Collectibles and completion
Optional discoveries, useful collections and completion goals in Super Mario World.
Spoiler notice: This guide discusses story progression or late-game content.
Original SNES game and its emulated releases. Controls use SNES button labels. Super Mario Advance 2 differences are outside this guide.
Secret exits
The 96-exit goal counts exits, not simply levels entered. Some courses contain a second route to the goal, so mark normal and secret exits separately.
Dragon Coins
Dragon Coins are optional course pickups. The original SNES game does not use the same persistent all-coin completion tracking as Super Mario Advance 2.
Switch Palaces
Activating Switch Palaces fills in their coloured blocks across the world. These unlocks affect later routes and make useful landmarks in a completion plan.
Use the edition note above when comparing a checklist with another release. Story completion, collecting and platform achievements are separate goals.
