him. However, if you still
    have him, it will become a 1-UP. Pass the two Monty moles are two wooden
    blocks. The second one has a vine which leads to the forth Yoshi coin. The
    fifth Yoshi coin is located at the next Monty mole. It is possible to go down
    the blue pipe right after the Monty mole that comes out of the ground. Down
    there are a bunch of blue blocks, and flying ? blocks. One of them has a 1-UP
    and the rest are coins. After exiting the pipe, to the right is a P-Switch.
    Hit it to get higher up for the goal.
    
    Yoshi’s Island 3
    Difficulty 1/10
    Work your way to the top of the mountain and across the wooden blocks. After
    it is a swinging platform. Let the platform slide to get to the next platform
    which has a Yoshi in the second ? block. Go along the moving platforms until
    you reach another swinging platform. Let the platform fall to the bottom to
    see a yellow pipe. Go down the pipe and hit the P-Switch and then get across
    to get the second Yoshi coin. After exiting, go to the right and there is the
    halfway point along with the third Yoshi Coin.
    Move across the moving and swinging platforms toward the wooden blocks. These
    move horizontal and vertical so be careful. At the top of these platforms is
    the forth Yoshi coin. After the Yoshi coin, there is a series of swinging
    platforms and at the last one is the fifth Yoshi coin. Follow the path to the
    goal.
    
    Yoshi’s Island 4
    Difficulty 2/10     NO HALFWAY POINT
    The first Yoshi coin is on the platform that sinks when you step on it, so be
    quick. The second Yoshi coin is directly on the other side. Move across the
    floating platforms and watch out for the spike ball. Go down the blue pipe if
    you still have Yoshi In the pipe there are pokeys, which Yoshi can eat. If you
    did not go down the pipe, move along the floating platforms to the third Yoshi
    coin. The blue shell on the ground should be thrown at the wooden box to cause
    the P-Switch to fall. Hit the P-Switch and grab the star in the ? block. Move
    along the path to grab the forth Yoshi coin. Once across, move along the
    floating platforms dodging the spike balls to get to a platform which has the
    last Yoshi coin. Continue to move across but be careful of the bouncing blurp
    and go through the pipe to the goal.
    
    Castle #1: Iggy’s Castle
    Difficulty 2/10
    Once inside the castle, jump on to the wall and move across. It is possible to
    get multiple 1-Ups in this level because you can hit the koopas by being above
    their heads. It is also possible to hit the koopas behind the wall by punching
    them however, it will not add to the 1-UP streak. Move across the wall until
    you see five ? blocks in a row. Beyond that is the first Yoshi coin. Move
    across the lava pit and punch the part of the wall that looks like a square.
    It will bring you on to the other side. Backtrack to collect the second Yoshi
    coin near the edge of the lava pit. Jump across to the other wall and go to
    the right to find another square in the wall. Go back and grab the third Yoshi
    coin. Move across the wall and to the end is the halfway point and a door. Go
    through the door.
    There will be falling beams that will try to crush you. It is recommended that
    you stay to the left of the scrolling screen. After the first beam, is the
    forth Yoshi coin in the air. Duck in the hole to dodge the second falling beam.
    Wait for the third beam to fall in order to jump over the pit. Wait for the
    forth beam to fall and then grab the last Yoshi coin. Be careful near the boss
    door because a beam will fall if you are too slow. Just wait for it to go back
    up and then enter.
    Iggy: To get rid of Iggy, you must knock him into the lava. To accomplish that,
    you have to hit him on the head. The direction he will move is based upon the
    slope of the platform. Iggy’s only attack is that he occasionally throws a
    fireball at you, which can easily be avoided.
    
    ~~~~~~~~~~~~~~~~~~~~
    6.2     Donut Plains
    ~~~~~~~~~~~~~~~~~~~~
    
    Donut Plains 1
    Difficulty 3/10     TWO POSSIBLE EXITS
    This is the first possible level that you can get the feather which enables
    you to fly. Move along and hit the Super Koopa with the red cape to get the
    feather. Continue and you will see the first Yoshi coin. Continue along and
    you will see a Chargin’ Chuck with baseballs. To kill him easily, hit him on
    the head and then hit him with your cape. Then you will come along a Volcano
    Lotus, which can only be killed with your cape. Take the upper path to grab
    the second Yoshi coin. Move along and there is a blue pipe above the ground.
    In there is a bonus game (see Bonus Section). To the right are a Piranha Plant
    and a Chargin’ Chuck with baseballs. Move further along and go through the
    halfway point.
    In the second blue pipe there is an area with 600 coins which can help you
    learn how to fly and walk up walls. To get over the wall you need to abandon
    Yoshi (if you have him) and run up it. Work your way to the end of the area
    and go down the pipe. Hit the Lotus Flower and get the Yoshi in the ? block.
    Then kill the Chargin’ Chuck with the baseballs and then hit the forth in
    wooden block to cause vine to appear. Climb the vine to get the third Yoshi
    coin. Yoshi can eat the Volcano Lotus and the forth Yoshi coin is above it.
    Move along and there will be a bunch of super koopas flying at you. Go under
    them and grab the last Yoshi coin. There is mysterious green wall with clear
    squares. 
    Secret Exit to Donut Secret 1: Once the Green Switch is hit, run up the wall
    and grab the key and insert it into the keyhole. It is also possible to fly up
    to the platform with the key, however it is very difficult.
    Normal Exit to Donut Plains 2: Pass through the wall and hit the yellow blocks
    to kill the Lotus Flowers. Then kill the Chargin’ Chuck and reach the goal. An
    alternative is when the Green Switch has been hit. Run up and around and fall
    down and go to the goal.
    
    Donut Secret 1
    Difficulty 3/10     TWO POSSIBLE EXITS
    The first underwater level. In the beginning of the level is a Rip Van Fish,
    which will wake up if you come close to it. Weave your way through the fishes
    toward two Rip Van Fish. The first Yoshi coin is located above the four ?
    blocks. Move along and go up the blue pipe. There is a ? box which has a P
    Balloon, which can allow you to float for a small amount of time. Get to the
    left side and move your way up dodging the parakoopas. On a platform is
    another ? block which has another P-Balloon. Move further up and to the left
    is the second Yoshi coin. On the far right side on the top is the third Yoshi
    coin. In the middle are two wooden blocks. The one on the right has a 1-UP.
    Exit the pipe to the right when you touch the ground again. Grab the forth
    Yoshi coin that is in the pit after exiting the pipe. Move along dodging the
    fish until you come to the halfway point. Above the halfway point is the fifth
    Yoshi coin sandwiched between two blue blocks.
    Move along until you see a P-Switch. You can hit and try to race the time but
    I recommend picking it up and bringing it along. There is a sixth Yoshi coin
    right before a Rip Van Fish. If you have not hit the P-Switch, drop it and hit
    it. 
    Secret Exit to Donut Secret House: The brown blocks turn into coins and hit
    the ? block which releases a key. Insert the key into the keyhole on the right.
    Normal Exit to Donut Ghost House: Pass the keyhole and continue to dodge the
    blurps and pass the Rip Van Fish to the goal.
    
    Donut Secret House
    Difficulty 2/10     TWO POSSIBLE EXITS     NO HALFWAY POINT
    Move to the right and jump over the circle of boos. When the opening comes
    around enter in. To the right of the circle of boos on the bottom level is the
    first Yoshi coin. Go to the right but watch out for eeries. Then hit the
    P-Switch and grab it. Move it close to the Big Boo and jump over it. Go to the
    right and you should see an unattainable Yoshi coin right now. Go through the
    door.
    Move to the left and enter the circle of boos. Exit the circle and maneuver
    your way to the far left of the room passing an unreachable door. Jump up to
    the platform with the P-Switch but do not hit. Climb up the platforms on the
    left wall to reach the second Yoshi coin. Grab the P-Switch and bring it
    toward the wooden blocks near the unreachable door and hit it. Go through the
    door. In this room there is a ? block which creates a coin chain. To the far
    left is the third Yoshi coin. Go through the door on the left. The coin you
    passed in the beginning of the level is attainable and becomes the forth Yoshi
    coin. In the wooden block is a 1-UP. Go through the door again. Once again,
    work your way to the far left. Make sure you grab the five coins before the
    wooden blocks if you are taking the normal exit. Go to the left and grab the
    P-Switch and bring it back to the wooden blocks and hit the P-Switch.
    Secret Exit to Star Road 1: Move into the path of the door in the wooden
    blocks but do not go in. Instead hit the wooden block to create a vine.
    Quickly climb it and run and slide under the platform to get the last Yoshi
    coin. Then go into the blue door to face Big Boo. 
    Big Boo: A little boss that is inside the ghost house. It can be killed by the
    blue blocks, which make up the floor. Be mindful of the normal Boos in the
    room as well. To hit Big Boo, grab a blue block and throw it up at him. If you
    hit him, he will flash and then become invisible for a short time. You cannot
    hit him while he is invisible. Three hits and the Big Boo is dead.
    Normal Exit to Donut Secret 2: Go over the wooden blocks and into the blue
    door, which leads to the goal.
    
    Donut Plains 2
    Difficulty 2/10     TWO/THREE POSSIBLE EXITS     NO HALFWAY POINT
    The first side-scrolling level. Move along the level and come across a buzzy
    beetle. Be careful of the swoopers in this level. Then you will see a yellow
    platform which has another buzzy beetle and the first Yoshi coin. Hurry across
    before the second yellow platform goes down. Move along the yellow platforms
    going up and down.
    Secret Exit to Green Switch Palace/Faster route to normal exit: Go into the
    second green pipe on the flat yellow platform. Move to the right and kill the
    Chargin’ Chuck that is kicking footballs. The footballs can be jumped on.
    Break open the wooden blocks on the far right to grab the blue shell. Carry
    the shell over to the highest wooden block and throw it and the block. It
    should reveal a vine. Climb the blocks to the vine and climb up the vine to
    put the key into the keyhole. If you have Yoshi, you can eat the shell and fly
    up to get the key. You can also go into the pipe at the far right to take the
    faster normal exit. 
    If you choose to skip the secret exit/faster route, the second Yoshi coin is
    right just beyond the flat platform. The third Yoshi coin is beyond the last
    yellow platform group. Be cautious along the area with the jagged floor
    because of the yellow ceiling, and buzzy beetles. After that, quickly jump to
    grab the forth Yoshi coin by jumping onto the yellow platform and jumping off
    before getting crushed. Wait for the yellow platform to come back down and
    jump onto it again. Move to the right and jump to get the fifth Yoshi coin.
    Watch out for the two Spike tops at the end. Go through the pipe and to the
    goal.
    
    Green Switch Palace
    Difficulty 1/10
    There is a shell and a P-Switch before the koopas. Grab the shell and hit the
    P-Switch. Throw the shell and chase after it to get a 1-UP. Go through the
    pipe and hit the Green Switch.
    
    Donut Ghost House
    Difficulty 2/10     TWO POSSIBLE EXITS
    Secret Exit to Top Secret Area: To get to the Secret Exit, you need a feather.
    Go to the right slightly and run toward the left, fly up and go through the
    hole. Run across to get four 1-UPs. Go through the door and to the secret goal.
    Watch out for the ghosts that come down from above. Only the opaque ghosts can
    harm you. Move to the right and you should run into the first Yoshi coin.
    Continue to the right and go through the door. Go up the stair, passing the
    second Yoshi coin and through the door. Collect the second Yoshi coin and hit
    the wooden block to reveal a P-Switch. Hit the P-Switch and go to the left and
    through the blue door. The room has a ? block which has coin chain, a green
    star block and the third Yoshi coin at the top of the room. Exit the room and
    go through the door twice. Grab the forth Yoshi coin and hit wooden block to
    reveal a vine. Climb the vine to get the fifth Yoshi coin and go through the
    door to the goal. It is also possible to fly up to the platform to get through
    the door instead of the vine.
    
    Top Secret Area
    Difficulty 0/10
    This is a special place that can refill your item box. There is a Yoshi/1-Up
    (if you already have Yoshi) in the middle ? block. If you are normal Mario,
    the ? blocks to the outside are mushrooms. If you are not normal Mario, the ?
    blocks to the left have fire flowers and the ? blocks to the right have
    feathers.
    
    Donut Secret 2
    Difficulty 3/10     NO HALFWAY POINT
    Be careful in your step in this level for everything is covered in ice. The ?
    block on the ground has a coin chain. The first Yoshi coin is on top of the
    hill where the yellow-koopa comes from. Move to the right and jump on the
    spring to hit the wooden block, which shows a vine. Climb the vine and hit the
    wooden block to get a star. While falling to the right, grab the second Yoshi
    coin. Move to the right and watch out for the Spike tops and grab the third
    Yoshi coin near the wall. The forth Yoshi coin is in between two hills and
    near a red parakoopa. Move to the right and go down the slope. Cautiously jump
    from pipe to pipe to get to the end. There is a pipe that you can go up. In
    the ? block is a P-Balloon. Collect the coins and go through the blue pipe at
    the end. Right beyond the pipe below and between the two platforms is the
    fifth Yoshi coin. Move to the right and hit the yellow-koopa to kill all the
    Spike tops. Climb the slopes and arrive at a bunch of red parakoopas. Hit all
    of them and get a 1-UP and get the goal.
    
    Donut Plains 3
    Difficulty 2/10
    Move to the right and get around the moving platforms to the mushrooms. The
    first Yoshi coin is beyond the next two moving platforms. Move the right and
    drop down below the wooden blocks. The last wooden block has a vine. Move
    across the clouds to get to the second Yoshi coin. Move to the right till you
    notice a platform and an ON switch. Jump on to the platform and hit the switch
    to turn it to OFF. Move along the path till another ON switch appears. Hit so
    it turns to OFF or you will die. Continue along the path and watch out for the
    critter. Grab the third Yoshi coin and pass through the halfway point.
    The next platform can be difficult without Yoshi because of the fuzzy. Jump
    from the spinning platform to the next moving platform. Move along that and
    after the third jump is the forth Yoshi coin. In the yellow pipe is a bonus
    game (see bonus section). The last Yoshi coin is on the second spinning
    platform after the yellow pipe. Move to other spinning platform carefully
    because there is a fuzzy spinning around it as well. Jump to the moving
    platform, hit the green star box and go through the goal.
    
    Donut Plains 4
    Difficulty 3/10
    Run immediately to the right to grab the yellow shell and kill the koopa. If
    you do not, then the koopa will get in the shell and start homing on you from
    the ground. The first Yoshi coin is on top of the hill after the green pipe.
    There is a green pipe after the yellow pipe that moves up and down so time
    your jumping. The blue pipe after the moving green pipe leads you to an area
    with more moving green pipes which is useless because the exit is right after
    the next moving green pipe. Be careful in the next part because there is a
    Amazing Flyin’ Hammer Brother. Hit the platform he is on to kill him or just
    run up the wall. Hit the first blue-koopa to get a 1-UP from the other enemies.
    The second Yoshi coin is right after that. Go into the blue pipe and move your
    way to the right dodging or killing the red-parakoopas. Grab the third Yoshi
    coin by jumping on the parakoopas and exit through the pipe. You will come
    flying out going over an Amazing Flyin’ Hammer Brother and through the halfway
    point.
    Move to the right and there will be a bunch of goombas with wings. Hit them
    and grab the forth Yoshi coin on the other side. There is a rotating item
    block after the goombas with wings. I suggest you take the star because there
    is a possibility for multiple 1-Ups because of the amount of goombas with
    wings and the paragoombas. Kill the Amazing Flyin’ Hammer Brother and run and
    get the fifth Yoshi coin. Get to the end and see another Amazing Flyin’ Hammer
    Brother, kill him and pass through the goal.
    
    Castle #2: Morton’s Castle
    Difficulty 2/10
    Watch out for the thwimps that drop right away. Weave in and out to get to the
    moving staircase, which has ball n’ chains on it. The first Yoshi coin is
    after the third ball n’ chain. Get to the top and go through the door. All of
    the gray blocks have thwomps above them so wait for them to drop in order to
    pass by them. There is a lava pit after the second thwomp. After the lava pit
    there is another thwomp and where it is at its peak, is the second Yoshi coin.
    Right before the door is a dry bones. You can kill him by hitting him with
    your tail.
    Right when you enter the door is the halfway point. Climb up the moving
    staircase on the right and jump when the platform sticks out. The middle ?
    block is an item, while the others are coins. Jump up to the left and there is
    the third Yoshi coin. Continue up to the dry bones and the spring. The area to
    the right is a dead-end, which only has coins. On the left side there is a
    staircase which goes in and out of the wall. The second wooden block from the
    right has a vine which leads to a dry bones, a 1-UP and the forth Yoshi coin,
    which goes in and out of the wall. The part to the right is when the wall
    tries to squish you. There are blocks along the way that will help you.
    Continue the climb up to two dry bones and three ? blocks, which have coins.
    Jump onto the gray block and climb the staircase on the right. Then there is a
    floor with spikes on it that can harm you if you miss jump. The fifth Yoshi
    coin can be found when everything moves to the right. Climb up and kill the
    dry bones and go through the Boss Door.
    Morton: The layout of the level is as follows. Walls will fall and Morton will
    start to come toward you. Hit him on the head. Each time you hit him, he speeds
    up. He will eventually start to climb the wall and onto the ceiling. He will
    then try to fall onto you. When he falls, the floor will stun you so jump when
    he lands. Three hits on the head and Morton is dead.
    
    ~~~~~~~~~~~~~~~~~~~~
    6.3     Vanilla Dome
    ~~~~~~~~~~~~~~~~~~~~
    
    Vanilla Dome 1
    Difficulty 3/10     TWO POSSIBLE EXITS
    Be careful at the steps because there is a spike top climbing up them and
    watch for swoopers throughout the whole level. There is a flying ? block which
    has a fire flower. There are two possible ways to go here. You could grab a
    shell and kill the buzzy beetles on the ground or you can go above and spin
    attack to go through. Near the red pipe is the first Yoshi coin. The wooden
    block right after the red pipe has a 1-UP in it.
    Secret Exit to Vanilla Secret 1: After the wooden blocks, there is a red
    staircase (after hitting red switch). Climb up the staircase and hit the
    wooden block to reveal a vine. Climb up and put the key in the keyhole.
    Continue along and go through the pipe at the end. In the next room, there is
    a ? block which has a star. Grab it and quickly run across the yellow platform
    because it is sinking into the lava. You can get a 1-UP if you kill all the
    enemies and at the end of the yellow platform is the second Yoshi coin.
    In the next room on a platform is the halfway point. Go through the two wooden
    blocks. To get to third Yoshi coin, you have to be small. Grab the blue block,
    and run along with it to grab the coin and kill the buzzy beetle. The forth
    Yoshi coin is after the piranha plant. Go up the slope and down to the bottom.
    The last Yoshi coin is on the bottom level. Head toward the goal and watch out
    for the Chargin’ Chuck with the footballs at the end.
    
    Vanilla Secret 1
    Difficulty 2/10     TWO POSSSIBLE EXITS     NO HALFWAY POINT
    This level is basically a climbing level. Climb up the left side of the level
    and jump up on the green springs. Drop down below the green pipe to grab the
    first Yoshi coin. The wooden blocks reveal vines to climb up. However, you
    have Yoshi eat the blue koopa and fly up. To the right of the first vine is
    the second Yoshi coin. If you do not have Yoshi, hit the wooden block to climb
    the second vine. Head to the far left of the screen and fall down to grab the
    third Yoshi coin. Use the green springs to get back up. 
    Secret Exit to Star Road 2: To get to the secret Exit you need a feather. Run
    on the platform to the left of the second vine to fly up to the pipe in the
    top left. Watch for the Chargin’ Chuck with footballs and pass through the
    goal.
    Time your jumping at the parakoopas to get through the hole. Grab the spring
    to the right and bring it up to the right. Place it down on the highest
    platform and jump to grab the forth Yoshi coin. Jump on it again and go to the
    right to grab the fifth Yoshi coin. Get to the top and go through the pipe.
    Watch out for the Chargin’ Chuck with the footballs at the top and go through
    the goal.
    
    Vanilla Dome 2
    Difficulty 3/10     TWO POSSIBLE EXITS
    Immediately, you are falling into the water. Move to the right and go up the
    hill. Watch out for the blurps in the water, they do move in a pattern though.
    Go to the right, hit the wooden block and climb up the vine. Move over the
    sloped terrain and follow the arrow down to collect the first Yoshi coin. Move
    toward the right dodging all of the blurps. There is a hole with a ? block.
    Jump onto it and then jump to the right. Jump up the slope and then let the
    Chargin’ Chuck pass you. Then jump up and to the left, grabbing the second
    Yoshi coin. Move to the left and grab the P-Switch and bring it to the brown
    block wall. Hit the P-Switch and jump over the first pit and fall to the far
    left of the second pit. In the hole is the third Yoshi coin.
    Secret Exit to Red Switch Palace: key on the platform and bring it into the
    water. Insert the key into the keyhole.
    Grab the spring near the keyhole and bring to the platform edge. It is very
    difficult to get out without the red block, so be patient. Backtrack back to
    where the Chargin’ Chuck was and continue left through the halfway point.
    Watch out for the Chargin’ Chuck.
    There is a rotating item box after the Chargin’ Chuck. Run down the slope,
    grabbing the forth Yoshi coin and hit the P-Switch to brake the brown block
    wall. There will be another Chargin’ Chuck at the bottom. Grab the fifth Yoshi
    coin on top of the platform after the green pipe. A series of bats and buzzy
    beetles follow. Be careful at the end for the Chargin’ Chuck on the platform
    splits into three. Jump over the spike top to the goal.
    
    Red Switch Palace
    Difficulty 2/10
    Hit the P-Switch and watch for the rainbow shell. Run along the path above the
    rainbow shell. Have it hit all the enemies to get a 1-UP. Go through the pipe
    and hit the Red Switch.
    
    Vanilla Ghost House
    Difficulty 4/10
    Watch out for the eeries that come at you. Move to the right and there is a
    circle of boos. On the bottom level is the first Yoshi coin. After the circle
    of boos are several small platforms on different levels. Jump along them
    avoiding the boos and on of the platforms is the second Yoshi coin. After the
    platforms are a Big Boo and several wooden blocks. Go on the bottom and get to
    the end. The wooden block underneath the last hole of the top row has a vine.
    Climb the vine and grab the third Yoshi coin on the platform. Fall down the
    hole and watch out for the Big Boo. Get through the halfway point beyond him.
    After the halfway point there is a slope which leads to a circle of boos. On
    top of the circle of boos is the forth Yoshi coin. Go through the door and
    pass the circle of boos. In this room there are a bunch of green bubbles that
    move around. Carefully jump from the platforms and dodge the green bubbles. When
    you arrive at three wooden blocks hit the middle one and grab the P-Switch,
    but do not hit it. Pass the door and grab the fifth Yoshi coin and collect the
    five regular coins. Hit the P-Switch and go through the blue door to the goal.
    
    Vanilla Dome 3
    Difficulty 2/10
    Walk down the staircase and jump onto the skeleton boat. Watch for the Blargg
    that pop out of the lava. All of the ? blocks with wings are coins. Climb over
    the pipes and go down the steep slope to the first Yoshi coin. Hop onto
    another skeleton train and continue to watch out for Blargg. Let the skeleton
    bridge fall from the steep drop and then jump off it. There is an invisible ?
    block right near the red pipe. Hop on another skeleton train. Jump up onto the
    brown blocks to the second Yoshi coin before you die. There is a series of
    piranha plants followed by even another skeleton train. I recommend you go onto
    the platform after the skeleton train, get the ? block with 10 coins and grab
    the buzzy beetle and kill the piranha plant before moving the skeleton train.
    Go into the yellow pipe after getting off the skeleton train. This is an icy
    section filled with buzzy beetles. Near the red parakoopa is the third Yoshi
    coin and exit through the blue pipe. Run at the pipe to get over the pipe and
    watch out for the wild blue shell. In the ? block, there is a Yoshi, which is
    above the halfway point.
    Go to the right and hop onto even another skeleton train. When the skeleton
    train finishes climbing the steep incline, jump onto the platform. On the
    other side is the forth Yoshi coin, but time your jump. Work your way through
    a bunch of spike tops and pipes that need to be maneuvered after that is a
    series of platforms. The last one has the fifth Yoshi coin. Move to the right
    to find the last skeleton train. I recommend (if you have a fire flower,
    feather, or Yoshi) that you hop onto the platform and kill all of the piranha
    plants before getting on the skeleton train. Then ride the train to the top of
    the hill and hop off to the goal.
    
    Vanilla Dome 4
    Difficulty 4/10
    There are several Bullet Bills flying at you from the right side of the screen.
    The Yoshi coin is at the bottom of the screen before the first spring. Move
    along the mushrooms dodging all of the Bullet Bills. The second Yoshi coin is
    in the middle of the second set of double springs. Be careful at the next
    section because two parakoopas block you from using the two springs, so you
    need to time your jumps. The halfway point is on the other side of the
    parakoopa high in the air.
    Now Bullet Bills will come from all direction so you have to be extra careful.
    Continue on until you see a blue pipe in between two springs. Go in that pipe
    and hop on the skeleton train. It can be difficult to get through here with
    Yoshi so it is best to abandon because of the brown blocks. At the end is the
    third Yoshi coin and go through the pipe. The forth Yoshi coin is down below a
    spring attached to a mushroom right after exiting the pipe. The fifth coin is
    near a red parakoopa and between two springs. The goal is right on the other
    side of the fifth Yoshi coin.
    
    Vanilla Secret 2
    Difficulty 4/10
    This level is filled with a bunch of bouncing parakoopa is it is necessary to
    be cautious of them. You are going to need a feather and/or blue Yoshi to get
    to the first coin. There is a Yoshi in the ? block beyond the first two
    parakoopas. Get a running start from the beginning and fly up to the clouds.
    On the second platform is the first Yoshi coin. Jump off of the cloud
    carefully and continue to the right to find the second Yoshi coin. There is a
    possibility to get multiple 1-UPs from jumping on the parakoopas. In between
    two piranha plants is the third Yoshi coin. Right after the third Yoshi coin
    is the halfway point.
    After going over the hill and down the slope, there is a lakitu in a pipe
    throwing spinys at you. Just jump on him to kill him. Be watchful of the
    parabombs falling as well. After the two spinys, the forth Yoshi coin I in
    between a ? block which has ten coins, and a brown block. The second wooden
    block has a gray P-Switch, which makes most of the enemies gray coins. Hit the
    gray P-Switch and grab the gray coins along the path for multiple 1-UPs. After
    the slanted pipe is another lakitu in a pipe throwing spineys (or gray coins
    if the switch is still activated). Kill the lakitu and go into the pipe. Hit
    the P-Switch and run across to the end, grab the fifth Yoshi coin, and go
    through the pipe. You will come flying out of the giant pipe over the Chargin’
    Chuck (which becomes 3) and over the red parakoopas to the goal.
    
    Vanilla Secret 3
    Difficulty 2/10
    In this level, there are several dolphins coming from all directions. The
    dolphins in the beginning of the level move in a pattern. Jump onto the
    dolphins and jump up to the top mushroom. Jump off and grab the first Yoshi
    coin. The dolphins are trying to bring you back in the wrong direction so keep
    moving along to the next mushroom, which has the second Yoshi coin. Now a
    Porchu-Puffer appears, which will home onto you from the water. There is a
    vertical dolphin which can help you. On the next mushroom is a green star 
    block, but you do not have enough coins for the 1-UP. After that is the
    halfway point. 
    Jump along the dolphins to another mushroom and on the other side is the third
    Yoshi coin. Now the dolphins are moving in a group toward the right of the
    screen, marked by the coin arrows. In the third arrow is the forth Yoshi coin.
    At the end near the pipe is the fifth Yoshi coin. After exiting the pipe,
    above it is a sixth Yoshi coin near the goal.
    
    Vanilla Fortress
    Difficulty 5/10
    NOTE: A tough level because it is an underwater fortress. Time can also play a
    large factor because you have to backtrack to collect all of the Yoshi coins.
    Dodge the first ball n’ chain and be careful of the two fishbones. After the
    second ball n’ chain is a shortcut to second part of the level. It is easier
    because then you do not have to backtrack to collect the Yoshi coins. However,
    you have to be normal Mario to get through it. Above the shortcut is another
    ball n’ chain. The next part has a spiked floor and a fishbone so you have to
    wait for it to pass. The next section has a spiked ceiling with brown spikes
    (which fall), dry bones that throw bones at you, fishbones and bony beetles.
    The first Yoshi coin is right after the two brown spikes fall. Get to the
    right and go through the pipe. Now you have to back to get the rest of the
    coins. The second Yoshi coin is to the left where a thwomp is. Continue to the
    left and pass another thwomp, bony beetles, and fishbones. After another
    thwomp is a pipe where the shortcut comes out and to the left of that is the
    third Yoshi coin. Continue back to the right and go up the hole after the
    thwomp to the halfway point.
    Watch out for the ball n’ chains and the fishbones. Under the forth ball n’
    chain is the forth Yoshi coin. Continue to the right and fall down the hole
    slowly because of the fishbone and the ball n’ chain. To the right are two
    ball n’ chains with a drybone who throws bones, and there is the fifth Yoshi
    coin. Move to the right passing the fishbones and bony beetles to the boss
    door to meet Reznor. 
    
    Castle #3: Lemmy’s Castle
    Difficulty 4/10
    Be careful of the magikoopa right away. He turns the wooden blocks into yellow
    koopas with his wand. Run to the right and have magikoopa hit one of the
    wooden blocks with his wand and fall through the hole. Kill him and then move
    to the right. There are several wooden blocks randomly scattered. Jump from
    each one to the P-Switch and hit it. Move quickly toward the right and jump
    onto the brown block platform and go through the door. Through the door is the
    halfway point and a 1-UP. It can be difficult to get to the door and you only
    have one chance to do it, so patience is needed. If you miss just continue to
    left dodging the magikoopas’ wand and the fire in the lava till the door at
    the end.
    The next long section has a bunch of platforms that rise and fall out of the
    lava. The first Yoshi coin is on the first platform but wait until it goes up
    again or else you will die. Get to the top of the platform and then wait till
    it goes all the way down before jumping to the next platform. Be careful of
    the drybones though. The second platform will try to crush so move quickly
    through. The next platform sinks into the lava. To reach the second Yoshi coin
    wait till the platform is at its highest point to drop down and grab the Yoshi
    coin. There is a safe spot above the Yoshi coin, but it is not that necessary.
    The next platform has two sides along with the third Yoshi coin. Jump across
    to next platform. This platform will try to crush you, but there is a safe
    haven along with a mushroom or feather (depending what you have already) in
    the bottom right. Then get out of the safe haven and go up to the right and
    onto the next platform which is a series of steps. The steps slowly appear out
    of the lava and the last step has the forth Yoshi coin. Continue to the right
    and there is now a bunch of platforms with drybones and elevating platforms.
    After the one with the block stopping your path is the last moving platform.
    This is a hard Yoshi coin to get. On the bottom side of the platform is the
    fifth Yoshi coin, when the platform reaches its peak. To get back up, jump
    into the hole and back to the main platform. Jump off the platform and go down
    the stairs to the boss door.
    Lemmy: The layout of this boss is that there are six pipes all at different
    levels and there is a fire ball bouncing around the room. There are three
    enemies that pop out of the pipes. Two of the enemies are dummies (which look
    similar) and the other is Lemmy. Hitting a dummy does nothing. Hit Lemmy three
    times and he will fall into the lava and die.
    
    ~~~~~~~~~~~~~~~~~~~~
    6.4     Twin Bridges
    ~~~~~~~~~~~~~~~~~~~~
    
    Cheese Bridge Area
    Difficulty 6/10 (2/10 with Yoshi)     TWO/THREE POSSIBLE EXITS
    NOTE: You will need Yoshi for two out of the three possible exits. Yoshi also
    makes this level a lot easier because he can bounce on the saws and he cannot
    be harmed by them either. Having Yoshi will also make it easier to get the
    Yoshi coins in the first part of the level. 
    I recommend that you only use the first two platforms. Eventually, you will
    travel along and see the first Yoshi coin. Jump down onto the bottom platform
    to get it and then back up to get the second one.  The second Yoshi coin is
    right after a hump on the second platform. Then go down to the bottom one
    again and go through the humps to the third Yoshi coin. Jump back up to the
    first platform and hop onto solid ground. The halfway point is above the
    ground.
    Short Exit: To take this exit, you need Yoshi. Hit the ? block and grab
    Yoshi’s wings to fly into the sky. It is still possible to get all the Yoshi
    coins by taking this route. The forth Yoshi coin is near the first fuzzy. The
    fifth Yoshi coin is to the bottom-right of the forth Yoshi coin. There are a
    sixth, seventh, and eighth Yoshi coins that are randomly scattered throughout
    the fuzzies. Continue to maneuver through the critters and follow the brown
    block arrow down to the exit.
    To take the normal route or to the secret exit, pass the ? block and move
    along the zip-line (you cannot use it if you have Yoshi). Grab the forth Yoshi
    coin near the blue pipe. Although it is not necessary to go down the pipe,
    down there is a bunch of moving platforms and Bullet Bills coming at you from
    all directions. It is best to not go down there. After the blue pipe is
    another zip-line. The last zip-line is long and travels through a bunch of
    saws. Yoshi can jump on the saws so it is not a challenge for him. The fifth
    Yoshi coin is about halfway across the zip-line before a long saw. Once you
    reach the mushroom go to the goal.
    Secret Exit to Soda Lake: once you reach the end, right before the goal is a
    mushroom. Go onto the bottom platform and jump off toward the right. Once you
    jump off, jump off Yoshi to land behind the goal. Follow the arrows to collect
    the moon and to the secret goal.
    
    Soda Lake           (To Star Road 3)
    Difficulty 5/10     NO HALFWAY POINT
    NOTE: This is the only level in the game that features the dreadful Torpedo
    Ted. One key fact to know about the Torpedo Ted is that they shoot in BOTH
    directions so be extra careful. Also in this level is several green blurps
    coming from the right. 
    After the first Torpedo Ted is a fire flower in the ? block, which I suggest
    getting because the green blurps can be very annoying. After the next two
    Torpedo Bills is the first Yoshi coin. Continue along passing the blurps and
    right after the second Torpedo Bill in the series of three. The third Yoshi
    coin is right after the second Yoshi coin in a hole. Be extremely careful
    right after the third Yoshi coin because there are four Torpedo Teds. I
    recommend going around the bottom. After them, the forth Yoshi coin is by a
    single Torpedo Ted. The fifth Yoshi coin is in between three Torpedo Teds. Do
    not go right away after because three green blurps come at you so let them
    pass by. After that, there are three more Torpedo Teds that get closer to the
    ground. The last one in that series you have to duck under and then move
    quickly to get by them. Finally, go through the pipe and get to the goal.
    
    Cookie Mountain
    Difficulty 5/10
    Go past the first slanted hill and watch out for Sumo Brother. Also watch out
    for Monty moles that pop out through out the entire level. The first Yoshi
    coin is located on top of the first slanted hill in a set of three. Then there
    is a zig-zag going down that has Monty Moles popping out. Continue along and
    watch out for Monty moles. Underneath the row of music blocks and the Sumo
    Brothers is the second Yoshi coin. After the pipe with the piranha plant is
    the halfway point.
    After the halfway point is a high up platform with a 1-UP on it. Use the vine
    in the third wooden block to the right and climb up to get the 1-UP and the
    third Yoshi coin. There is a blue pipe that backtracks in the level. I do not
    recommend taking it because it only leads to a 1-UP, which is not worth the
    time it takes. After the blue pipe is a Yoshi in between two music blocks.
    After that, on the high middle platform is the forth Yoshi coin. After that on
    the ground, there is a rotating item block (Yoshi needs to eat the item you
    want). After the fire spitting piranha plant is the fifth Yoshi coin. Then
    there are two Sumo Brothers on two different platforms. After that is a
    Chargin’ Chuck that splits into three. The goal is over the blue pipe.
    
    Butter Bridge 1
    Difficulty 4/10     NO HALFWAY POINT
    A side scrolling level. The two small mushrooms act as a balance. If you are
    on one side, your side will go down while the other will go up. Work your way
    across the first two balances and the first Yoshi coin is on the falling
    platform. After the next balance is a red parakoopa and next to it is the
    second Yoshi coin. The third Yoshi coin is in between the next two parts of
    the balance. It is possible to get a 1-UP from jumping all of the green
    parakoopas heads. Climb up the next three balances and ride down the last
    mushroom with the screen. While riding it down, grab the forth Yoshi coin.
    The next section has a bunch of wooden blocks. There are a bunch of 10 coin
    blocks hidden within the bunch of wooden blocks. Climb to the top and jump
    onto the next balance. After the balance is a falling platform with the fifth
    Yoshi coin. After the platform are a bunch of red parakoopas hovering around
    two wooden platforms. Right before the blue pipe is a Green Star block. Exit
    the pipe and grab the goal.
    
    Butter Bridge 2
    Difficulty 5/10
    This level is filled with super koopas and koopas without shells. To grab the
    first Yoshi coin, you will need to have a cape. Fly up off the first platform
    to the right and land on the clouds to grab the first Yoshi coin. The second
    Yoshi coin is high up after a bunch of ascending super koopas. In the next
    area, there are a bunch of koopas kicking their shells at you from above. Be
    careful passing them. The third Yoshi coin is right after the platforms with
    two koopas on them. After the third Yoshi coin is the halfway point.
    After the halfway point is two blue pipes, go into the second one. In this
    area are a moving platform and a zip-line. About halfway through is a platform
    that has the forth Yoshi coin. Exit through the pipe at the right. The next
    part, you have to weave in between pairs of super koopas coming from both
    directions. After that is the fifth Yoshi coin that can only be reached by
    jumping on the passing super koopa or jumping off Yoshi without dying. After
    that is a bunch of super koopas flying at you. Jump over them to the goal.
    
    Castle #4: Ludwig’s Castle
    Difficulty 5/10
    Move along the path and fall down to find a bony beetle and a ball n’ chain.
    Jump up and over to find another bony beetle but five ball n’ chains this time.
    Timing is especially careful to get through the last two ball n’ chains. At
    the end is the door and beyond the door is a mushroom.
    Alternative Route: There is a secret pathway right before the door on the end.
    Jump up through the invisible wall and climb the steps to go down the pipe to
    the bonus game.
    Move to the left extremely quickly because the ceiling in the room is trying
    to crush you. On the platform after the first lava pit is the first Yoshi coin.
    After the second lava pit is the second Yoshi coin along with an ON switch.
    Hit the ON switch and it becomes OFF and the ceiling starts to rise. I
    recommend letting the ceiling drop to right above the ON switch before hitting
    to allow the maximum amount of time for the next part. Pass two bony beetles
    and jump across five lava pits as fast as you can. Then run as fast as you can
    to the door at left.
    To the right after entering the door is the halfway point. It is possible to
    get several 1-UPs from hitting all of the koopas on the walls. Watch out for
    the spikes. Continue to climb up the level and hit the square in the wall to
    get to the third Yoshi coin. After getting the third Yoshi coin work your way
    to the right. Start to descend by the wall on the right side. Continue down
    till you see the forth Yoshi coin. You can fall onto it because there is one
    spike missing. Backtrack to third Yoshi coin and continue to climb up. You
    will get to a U-Shaped wall and in between is the fifth Yoshi coin. Climb up
    to the top platform and go through the Boss Door.
    Ludwig Von Koopa: This boss shoots five fire balls at you. While he his
    shooting the fire balls, hit him on the head. Then he will start homing you
    for a short period of time. Then he will make a long jump. Make sure you are
    in the middle of the area or he might jump outside of the screen. Then the
    cycle continues. Three hits on the head and Ludwig will be dead.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    6.5     Forest of Illusion
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Forest of Illusion 1
    Difficulty 4/10     TWO POSSIBLE EXITS
    Watch out for wigglers in this level. Move pass the two wigglers and move
    along the small platforms with the red koopas.  After them is a Yoshi in the ?
    block. Move along and pass the goombas, and the wiggler and grab the spring.
    Bring the spring to the right and drop it below the first Yoshi coin. In the
    wooden block is a 1-UP. The next platform has a bunch of wigglers and in
    between two of the trees is the second Yoshi coin. Move to the right and pass
    through the halfway point.
    After the halfway point is a rotating item block. Grab the star for over 10
    1-UPs from the enemies because the wigglers give you 2-UPs. On the large
    platform, with the wooden blocks that have enemies, the third and forth Yoshi
    coins are hidden behind the large trees. While passing over the keyhole, the
    fifth Yoshi coin is above a wiggler on the upper platform.
    Secret Exit to Forest Ghost House: There are two possible ways to get to the
    keyhole. One way is with a blue Yoshi and a shell. The other way is to hit
    the ? block and get a P-Balloon and fly to the keyhole.
    When the upper platform ends, there is an Amazing Flyin’ Hammer Brother and
    wiggler. Kill the Amazing Flyin’ Hammer Brother and grab a sixth Yoshi coin
    and jump over the hill to the goal.
    
    Forest of Illusion 2
    Difficulty 5/10     TWO POSSIBLE EXITS
    Time plays a big factor because you will be short on it when you get to the
    goal so move quickly. There are also a bunch of green blurps swimming at you
    as well throughout the level. Move to the right dodging the blurps till you
    come to an urchin. These cannot be destroyed so you have to dodge them.
    Continue on until you reach the third urchin. Grab the blue block and kill the
    urchin and grab the first Yoshi coin. Go up and all the way to the right and
    drop down to the bottom, dodging the urchins. Go up and to the right past the
    white blurps. Fall down the hole to the bottom and work your way to the right
    dodging the blurps and the urchins to get to the second Yoshi coin. You will
    see the hole but you cannot go up it because there are hidden coins and a 1-UP
    in the second block from the right. Backtrack up go all the way to the right
    to get the third Yoshi coin. After the two urchins, there is the halfway point.
    Continue to the right weaving through the urchins till you see one that goes
    up and down. On the bottom is the forth Yoshi coin. Move to the right and drop
    down the hole.
    Secret Exit to Blue Switch Palace: Drop all the way down to the bottom till
    you see a yellow block. Move to the right pass the Rip Van Fish and grab the
    key and put it into the keyhole.
    Normal Exit to Forest of Illusion 3: Move to the right and in the last hole on
    the top with the Rip Van Fish is the fifth Yoshi coin. After that is the goal.
    
    Blue Switch Palace
    Difficulty 1/10
    This is the last switch palace in the game. Hit both the blue P-Switch and the
    gray P-Switch to turn the enemies into coins. Grab the coins to get a few 1-UPs
    and go through the pipe. Move to the right to hit the blue switch.
    
    Forest of Illusion 3
    Difficulty 3/10     TWO POSSIBLE EXITS
    This level involves a lot of enemies in bubbles so beware when they pop,
    especially the ones with bob-ombs. The first Yoshi coin is just beyond the
    first green pipe. Continue moving to the right dodging the bubbles and jump on
    the spring over the blue pipe. After the pipe in the ? block is a Yoshi.
    Continue on to the right dodging the bob-ombs until you come to two wooden
    blocks with a shell and a spring. Grab the spring and use it to jump over the
    yellow pipe and grab the second Yoshi coin. Continue dodging the bubbles and
    go through the halfway point.
    In between two yellow pipes after the halfway point is the third Yoshi coin.
    Fall down over the green pipe and continue to move to the right until you come
    to a bunch of ? blocks. Jump along those and grab the forth Yoshi coin. At the
    end of the group there is a Chargin’ Chuck that transforms into three so be
    careful. After the large green pipe is the fifth Yoshi coin. After the giant
    green pipe is the goal.
    Secret Exit to Castle #5: Go down the giant green pipe. The key and the
    keyhole are located beneath some wooden blocks that can be broken.
    
    Forest Ghost House
    Difficulty 4/10     TWO POSSIBLE EXITS
    You start in a very narrow passageway, so be cautious. Move past the Big Boo
    and the two small boos. An eerie will pass by so watch out. You see a Yoshi
    coin that you cannot obtain yet so just ignore it. Another Big Boo appears so
    move around it. Continue moving through the narrow passageway dodging the boos.
    Eventually, the room will fill up the screen but watch out for eeries. In
    between the two ? blocks is the first Yoshi coin. Just past the door is the
    halfway point. Go through the door.
    In the next room, a bunch of boos slowly descend from the ceiling. Continue to
    move toward the right and directly after the second ? block is the second
    Yoshi coin. The third Yoshi coin is in between two elevated platforms. The
    forth Yoshi coin is directly after the third Yoshi coin. The wooden block
    below the platform contains a 1-UP. Grab the P-Switch but do not hit it yet.
    Instead, collect all the coins and then hit the P-Switch. Go to the far right
    and go through the blue door. Now you will be back in the room you started in
    but above the narrow passageway this time. Continue to the right and pass over
    the door. Grab the fifth Yoshi coin. Both exits lead directly to the goal.
    Normal Exit to Forest of Illusion 1: First door to the left.
    Secret Exit to Forest of Illusion 4: Second door to the left and a 3-UP.
    
    Forest of Illusion 4
    Difficulty 6/10     TWO POSSIBLE EXITS
    Throughout the level there are Lakitu in pipes throwing spinys at you. The
    level immediately starts off with a Fishin’ Lakitu. You could kill it with the
    koopa (I recommend) or grab the 1-UP and have it chase you. Past another
    parakoopa, there is a group of wooden blocks and on top of them is the first
    Yoshi coin. Pass two pipes with Lakitus and under a wooden block is the second
    Yoshi coin. At this point, the Fishin’ Lakitu would probably return. Continue
    to move to the right and eventually you will come across an elevating pipe. At
    the top of the pipe is the third Yoshi coin. One past the pipe, the Lakitu
    will disappear for a short amount of time. Up on a high platform is the
    halfway point.
    Secret Exit to Forest Secret: Directly past the halfway point is a blue pipe
    with a Lakitu in it. To get to the secret exit you need to get into the pipe.
    I recommend using a Yoshi or Luigi.
    Once you reach the three green pipes, Lakitu will return. To reach the forth
    Yoshi coin between the two sets of wooden blocks, you will need to jump into
    the Lakitu cloud. To get into it easily, there are two large stacks of blue
    blocks that you can throw up at it too get it out. Past the two sets of blue
    blocks, there a pipe with a piranha flower and after it is a Chargin’ Chuck.
    Above the pipe is the fifth Yoshi coin. After the fifth Yoshi coin is another
    pipe with a piranha plant and then there is the goal.
    
    Forest Secret Area
    Difficulty 3/10     NO HALFWAY POINT
    In this level, there are basically two, distinct, moving platforms that carry
    you throughout the entire level. If you have a blue Yoshi, this level allows
    for much easier maneuverability between the platforms. If you do not have a
    blue Yoshi, this level becomes difficult to collect all the Yoshi coins. Jump
    onto the first platform (closest to you) and ride it up and then down. On the
    bottom is the first Yoshi coin. Continue to ride the first platform up to grab
    the second Yoshi coin. Ride the first platform down and up again to reach the
    third Yoshi coin. When the platform is going down again, switch to the second
    platform to ride it up and grab the forth Yoshi coin. Then switch back to the
    first platform again and ride it up to grab the fifth Yoshi coin. There is a 
    green switch that yields a 1-UP if you got thirty coins in the level. After
    that is the goal.
    
    Forest Fortress     (To Star Road 4)
    Difficulty 5/10
    First thing, I recommend using Luigi with a feather for this level because
    there is a secret worth a lot toward the end. As soon as the level begins,
    jump to the right to grab the first Yoshi coin. The falling beams will try to
    crush you once again so be careful. After the second falling beam, there will
    be two buzz-saws. On top of the second one there will be the second Yoshi coin.
    There will be two more buzz-saws and then another falling beam. There will be
    another set of a falling beam but with three buzz-saws this time. On the
    second buzz-saw there is the third Yoshi coin. Move quickly into the door
    because there is a falling beam above it. Once through the door there is the
    halfway point.
    Watch out for the buzz-saws that fall from platforms. Continue to the right
    and over the lava pit. There will be a pit with two buzz-saws going back and
    forth. Above in an alcove there is the forth Yoshi coin. After that, there
    will be a giant lava pit. Across that, there are stepping stones that you can
    use to avoid the fireballs and the buzz-saws. Once across, there will be a
    bunch of buzz-saws coming from all levels so be quick and jump over them.
    Maneuver your way through the maze of buzz-saws and go toward the top right.
    Move your way down to the right and grab the fifth Yoshi coin. Then backtrack
    to the middle and go through the boss door to Reznor.
    Alternative Route to Reznor: If you have Luigi and the feather you can do this
    secret. Get a running start from the platform where the fifth Yoshi coin was.
    The reason why I recommend Luigi over Mario is that Mario cannot fly as far as
    Luigi, but it is still possible to make it with Mario just much more difficult.
    Start to run and begin to fly and continue to fly over the fireballs until you
    see a bunch of wooden blocks. In each one of these wooden blocks is a 1-UP,
    totaling nine. To the right of the 1-UPs is the boss door.
    
    Castle #5: Roy’s Castle
    Difficulty 5/10
    A very short and some what difficult castle. You start on a narrow pathway
    which drops off into an area with lava and a brown moving platform. Right when
    you jump onto the platform, it starts to move so grab the first Yoshi coin
    quickly. The platform will start to move in all directions so try to keep up
    with it. Watch out for the moving fireballs that bounce around the room. After
    that room, it moves into a room full of spikes. The second, third, and forth
    Yoshi coins can be reached when the platform dips. Beware on the third and
    forth Yoshi coins because there is a falling spike. Jump off the moving
    platform before it goes down the hole. To the right of the hole is the halfway
    point.
    One past the halfway point, there is a P-Switch, but right above it is a
    falling spike. You can grab the P-Switch and hit it. It allows you to grab
    some coins and a 1-UP but a statue falls as well that spits fire at you. There
    is another statue after the first one. Once past the statues, there a few
    moving wooden platforms. Watch out for the moving fireballs. On the second one,
    is the fifth Yoshi coin. Once past the third moving wooden platform is another
    statue. Past the statue is the boss door, which leads to Roy.
    Roy: Roy’s stage is the same as Morton’s (see boss section for further
    details). The idea is basically the same except for a few modifications. Roy
    is much faster than Morton, so catching him on the third try may be difficult.
    Also, the walls move in closer each time so you have less time to hit him as
    well. Still, three hits and Roy is long gone.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    6.6     Chocolate Island
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    NOTE: By now you should have hit ALL the switches in the game. If you have not,
    I suggest you go back and get them because without them, this game becomes a
    lot harder.
    
    Chocolate Island 1
    Difficulty 4/10
    This level begins with a Dino-Rhino. Continue over the slope, past the Dino
    Torch. If you run past the first bush, a mushroom will come out. Move to right
    and past more Dino-Rhinos and Dino-Torches until you reach a pipe and beyond
    that is the first Yoshi coin. Then go into the yellow pipe and you are
    launched out of the giant green slanted pipe. Move down the slope and jump on
    the spring to the right to go through the halfway point.
    After the halfway point there is a P-Switch. Hit the P-Switch and you will be
    able to cross but be aware of the Chargin’ Chuck. Climb up the two sloped
    hills to get the second Yoshi coin. Continue to the right through the bowl and
    on the other side over a pit is the third Yoshi coin. In the ? block is a
    Yoshi. Watch out for the piranha plants that spit fire in the pipes. To the
    right past the two yellow pipes and above the yellow block is the forth Yoshi
    coin. Then go into the second blue pipe. You will be in an area that has a
    Porchu Puffer below and dolphins swimming to the left. Move all the way to the
    right and avoid the second Porchu Puffer that appears. Once you go up the pipe,
    you will be shot out of another green slanted pipe. It is very difficult to
    survive the cannon shot if you do not have a Yoshi or a feather. Right above
    the switch at the end is the fifth Yoshi coin. Directly after the fifth Yoshi
    coin is the goal.
    
    Choco-Ghost House
    Difficulty 5/10
    NOTE: You need a feather in order to escape this ghost house.
    The key to staying alive in this ghost house is to carefully jump. Move past
    the moving floor and over the two eeries. Once you jump over the platform, a
    set of five eeries will appear, which can be very difficult to dodge because
    there is a moving floor underneath them. Then another set of three will come
    above yet another moving platform. Then jump through the two eeries that are
    coming at you. Once you reach the next moving platform a fishin’ boo appears.
    Continue to move up and down the steps, dodging the eeries that come and the
    fishin’ boo. The first Yoshi coin is underneath a platform that you have to
    jump down to get. After the first Yoshi coin, there is even another moving
    platform and above it is two eeries that move up and down. Then two staggered
    eeries come at you above another moving platform. Under the next moving
    platform is the halfway point.
    Continue to the right, past the door and jump over the moving platform to grab
    the second Yoshi coin. Then carefully go through the door. In the next room,
    there is a cement floor that when you turn away from it, becomes boos. The
    next two rooms have each have a row of “Boo” buddies. In the first one, high
    in the center is the third Yoshi coin. In the second room, above is the exit
    door but continue to the right to grab the last two Yoshi coins. The next room
    has two rows of “Boo” buddies, and above the middle platform in the room is
    the forth Yoshi coin. In the last room, there are three rows of “Boo” buddies
    and four cement boos. Continue to right and on the highest platform is the
    fifth Yoshi coin. To the far bottom right there is a wooden block that has a
    1-UP. Now backtrack to the third room. Get a running start and fly up the right
    and then to the left. Go through the door and exit to the goal.
    
    Chocolate Island 2     TWO/THREE POSSIBLE EXITS     NO HALFWAY POINT
    ***I am going to rate the difficulty of each room instead of the level as a
    whole.***
    NOTE: To write a walkthrough for this is harder than beating Special as normal
    Mario/Luigi. The creators must of have had a field day with this level. After
    several times of playing this level, I believe I have finally figured it out.
    The reason there are three possible exits is that there are two secret exits
    (they count as one though); one for collecting all the Yoshi coins and one for
    time (250 seconds by the time you exit the Room 2).
    
    This level is divided up into several rooms.
    Here is a list of the possible routes to take in this level and how to get to
    a certain goal. 
    Normal Exit: Room 1 -> Room 2 -> Room 3 -> Room 8
    Secret Exit (Key/Time): Room 1 -> Room 2 -> Room 7
    Secret Exit (Yoshi coin w/Yoshi): Room 1 -> Room 5 -> Room 6 -> Room 9
    Secret Exit (Yoshi coin w/o Yoshi): Room 1 -> Room 4 -> Room 3 -> Room 9
    
    Room 1
    Difficulty 3/10
    NOTE: The path you choose is determined in this starting room.
    Start by climbing up past all the Dino-Rhinos and all the Mini-Rhinos. Above
    the starting point is a spring. The spring is useless because to the right of
    the ? block is an invisible ? block. This will make hitting the ? block a lot
    easier. At the top of the room are the first two Yoshi coins and in the ? block
    is a Yoshi. Head down to the right past some more Dino-Rhinos and Mini-Rhinos
    and go through the pipe at the bottom-right.
    Time: Just rush through the entire and exit through the pipe at the right.
    Yoshi Coin: Get both Yoshi coins AND obtain 20 coins in this room and exit
    through the pipe at the right.
    
    Room 2
    Difficulty 2/10
    This room is full of slopes and red parakoopas (be careful of the pit bellow).
    At first the slopes go with the way you are jumping but eventually will go
    against you. If you have a feather it is possible to get multiple 1-UPs by
    jumping on the parakoopas heads. If you exit this room with more than 250
    seconds on the timer, than you go onto Room 7. If you have less than 250 
    seconds on the timer, than you go to Room 3.
    
    Room 3
    Difficulty 1/10
    There are only two real threats in this room; one is drowning in the water and
    the other is losing a good item in your item reserve box because there is a
    bunch of bubbles with mushrooms in them. There is a Yoshi coin halfway through
    this room. Once again, exit through the pipe on the right.
    
    Room 4
    Difficulty 5/10
    This room is full of Rexes. Move to the right and come across steps full of
    Rexes. Just go over them and the pit to the platform. Jump down onto the
    spring on the gray block and to the right. You come across more steps with
    Rexes on them. To the right are two pipes that have piranha plants. Above the
    second one is a Yoshi coin. To the right is another Rex. Then there are three 
    ? blocks and more steps with Rexes. The middle ? block has multiple coins and
    the last one has an item. Exit through the pipe on the right.
    
    Room 5
    Difficulty 6/10
    This room is all about flying. First of all, you need to abandon Yoshi. Then
    run up the wall and begin to fly. A little of the way through the room, you
    come across a platform with a Yoshi coin. You need to land on it to grab it.
    Now here comes the tricky part. You need to jump off this platform and slowly
    descend to the right. The landing will be tight but if you hold the slow
    descent and pass through ALL of the coins in the second set than you should
    just land on the platform and exit through the pipe.
    
    Room 6
    Difficulty 4/10
    This room is full of Dino-Rhinos and Mini-Rhinos. This room is full of slopes,
    however they are not like Room 2 because there is no pit in this one. About
    halfway through the room is a Yoshi coin. It possible to get a 1-UP in this
    room by jumping on the enemies but I do not suggest it because after the
    Dino-Rhinos shrink, they spit fire up at you. Exit through the pipe at the
    right.
    
    Room 7
    Difficulty 3/10
    If you made it through Room 2 with over 250 seconds on the timer, than you end
    up in this room. This room has three Chargin’ Chucks that throw baseballs at
    you. There are a bunch of blue blocks in this level that can easily kill the
    Chargin’ Chucks. To the right of the third Chargin’ Chuck and the pit are the
    key and the keyhole next to each other.
    
    Room 8
    Difficulty 4/10
    This is the normal exit room. To the right is a giant pit and on a gray block
    is a spring. Jump onto the spring to the right and you end up on a giant
    pyramid full of Rexes. Simply climb to the top of it and go over it to the
    goal.
    
    Room 9
    Difficulty 0/10
    NOTE: You need to have hit ALL the switches in order to grab the last Yoshi
    coin.
    If you have four Yoshi coins right now, then the coin secret exit is in your
    hands. There are no enemies in this room. There are two P-Switches in this
    room; one in the first wooden block and one right in front of you. Simply go to
    the right and grab the last Yoshi coin in front of the goal and you should hear
    a strange noise. If you do, than you got the secret exit. Then go to the goal.
    
    Chocolate Secret
    Difficulty 7/10
    By far the most difficult level yet, but a very nice shortcut to Castle #6.
    Once the level begins, immediately fall to the left to avoid an instantaneous
    death. Watch out for the Blargg and jump up onto the spring and onto the other
    side. Continue up the slope past the two buzzy beetles. I recommend grabbing
    one of them and carry it along so you can easily kill the Chargin’ Chuck with
    footballs and the buzzy beetles below him. Right past the Chargin’ Chuck with
    footballs is another one so be careful. Go through the bowl with a pit and
    come across yet another Chargin’ Chuck with footballs. Once past him go up the
    green pipe. This will take you above ground to a short yet difficult room.
    Jump across the falling platforms to reach the first Yoshi coin but be careful
    of the Amazing Flyin’ Hammer Brother. Go to the right and down the pipe. You
    will exit out the pipe and be sandwiched by two Chargin’ Chucks with footballs.
    Go under the one to the right to grab the second Yoshi coin. Past the second
    Chargin’ Chuck with footballs is the halfway point above a pit. Go through it
    and into the pipe on the right.
    Go down the staircase and to the far right. Start to slide down the slope. If
    you slide correctly you should be able to get two 1-UPs before reaching the
    piranha pit. Jump over the piranha pit and continue to slide down the slope.
    It is possible to get even another 1-UP on this slide. Once you reach the
    bottom, go through the pipe on the right. In the next room, a bunch of spike
    tops will be descending a staircase. Weave in between them until you reach a
    yellow platform. Jump quickly across because it sinks quickly. More spike tops
    and staircases to climb. In the second hole is the third Yoshi coin. Continue
    to the edge of the staircase until you reach another sinking, yellow platform.
    You will need to jump very quickly across them. Above the last yellow platform
    is the forth Yoshi coin. In the next section, you will encounter several
    normal Chargin’ Chucks. Continue to move all the way to the right until you
    reach the last set of sinking, yellow platforms. These yellow platforms are
    sloped to the right, so you need to be extra careful. In between the last
    yellow platform and the normal platform is the fifth Yoshi coin. Exit through
    the pipe on the right to reach the goal.
    
    Chocolate Island 3
    Difficulty 5/10     TWO POSSIBLE EXITS
    Jump onto the first rotating platform and continue to the second rotating
    platform. After the second rotating platform is the first Yoshi coin. Continue
    to move across three more rotating platforms until you reach a solid platform.
    Keep going to the right and when the second rotating platform reaches the
    bottom, grab the second Yoshi coin. Jump onto the next rotating platform and
    go up the blue pipe. In this room there is a giant, rotating, wooden platform
    surrounded by coins. It is very likely that you will get one or maybe two
    1-UPs in this room. Use the giant rotating platform to also grab the third
    Yoshi coin in the top right. The exit is through the pipe in the bottom right.
    If you choose to backtrack, you can go through the halfway point, but there is
    not much need because you are already three-forth of the way through the level.
    After exiting the pipe, instead of a koopa on the rotating platform, there is
    a fuzzy revolving around it making it much more difficult to maneuver,
    especially when the platform goes under. In between the third and the forth
    rotating platforms, there is the forth Yoshi coin. Right after the forth Yoshi
    coin are two more rotating platforms. Right where the red parakoopa is located
    is the fifth Yoshi coin. There is a green star block that yields a 1-UP.
    Hit the wooden block to climb up the vine and reach the goal.
    Secret Exit to Chocolate Island 3: Not much of a secret because the arrows
    want you to go that way. You will need a blue Yoshi and/or a feather to get
    this “secret” exit. Fly up past the goal and continue to the right. Continue
    to fly over the large gap until you reach a platform. Right before the goal
    there are three wooden blocks that each contains a 1-UP.
    
    Chocolate Fortress
    Difficulty 6/10
    Move to the right and jump in between the wooden spikes. Crush the drybones
    and continue on through the other wooden spikes. Jump over the pit and pass
    through the other wooden spike when it goes up. Wait for the next wooden spike
    in the ceiling to go up before jumping across the pit. The next part becomes
    difficult (The memories of childhood return.) Remember the original Super
    Mario Brothers... in the castles... fire from Bowser?! Crush the drybones.
    Wait for the wooden spike to go up before trying to cross the pit and be
    careful of the fire balls. The first Yoshi coin is located right above the
    next wooden spike coming up from the bottom. Once again, time your jump so the
    wooden spike is going up and watch out for the fire balls. Jump over the next
    pit. Then time your jump so that the first wooden spike is down and the second
    wooden spike is up. Jump through the next two sets of wooden spikes and in
    between the third set of wooden spikes is the second Yoshi coin. Jump through
    the forth set of wooden spikes and then run through the halfway point and go
    through the door.
    Once you enter the next room, there will be a thwomp. Below the thwomp are
    spikes so you have to time your fall when the thwomp is rising up. Then go by
    another thwomp. The next thwomp also has a thwimp that jumps around the
    platform that it falls on so do not get to close to the edge of the platform
    and then cross over it. The next section has two thwomps, three ? blocks and
    the third Yoshi coin above the ? blocks. The first ? block has an item
    (feather or mushroom). Wait for the second thwomp to fall before trying to
    cross over the pit. The next section has a lonely thwimp but a thwomp waits
    for you close by. Let the next thwomp fall and cross over it. Lure the next
    thwomp out by jumping close to it, and then jump over the pit of spikes. The
    next section has four thwimps so carefully weave in between them. Where the
    four thwimps are, is the forth Yoshi coin. The next part has a smaller spike
    pit with a thwomp on the other side of it. So once again lure it out to jump
    over it. The next thwomp has a platform surrounded by two small spike pits.
    Lure it out again and then jump up and over it while grabbing the fifth Yoshi
    coin. Then jump across the larger spike pits. The last thwomp is surrounded by
    two small spike pits again but this time there is a thwimp as well. Since the
    thwomp cannot move so the thwimp is the only real enemy. Continue to the right
    through the boss door to Reznor (see boss section). 
    
    Chocolate Island 4
    Difficulty 5/10
    You start the level on a slope. Slide down the slope. Use the moving platform
    to cross the pit to the higher platform. Then use the moving platforms to move
    toward the top-right If you happen to miss a platform, you plummet into the
    Chocolate lava. Once on the next platform, go around and down to collect the
    first Yoshi coin. The next pit area is larger. If you take all the upper
    moving platforms, it will take you to a platform with a mushroom. Take the
    middle platforms until you reach a falling platform. Jump across it to reach
    the next area. Move up the slope and to the right to grab the second Yoshi
    coin. Continue up and over and down the slope. If you have hit all the
    switches, this next section is easy. Below the slope you just climbed is the
    halfway point, a mushroom and three 1-UPs. 
    Continue moving to the right and go above the wooden blocks to grab the third
    Yoshi coin. You will see two sets of brown blocks below the wooden blocks.
    Stand on the lower one with the three brown blocks on top of each other and
    jump up to hit the wooden block to reveal a P-Switch. Hit the P-Switch and go
    into the first hole to grab the forth Yoshi coin and then quickly go into the
    second hole which has a pipe that leads to an area which I like to call “The
    Pit”.
    When you enter “The Pit” there is an arrow made up of wooden blocks pointing
    down. To the left is a P-Switch. Below the arrow are several rows of brown
    blocks that turn to coins. Here is a list of what is on each level going down.
    All pipes to the right lead to the same exit.
    The Pit:
    1st level - 13 coins
    2nd level - feather
    3rd level - 10 coins and fifth Yoshi coin
    4th level - 1-UP
    5th level - star
    6th level - mushroom
    7th level - 5 1-UPs
    8th level - feather
    9th level - fire flower
    10th level - 5 coins
    11th level - 3 1-UPs
    12th level - spring
    After exiting “The Pit”, fall down toward the left on the wooden blocks. Then
    continue to the right past the mega mole, up and down the slopes and over the
    pit. At the end right before the goal, there is a Chargin’ Chuck that is
    jumping on a pipe. Jump over it to reach the goal.
    
    Chocolate Island 5
    Difficulty 4/10
    In the first part of this level, there are a bunch of enemies encased in brown
    blocks. A little to the right there is a box of wooden blocks and in the top
    center is a ? block that has a Yoshi. Grab the P-Switch and bring it off the
    brown block floor near the yellow pipe. A lot of the enemies will be set free
    when you hit so watch out. If you want to, there is a tall, yellow pipe that
    holds the bonus game. However, I suggest you skip it because you will miss the
    first Yoshi coin. Continue to the right past the mushroom and the rotating
    item block to grab the first Yoshi coin. At the end of all the boxes is
    another yellow pipe, do not go down it just yet. Go a little further into the
    water and grab the second Yoshi coin. Then go into the pipe. Right when you
    get out you see the third Yoshi coin. In this area there are a bunch of blurps
    in bubbles floating around and some mushrooms in bubbles as well. Toward the
    end of this section is the forth Yoshi coin and exit through the pipe. Right
    past the pipe is the halfway point.
    In the next section, there are a bunch of elevating pipes that go up and down.
    Above the second pipe is the fifth Yoshi coin. Continue along the elevating
    pipes until you reach a red pipe. The next part has rotating platforms. These
    go both horizontal and vertical so I suggest you stay on the middle wooden
    block to be safe. After the rotating platforms, there is another elevating
    pipe. The next pipe has a Chargin’ Chuck that is jumping and beneath him is a
    sixth Yoshi coin. Jump off the pipe onto solid ground. The next part has three
    Chargin’ Chucks that are jumping. Get past them to reach the goal.
    
    Castle #6: Wendy’s Castle
    Difficulty 8/10
    NOTE: There will not be a lot of time left on the timer when you reach the
    boss door. So, quick accuracy is needed in order get through the level with
    enough time to beat Wendy and rescue another Yoshi.
    Right when you enter the castle, there will be a dry bones throwing bones at
    you. Then there will be two spiked falling beams. Jump over the pit when the
    first one is going up and use the springs on the second one to get up and over
    to the right. Continue to the right but watch out for the spikes against the
    wall. Fall down to the right and quickly crouch into the hole to avoid the two
    grinders. The next hole has the first Yoshi coin, but you need to stay in that
    area because another grinder is coming at you. Move to the right and jump up
    onto the platform but watch out for the flames and the grinders from the left.
    Continue to the other side of the lava pit and go into the hole to avoid the
    grinder. When the spiked falling beam goes up, move to the right and crouch in
    between the first and the second spiked falling beams to avoid the grinder.
    Once past, there are three more spike falling beams that are close together
    along with another grinder. Jump over it when it comes around towards you.
    Move three spiked falling beams to the right and now there are two grinders
    chasing you however, they are easy to avoid. Once the spiked falling beams go
    up, run to the right to enter the next part of the level. Jump up onto the
    stone block and crouch to avoid the grinder. Then jump to the blue block
    carefully and crouch to avoid the grinder. Then jump to the block in between
    the second and the third grinders. Finally, jump over to the next platform to
    go to the next section. The next section has spike falling beams that rise and
    fall at very quick pace but it still easy to maneuver, all you need to do is
    figure out how long it takes for each one to rise and fall. Weave through the
    spiked falling beams. Under a platform right after the last spiked, falling
    beam is the second Yoshi coin. To the right of the spike falling beams is the
    halfway point. Go through the door.
    The next part has a bunch of Lil’ Sparkys and hotheads that revolve around the
    platforms. The first platform has a Lil’ Sparky. The next rising and falling
    platform has the third Yoshi coin. Then jump to the next platform that has a
    hothead. You need to stay on this platform until the ceiling for the next
    platform rises back up. Work your way through the two pyramids and onto the
    next platform with a Lil’ Sparky before the ceiling falls again. Do not go for
    the forth Yoshi coin because you need to stay on this platform because the
    ceiling is falling again. When the ceiling goes back up, jump and grab the
    forth Yoshi coin and move to the platform with the hothead. Then quickly jump
    to another rising and falling platform and onto a sliding platform. The
    sliding platform takes you over to a small platform with a Lil’ Sparky. Wait
    for the ceiling to rise back up to jump to sliding platform below. Then jump
    from the sliding platform to the platform with a hothead. Then jump from that
    platform to the left to grab the fifth Yoshi coin. Then jump to another rising
    and falling platform on the right. To the right of that is three blocks. The
    top and the bottom boxes have Lil’ Sparkys rotating them while the middle one
    has a hothead. Time your jump through the boxes. To the right of the boxes is
    the boss door finally.
    Wendy O.: Wendy’s stage is very similar to Lemmy’s. There are some slight
    modifications to the level. Instead of having all the pipes be different
    levels, they are all the same in height. There are also two fireballs bouncing
    around the room instead of one this time. Remember that Wendy is the pink one
    that pops out of the pipe. Three hits on the head (or butt) and Wendy falls
    into the lava.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    6.7     Valley of Bowser
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Sunken Ghost Ship
    Difficulty 7/10     NO HALFWAY POINT
    NOTE: This level is best summed up as an underwater ghost house. Also, I
    highly recommend a blue Yoshi if you are trying to get the Yoshi coins because
    it can be very difficult to do so without one. There is 400 seconds on the
    timer (they have that much time for a reason) so use it.
    You begin the level by dropping through a pipe and into the water onto a
    sunken ship. Swim up and toward the right dodging the Bullet Bills and go down
    to the right through the pipe. Now you enter the hull of the ship which at
    first seems innocent with two eeries passing you. Then another eerie will pass
    you by until you get to two wooden boxes. Here is where the trouble begins.
    Boos appear and disappear randomly along the screen and you have to maneuver
    through them to the right. If you have a Yoshi, this part will not be that
    hard because if you get hit, then you can get Yoshi back (the boos sometimes
    will appear where you are sometimes, so always be moving to avoid getting hit).
    Notice that there will always be some sort of pathway that the boos make so
    you can easily get through. Eventually, you will reach a part where there
    passage gets narrow. Take your time going through here. Right when you leave
    the narrow passage, a moving eerie comes your way so be very careful where you
    move. Once past the moving eerie, the boos stop appearing all together. The
    next part has a boo and Boo Buddies. This part would be easier if you had a
    Yoshi because Yoshi can step on the spikes below. Right above the circle of
    Boos is another boo so be careful of the second one. Make your way up and to
    the right to encounter another circle of boos. Work your way down through the
    circle of boos and go through the pipe. I consider this to be the halfway point
    in the level, although there is no halfway goal.
    Upon exiting the pipe, you begin a freefall toward the bottom and the goal.
    Right after you exit the pipe there is a star. If you got a blue Yoshi like I
    said you should, then it will be very easy to get the Yoshi coins in this part.
    The first Yoshi coin is on the left side of the level. The second Yoshi coin
    is on the right side past the row of six red parakoopas and to the right of
    three red parakoopas. The third Yoshi coin is a ways down in the center of the
    level. The forth Yoshi coin is in the center left of the level. At this point,
    spiked balls begin to fall toward the bottom with you making it more difficult
    to maneuver. The fifth Yoshi coin is in the center right of the level. At this
    point, the level fills up with coins galore in three parts. The first two have
    no base to them while the third group does with a hole in the center Once you
    got all the coins you can, fall through the hole. More spiked balls fall
    toward you so be careful. Off to both the left and right sides are 1-UPs
    falling as well. However, I do not suggest getting them because you are most
    likely to hit a spiked ball. In the middle of the level is a green orb with a
    “?” on a platform surrounded by water. The green orb with the “?” is the goal.
    
    Valley of Bowser 1
    Difficulty 6/10
    NOTE: This level is basically a giant maze so follow this guide closely to
    avoid getting lost. Although they give you 400 seconds on the timer, do not go
    too slow or it will be hard to get all of the Yoshi coins in time.
    Go up the red blocks and past the Chargin’ Chuck. Go down below and work your
    way through the blue blocks. When the Chargin’ Chuck charges at you, grab a
    blue block and kill him. Then go up and grab the first Yoshi coin where the
    Mega Mole is. Backtrack now and go up this time. Let the Mega Mole fall into
    the hole and then crossover. Go up again and jump over the Mega Mole to get
    the second Yoshi coin. Backtrack once again and this time, go down. If you
    have a Yoshi I recommend you take the upper path. If not then take the lower
    path.
    Lower Path: The lower path is shorter but you miss the 3-UP. So I suggest that
    you take the upper path. The next part has a giant wooden block wall. The
    Chargin’ Chuck will create a pathway through the wooden blocks and run into
    the water. Then a second Chargin’ Chuck will come from below you. Then a third
    Chargin’ Chuck will below that one. Once through the wooden wall, go up and
    over, but watch out for the Mega Mole. Here there are two paths you can take.
    Continue to the right and let the Mega Mole fall into the hole. Continue to
    the right to until you meet up with the upper path.
    Upper Path: Go up and to the right and continue to the right. Jump up and over
    the Mega Mole and go up again. The lower path leads to the halfway point. Grab
    it and continue above. At this point there is a piranha pit. It is possible to
    ride the Mega Mole but one bad jump and it will cost you. If you have Yoshi,
    just simply walk across it to the other side. Jump over the pit and on the
    other side is a 3-UP. Then fall down the pit to meet up with the lower path.
    Take the second highest pathway and go to the right to grab the third Yoshi
    coin. Backtrack and take the path below that one. Fall down the hole and then
    jump back up to form a brown block bridge. Continue to the right to grab the
    forth Yoshi coin. Backtrack once again and take the same path and cross over.
    At the bottom, there is a vine that leads to a pipe that has the bonus game. I
    highly do not recommend getting it because of the place it returns you to is
    far back in the level and it will cost you some to make it up. Take the
    highest path and pass through the blue blocks. Continue to the right and fall
    down to grab the fifth Yoshi coin. Backtrack once again, and take the lower
    path. Here is a blue block wall and a Chargin’ Chuck. Pass him and go through
    the pipe, which leads to the goal.
    
    Valley of Bowser 2
    Difficulty 6/10     TWO POSSIBLE EXITS
    NOTE: There are Yoshi wings after the halfway point which is required to get
    all of the Yoshi coins.
    Go to the right and jump up onto the yellow moving platform. Watch out for
    swoopers fly down from above in the first part of this level. The first pit
    has a yellow koopa in it so watch out. Continue through the second pit and
    enter the third pit. I recommend grabbing the yellow koopa’s shell because a
    yellow koopa in a shell is coming towards you or you could jump on top of the ?
    block for safety. Continue to move in and out of pits until you reach the last
    one. The next part has two yellow moving platforms. The first has the first
    Yoshi coin and the second takes you up to the halfway point and the pipe.
    Another maze to endure, except this time its moving. If necessary, there is a
    staircase to the left and on top of it is a ? block with an item. Enter the
    maze at the bottom and let it rise up. Quickly run across it until you hit a
    wall. Let it descend and stay still. When the yellow platform rises up, run up
    to the right into the alcove for safety. When it goes down, run out of it to
    the right and fall down. Grab the second Yoshi coin on the left. Move to the
    right and wait for it to rise up. When the yellow platform is descending, go
    down into the alcove on the right. Then get out of it when the yellow platform
    starts to rise up and run to the right. Quickly grab the third Yoshi coin on
    the left before the platform starts to descend. Stay in that same spot and let
    the platform fall and rise again so you can continue on. When the yellow
    platform rises to the top, run to the right. When the platform descends, go to
    the right and fall into the pit with the platform. Then run to the right and
    up into the alcove. Stay in place and let the platform descend. While the
    platform is rising run to the right into the second alcove. At this point it
    is a long run once the platform descends, run very quickly to the right until
    you reach the point where there is a lower path. Rise up with the platform
    into the tiny alcove above. Then stay in place and take the platform down. Run
    to the right and up with the platform. Once the platform reaches the top, go
    into the pipe on the right. Upon exiting the pipe, there is yet another yellow
    platform. This one rises quickly so jump and run up and to the right.
    Secret Exit to Valley Fortress: Upon reaching the end of the yellow platform,
    wait on the very edge for it to rise all the way to the top. Then jump over
    the yellow platform and go to the left. Continue over the wall and you will
    fall down. There will be the key and the keyhole right there.
    Normal Exit to Valley Ghost House: Once past the yellow platform, there are
    two pits, each with a Mega Mole. After the second pit, there is yet another
    rising yellow platform. Continue to the right and there is another pit with a
    Mega Mole. After that is the goal.
    
    Valley Fortress
    Difficulty 8/10
    NOTE: A difficult fortress but the reward is worth it (Back Door). I recommend
    a feather for easier jumping.
    First off in the beginning, there is a staircase going down with spiked
    pillars falling together. Wait for them to fall and then go to the center
    where there is a green block. Wait for the other spiked pillars to fall to go
    up the staircase on the right. Right after the spiked pillars there is a wall
    and a pit with spikes so watch your jump. After that is a room with a spiked
    ceiling. You can see the first Yoshi coin but do not grab it yet. Let the
    spike where the Yoshi coin is fall and let the dry bones throw his bone at you.
    Stomp on the dry bones and then grab the Yoshi coin. Then you come across two
    falling spikes, a bony beetle, and a dry bones. First let the dry bones throw
    his bone, and then let one spike fall. Next, step or use your cape to kill the
    two enemies and then let the second spike fall. Then continue to the right and
    let the spike pillar fall. Jump across it and wait for the next spiked pillar
    to fall. If you have a feather it will be easy to float and grab the second
    Yoshi coin. While the spiked pillar is going up, jump across to the next
    platform. The next part is quite tricky. First let the spiked pillars fall and
    then jump across and up to grab the third Yoshi coin. Then jump back to the
    previous safe platform. Wait for the spiked pillars to fall again and then
    quickly and then quickly jump across the three platforms to the halfway point.
    Jump up to the platform with the dry bones and the yellow block after the
    fireball goes down. Make your way to the next platform with another dry bones.
    Then jump over the two fireballs to the platform with a bony beetle. Finally,
    jump over the fireball to next platform, but be careful of the spiked wall.
    This part is tricky because the spiked pillars are falling and rising fast and
    you have to make almost perfect jumps to avoid getting hit and not to mention
    the Yoshi coins put in difficult spots. Jump to the next platform after the
    spiked pillar goes up. Then time your next jump so that the fire ball is just
    going down and the spiked pillar is just going up. The forth Yoshi coin is on
    the other side of that platform, sandwiched between two spiked pillars and
    floating above the lava. Jump up to grab the Yoshi coin and quickly land on
    the next platform and move to safety. The fifth Yoshi coin is tricky to get.
    Do not try to jump and grab it for it is very risky and you might under-jump
    it. I recommend you wait for the fireball to go down and the spiked pillar to
    just about go up to jump across. Once across and safe, run quickly to the edge
    and grab the Yoshi coin and run back to safety. Then jump over the last spiked
    pillar and go to the boss door to meet Reznor (see boss section) for one last
    time.
    
    Valley Ghost House
    Difficulty 7/10     TWO POSSIBLE EXITS     NO HALFWAY POINT
    This level starts off with a bunch of green bubbles moving around. Arrive at
    the first pit and jump over the green bubble, grabbing the first Yoshi coin.
    Cross over two more pits with two more green bubbles and go to the door. Hit
    the wooden block above you to drop down a P-Switch. Wait for the wooden block
    to reform and jump onto it to grab the second Yoshi coin. Hit the P-Switch and
    go to the left. Run to the left and jump up but be careful of the “Boo”
    buddies. Grab the third Yoshi coin and exit through the door on the left. To
    the left in this room is the forth Yoshi coin. DO NOT hit the ? block in this
    room. Instead, go through the door. This brings you back to the platform in
    the second room. Grab the P-Switch again and hit it and this time, go to the
    right. Above the second platform is the fifth Yoshi coin. To the right is a
    series of doors.
    1st door – back to the entrance
    2nd door – the room with the forth Yoshi coin
    3rd door – Normal Exit to Valley of Bowser 3
    4th door – Normal Exit to Valley of Bowser 3
    5th door – Normal Exit to Valley of Bowser 3
    6th door – other side of room with forth Yoshi coin (Secret Exit to Castle #7)
    Beyond the last door is a 1-UP.
    If you plan on going to the secret exit, then you need to go into the last
    door. Grab the P-Switch, but don’t hit it yet. There is a sixth Yoshi coin
    below the brown bridge but I do not suggest that you get it. Grab the P-Switch
    and bring over to the right side of the room. The ? block I told you not to hit
    has a coin chain inside it. Hit the ? block to start the coin chain. Bring the
    coin chain up to the left and then hit the P-Switch. Now start the coin chain
    up and to the right. Eventually you will see a small hole with a key in it.
    Slide through it (It is easier if you are normal Mario/Luigi). Then simply put
    the key into the keyhole on the right.
    
    Valley of Bowser 3
    Difficulty 6/10
    NOTE: My favorite level in the entire game. Why? Timed platforms! =)
    Right off the back, three parakoopas are coming your way, two of them jumping
    really high. Once past them, there is a ? block. Now time to explain Timed
    Platforms. Each of them have a number (1 or 4). The number represents how many
    seconds the platform will move to the right. Once the time is up, the platform
    will fall, so watch the time on the platform. Now to carry on with the level.
    It is possible to take the timed platforms over the two parakoopas but there
    is no point because there is a platform below. Jump onto the timed platform
    and grab the first Yoshi coin. Avoid the parakoopas in the air as well. Then
    jump onto the second timed platform and continue to jump to them until you
    reach timed platform with a “4”. Take that timed platform to another timed
    platform with a “4”. Jump off it onto a timed platform with a “1” right before
    the second Yoshi coin so you can grab it. Then jump on one more timed platform
    to reach a safe platform. Take the timed platform over to the third Yoshi coin
    and jump in between the yellow pipes and kill the koopa. Then jump to the next
    timed platform but watch out for the parakoopa. Jump along the timed platforms
    until you reach a safe platform. Use the spring to reach the halfway point.
    Climb the platforms to reach a bowl with green parakoopas in it. It is possible
    to get multiple 1-UPs in the bowl by jumping on their heads. Past the bowl is a
    sliding platform that leads to a timed platform with a “4” on it. Take that
    timed platform to a few others and then continue till you reach two timed
    platforms with a “1” on it. Take the upper one. When it starts to fall jump off
    it, grabbing the forth Yoshi coin and land on the moving platform so you avoid
    the Bonzai Bill. From the moving platform, jump onto the timed platform with a
    “4” on it. Continue along and then jump to the next timed platform. After the
    third timed platform, a Bonzai Bill will come so you have to jump on it to get
    by it to the timed platform with a “4”. Once the time is about to run out on
    the platform, the fifth Yoshi coin can be grabbed, but you have to watch out
    for another Bonzai Bill. If you can jump off him and land on a timed platform
    above him, you can grab a 1-UP. After that is the goal.
    
    Valley of Bowser 4
    Difficulty 8/10     TWO POSSIBLE EXITS
    NOTE: The only level to feature the Chargin’ Chuck miner. You will need Yoshi
    (Do not enter with one because you are forced to abandon it. There is one in
    the level that you can grab.) to get to the Secret Exit.
    Continue to the right and down the slope under the Chargin’ Chuck miner. Jump
    onto the sinking platform over the pit. Continue up the slope past another
    Chargin’ Chuck miner. Go over the pit with the sinking platforms and the
    parakoopas and enter the green pipe at the right. Go into the pipe and work
    your way to the left avoiding the spike tops and blurps in the water. In the
    beginning of the second water is the first Yoshi coin. Continue to the left
    and go into the pipe. Now you are back before the pit. Cross over it again and
    hit the wooden block to reveal a vine. Climb the vine and at the top of it is
    a ? block with a Yoshi. Go down the right side and exit to the right before
    the last wooden block. There is the second Yoshi coin and in the wooden block
    above it is a 1-UP. Be careful where you fall because there is a lava pit
    below you. Continue to the right and above a Chargin’ Chuck miner is the third
    Yoshi coin. In the middle of the lava pit to the right is the halfway point.
    Continue to the right and there is another Chargin’ Chuck miner and past him
    is another lava pit. To the right is a Chargin’ Chuck miner above you and to
    the right above a sinking platform is the forth Yoshi coin. Climb up to the
    right and land on the yellow block. Go under the Chargin’ Chuck miner and to
    the right. Go up and down and cross over the pit to come to another Chargin’
    Chuck miner. If you do not have a feather, you will need to jump onto the
    parakoopa to reach the sinking platform. From there jump carefully onto the
    blue platform but watch out for the Chargin’ Chuck miners above you. To the
    right of the useless spring is the fifth Yoshi coin. Jump to the right onto
    the sinking platforms and onto solid ground. 
    Secret Exit to Star World 5: If you still have Yoshi, have him eat the key
    that is in closed and walk into the keyhole.
    Normal Exit to Castle #7: Climb up to the right and to the goal.
    
    Castle #7: Larry’s Castle
    Difficulty 7/10
    NOTE: Time will be short once again on this castle. I recommend having a
    feather when entering because it will allow you to move through the wooden
    block walls with ease and will save you time.
    This castle starts off very similar to Roy’s castle with the fact that there
    is a brown moving platform. Jump onto it and ride it along past the lava and
    up the staircase. Dodge in between the six ball n’ chains and go out to the
    right. Then, the brown moving platform makes a staircase going down now toward
    another lava pit with two more ball n’ chains. After that, climb up the two
    brown blocks or ride the moving platform up vertically (can be tricky though).
    After it gets to the top grab the first Yoshi coin. The platform starts to
    head back to the left and now there is another ball n’ chain to add to the
    other two (making three of that) that are in your way. Jump up to the upper
    platform and walk above it to the left with the moving platform. When you
    reach the end, jump back on the brown moving platform because it now is making
    an upward staircase to the right. Above the staircase is the second Yoshi coin.
    The moving platform continues along high above the other platform. Eventually,
    you will reach yet another ball n’ chain and the moving platform will make dip
    down and descend like a spiral. Watch out for another ball n’ chain when the
    moving platform reaches the bottom. Then it will make a steps going up again
    taking you to the second part of the room. This part has a spiked floor so
    watch your jumps. When the moving platform reaches the top, watch out for the
    ball n’ chain and grab the third Yoshi coin. Continue along and stay on the
    moving platform when it starts to descend down the hole. Eventually, you will
    see the halfway point, the forth and fifth Yoshi coins, and a mushroom (a
    nuisance if you have something better in your item box). Exit through the door
    on your right.
    The next part begins with a dry bones that can be easily killed. Take the
    escalator down to another dry bones. Then move through the two wooden spikes
    (ceiling) to come across a magikoopa and another dry bones. There is a wooden
    block wall to the right. If you have a feather you can just spin the blocks to
    get through, or you have to wait for the magikoopas to turn them into koopas.
    Then continue past the wall and over the pit to come across two more wooden
    spikes (floor). Beyond that is yet another dry bones. On the other side is a
    lava pit and yet another wooden wall. Make your way through it and then you
    come across four wooden spikes (ceiling and floor). Then you come across
    another lava pit. This part becomes tricky now. The floor is wooden blocks and
    then there is the magikoopa. Also there will be wooden spikes falling from the
    ceiling, along with fireballs from the lava pit below. Once across that area,
    you come across a dry bones and then an escalator. Finally, you reach a dry
    bones, a green block and the boss door to rescue the last Yoshi egg from Larry.
    Larry: Even though time is short, this boss is easy. The stage is set up very
    similar to Iggy’s except this time there are three fireballs (left, center and
    right) that come up from the lava. Just remember that when you jump on him, he
    moves in the direction of the slope. A couple of easy hits in the right
    direction and he will be burning in lava.
    
    :::::::::::::::::
    :Bowser’s Castle:
    :::::::::::::::::
    NOTE: This walkthrough begins with the Front Door entrance. The walkthrough is
    going to be divided up into rooms like the castle is. You only take one room
    from Part 1 and one room from Part 2 to get the back door entrance. Also, if
    you take the back door, I will note where you begin. The difficulty rating
    will be based on the individual rooms not the level as a whole. However, I
    will give a separate rating for the back door entrance. There are no Yoshi
    coins in Bowser’s Castle. 800 seconds is on the clock for the ENTIRE LEVEL
    (meaning the level and the showdown with Bowser).
    
    ’’’’’’’’’’
    Front Door
    ’’’’’’’’’’
    PART I
    The first part of Bowser’s Castle is divided up into four rooms (1-4) numbered
    respectively. I recommend taking Room 2 because it is the easiest of the first
    four rooms.
    
    Room 1
    Difficulty 6/10
    A side scrolling room that can be quite treacherous if not careful jumping. In
    the beginning of the level, there are two lava pits with fireballs and then a
    falling pillar so stay to the left and wait for the pillar to fall before
    moving across. Then there is two more lava pits with fireballs and another
    falling pillar. Once again stay to the left until the pillar falls. The next
    part is tricky because the two lava pits are larger and now there are two
    fireballs per pit. You will need to jump through the fireballs and stay on the
    next platform and wait for the falling pillar. Then move quickly to the door.
    
    Room 2
    Difficulty 4/10
    This room is basically a climbing wall except horizontal. There is a spiked
    floor so watch your jump. Also, there are fireballs floating around the room
    so be careful of them as well. Watch out for koopas as well. It is possible to
    get a 1-UP with the koopas here. I suggest going around the back of the wall
    because the fireballs cannot touch you there. Make your way to the right and
    go through the door.
    
    Room 3
    Difficulty 5/10
    This room is basically a vertical maze so remember that. Also there are
    several mechakoopas hiding behind tapestries so remember that as well. Go over
    to the left and jump up through the second tapestry. Then move quickly to the
    left because a mechakoopa is about to fall. Jump on it and then jump up
    through the tapestry. Then move and jump up through the third tapestry on that
    floor passing the mechakoopa behind the second tapestry. Then run across to
    the other side of the maze. There is a mechakoopa behind the second tapestry.
    Fall down thorugh the tapestry and then immediately fall down through the
    tapestry on the right. There are two mechakoopas to the right of you when you
    fall down. Past by them and then fall through the second tapestry. Watch out
    for two more mechakoopas and exit through the door on the right.
    
    Room 4
    Difficulty 5/10
    This room is moving up and down, but it does not matter that it does that.
    This room is full of Lil’ Sparkys so watch out. Jump onto the moving gray
    platform and ride it under the platform to the other side. Jump up quickly
    because the platform moves under another platform that you have to jump on.
    Then jump up onto the upper moving platform and ride it to the right. When the
    platform moves back to the left, jump onto the lower moving platform. Then
    ride that moving platform to the right and jump onto the platform with a Lil’
    Sparky. Then jump onto the platform with a gray block and another Lil’ Sparky.
    Jump to the next platform with two large gray blocks, two Lil’ Sparkys and a
    Hothead. Then jump to the next platform and finally to the one with the door on
    it.
    
    PART II
    The Second part of Bowser’s Castle is divided up into four rooms as well (5-8)
    number respectively once again. I recommend Room 7 because it is the easiest
    of these four rooms.
    
    Room 5
    Difficulty 6/10
    This room is full of thwomps and spiked pillars so be careful. Let the spiked
    pillars fall first. Then make a mad dash to the right side of the room (this
    reminds me of the Desert fortress in Super Mario Brothers 3) and then go
    through the door.
    
    Room 6
    Difficulty 8/10
    This room is entirely in water. Continue up and to the right until you come
    across a spiked wall and a dry bones. Kill the dry bones and wait for the wall
    to move (do not go back because there is a wall below that closes you).
    Continue upward into the next part which has a bunch of fishbones going to the
    left. Go up through the spiked walls and pas through to next area as the
    spiked wall moves back to the left. You could make a quick brake to go through
    to the next area but I suggest you follow the wall back because there is
    another spiked wall coming from the right. Once you can go up through the
    spiked wall, you come across another spiked wall and a dry bone. This part is
    the hard part of the room. There are two ball n’ chains stopping you from
    moving up. Wait until it is safe to go up. Work your way up to the top of the
    room, weaving through the ball n’ chains. You cannot get to the top because
    you have to wait for the spiked wall to move back into place. I recommend
    swimming right above the top ball n’ chain where the gray block is. When the
    spiked wall moves back into place, get in (watch out for the spiked ceiling
    and follow it to the left. Do not forget about the ball n’ chain below. Swim
    up and to the right and go through the pipe.
    
    Room 7
    Difficulty 5/10
    This room is full of koopa statues that spit fire at you. The first does not
    spit anything but the second one does. Jump on top of the second one and go
    down behind it. Then there is a jumping statue which cannot be killed. Past
    the jumping statue and then jump on top of another spitting statue. Then pass
    over another jumping statue. Next is a lava pit with a fireball and on the
    other side are two spitting statues (one above and one to the right on the
    ground). Jump onto the gray block for safety. Watch out for the jumping statue
    going down the stairs. Climb the stairs to the door.
    
    Room 8
    Difficulty 6/10
    First in this room is a Chargin’ Chuck that jumps extremely high. After that
    is a Chargin’ Chuck that runs. Jump onto the blue block above the spike pit
    and if it is necessary grab the feather out of the green block above. Then
    there are three more Chargin’ Chucks that jump high (one low, then on an
    elevated platform and then on the same level as the first beyond the second
    one). Cross over the spike to meet three more Chargin’ Chucks that jump high
    on the same level. Pass them and go through the door on the right.
    
    ’’’’’’’’’
    Back Door
    ’’’’’’’’’
    Difficulty 5/10
    After the two sets of rooms, this is where the Back Door begins if you took
    the shortcut through the Valley Fortress.
    The room is pitched black (or so it seems?) Move to the right until you come
    across a staircase. Hit the red ? block to activate the light switch (I like
    to call it the disco ball) above. Move slowly because the light moves back and
    forth. Climb the staircase but watch out for the ninji at the top of it. Then
    jump over the large lava pit to come across another ninji and a mechakoopa.
    Continue to the right to come across two more ninji. Then you come to two gray
    blocks with a mechakoopa in between them. The next part has two more ninji.
    Jump over the lava pit, cross the bridge and climb the stair case, go through
    the halfway point and you arrive at Bowser’s Door.
    
    ,,,,,,
    Bowser
    ’’’’’’
    The big finale of Super Mario World. Bowser has the princess and is not going
    down without a fight. I will break up the battle into three phases like it is.
    
    Phase I
    In the first part of the showdown, Bowser is flying back and forth on the
    screen. Avoid the propeller below or else it will cause. Right now just sit
    tight until he stops moving. Then he will drop two mechakoopas. The way to hit
    Bowser is to grab one of the mechakoopas and throw it vertical so it hits him
    on the head. It will take some time to learn when to throw just do not hold on
    to the mechakoopa too long because they start to move after a while. If you
    miss or collide the two mechakoopas together, you will have to repeat the
    process. Two hits on the head and Phase I is over.
    
    Intermission I
    After the first phase, stand slightly to the right of the second to last brick
    on the right on the screen. Flames will start to fall from the sky. When the
    flames are about to hit where you are standing the second time around, there
    will be a slight pause in the falling of the flames, jump to the left when
    that happens. The princess will drop a mushroom, (do not grab it if you have
    something better) ending the first intermission.
    
    Phase II
    The second part of the showdown is a little harder, but once again it takes
    some time to learn. Now Bowser will try to hover right above you so you cannot
    really jump that high. Eventually, Bowser will stop and flip upside down. He
    will drop a giant cannonball. Jump over it to the opposite side before Bowser
    starts to move again. He will continue to move again and then will drop
    another giant cannonball. After the second one, he will throw out two
    mechakoopas once again. It is slightly harder to hit him on the head this time
    because he is hovering right above you and the propeller kills the mechakoopa.
    If you miss, the phase will repeat itself. Continue till you get two hits on 
    the head and Phase II is over.
    
    Intermission II
    Stand slightly to the left of the third brick on the left. When the flames
    start to disappear, follow them to the right that will end the second
    intermission and the Princess will once again throw a mushroom.
    
    Phase III
    The clown car is clearly pissed off because the eyes are now beaming orange.
    This time around, the clown car will bounce around trying to crush you with
    the propeller. It is not hard to avoid the clown car. You just need to know
    how far apart his drops are. Eventually he will once again drop two
    mechakoopas. It is even harder to hit Bowser on the head this because he is
    moving up and down. Also, Bowser can crush the mechakoopas with his propeller
    as well making the process longer. Two more hits on the head and Bowser gives
    up and hands over the Princess.
    
    ~~~~~~~~~~~~~~~~~~
    6.7     Star World
    ~~~~~~~~~~~~~~~~~~
    
    NOTE: I recommend you do the Star World as soon as you get the entrance in
    Donut Plains. This area although contains five levels, proves to be very
    useful. Enter each level without a Yoshi as well (see Yoshi section). There
    are NO HALFWAY POINTS in these levels and each level has TWO POSSIBLE EXITS.
    
    Star World 1     (Donut Plains)
    Difficulty 3/10
    NOTE: Time will be short on this level because of all the block smashing you
    have to do.
    This level is filled with wooden blocks. Right in front of you is a mushroom
    (I do not think you will need it). Fall down the hole and spin attack on the
    right side. Eventually you will come across the first Yoshi coin.
    Secret Exit to Star World 2: Stay on the far right side of the level and spin
    attack your way down. Eventually, you will come across the key and a keyhole
    sitting together.
    Move over to the left side of the level and spin attack your way down. You
    will come across the second Yoshi coin and a feather. Fall through the hole
    and stay on the left side. Spin attack downward and you will pass through the
    third Yoshi coin. If you go to the right and jump up, you can make a 1-UP fall
    through the wooden blocks. Then there is a small section of wooden blocks. On
    each end encased are stars. On the platform below are a bunch of koopas. Stay
    on the left side once again and spin attack your way down. You will pass
    through the forth and fifth Yoshi coins. Below you are a bunch of rows filled
    with koopas. On the second row is the red Yoshi. Continue your way down
    through the rows of wooden blocks with koopas and exit through the pipe on the
    right to the goal.
     
    Star World 2     (Vanilla Dome)
    Difficulty 4/10
    This is the underwater level in the Star World (I’m confused by this. Why
    would there be an underwater level in the sky is beyond me). Well back to the
    walkthrough. The first Yoshi coin is located right near the pipe at the very
    beginning of the level. Now here is a trick. You can have Yoshi eat the star
    falling and he will automatically grow to full size. Pass the blurps and
    continue to the Rip Van fish. Beneath them is the second Yoshi coin. Then pass
    the blurps that form the shape of a goldfish. Continue to the right and then
    you come across a ? block. Swim up and over the Rip Van fish to collect the
    third and forth Yoshi coins. Continue to swim past more blurps. Eventually you
    come across a bunch of Rip Van fish. Swim under them and up the right is the
    fifth Yoshi coin.
    Secret Exit to Star World 3: You will see a pathway under where there is a
    pipe. Swim under it and to the far right is a key and a keyhole.
    Normal Exit to Star Road 2: Go through the pipe at the right and to the goal.
    
    Star World 3     (Twin Bridges)
    Difficulty 3/10
    The shortest level in the entire game. The key to this level is the Lakitu.
    The first Yoshi coin is directly above where you start. Hit the P-Switches to
    turn the spinys into coins (NOTE: Baby Yoshi can eat the gray coins). Grab a
    blue block (be careful not to fall through) and throw it up and the Lakitu.
    Climb up the stairs to grab the second Yoshi coin and onto the Lakitu’s cloud.
    Secret Exit to Star World 4: Ride up on Lakitu’s cloud to the top and through
    a hole. On the left side is a key and on the right is the keyhole.
    Normal Exit: to Star World 3: Ride up and through the hole in the top and go
    around to the right. Fall down and you will be on the other side of the goal.
    Grab the three Yoshi Coins and the goal.
    
    NOTE: At this point in the Star World, you should have obtained all of the
    Yoshis. If not, then go back and do so before proceeding.
    
    Star World 4     (Forest of Illusion)
    Difficulty 5/10
    NOTE: I recommend you grab the red Yoshi this time. You need to have hit the
    red and green switches to reach the secret exit.
    Go to the right and jump onto the spinning platform. Continue onto the next
    one and grab the first Yoshi coin. Jump onto the next platform with the two
    koopas on it. Then fall down toward the right and land on the bottom platform
    to grab the second Yoshi coin. Climb your way to the top and eat a koopa and
    blow the fire at the row of parakoopas so you can get by. Continue to the
    right and jump onto another spinning platform to grab the third Yoshi coin.
    Then there is yet another spinning platform. After that is another row of
    parakoopas. Make a hole once again to get through. Climb up the platforms to
    the right to arrive at another spinning platform.
    Secret Exit to Star World 5: Get off Yoshi and grab the blue shell. Go down
    slightly off the left side of the platform and land on a green platform.
    Continue to the right and there will be a ? block. Hit it and grab the key and
    put it in the keyhole.
    Ride the spinning platform to the top and jump on top of the pipe to grab the
    forth Yoshi coin. Pass the parakoopas and continue to the right. Pass the
    koopas and come to another spinning platform. Jump off of it and work your way
    to the right once again to come to another spinning platform (only with one
    this time). Jump to the next one (with three) and then another one (with one)
    which has the fifth Yoshi coin. After that, jump off of it to the goal.
    
    Star World 5     (Valley of Bowser)
    Difficulty 6/10
    NOTE: You need a feather and/or Yoshi and have hit ALL the switches in order
    to get to the secret exit.
    This level is quite long but you can get through it. There is a bunch of
    falling platforms so once you step on the first one, there is no going back.
    Cross the first three and jump up to grab the first Yoshi coin. Then cross
    three more falling platforms but take the last one down to grab the second
    Yoshi coin. Then cross over five more falling platforms to get onto solid
    ground.
    Secret Exit to Special: This part is quite tricky. Grab the P-Switch and bring
    onto the ground and hit it. Then hit the ? block to start a coin chain. Bring
    the coin chain up and to the right and then fly high and to the right with
    Yoshi. The reason I recommend a Yoshi because it makes a much more stable ride
    to get into the hole. Enter the hole and move your way down and abandon Yoshi.
    Squeeze through the hole and then slide through the other hole. Continue to
    the right and eventually you will come across the key and the keyhole.
    Grab the P-Switch and hit it. Then hit the ? block to get a coin chain going.
    Walk with it to the right. Eventually it will run out and you will stop on a
    group of brown blocks. Jump across the parakoopas to get onto a set of wooden
    blocks. To the right of the wooden blocks is the third Yoshi coin. Drop down
    below and cross over on the falling platforms to get onto solid ground. Here
    is the yellow Yoshi egg. Work your way across the pits of spinys and piranha
    plants to the other side. Climb up the falling platform staircase and at the
    top one is the forth Yoshi coin. Ride it down to grab the fifth Yoshi coin and
    jump off the platform onto solid ground. Pass the koopa and the two spinys and
    jump up to come across a koopa on a pipe and three spinys below. Past them is
    the goal.
    
    ~~~~~~~~~~~~~~~
    6.8     Special
    ~~~~~~~~~~~~~~~
    
    NOTE: People have got this far in this game but few have got through these
    ridiculously hard levels. It will take several attempts to beat these levels
    because there are NO HALFWAY POINTS in any of them. There is a special reward
    or two if you can beat these insane levels. Yoshi (especially the blue one)
    will prove to be very useful throughout these levels so I suggest that you
    bring him into every level.
    
    Gnarly
    Difficulty 5/10
    Climb up the two springs and hit all four wooden blocks to reveal vines. You
    can either take the zip-line up. The wooden block to the right has a 1-UP.
    Once at the top there is a spring and a wooden block which releases a vine.
    The forth vine from the left releases another vine, which takes you to the top
    to the left side of the level. Off to the left are two springs. To the right
    is the first Yoshi coin and to the left is a P-Switch. Grab the P-Switch and
    bring up to the top by jumping on the music blocks. Once toward the top, jump
    onto the brown block to the left. Continue up and place the P-Switch on top of
    gray blocks and hit it. 
    From this point there are two ways to exit the level. 
    The first way is to fall to the bottom the level and exit through the pipe.
    The third Yoshi Coin is located past a set of vertical music blocks and next
    to another one on the right. The forth Yoshi Coin is located to the left down
    the stairs of music blocks to the left. The fifth Yoshi coin is located to the
    right of the forth Yoshi coin. 
    The second way through this level, is to fall to the far right and land on
    the ? block and go through the pipe. Once through the pipe, run to the left to
    collect the last three Yoshi coins and then run to the right to collect three
    1-UPs and then jump up toward the P-Switches.
    Hit all three of the P-Switches and run to the newly created pathway. There
    will be an Amazing Flyin’ Hammer Brother to the right. Kill it quickly and
    ride it up to the next platform. Then a Lakitu will come flying at you. Just
    run quickly to the right and through the goal.
    
    Tubular
    Difficulty 10/10 (NO JOKE!!!)
    NOTE: You will need to muster all your skills right here for this level
    because it is one big race to the goal. One hit and you are finished and if
    you go too slow you are also finished.
    You first come across a jumping Chargin’ Chuck. Pass over him to come across a
    spitting piranha plant. Past it is another jumping Chargin’ Chuck with the
    first Yoshi Coin over his head. Now the fun begins. Hit the P-Switch and jump
    down below to hit the ? block. A P-Balloon pops out. Grab and float to the right
    of the level. To the right is the second Yoshi coin. Continue up and past the
    Chargin’ Chucks throwing baseballs and grab the third Yoshi coin. The ? block to
    the right of the third Yoshi coin has another P-Balloon. Continue to the right
    past the two parakoopas to come across two volcano lotuses (one on top of the
    other on ? blocks). In between the two is the forth Yoshi coin. Continue to the
    right past the piranha plant to come across a Chargin’ Chuck kicking footballs
    and under him is another P-Balloon. Pass by another Chargin’ Chuck kicking
    footballs and come across a volcano lotus. Below the volcano lotus is the fifth
    Yoshi coin. To the right is another volcano lotus and directly above it is a
    sixth Yoshi Coin (I highly discourage you from getting it because it is way too
    risky). Right past the volcano lotus is the goal.
    
    Way Cool
    Difficulty 6/10 (3/10 with Yoshi)
    NOTE: There are Yoshi wings halfway through the level. You need the Yoshi
    wings to get all the Yoshi coins.
    This level begins with a moving platform with a bunch of ON and OFF switches.
    Jump onto the platform and turn it OFF. Ride it down, past the fuzzies to the
    first Yoshi coin. Watch out for the saw coming. Then hit the switch ON to ride
    it up. Watch out for the circle of fuzzies and continue. Keep the switch ON
    and ride it up past the saw to grab the second Yoshi coin. Keep it on and ride
    it up to the top. Pass the fuzzies and grab the third Yoshi coin as the
    platform ends. Continue to the right and if you have a Yoshi, hit the ? block
    to grab the Yoshi wings. In the sky it possible to grab four more Yoshi coins
    totaling seven and ending the level. I will call this the halfway point.
    Jump up the falling platforms to meet several zip-lines. Jump onto the first
    one and ride over the fuzzy to the second one with a fuzzy. Then quickly jump
    onto a rotating platform with yet another fuzzy. Then take the next zip-line
    to encounter three more fuzzies. Below the middle one is the forth Yoshi coin.
    Past them is another rotating platform with another fuzzy and then a safe
    platform. The next zip-line has two fuzzies to start with. The next part is
    basically all skill with fuzzies moving in a circle. Just jump and move
    quickly avoid them until the zip-line brings you to the goal.
    
    Awesome
    Difficulty 8/10 (4/10 with blue Yoshi)
    NOTE: This level’s surfaces are covered in ice so watch how and where you jump
    and run. This level is much easier if you enter it with a blue Yoshi because
    then you can eat a shell and fly threw most of the level, but you will miss
    the Yoshi coins (unless you dare try to grab them).
    The level immediately begins with a koopa in a yellow shell. Jump over it and
    run to the right and jump onto the yellow platform. To the right is a bowl
    with a Rex and a kicking koopa will kick a blue shell into the pit. Avoid the
    shell and kill the koopa on the other side. In the next bowl, there are two
    Rexes this time and once again a kicking koopa will kick a blue shell again.
    Suspended above the bowl is the first Yoshi coin. In the third bowl, there is
    nothing, but a yellow koopa shell will come after you in the bowl. Jump onto
    the ? block and continue to the other side. On the other side is some water
    and above it is the second Yoshi coin. Beyond that, a kicking koopa will kick
    a yellow shell at you so jump over it or run back to avoid it. There is a
    P-Switch beyond that but it does not prove to be of good use. After another
    water pit, there is another kicking koopa with another shell. There is another
    kicking koopa. Continue on past a bunch of koopas and Rexes and watch out for
    the kicking koopa at the end. Upon arriving at the pipe, I consider this to be
    the halfway point of the level.
    Do you remember the original Super Mario Brothers? Well prepare yourself for a
    flashback! The levels with the fish chasing you, well they’re back (and more
    hostile than ever)! Continue onto the platform and be prepared to run your
    tail off. Run to the right and jump straight up onto the Bonzai Bill. Then
    land and to the right is the third Yoshi coin. Continue onto the next platform
    and grab the forth Yoshi coin and duck while another Bonzai Bill passes under
    you. Continue onto the next platform. This part can be tricky. Jump up onto
    the Bonzai Bill and then jump onto the pipe behind it. Continue down the set
    of pipes. Jump very carefully along the wooden blocks to next platform. Then
    be prepared to jump over another Bonzai Bill. Jump onto the red parakoopa to
    grab the fifth Yoshi coin and then land on the wooden block and jump up to
    last platform and run down to the goal.
    
    Groovy
    Difficulty 7/10
    NOTE: Remember the intro to the game? Well here is the level the goes along
    With it. If you watched the intro then you already know some of the level. In
    case you did not watch it, I will explain it.
    The first koopa proves to be useful because if you hit the shell to the right,
    a Yoshi will pop out of the ? block. Right above the ? block is the first Yoshi
    coin. Continue to the right and you will come across a slope, just go under it.
    Beyond that is a row of koopas, just once again pass them. To the right of them
    is a pokey and right after it a piranha plant will jump out from behind the
    bush. After that is a pit and above the pit on a block is a volcano lotus.
    After that is a rotating item box. I not only strongly recommend grabbing the
    star but require it because it makes this level a hell of a lot easier and
    possible for multiple 1-UPs. Run like the wind through this part of the level
    if you got the star. To the right of the rotating item box is a piranha plant
    behind the bush. ontinue past it and you will run into three pokeys. Then
    there is a volcano lotus on a block suspended and under it are the second Yoshi
    coin and a pokey. Past that is another pokey and then two volcano lotuses (one
    above and on below). Then there are two more pokeys past that. Then there is a
    pit and in the middle of it is a pipe that has a piranha plant. To the right is
    the third Yoshi coin. I consider this to be the halfway point of the level.
    After the pipe there is a tower of pokeys (four to be exact) on leveled
    platforms. About this point, if you got the star, it should have run out by
    now. After climbing the platforms, there should be a pipe with a piranha plant
    in it. Jump onto the slope on the other side. This part of the level becomes
    very tricky so read closely. To the right on a suspended platform is a Chragin’
    Chuck with baseballs and above him is the forth Yoshi coin. Jump onto him and
    fall down to the ground below. Pass the pokey on the ground and above a volcano
    lotus is the fifth Yoshi coin. Pass the volcano lotus is another pokey. Then
    there are two Chargin’ Chucks on raised pipes throwing baseballs at you. It
    will take some luck to pass them so just try to pass them as quick as you can.
    Once past them of course is the goal.
    
    Mondo
    Difficulty 6/10
    NOTE: The only water level in the Special World. However, the water rises and
    falls and pushes you to the left, so be careful of that while playing through
    the level. Yoshi can walk on the piranha pits so I highly suggest you have him
    in this level.
    Start off by moving to the right. You eventually come across two blurps in the
    water. To the right of them above a pit is an Amazing Flyin’ Hammer Brother.
    Pass him and continue over the pipe with the piranha plant. Then you come
    across two more pits with two blurps and another Amazing Flyin’ Hammer Brother.
    Go over the large green pipe and then you come across a staircase of ? blocks
    (top one has a Yoshi). Just past it and continue to get the second Yoshi coin
    above a koopa. Then to the right are two blue pipes, go down the first one. Run
    down the slope collecting the coins and grab the third Yoshi coin. I would call
    this the halfway point of the level.
    Exit the pipe and continue over the piranha pit. Continue to the right and you
    will come across a bunch of small piranha pits with little platforms in
    between. Once past them there are three rows of ? blocks. It is not necessary
    to hit every one because time will probably run out. Take the bottom row
    because it contains the forth Yoshi coin. Continue to the right and there is a
    large piranha pit with two brown blocks above it and Amazing Flyin’ Hammer
    Brother. Above the second brown block is the fifth Yoshi coin. Jump up high to
    the platform and exit through the pipe to reach the goal.
    
    Outrageous
    Difficulty 9/10
    NOTE: The name itself describes the difficulty of this level. Also, it is in
    the woods (not that it is important). It will once again require you to pull
    all your skills together to beat this level. Yoshi and a feather are a MUST in
    this level if you want to survive (because Yoshi can eat the flames).
    To the right of where you start is a wiggler. Jump over the pit and you come
    across two flames (read overworld enemy section for details). Past them is the
    first Yoshi coin, a wiggler and another flame. Continue to the right and you
    come across a cannon and a spring. I suggest you try to stay on top of the
    cannons for safety. It is not necessary for you to carry the spring. Jump to
    the second cannon and then jump over the flame to go the third cannon. After
    the third cannon are the second Yoshi coin and a wiggler. Continue onto the
    forth cannon, and jump and over the fifth cannon to land on the sixth cannon.
    Then you come across a pipe with a piranha plant and beyond that is the third
    Yoshi coin. I am going to reset the cannon count because I consider it to be a
    new series. Past the first cannon are a flame and another spring. Grab the
    spring but watch out, because the second cannon has two holes (top and bottom).
    This part becomes tricky. You will need to do some timely jumping in order to
    get over the second cannon. Wait till the first cannon shoots and then jump on
    the Bullet Bill to get over the second cannon and onto the third one. Pass the
    wiggler and continue onto the forth cannon. Then you come across another
    wiggler and use him to jump over the fifth cannon. Cross over the pit and use
    the spring to jump over the red pipe. I consider this to be the halfway point
    of the level.
    After the pipe, you come across another two wigglers. Past them is an Amazing
    Flyin’ Hammer Brother. Kill him and use his platform to get over the yellow
    pipe. Past the pipe are wooden blocks that contain blurps and goombas. Below
    them are two flames. In the middle of all of this is the forth Yoshi coin. In
    between the two pipes with piranha plants is a wiggler and a Yoshi in the ?
    block. Pass over the green pipe with a piranha plant and up onto the platform.
    Past the pit are another Amazing Flyin’ Hammer Brother and another cannon. Jump
    onto the platform and get onto the blue pipe. Past the pipe are another flame
    and a pipe with a piranha plant. Then you come across a wiggler and a flame and
    another pipe with a piranha plant. Follow the arrow and go over the pit with a
    cannon in the middle. To the right of it is the fifth Yoshi coin. This part is
    tricky. There is a wiggler below an Amazing Flyin’ Hammer Brother and on the
    other side is another cannon. Try to take out the Amazing Flyin’ Hammer Brother
    as quick as possible. Jump onto his platform and ride it up so you can jump
    over the pit and reach the goal.
    
    Funky
    Difficulty 7/10
    NOTE: If you do not have Yoshi you will not beat this level. There is only 200
    seconds on the clock. See the Yoshi guide for details about this level. I also
    recommend a feather, because there is a lot of jumping in this level.
    Immediately run to the right because there is a Sumo Brother above you. Jump
    over the pit and the pipe with the piranha plant and eat the green berry. Pass
    under another Sumo Brother. In between the two platforms with koopas is the
    first Yoshi coin. Past the platforms with the koopas and right below the 
    block with a Yoshi in it is another green berry. Continue to the right and
    there is another Sumo Brother that can be killed by the ? blocks. Beyond him is
    another green berry. Pass the two koopas and jump over the pit. There are two
    Sumo Brothers here. Kill one with the music blocks (above you) and then go down
    through the wooden blocks and to the left to grab the second Yoshi coin. Fly up
    and land on top of the music blocks above you and in the last music block to
    the right is a star. Grab it and jump off to the right. Go over the pit, kill
    the Chargin’ Chuck with baseballs, eat the green berry, kill another Chargin’
    Chuck and grab the third Yoshi coin. Continue over the blue block platforms and
    pass under a Sumo Brother. Continue to the right and grab a green berry.\
    Continue to the right and pass the koopa to grab yet another green berry. Kill
    the Chargin’ Chuck guarding the pipe. Once past the pipe, Super Koopas start to
    fly all around. I consider this to be the halfway point.
    Make your way up the platforms and pass under a Sumo Brother once again. Pass
    the paragoombas and eat the green berry. Jump over some platforms, and on the
    last one is the forth Yoshi coin and a Chargin’ Chuck with baseballs. Go down
    and to the right to grab another green berry and continue onto a blue platform.
    You can try and grab the 1-UPs above you but I do not recommend it because time
    is too important. To the right are three Chargin’ Chucks throwing baseballs on
    leveled platforms. Climb up and over them. Past the top one is the fifth Yoshi
    coin. To the right is a message (in coins) created by the developers of the
    game. “YOU ARE A SUPER PLAYER!!” Past the special message is the goal.
    
    ********************
    7     Bonuses/Extras
    ********************
    
    :::::::
    Bonuses
    :::::::
    
    Goal: At the end of each of level (except Castles, Fortresses, Switch Palaces
    and Sunken Ghost Ship) there is a goal. Each goal has a moving bar on it. If
    you hit the moving bar upon the goal you get Goal Stars. The amount of Goal
    Stars you receive is based upon how high the bar is (1 at the lowest point and
    50 at the highest point). If you collect 100 Goal Stars, you get to play the
    Bonus Game.
    
    Bonus Game: Upon collection 100 Goal Stars, you get to play a Bonus Game.
    Basically, it is a game of Tic-Tac-Toe. There is the center square (mushroom,
    fire flower, or star) and eight revolving item boxes around it. The goal is to
    make as many Tic-Tac-Toes as you can. Upon hitting all the revolving item
    boxes, the amount of Tic-Tac-Toes made reflects how many 1-UPs you receive from
    the pipe (0-8).
    
    Bonus: In certain levels, there is a bonus section upon entering a pipe. Upon
    entering the pipe, there will be three ? blocks. At random, there is a sequence
    to hit these blocks. If you hit them in the right sequence, a 1-UP will come
    out of the last one. If you do not hit them in the right sequence, then the ?
    blocks will turn into brown blocks. There are a total of five rows making it
    possible to get five 1-UPs.
    
    ::::::
    Extras
    ::::::
    
    New background: Upon completing all 96 goals in the game, the backgrounds
    change color and several of the enemies change shape (i.e. the koopas put on
    masks). I personally do not like this that much, but once you complete all the
    levels, you cannot change it back ;(.
    
    Peach Coin: Upon collecting all the Yoshi coins for each level and beating the
    game, the coins will now have Peach on them instead of Yoshi. I consider this
    to be a good thing because after you collect the Yoshi coins for one level, you
    cannot collect them again.
    
    High Score: Upon completing Special, you will be able to save your high scores
    (per level) in that area. I wish they did this for the rest of the levels as
    well.
    
    Special Music: If you wait long enough while in Special, eventually a remix of
    the original Super Mario Brothers theme will come on.
    
    Level Select: Upon completing all 96 goals, you can use the status screen as a
    way to travel around Dinosaur Island
    
    ::::::::
    Tid Bits
    ::::::::
    
    Leave Level: Upon completing a level you can reenter it and leave the level by
    simply entering the pause menu and selecting “Back”. This proves to be very
    useful especially when you get into some sticky situation (such as falling to
    your death).
    
    Halfway Point: There is something special about the halfway point. If you leave
    a level or die after passing through the halfway point, you start there.
    However, you have to recollect all the Yoshi coins if you die or quit the
    level.
    
    *******************
    8     Credit/Thanks
    *******************
    
    First and foremost, I would like to thank Nintendo for remaking a fantastic and
    perhaps one of the best Super Nintendo games.
    Then I would like to thank my friend Dave for helping me edit this FAQ.
    
    At this point, I am only allowing GameFAQs to post this FAQ. I might decide to
    let other websites to post in the future. 
    
    ****************
    9     Conclusion
    ****************
    
    It took such a long time to complete this FAQ. Chocolate Island 2 is by far
    the most complicated level I have ever come across in my lifetime. However, I
    stuck with several attempts of playing through the level but eventually gave up
    on figuring out all the possibilities for the level. After being rejected once
    for not completing all of the FAQ, I finished everything in the Table of
    Contents and may be I will add more to it in the future.