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

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

Paper Mario series

Mario & Luigi series

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

Donkey Kong series

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

Gallery

For this subject's image gallery, see Gallery:Goal.