SUPER MARIO WORLD GUIDE
Copyright William Walker. Do not sell for a profit.
Hello! Welcome to Super Mario World, or SMW. In this game we've got a pathetic story -
Princess Toadstool's been kidnaped by Bowser again, this time in a strange place called dinosaur
land. Okay, first off we'll find the differences between SMB3 and SMW.
These tips were in part adapted by other tips made by John A. Eccles. Thanks guys!
Violence: None
DIFFERENCES AND NEW STUFF
Most of the stuff in this section are unique to SMW, but SMB3 has some things to itself as well.
First of all, although SMW has a map, there are no Toad's houses, spade games, match games or
white mushroom houses. Also, there's no frog, tanooki or hammer suits - just fiery Mario and
cape Mario, very similar to raccoon Mario in SMB3. No items either. Okay, new stuff. There's
several different kinds of levels. They are:
Regular levels: These are indicated by a yellow dot on the map. There's nothing special here,
except maybe 1-UPS. In other words, there are no secret exits.
Double exit levels: These are indicated by a red dot on the map, and have two exits, one normal
exit that simply activates the path to the next level, and a hidden exit that gives a hidden path.
This path may lead to a shortcut, star road or another secret place.
Secret levels: These levels can only be reached if you find a secret exit in another level. For
example, Vanilla Secret 1 can only be reached by finding the secret exit in Vanilla Dome 1.
Ghost house levels: These are indicated by a house on the map, and are usually full of ghost
enemies. These are usually hard.
Fortress/castle levels: These are indicated by a small castle on the map, and are usually hard.
Castle levels, which are at the end of a world, end in a battle with one of the koopalings from
SMB3.
Another change is that you can replay levels that have been completed, except for fortress/castle
levels. Okay, now we'll start discussing some of the stuff inside levels.
The change that first comes to mind is the reserve item. If you receive a power-up that is identical
to the one you already have, like getting a mushroom when you're already super Mario the
gamewill place the second item into the reserve box. If you are hit, or press select the item in the
box will float down towards you. If you collect it, you will keep it. You also get an item in the
reserve item box when you change forms. If you change to a new form the old form goes into the
box in the form of an item.
The next change is the spin jump, done by pressing A. It doesn't go as high as a regular jump
(done by pressing B) but it allows enemies to be beaten more quickly. For instance, giant hippos
turn into small hippos if jumped on, but will be killed immediately by a spin jump. Spin jumping
also smashes yellow blocks if you're super or better. (By the way, press Y to run, throw fireballs
and cape whip).
The next change is Yoshi. Yoshi is a dinosaur trapped by Bowser. If you hit a block with a Yoshi
egg, Yohi will pop out and you can jump on him. Then you can ride him, using a spin jump to
jump off. Yoshi hits enemies with the force of a spin jump, and can swallow smaller ones by
pressing Y. Yoshi can also eat berries, which cause strange things to happen should you get
enough. If you get hit while riding Yoshi he'll run away, but if you run toward him and jump on
him you can get him back. You can't use Yoshi in ghost houses, fortresses or castles.
Another change is how levels end. At the end of each level you find a pole going up and down. If
you jump and hit the pole you'll get bonus stars, and you'll get more if you hit it when it's higher.
After collecting 100 stars you will play a bonus game, where you jump and hit blocks to freeze
them. Once all are frozen, each shows an item. If you get three of the same item in a row you'll
get a 1-UP. You don't get this at the end of fortress/castle levels. There's a small tape midway
through some levels, which saves your place.
You can replay levels you've completed. If you're in a level you've already completed you can
exit by pressing start + select.
There's also dragon coins, five in each level. Collect them all for a 1-UP.
Switch palaces are hidden on the map, and are top secret. There are four of them. If you activate
a switch palace all blocks of that color will appear. In other words, blocks will appear where they
weren't before. Yellow blocks give mushrooms and green ones feathers. Later in the game these
blocks will help you.
There's all kinds of top secret stuff in this game, like star world, but we won't get into that yet.
It's not important. I'll give you the quickest way to beat the game, from start to finish.
WORLD 1: YOSHI'S ISLAND
There are hint blocks in this world that tell you basically the same thing that I've told you on the
last page. Also, none of the levels have secret exits. The first level we should go to is Yoshi's
Island 1.
Yoshi's island 1: This level's pretty simple. The main enemy are those purple dinosaurs called rex,
which are easily taken care of by jumping. Worse are the giant bullet bills called banzai bills that
you must duck under. That's about it, except for two minor things. There's a pipe, blocked by
blocks, that has some coins and a dragon coin (100 coins is a bonus life). Also when you see the
red shell with a block above it, run up to it to pick it up, then release Y while holding up to kick
the shell straight up. The aim is to hit the block above, which releases a 1-UP. Duck under the
banzai bill and grab your life as it falls.
Yellow switch palace: You reach this by beating Yoshi's island 1. Jump on the P block to fill the
room with coins! Grab as many as you can before they disappear, enter the pipe, and hit the
switch to activate the palace.
Yoshi's island 2: At the beginning of this stage grab the shell and hold Y, then kick it at the line of
koopas. If it kills them all you'll get an easy 1-UP. Then you'll find Yoshi in a ? block, and he'll
help you against the moles. There's another Yoshi in case you lose the first, but if you hit a Yoshi
block and already have a Yoshi you'll get a 1-UP. Another 1-UP can be snagged by going down a
pipe, running into the purple blocks, and quickly releasing Y while holding up to kick them at the
floating ? blocks. The third from the left contains a 1-UP.
Yoshi's island 3: This is a tough one. You'll need to cross over a bottomless pit by jumping
across a series of platforms, some of which do a circle when touched. There's also a Yoshi here.
Be careful, as one false jump and you're done for. Having the yellow switch palace helps.
Yoshi's island 4: This stage has water along the bottom, and some nasty fish too. Also watch out
for floating spiked balls. The pipe is not worth going down. It isn't too hard.
Iggy's castle: Watch out for lava pools, as they kill. In the first part jump up to the wiring, and
press up to grab on. Don't touch the floor, as the turtles on the wiring can give 1-UPS. Get above
one and move down to hit it on the head. If you can do this eight times you'll get a 1-UP for each
time after the eighth. Press A to punch a turtle on the other side, or punch a square area to go to
the other side and beat the turtles there. Once on the far right, hit the midway tape, and enter the
door. Then watch out for the blocks that try to crush you (the screen scrolls automatically here).
Stay on the left side. Once you enter the final door you'll be on a platform that tips to each side.
Iggy's on one side. Wait until he's on the side that's gone down, and then jump on him. Every
time you hit him he'll slide down the platform. The object is to make him slide off the platform
when near the edge and on the low side, this will make him fall into the lava and die.
WORLD 2: DONUT LAND
Donut plains 1: This level's got a horde of enemies that dive-bomb you. It's also the first level
with feathers, which turn you into cape Mario. To get a feather jump on a dive bomber that has a
cape that is flashing. It also features the lava lotus, a plant that shoots lava balls. Other than that
it's pretty simple. There's a pipe that you can go through that lets you grab a horde of coins in the
air by running as cape Mario until you can fly, then flying up to the coins. There's also a pipe you
can jump into with jump + up that takes you to a bonus room. If you hit the three blocks on each
level in a secret order, you'll get a 1-UP. Late in the level you'll find a Yoshi.
Donut plains 2: Okay, this is a tough one. The screen automatically scrolls, and there are two new
enemies: buzzy beatle, an enemy like a koopa but invulnerable to fireballs, and bats which dive off
the ceiling. There's also giant sand blocks that try to crush you. Anyway, it's hard. When you find
the second green pipe, just before a dragon coin, jump in by pressing B + up. Once inside the
secret room bash the blocks blocking the shell, being careful not to hit the shell itself (you must be
super or better) then pick up the shell, kick it up by holding up when you release Y, so it hits the
last block in the set of four. This reveals a vine. Jump up the blocks and climb the vine by pressing
up, and run up to the key to grab it. Then walk over the keyhole to enter the secret exit (the next
time you do the stage go into the pipe on the right side of the secret room to go directly to the
regular goal).
Green switch palace: Enter the pipe, and hit the switch to activate the palace.
Ghost house: Okay, get a cape for this stage. Run around until you can fly, and fly through a hole
in the ceiling on the far left. If you're lucky, you won't be hit by the ghosts above. Then run right
to an area with four 1-UPS. Grab them fast, enter the door, and hit the pole to gain access to a
top secret place where you can fully power up and get a Yoshi. The second time go right along
the floor, jumping over pits. Enter the door, and go right into another door. You'll be on the
lower floor. Hit the block to reveal a P block. Ignore it and enter the right door again. This time
hit the block and climb the vine that appears, leading to the door to the exit.
Donut plains 3: Get a Yoshi from the top secret area. When you reach the blue koops eat him,
and Yoshi grows wings and can fly! Hold Y the entire time, and press your jump button quickly
and repeatedly while holding right. This enables you to fly extra fast without spitting out the shell.
You can fly over the entire stage this way, and when Yoshi swallows the shell hold down B and
you'll glide down (this only works if you have a cape). You'll land near or on the goal!
Donut plains 4: Another pushover. Get a Yoshi, eat the first blue koopa and hold down Y and
right while pressing B quickly and repeatedly. You'll fly over a large part of the stage. When you
land don't kill any enemies! Instead go back until you find a block that alternates between a
mushroom, flower, feather and star. Hit it when it's a feather so it'll be a star when you grab it.
This makes you invincible for a while. Go right, killing all the enemies you find, crossing the pit by
killing the flying hammer brother and jumping on his platform. Every enemy you kill while
invincible after the eighth is a 1-UP. At the end, kill another flying hammer brother and ride his
platform over to the goal.
Morton's castle: In the first part go up the conveyor belt running by the swing spiked balls. After
the first door you'll have to deal with thwomps - come near one to make it come down, and run
by when it resets. After the second door you'll have to climb to the top by climbing up the moving
blocks. They move back and forth, all at once. Don't get squished! You can kill dry bones turtles
with a cape whip. Also, when you find five blocks hit them from below to make them spin and get
past them. The second one from the right has a vine leading to a room with an invisible 1-UP
block. At the top, go through the final door to face Morton. When he's on the floor jump and hit
him on the head. When he gets on the ceiling he'll try to drop on you - run under him and he'll
miss. He gets faster with each hit. Three head bashes or twelve fireballs sends him to Davy Jones'
locker.
WORLD 3: VANILLA DOME
Vanilla dome 1: Nothing much here. There's a blue shell here that's useless as it's an underground
level. Your enemies are buzzys, bats, and red guys with spikes on their backs. These guys can
only be killed with a cape whip. When you reach the maze of blocks either be cape Mario or have
a Yoshi. You must be one of these to get by the buzzys without jumping to the higher levels.
Yoshi can eat the buzzys and cape Mario can cape whip them to knock them to the higher level.
Once in the far right area where a mushroom comes out of the ground hit the blocks and jump by
while they're spinning. Also, hit the far left block in this area for an easy 1-UP. In the place with
the giant sand block hit the ? block for a star, and if you can bust all the buzzys and the parakoopa
at the end you'll snag a 1-UP.
Vanilla dome 2: Be fiery Mario here, as he can beat the underwater fish with fireballs and the
buzzys with spin jumps. There's also There are important secrets here. In the underwater place
with three ? blocks and a wall of blocks above, jump out of the water on the far left side to reveal
an invisible 1-UP. After this jump out of the water and go left. Run into the P block to pick it up
and carry it left, off the blocks. Then hit it and it'll turn the blocks o the left into coins. Jump
through them and drop down the tunnel previously blocked by blocks. In here is a key & keyhole.
The second time you play, go right on the high path and let the charging cucks clear the blocks.
When the block shows a feather hit it, grab it when it's a star, and run right opening your path
with the P block. If you kill nine or more enemies while invincible you'll get another 1-UP.
Red switch palace: Hit the P block without collecting any coins. Then jump over the shell that
moves on its own, and up to the blocks above that were coins before (don't hit the shell with a
fireball). Jump across the block sets while the shell kills the koopas below. If it kills them all you'll
get a 1-UP. Then enter the pipe and hit the switch.
Ghost house: Go to the far right, remembering that some ghosts only move when you turn away.
At the far right, enter the door, and then go right jumping over the giant green bubbles. When you
find three blocks hit the middle one to reveal a P block, carry it right and grab the five coins. Then
hit the block, enter the door that appears and exit.
Vanilla dome 3: This is a tough one. You'll spend most of it crossing lava pits via skull platforms.
Watch out for blargg enemies in the lava - jump when they lunge at you. The only secret worth
going for is when you find two orange pipes next to each other. Hit the ? block between them to
become cape Mario, and run left on the space between the left pipe and the lava. When you can,
fly up and into a cove in the upper left corner, with a moon worth 3 1-UPS.
Vanilla dome 4: Cross to the far right, avoiding all the bullet bills endlessly fired from the right.
It's similar to 5-3 in SMB1. That's about it, except at one point five bullet bills will fire from all
sides of the screen. Ignore the 1-UP in the block set, as it's too hard to get.
Lemmy's castle: In the first part you'll be attacked by witches that appear and disappear and
shoot spells. Wait until a spell breaks a block below you (don't spin jump) and go right to the
place with the floating platforms. Hit the P block and quickly go right, getting into the door
before the blocks allowing you to reach it turn to coins. By getting through this door (instead of
the one on the far right) you get the midway pole and a 1-UP. In the second place you'll have to
get by blocks that move up and down. Be careful not to get squished or fall into lava. Once you
reach the final door, you'll be in a pipe room with a fireball moving around. Avoid it and wait for
three creatures to emerge from pipes. One - Lemmy - looks different. Quickly hit him on the head.
Don't let one emerge from the pipe you're on. Three hits and he's toast.
WORLD 4: BRIDGE
Cheese bridge area: Get a Yoshi for this one and don't lose it. In the fist part you'll have to jump
on one of three platforms that cross rails, jumping over saws as they come at you. It is crucial that
you don't lose Yoshi. Try staying on the highest platform - it's a little easier. After this you'll find
the midway pole and a ? Block. Hit it and some wings come out. Then touch the wings and you
and Yoshi will go to a bonus level. You've got to avoid getting hit by the bad guys on the blocks.
If you hit one you'll die. Weave around them, maybe eating them. Your Yoshi will be blue and
can fly perpetually. At the end drop off the screen to exit the level.
Cookie mountain: You should have a blue Yoshi for this stage that you had in cheese bridge. He
can fly after eating any shell! Okay, go right eating all the moles until you find a red shell. Grab it,
fly up to a cloud platform, and then fly right to another high ledge with a 1-UP. Spit out the shell,
drop down to the bottom, and hit the ? block under the red blocks for a Yoshi. Because you
already have a Yoshi you'll get a 1-UP. Then go right to an alternating power-up block. Use
Yoshi's tongue to eat it when it's a star, and go right to the goal killing all enemies.
Ludwig's castle: Start this one super or better, for you'll almost certainly get hit in the first place
with the swinging spiked balls. Before going through the door grab the mushroom to the right.
Then hurry left, before the spiked ceiling crushes you. When you find the block that says on, hit it
once to raise the ceiling, then dash left as fast as possible to reach the door before the ceiling
comes down again. Then you'll be in a place with more rails. By hitting the turtles on the head
when they're on the right side without ever touching the floor you can gain a lot of 1-UPS, similar
to Iggy's castle. You don't have much time. At the top of this place is the final door. to beat
Ludwig avoid his fireballs and hit him on the head three times. When he retreats into a shell jump
over him. He can also be beaten with twelve fireballs.
WORLD 5: FOREST OF ILLUSION
Forest of illusion 1: The wigglers here can only be beaten by eating them, if you stomp them they
just get faster. Yoshi gives you a big advantage here, as you can get a 1-UP if you already have
him when you hit the Yoshi block. The 1-UP in the note blocks is tricky - hit a note block to
bounce it into reach and grab it as it falls. Just after the midway pole, hit the alternating power-up
block when it's a feather to get it when it's a star, and then run right killing all the enemies for a
lot of 1-UPS. After this continue right to the end, hijacking a flying hammer brother's platform.
Forest of illusion 2: This is a water level. Be fiery, as fiery Mario can kill all the enemies except
for the sea urchins. For them, either avoid them or hit them with a block. Cape Mario is also
good, and Yoshi can eat some fish. It's actually pretty hard. At the end, to the left of a yellow
block is a wall. It's merely an illusion and you can walk through to the key & keyhole. The regular
exit is just to the right. Oh, and don't come near sleeping fish - they'll wake up and chase you.
Blue switch palace: Just enter the pipe and hit the switch
Forest of illusion 3: Another tough one. Yoshi helps a lot here. There will be enemies in bubbles
that burst when touched. Yoshi can eat the bubbles themselves, but you can't touch one without
taking damage. Watch out for bombs - they explode (duh!) Luckily there's a Yoshi block early
on. At the end, go down the last green pipe before the goal, and break the blocks leading to the
key & keyhole (must be super or better).
Roy's castle: Evil. In the first part you've got to cross a giant pit on a snake of blocks that moves
by itself. Besides avoiding fireballs you've got to keep up with it. The spike part is even worse -
walk next to spikes that fall from the ceiling to trigger them before going under. After the
platform hit the P block and race right to grab the 1-UP before it falls into the pit. Watch out for
gargoyle statues that shoot fireballs. Jump across some elongating platforms and enter the final
door. take Roy out quick, for unlike Morton the walls move in as you battle him. Three hits or
twelve fireballs does the job.
WORLD 6: CHOCOLATE ISLAND
Chocolate island 1: This is easy. There's a lot of hippos, big and small. Both are easily beaten but
some small ones shoot flames, so beware. When you find a big chasm go down the yellow pipe
and you'll be shot over by the green pipe. Use the springboard to reach the midway pole, use the
P block to create a bridge over the piranhas, and in the bowl-shaped place fly straight up to a
cloud platform with a 3-UP moon. Then hit the Yoshi block, and go down one of the purple
pipes. In here cross the water by jumping across the flying fish after bagging another 1-UP, and
you'll be shot to the goal (carry the springboard across the goal for a free item).
Ghost house: Get a cape and feather in reserve here, as you can only finish with a cape. It's very
hard. You'll have to avoid floating enemies called eeries, moving pits, and a ghost that is fishing
with blue fire. There's a cape power-up on the way. In the second place you'll have to deal with
strings of ghost and blocks that become hosts when you turn away. Avoid them and fly up to the
exit door. to the far right is a 1-UP. Be prepared to lose a lot of lives here.
Chocolate island 2: This one has a weird secret exit. Ignore the horde of hippos in the first place,
and go fast, picking up Yoshi on the top. Then go down and into the pipe. In the second place
jump across the angled platforms, hurrying. If you reach the second pipe with 250 or more
seconds left you'll reach a place with charging chucks throwing baseballs. Use the various blocks
to go above them, eat the key with Yoshi if you have him, and touch the keyhole. This secret exit
lets you skip chocolate islands 3 4 and 5, and the chocolate fortress.
Chocolate secret: This is a tough one. In the first part you'll have to deal with charging chucks
throwing footballs and buzzys. Either whip them with the cape or avoid them. Don't enter the
pipe. Then slide down the slopes by pressing down to kill the buzzys. In the last and toughest part
you'll deal with sand blocks that sink into the lava when jumped on, charging chucks and spike-
tops. The toughest parts are where you must quickly jump across several sand blocks at once.
Good luck.
Wendy's castle: This castle features in the first area giant spiked pillars that try to crush you. The
trick is timing your move perfectly, dashing by at the right time. Being small is an advantage here,
as you don't need to duck to avoid the grinder wheels which are quite plentiful. Also being big
doesn't matter - you'll die immediately if you're crushed. Having the red switch palace helps. In
the part with the row of spiked pillars and grinder wheels in the second half just race by and jump
the wheels. Then you must stand in the very center of the blocks to avoid the wheels on each side.
It's very hard, but this is the second to last castle after all. In the second half (assuming you get
there) you'll have to deal with giant blocks that move up and down at the same time. Don't get
crushed or fall off the screen, and avoid the fireballs orbiting some non-moving blocks. The battle
with Wendy is similar to Lemmy - bash the different one three times. The only change is that all
the pipes are level and there are two fireballs instead of one.
WORLD 7: VALLEY OF BOWSER
Sunken ghost ship: In the first part just go right avoiding the cannons and down the pipe. The
second place looks empty, but as you swim right ghosts will appear. Despite that they don't move
and never appear where you're on, they are deadly because there are so many. Try to cover as
much ground as possible after they disappear. After this face the lone ghosts until your way is
clear, then swim through the holes in the ghost circles and down the pipe. In the last area bag a
star. Then stay in the center to land on a platform with another star, which helps you against the
spiked balls below. Before this you'll go through three seas of coins. Stay on the far right, as
when you hit the water swim down fast and catch the two 1-UPS before they fall off the screen.
Then hit the green orb to exit and gain access to the valley of Bowser.
Valley of Bowser 1: This is a maze. Be cape Mario, as he can cape whip the giant moles to knock
them out. Take the high road - you'll not only get the midway pole, but shortly after it you'll find
a field of piranhas which you can cross by jumping on a mole's back. Then use the blue block to
reach the right platform, where a 3-UP moon awaits you. Grab it and drop down. When you find
a gap you can't cross, under a dragon coin, drop down and jump to reveal three invisible coin
blocks. Get back up there by going left, and making a running jump. Cross the bridge, drop down
(ignore the vine block) and go right to the goal pipe.
Valley of Bowser 2: In the first part avoid bats, koopas and jump over the giant sand blocks.
After hitting the midway pole and entering the pipe you'll face a real challenge. Two sand blocks
move up and down. Enter the space between them. To avoid being crushed you've got to run like
mad when possible to reach safe spots. You'll never be safe for long, so stay alert and always plan
your next move. It's very hard, and to get into some of the later spots you'll need to duck and
slide. If you simply can't get through, you can use the wings block at the beginning by getting a
Yoshi there and skipping the sand part. Unfortunately this misses the secret exit. Just try to get
through. After the sand block part you'll find another giant sand block. Run like mad right before
getting crushed. Once the block hits the ceiling, jump on the edge of it, then left and up onto the
ceiling and out of sight. Run left out of sight to a key & keyhole. This lets you skip valley of
Bowser 3 and 4, the ghost house and Larry's castle.
Valley fortress: This is the only fortress you should play in the game, and it's the price you pay for
skipping the rest of the valley of Bowser. Okay, in the first part race under some spiked pillars
after they rise. Enter this stage with a cape and a cape in reserve, so you can cape whip the bony
beetles and dry bones to knock them out. There's not really mush else here, except those spiked
pillars. The later ones come down more often, and you must time your move, a running jump
perfectly. At the final door you'll ind a boss called Renzor, who has four heads that shoot flames
at you. The boss spins around, and you must get under the heads and hit them from below to beat
them. After two heads are down the platform below starts to collapse. Quickly kill another head
and then jump onto one of the empty platforms next to the last head. When they're in the right
position hit the last head to win.
Bowser's castle: If you enter through the front door you'll have to go through one of four places
(choose the door that you think leads to the easiest place) before reaching the dark room.
Entering from the back door lets you start there immediately. Hit the red block for a light to
appear, and go right killing ninjis and mechakoopas (spin jump them). Then when you reach the
final door, hit the midway pole (only there if you used the back door) and prepare to face Bowser.
Bowser: Bowser appears in some sort of helicopter with a clown face. I call it a clown copter.
He'll fly back and forth, doing nothing to attack you. His copter itself isn't dangerous, but the
blades at the bottom are. After a while he'll eject two mechakoopas. Jump on one (do not spin
jump) to knock it out, and pick it up. Then kick it straight up like you would a shell, so it is
kicked at Bowser. The mechakoopa will be destroyed if it hits the clown copter itself, and will
revive after a while. You must kick the mechakoopa so it goes straight up and comes down on
Bowser himself. After a while he'll toss out more mechakoopas. After two hits he'll fly away. Fire
falls from the sky, and you must wait until it stops falling, make a running jump over to the other
side where the fire is disappearing before the fire starts falling again. Princess Toadstool now
throws you a mushroom. The second part is much tougher. Bowser will drop a bowling ball out
of his clown copter the first two times before releasing mechakoopas. Jump the ball and continue.
He'll stay right above you, making it impossible to hit him. Grab a mechakoopa and run from one
side to the other, and quickly jump and kick it up at him before he gets on top of you. After two
more hits the fire repeats itself. In the last time the clown copter starts bouncing around and
you've got to wait for mechakoopas, then kick one up so it hits him when he comes down,
running under the copter when it bounces up. Luckily he doesn't use the bowling ball. After two
more hits he'll fly away for good. GREAT JOB! YOU'VE COMPLETED SMW!
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