Dinosaur Land adventure bookSuper Mario WorldGUIDES
SUPER MARIO WORLD / CHARACTERS & ENEMIES

Characters, Yoshis and enemy families

Recognise useful allies and common hazards across Dinosaur Land.

Edition covered

Original SNES game and its emulated releases. Controls use SNES button labels. Super Mario Advance 2 differences are outside this guide.

7 characters · one picture per entry · open a picture for full size.

Character directory

Mario
Alternating-player heroes

Mario and Luigi

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

Green Yoshi

Uses his tongue to eat enemies and carry some objects. Plan dismounts carefully so a jump does not leave him in a pit.

Blue Yoshi
Star World variants

Blue, Red and Yellow Yoshis

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.

Koopa Troopa sprite from Super Mario World
Moving obstacles and tools

Koopas and shells

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

Boos

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

Chargin’ Chucks

Different variants create different hazards, including thrown objects and rushing movement. Observe the variant before committing to the same response each time.

Koopalings
Castle opponents

Koopalings and Bowser

Each castle tests a distinct pattern. Learn the arena’s hazards and vulnerability rather than applying one universal boss technique.

From the game: the enemies

Koopas

Walkers and jumpers

Plants, cannons and hazards

In the water

Ghosts

Every enemy and boss, with the levels they appear in

Pictures drawn from the Super Mario World (SNES) game data: sprites are assembled from their tiles the way the game draws them, in the palette of a level they appear in; blocks, coins and berries are built from their 16×16 level-tile definitions with the animated tiles in place; maps show the overworld’s terrain layer (the level tiles and paths on its other layer are not in the asset export). Animation timing is approximate.

Quick notes

  • Enemy behaviour is a movement clue. A Boo reacts to whether Mario faces it, while Chargin’ Chucks use different routines that ask for different approaches.
References