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SUPER MARIO WORLD / COLLECTIBLES

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.

Edition covered

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

01

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.

02

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.

03

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.

FIELD NOTE

Use the edition note above when comparing a checklist with another release. Story completion, collecting and platform achievements are separate goals.