Characters, Yoshis and enemy families
Recognise useful allies and common hazards across Dinosaur Land.
Original SNES game and its emulated releases. Controls use SNES button labels. Super Mario Advance 2 differences are outside this guide.
| Entry | Role or use |
|---|---|
| Mario and Luigi | Alternating-player heroes |
| Green Yoshi | Early mount and helper |
| Blue, Red and Yellow Yoshis | Star World variants |
| Koopas and shells | Moving obstacles and tools |
| Boos | Ghost House hazards |
| Chargin’ Chucks | Athletic enemies |
| Koopalings and Bowser | Castle opponents |
Mario and Luigi
Alternating-player heroes. The original SNES game’s two-player mode alternates turns. Do not assume the movement differences of later ports apply to this version.
Green Yoshi
Early mount and helper. Uses his tongue to eat enemies and carry some objects. Plan dismounts carefully so a jump does not leave him in a pit.
Blue, Red and Yellow Yoshis
Star World variants. Their colours add shell-related abilities. Raise the baby Yoshis by feeding them suitable objects and learn the adult colour’s behaviour before a difficult route.
Koopas and shells
Moving obstacles and tools. A shell can clear enemies or trigger interactions, but rebounds remain dangerous. Face the intended direction and inspect the wall behind your target before kicking.
Boos
Ghost House hazards. Many stop approaching while Mario faces them. Use positioning to create a safe opening instead of treating every ghost as a normal jumpable enemy.
Chargin’ Chucks
Athletic enemies. Different variants create different hazards, including thrown objects and rushing movement. Observe the variant before committing to the same response each time.
Koopalings and Bowser
Castle opponents. Each castle tests a distinct pattern. Learn the arena’s hazards and vulnerability rather than applying one universal boss technique.
This is a curated reference to important entries, not a complete database. Follow the edition note: later remakes may change availability, names or mechanics.
