Collectibles and completion
Optional discoveries, useful collections and completion goals in Super Mario World.
Story and late-game spoilers.
Original SNES game and its emulated releases. Controls use SNES button labels. Super Mario Advance 2 differences are outside this guide.
3 items · one picture per entry · open a picture for full size.
Item directory

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.
Quick notes
- An exit log should describe the route. For each two-exit course, record the normal goal and the key/keyhole or other secret route separately.
- Dragon Coins are a different challenge. Dragon Coins invite exploration within courses, but do not replace the 96-exit objective.
