Items, power-ups and useful objects
Explore 45 illustrated entries with original SNES sprites, effects, locations and practical tips.
Original SNES game and its emulated releases. Controls use SNES button labels. Super Mario Advance 2 differences are outside this guide.
Find an item
Power-ups, extra lives, Yoshi treats, carryable items and useful objects from the original Super Nintendo game. Locations give examples and acquisition methods, rather than every placement in every course.
45 items
No items match. Try a different name or location.
Power-ups

Cape Feather
Power-ups- What it does
- Grants a cape attack, slow falling and flight after a running takeoff.
- Where to find it
- Stomp flashing-cape Super Koopas in Donut Plains 1; use Top Secret Area or activated green ! Blocks for more.
- Playing tip
- Build running speed with Y, jump with B, then practise steering and slowing your descent.

Fire Flower
Power-ups- What it does
- Grants Fire Mario: press Y or X to throw bouncing fireballs. Many defeated enemies become coins.
- Where to find it
- Found in item blocks when already powered up. Top Secret Area offers a repeatable supply.
- Playing tip
- A spin jump sends fireballs to either side. Some enemies resist fire.

P-Balloon
Power-ups- What it does
- Inflates Mario for a short floating section. Steer around obstacles and collect another balloon before the effect ends.
- Where to find it
- Appears in Donut Secret 1, Donut Secret 2, Forest of Illusion 1 and Tubular.
- Playing tip
- This is the original floating behaviour, not the faster Mario Maker 2 version.

Super Mushroom
Power-ups- What it does
- Turns Small Mario into Super Mario. A powered-up Mario can break turn blocks with a spin jump.
- Where to find it
- Hit item blocks throughout Dinosaur Land, including Yoshi’s Island 1. Yellow ! Blocks also provide one after the Yellow Switch Palace is cleared.
- Playing tip
- Taking damage in the SNES game returns even Fire or Cape Mario to Small Mario.

Super Star
Power-ups- What it does
- Briefly protects against most enemy contact. Defeat enemies in a chain to build up extra-life rewards.
- Where to find it
- Look inside designated item blocks and roulette blocks.
- Playing tip
- Pits, lava, crushing and the timer remain dangerous.
Coins & extra lives

1-Up Mushroom
Coins & extra lives- What it does
- Adds one life immediately.
- Where to find it
- Find hidden blocks, complete bonus challenges, or hit the Yoshi block in Top Secret Area while already riding Yoshi.

3-Up Moon
Coins & extra lives- What it does
- Adds three lives. These rare pickups are usually tucked away high above the main route.
- Where to find it
- For an early example, return to Yoshi’s Island 1 with a cape and explore above the normal path.

Bonus Coin
Coins & extra lives- What it does
- Catch all ten coins dropped by a Yoshi Cloud to earn its 1-Up Mushroom reward.
- Where to find it
- Have Yoshi eat two pink berries in the same course to produce a cloud.

Coin
Coins & extra lives- What it does
- Every 100 coins awards an extra life. Coins can also outline routes and hidden spaces.
- Where to find it
- Collect loose coins, hit coin blocks or defeat suitable enemies with fireballs.

Dragon Coin
Coins & extra lives- What it does
- Collect five in one course for an extra life; additional ones in that run can also award lives.
- Where to find it
- Large Yoshi-marked coins are scattered around many courses, including hidden and bonus areas.
- Playing tip
- The original SNES game has no permanent Dragon Coin completion checklist.

Gray Coin
Coins & extra lives- What it does
- A temporary reward created by a gray P-Switch. Collect a chain quickly to reach extra-life rewards.
- Where to find it
- Press a gray P-Switch to transform eligible enemies, then collect them before the music ends.
Yoshi & berries

Green Berry
Yoshi & berries- What it does
- Adds 20 seconds to the course timer when Yoshi eats it.
- Where to find it
- Found in the Special Zone course Funky.
- Playing tip
- Eat these while moving through the course to extend the short starting timer.

Pink Berry
Yoshi & berries- What it does
- Two eaten in one course produce a Yoshi Cloud with a coin-catching challenge.
- Where to find it
- Look for pink berries on bushes in outdoor courses.

Red Berry
Yoshi & berries- What it does
- Have Yoshi eat ten in one course to produce a Super Mushroom. Each berry also adds a coin.
- Where to find it
- Found on bushes in outdoor courses; Yoshi’s House has a convenient group.

Yoshi Cloud
Yoshi & berries- What it does
- Drops ten Bonus Coins; catching all ten earns a 1-Up Mushroom.
- Where to find it
- Hatches from the egg Yoshi produces after eating two pink berries.

Yoshi Egg
Yoshi & berries- What it does
- Hatches a Yoshi. A regular Yoshi block awards a 1-Up instead if Yoshi is already with you.
- Where to find it
- Hit the Yoshi block in Yoshi’s Island 2 or the middle block in Top Secret Area. Coloured baby Yoshis appear in Star World.

Yoshi’s Wings
Yoshi & berries- What it does
- While riding Yoshi, collect the wings to enter a sky bonus area. Yoshi becomes blue.
- Where to find it
- Look for the wings in Cheese Bridge Area, Valley of Bowser 2 and Way Cool.
- Playing tip
- Blue Yoshi can fly while holding any shell in his mouth.
Carryable items

Blue P-Switch
Carryable items- What it does
- Temporarily swaps coins and brown blocks and reveals certain hidden doors or blocks.
- Where to find it
- Find one placed in a course or inside a block, then carry it to the puzzle before stepping on it.
- Playing tip
- Use the special music as your countdown. Plan the route before pressing it.

Blue Shell
Carryable items- What it does
- Lets any Yoshi fly while it remains in his mouth. Mario can also carry or kick it.
- Where to find it
- Stomp a Koopa Troopa of the matching colour to knock it out of its shell.
- Playing tip
- Yoshi eventually swallows a held shell, ending its temporary effects.

Buzzy Shell
Carryable items- What it does
- A stomped Buzzy Beetle can be used as a kickable or carryable shell. Fireballs do not defeat it.
- Where to find it
- Stomp a Buzzy Beetle in cave courses such as Donut Plains 2.
- Playing tip
- Kick it through enemies or carry it to a block you want to hit.

Grab Block
Carryable items- What it does
- A blue block Mario can lift and throw to hit enemies or blocks. It disappears shortly after being picked up.
- Where to find it
- Lift one from stacks of blue blocks, such as those in Donut Secret 1.
- Playing tip
- Do not carry it too long: it flashes before disappearing.

Gray P-Switch
Carryable items- What it does
- Temporarily changes eligible enemies into gray coins.
- Where to find it
- Find gray switches in designated courses; their silver colour distinguishes them from blue P-Switches.
- Playing tip
- Position yourself to collect the coin chain before activating it.

Green Shell
Carryable items- What it does
- Can be kicked, carried or thrown. Green Yoshi spits it back out as a shell.
- Where to find it
- Stomp a Koopa Troopa of the matching colour to knock it out of its shell.
- Playing tip
- Yoshi eventually swallows a held shell, ending its temporary effects.

Key
Carryable items- What it does
- Carry the key to its matching keyhole to complete a secret exit.
- Where to find it
- Found near hidden routes in courses such as Donut Plains 1 and Donut Secret 1.
- Playing tip
- Hold Y or X while touching it to pick it up; keep holding to carry it.

Red Shell
Carryable items- What it does
- Can be carried or kicked; Yoshi spits it as three fireballs.
- Where to find it
- Stomp a Koopa Troopa of the matching colour to knock it out of its shell.
- Playing tip
- Yoshi eventually swallows a held shell, ending its temporary effects.

Springboard
Carryable items- What it does
- Launches Mario higher when the jump is timed as the spring rebounds. Can be carried to a better position.
- Where to find it
- Found beside high ledges and secret routes; move one beneath the ledge you need to reach.
- Playing tip
- Carry with Y or X, release while holding Down to set it down.

Yellow Shell
Carryable items- What it does
- Gives Yoshi a damaging ground impact when he lands while holding it in his mouth.
- Where to find it
- Stomp a Koopa Troopa of the matching colour to knock it out of its shell.
- Playing tip
- Yoshi eventually swallows a held shell, ending its temporary effects.
Blocks & switches

Blue ! Block
Blocks & switches- What it does
- Creates solid footing; contains no power-up. Solid blocks can fill gaps and protect routes.
- Where to find it
- Complete the Blue Switch Palace to turn matching dotted outlines into solid blocks throughout the game.

Bonus Block
Blocks & switches- What it does
- Gives a 1-Up if at least 30 coins were collected in the current course; otherwise gives one coin.
- Where to find it
- Look for the block marked with a green star, often near the end of a course.
- Playing tip
- The requirement is course coins, not simply the current HUD coin total.

Flying Question Block
Blocks & switches- What it does
- A winged item block that moves until struck; then it becomes stationary.
- Where to find it
- Watch for moving blocks above the main route, including in early Yoshi’s Island courses.

Green ! Block
Blocks & switches- What it does
- Contains a Cape Feather. Solid blocks can fill gaps and protect routes.
- Where to find it
- Complete the Green Switch Palace to turn matching dotted outlines into solid blocks throughout the game.

Note Block
Blocks & switches- What it does
- Bounces Mario upward. Press jump at the rebound for extra height; some contain items.
- Where to find it
- Found along bouncy routes and bonus areas; land on top to use one.

ON/OFF Switch
Blocks & switches- What it does
- Changes a local mechanism, such as a tracked platform’s direction or a moving ceiling.
- Where to find it
- Hit the switch from below; examples appear in #4 Ludwig’s Castle and track-platform courses.
- Playing tip
- It controls the level’s mechanism rather than a global set of coloured blocks.

Palace Switch
Blocks & switches- What it does
- Permanently activates ! Blocks of its colour across Dinosaur Land.
- Where to find it
- Reach the giant switch inside each Switch Palace. The Yellow Switch Palace is accessible from Yoshi’s Island 1.
- Playing tip
- There are four palaces: yellow, green, red and blue.

Question Block
Blocks & switches- What it does
- Releases its assigned coin, item, Yoshi or other reward when struck.
- Where to find it
- Hit from below, use a thrown shell, or strike suitable blocks with the cape.
- Playing tip
- Some blocks are invisible until hit. Contents may depend on Mario’s current form.

Red ! Block
Blocks & switches- What it does
- Creates solid footing; contains no power-up. Solid blocks can fill gaps and protect routes.
- Where to find it
- Complete the Red Switch Palace to turn matching dotted outlines into solid blocks throughout the game.

Roulette Block
Blocks & switches- What it does
- Cycles through several item types; the released item continues changing until collected.
- Where to find it
- Find the cycling item block in Forest of Illusion 1.
- Playing tip
- Watch the moving reward and time contact for the power-up you want.

Turn Block
Blocks & switches- What it does
- Spins briefly when hit so Mario can pass through. Powered-up Mario can break ordinary ones with a spin jump.
- Where to find it
- Common in caves and secret passages; hit from below, use the cape or spin jump from above.

Yellow ! Block
Blocks & switches- What it does
- Contains a Super Mushroom. Solid blocks can fill gaps and protect routes.
- Where to find it
- Complete the Yellow Switch Palace to turn matching dotted outlines into solid blocks throughout the game.
Routes & goals

Beanstalk
Routes & goals- What it does
- Grows a climbable route to a higher area, often a bonus room or secret path.
- Where to find it
- Hit a block containing a vine, then press Up against the stalk to climb.
- Playing tip
- Dismount Yoshi first.

Blue Door
Routes & goals- What it does
- A temporary door revealed by an active blue P-Switch.
- Where to find it
- Press the local P-Switch in ghost-house puzzles and enter the revealed door before time expires.

Goal Tape
Routes & goals- What it does
- Finishes a normal course. Touching the moving tape earns Bonus Stars; 100 stars starts a bonus game.
- Where to find it
- At the large goal posts near a course’s normal exit.
- Playing tip
- Aim higher on the tape for a larger Bonus Star award.

Keyhole
Routes & goals- What it does
- Completes a secret exit when Mario brings the course’s key into contact with it.
- Where to find it
- Search off the main path, such as the upper-right route in Donut Plains 1.

Magic Ball
Routes & goals- What it does
- Ends the Sunken Ghost Ship course when touched.
- Where to find it
- Descend to the final part of Sunken Ghost Ship and collect the green question-mark orb.

Midway Tape
Routes & goals- What it does
- Sets the course checkpoint and turns Small Mario into Super Mario.
- Where to find it
- Pass through the smaller striped gate partway through a course.
- Playing tip
- The checkpoint helps after losing a life; it is not a permanent save point.
Your reserve item
The box at the top of the screen holds one spare power-up. Press Select to drop it when needed. Taking damage also releases a stored item, so move underneath it and catch it. Stars, balloons, keys and switches do not work as reserve power-ups.
A reliable restock spot
Find the secret exit in Donut Ghost House using cape flight to unlock Top Secret Area. Its five blocks provide mushrooms or stronger power-ups and Yoshi; revisit whenever you need supplies.
Carrying and throwing
Hold Y or X beside a carryable object to pick it up. Release to throw; hold Up while releasing for an upward throw, or Down for a gentle drop. Springs, keys and switches can be moved into position before use.
Yoshi and shell colours
A shell’s colour can give any Yoshi a temporary ability: red produces fireballs, blue grants flight, and yellow creates a ground impact. Coloured Yoshis also apply their own colour ability to shells they hold. These effects end when the shell is spat out or swallowed.
Search by name, effect or location. Try “cape”, “extra life”, “Yoshi”, “secret exit” or “Donut”.
