Goal
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- "Course Clear!" redirects here. For the musical themes that play when clearing a course, see Course Clear.
- This article is about the end point of a level. For information about the minigame in Mario Party 4, see GOOOOOOOAL!!
Goals are the end target of a level in the Super Mario franchise and associated series. The first and most common example was the Goal Pole, a flagpole seen first in Super Mario Bros., but many other varieties exist in later games, including the Power Stars in Super Mario 64 and the Super Mario Galaxy games.
Variations
Super Mario series
- Goal Pole: A large flagpole seen in most 2D Super Mario games. The higher the character touches on the pole, the more points awarded, and since New Super Mario Bros., touching the top of the goal pole will award the Mario Bros with a 1-Up. Enemies on the screen are defeated when a Goal Pole is used. First seen in Super Mario Bros.
- Axe: An axe that sits at the end of Bowser's castles, first seen in Super Mario Bros. It is the only way Mario or Luigi can defeat him without a Fire Flower. Touching it will destroy the bridge underneath Bowser, so that he falls into the lava below. Super Mario Maker extends this to defeating all enemies, even those that are not on the bridge.
- Mask Gate: Entrances shaped like giant eagle heads that appear in Super Mario Bros. 2. Their mouths open up only after picking up a Crystal Ball, which is sometimes held by the boss Birdo. Entering Mask Gates takes the player to the next level or to the level's boss battle. The last Mask Gate in the game, located in World 7-2, flies off its wall to attack the player when the Crystal Ball is collected. It only opens its mouth when it is stunned by being hit with three Mushroom Blocks. In Yume Kōjō: Doki Doki Panic, Mask Gates are kabuki theater masks instead of eagle heads.
- Goal: A roulette box in Super Mario Bros. 3 that constantly switches through three cards the player can collect for points.
- Magic ball: A magical ball normally dropped by bosses of a Fortress. First seen in Super Mario Bros. 3.
- Magic Wand: One of the wands the Koopalings stole from the Kings of the Mushroom World in Super Mario Bros. 3. Touching them ends airship levels.
- Goal: A tower with two entrances in Super Mario Land. If Mario enters the top opening, he can play a bonus game.
- Switch: A switch Mario can use to defeat most bosses in Super Mario Land without a Superball Flower. Touching it destroys the boss.
- Giant Gate: A large gate seen in Super Mario World. Walking through the gate will allow Mario or Luigi to continue to the next level. Touching the bar will award the player points based on its position.
- Keyhole: A secret goal that can only be opened with a key in Super Mario World, often leading the player to a secret path.
- Goal: A door in Super Mario Land 2: 6 Golden Coins. If Mario rings the bell above the door, he can play a bonus game.
- Golden Coin: One of six large coins needed to enter Mario's castle in Super Mario Land 2: 6 Golden Coins. Found at the end of each zone.
- Power Star: A Star that acts as the goal for most 3D Super Mario games. Collecting one will complete the current mission. First seen in Super Mario 64.
- Jumbo Star: A large Power Star-like object kept by Bowser in Super Mario 64 and Super Mario 64 DS.
- Shine Sprite: A sun-like object that is the goal for missions in Super Mario Sunshine, similar to the Power Stars.
- Grand Star: A large Power Star kept by Bowser or Bowser Jr. at the end of every world in Super Mario Galaxy and Super Mario Galaxy 2.
- Green Star: A special type of Power Star first seen in Super Mario Galaxy. In Super Mario 3D World, these are normally used as collectables, but additionally serves as a goal in Enemy Battles and Mystery Houses.
- Red Power Star: A unique type of Power Star found only in Super Mario Galaxy.
- Goal ring: A ring found at the end of challenge stages in New Super Mario Bros. U, replacing the Goal Poles found in normal stages.
- Warp Door: Doors that take the player to other areas of a course. In the Remix 10 mode of Super Mario Run, they serve as the goal in Ghost Houses and Towers.
- Key Door: Warp Door variants that require a Key to use. In the Remix 10 mode of Super Mario Run, they serve as the goal in Boohind Lock and Key.
- Warp Pipe: Pipes that take the player to other areas of a course. In the Remix 10 mode of Super Mario Run, they serve as the goal in underground courses.
- Power Moon: A moon-like object that is the goal for objectives in Super Mario Odyssey.
- Multi Moon: A crowned trio of Power Moons, usually held by bosses, in Super Mario Odyssey.
- Royal Seed: A giant Wonder Seed found at the end of each palace in Super Mario Bros. Wonder.
Mario Kart series
- Finish line: The line to signal the start and end of the race since Super Mario Kart. It can also be used to signal the next lap/section.
Super Mario RPG: Legend of the Seven Stars
- Star Piece: Seven pieces of a star that serve as the primary objective in Super Mario RPG: Legend of the Seven Stars.
Paper Mario series
- Star Spirits: Sentient Stars that are the main objective in Paper Mario. Saving one will end the chapter.
- Crystal Stars: Shining stars in Paper Mario: The Thousand-Year Door that open up the titular Thousand-Year Door. Collecting one will complete the corresponding chapter.
- Star Block: A block that serves as a way to end a level in Super Paper Mario.
- Pure Heart: A gemstone in the shape of a heart that serves as the way to complete a chapter in Super Paper Mario.
- Comet Piece: Fragments of the Sticker Comet in Paper Mario: Sticker Star that have fallen throughout the land. Some levels contain multiple pieces. Collecting one starts a short coin collecting game.
- Royal Sticker: Power granting items from the Sticker Comet in Paper Mario: Sticker Star. They are used by bosses, and collecting one completes the respective world.
- Mini Paint Star: A star that appears in Paper Mario: Color Splash. Collecting one restores color to the next area.
- Big Paint Star: A star that appears in Paper Mario: Color Splash. Collecting one restores color to bigger areas.
Mario & Luigi series
- Beanstar Shards: Fragments of the greater Beanstar split apart during the course of Mario & Luigi: Superstar Saga.
- Cobalt Star Shards: Fragments of the greater Cobalt Star in Mario & Luigi: Partners in Time. Needed to fix Professor E. Gadd's time machine.
- Star Cures: Special items in Mario & Luigi: Bowser's Inside Story that cures the Blorbs.
- Nightmare Chunk: Portions of the Dark Stone trapping Pi'illos in the Dream World in Mario & Luigi: Dream Team. When all of them are broken, the Pi'illo is un-petrified and returns Mario to the real world.
- Zee Part: Items that can be used to build the Ultibed in Mario & Luigi: Dream Team
Mario Party series
- Star: The main objective of most boards in the Mario Party series. The player with the most Stars at the end of the game wins.
- Mini Star: Small stars that first appeared as the main objective in Mario Party 9. The player who collects the most by the end of the game wins.
Yoshi series
- Goal Ring: A gate that is first seen in Super Mario World 2: Yoshi's Island. It is constantly spinning and will stop when Yoshi passes through it. If it lands on a Smiley Flower, a bonus game will play.
- Gems: Items from Jewelry Land in Yoshi's Safari. They are recovered by defeating the Koopalings and, upon doing so, the level will be completed.
- Fruit: In Yoshi's Story, eating thirty of these will complete the level.
- Happiness Medal: A medal given at the end of a level in Yoshi Topsy-Turvy. A certain number are required in order to progress to the next chapter.
- Goal: A large rotating star in Yoshi Topsy-Turvy that ends each mission when Yoshi touches it.
- Goal, an arch with tape across its diameter in Yoshi's Crafted World that ends a level when Yoshi goes underneath it.
Donkey Kong series
- Exit: An exit sign found at the ends of stages in Donkey Kong Country; passing by it clears the level.
- End of stage: A spiraling object that serves as the end-stage goal in Donkey Kong Land.
- End of Level Target: A typical carnival-style strength-testing game using a barrel at the base in Donkey Kong Country 2: Diddy's Kong Quest. Landing on the target hard enough will give the Kongs a prize, though the prize differs depending on when the target is hit.
- Level Flag: A flag seen at the end of most levels in Donkey Kong Country 3: Dixie Kong's Double Trouble!. The Kong must jump and grab the rope in order to end the stage. The flag will fly fully in the wind if all of the level's Bonus Coins are grabbed.
- Golden Banana: Bananas that serve as the main plot of Donkey Kong 64. Collecting one will add it to the player's total.
- Goal Gate: The end-of-level goal in DK: Jungle Climber, which is in the shape of an arch.
- Slot Machine Barrel: A Barrel that appears at the end of levels in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze. It rewards the Kongs with a prize, which varies based on their timing of hitting the barrel. Hitting it at just the right time starts a punching sequence where the player can earn from one to fifteen instances of one prize, with the prize being selected at random.
- Rare Orb: Floating colored orbs found in Key Temple levels in Donkey Kong Country Returns. Collecting all eight of them unlocks the Golden Temple/Cloud Gateway. They can be purchased from Cranky Kong's Shop instead.
- Krazy Kalimba, The Maraca Gang, Gong Oh, Banjo Bottom, Wacky Pipes, Xylobone, and Cordian: Major members of the Tiki Tak Tribe, the antagonists of the Donkey Kong Country Returns. In every boss level except for the last, one of these characters hypnotizes the boss into attacking. When the boss is defeated, the Tiki is stunned and vulnerable. Attacking them and knocking them into the distance completes the level. If the player does not attack, the Tiki Tak Tribe member flies away and the level ends anyway.
Wario series
- Goal door: A door seen at the end of most Wario Land levels. Passing through them will complete the level and bring the player back to the world map.
- Elevator: In Virtual Boy Wario Land, an Elevator is seen at the end of all non-boss stages. A key must first be obtained somewhere in the stage, in order to unlock the Elevator door. Upon ascending within the Elevator, the game will save. The player will be brought to a screen where Wario's points and any treasure collected from the stage are counted and added towards a grand total. After viewing this screen, the player can keep ascending and enter the next stage of the game.
- Jump Transporter: In Virtual Boy Wario Land, a defeated Boss Guard will transform into a Jump Transporter, allowing Wario to enter the boss stage.
- Treasure chest: In Wario Land 3, four chests are in each level, colored gray, red, blue, and green. To open them and clear the stage, Wario must find the corresponding key first. They are replaced by goal doors afterward.
- Vortex: In Wario Land 4, the vortex will allow Wario to exit the current level, provided that the Switch has been pressed first. However, Wario will not be able to progress to the next level unless he has found the Keyzer prior to exiting.
- Legendary treasure: In Wario Land 4, each of the four main bosses of the game guard wears one of four pieces of legendary treasure. After Wario defeats each of these bosses, the respective treasure it wears will be collected and stored within the Golden Pyramid on the main map, clearing that passage. The legendary treasure is later seen in the final boss battle, where it is worn by the Golden Diva.
- Treasure chest: In Wario Land 4, four treasure chests are seen in the background of each boss battle, and will disappear when the time runs low. All remaining chests after each of the four boss battles will be again found in the final battle against the Golden Diva. The treasure chests which remain after this battle will be collected by Wario, and the number of chests out of a total of twelve will determine how beautiful Princess Shokora appears in the game's closing cutscene.
- Stone Doohickey: In Wario World, Wario will need to collect a certain amount of red diamonds throughout the level in order to remove the Stone Doohickey that blocks the entrance to the boss. Red Diamonds can be found in the different level's trapdoors.
- Wishstone Shards: Pieces of the greater Wishstone that serve as the way to complete the worlds in Wario: Master of Disguise.
- Merfle: Bird-like creatures that are trapped in cages in Wario Land: Shake It!. Rescuing the one at the end of the level and then rushing back to the start of the level in the time allotted will result in the level being completed.
Mario vs. Donkey Kong series
- Mini-Mario: Toys that Donkey Kong steals in Mario vs. Donkey Kong, and drops as he escapes. Each normal level has one at the end, still encased in its crystal ball. Mario has to pick it up to open the ball and complete the level.
- Toy box: Containers for Mini-Marios in Mario vs. Donkey Kong. In Mini-Mario levels, Mario must lead at least one of the six Mini-Marios into the toy box, then pick it up to end the level. The toy box does not open up for Mini Marios to enter until the Mini-Marios collect the three Letter Blocks in the level.
- Locked door: Doors that require a Key to unlock and pass through their giant keyhole. They are normally are the end of the first half of each normal level in Mario vs. Donkey Kong, but in the Plus worlds and Expert Levels these are the goals of levels. In non-boss Plus Levels, Mario has to guide a Mini-Mario with a key to unlock the door so that they can both walk through the keyhole instead of just carrying a key himself.
- Goal Door: The goals of games in the series from Mario vs. Donkey Kong 2: March of the Minis onward. Minis that reach the Goal Door automatically enter it. A level is complete if there are no Minis left in the level and at least one of them passed through the Goal Door with a Game Over occurring if the first criterion is met but not the second. Starting from Mario vs. Donkey Kong: Minis March Again!, all Minis must pass through the Goal Door or the the player receives a Game Over. Further, no Mini is allowed to enter a Goal Door too long after the last Mini entered, as the door will close to shut out all remaining Minis and force a Game Over. Certain levels from Mario vs. Donkey Kong: Minis March Again! onward have locked doors, which can only be entered if Key Mini Mario unlocks them first. Multi Door levels, first introduced in Mario vs. Donkey Kong: Mini-Land Mayhem!, have more than one Goal Door but each one can only be used by one kind of Mini. In these levels, the Goal Doors do not close at all.
- Goal: Terrain with a star on top that appears in Mario and Donkey Kong: Minis on the Move, replacing Goal Doors for that game. Minis that reach the goal are drawn into the air by a yellow spotlight. If there are complete paths from all Minis to goals, the timer stops and the Minis speed up to reach the goals.
- amiibo Door: Versions of Goal Doors specific to a Mini Toy in Mini Mario & Friends: amiibo Challenge. They are placed such that the Mini Toy's special ability is required to reach amiibo Doors corresponding to it. In the game's main levels, these sometimes coexist with a normal Goal Door, and when the amiibo Door is used in such a level it unlocks the first level of a world that is specific to the Mini Toy that used it.
Other
- Luigi: Placed at the end of the stages in Mario & Wario, Luigi removes the Bucket from the character's head, completing the stage.
- Goal gate: A gate in Super Princess Peach with a roulette that grants the player a coin reward depending on when Peach stops it.
- Dark Moon Fragments: Shards of the Dark Moon that Luigi must recover from Possessor ghosts in Luigi's Mansion: Dark Moon.
- Elevator buttons: Missing buttons from The Last Resort's elevator that Luigi must recover from boss ghosts in Luigi's Mansion 3.
- Crown: An item at the end of Mummy-Me Maze Forever in Captain Toad: Treasure Tracker. Once obtained, the player wears the crown for the rest of the game.
Gallery
- For this subject's image gallery, see Gallery:Goal.
Super Mario Bros. 1-1 Goal, including flagpole
Super Mario Bros. 2 1-1 Goal, including Crystal Ball & Mask Gate
Super Mario World Yoshi's Island 1 Goal, including Giant Gate
Super Mario Maker (Axe, New Super Mario Bros. U style)