World Mushroom (New Super Mario Bros. 2)

World Mushroom is the first special world in New Super Mario Bros. 2. This world has a generic design which is similar to that of World Flower and World Star. The background colour of this world is pink. It is an alternative world to World 2 and thus it is optional. This world can be accessed by completing World 1-Cannon. There are 3 Toad Houses in this world, one of each of red, green and yellow (Star) varieties.

There are 9 levels in this world and, unlike normal worlds, does not have a tower level. There is also only 3 normal levels on the main path in this world, contradictory to 5 to 6 levels in normal worlds. Levels in this world (other than World Mushroom-Rainbow and World Mushroom-Cannon) can be based on any theme. There is also a Ghost House in this world. There are also two secret levels which the players have to find the secret exits for. The world ends, as always, with the castle level, where Larry Koopa, the boss of this world, is waiting, unless the player takes the path to the cannon, which will lead to World Flower when completed, allowing the player to skip an additional two worlds, World 3 and World 4.

To access this level, the timer must end with the two digits '77' (that is, 'x77', where 'x' can be any number) when the player reaches the flagpole of any World Mushroom level. Once the level is completed, it can be accessed again by satisfying the above condition once more.

Mario begins on the floor of the world beside a Cannon Pipe. The overworld music here is a remix of the overworld theme in World 1. As Mario enters the Cannon Pipe, two rows of coins appear one after another above the pipe and Mario gets shot out into the sky, collecting the coins. Mario will then land on an orange moving platform. Coins will then begin spewing out from the top and bottom of the area. Three fast spinning coin rings of various sizes can then be found and collected. A large Coin Roulette Block containing 10, 50 or 100 coins can then be found. This is followed by another set of spinning coin rings and a Red Ring. The Red Coins spin along with several spinning coins which has a flower-like pattern. Collecting the 8 Red Coins replaces the player's inventory with a Gold Flower. This is followed by more coins being spewed out from the top and bottom of the area. Finally, a 100 Gold Coin will fall, marking the end of the course.

This level takes place in the sky with many coloured block platforms. Mario starts off in between two ? Blocks, the right one containing a Super Leaf. A Goomba will then appear, followed by several green Koopa Paratroopas. Below them are two Brick Blocks which one of them contains many coins. More Paratroopas follow. After that there is a stack of coloured blocks in between blue and red Warp Pipes (the red one is infested with a Piranha Plant) having Goombas and red Koopa Troopas guarding a yellow Warp Pipe below the structure (see Star Coin 1). This is followed by the checkpoint. More stacks of coloured blocks follow along with several Koopas, Paratroopas and Goombas. Above the stack is a Gold Ring. This is followed by another stack of coloured blocks which is arranged like a maze. A lone red Koopa and a Red Ring can be found there. A yellow Warp Pipe can be found at the bottom of the stack (see Star Coin 2). Another Piranha Plant follows. Further down the level, there are two tall stacks of coloured blocks followed by several Koopas and Paratroopas. Three pipes of ascending heights, the second with a Koopa and the last with a Piranha Plant, comes at the end with the flagpole.

Star Coins

 * Star Coin 1: When Mario reaches the structure of coloured blocks as mentioned above, he should go down the yellow Warp Pipe to an area full of Paratroopas. Mario should then make his way down to the bottom where the Star Coin is by ground pounding the red POW Blocks below.
 * Star Coin 2: Going down the yellow pipe as explained above, Mario will be in an area with the floor made of Brick Blocks. Mario needs to obtain a Gold Flower from one of the ? Blocks and turn the Brick Blocks into coins. When the player sees the Star Coin, he must slow down and carefully open a path to the Star Coin, otherwise it would be inaccessible.
 * Star Coin 3: When the player comes to the two tall stacks of coloured blocks, Mario hass to bounce off a Paratroopa to reach the first platform which is otherwise inaccessible by a normal jump. Mario then need to bounce off the red Koopa to reach the next platform. The Star Coin is located on the stack to the right.

Secret Exit
The entrance to the secret exit is located to the left of the third Star Coin near the end of the level. The player needs to locate a hidden block on the left stack which contains a Beanstalk. The Beanstalk leads to an area with 4 ? Blocks, three of them are flying. There are many green Paratroopas in the area, some of them enclosed by Brick Blocks. Three flying ? Blocks and a Paratroopa follow. Lastly, the flagpole appears.

This exit unlocks a red Toad House and World Mushroom-A.

The level begins with Mario in front of a pool of water infested with Urchins, an orange platform and a pipe leading underwater. Once Mario enters the area, the level autoscrolls. First, two Urchins can be seen next to a wall which moves after a set amount of time passes. Two ? Blocks follow, one of them containing a Fire Flower. Urchins then begin to bounce and roll down on slopes on the floor. Several walls will then move down halfway, covering several coins. A Deep-Cheep appears, followed by more Urchins. Several more Deep-Cheeps and Urchins will then appear, followed by the checkpoint. A Roulette Block can then be found, followed by two Urchins and a Red Ring. More Urchins fall and the floor moves up slightly at certain spots. More Urchins and Deep-Cheeps appear. Parts of the floor and ceiling can be found enclosing Urchins which will come out when the floor or ceiling opens up. After that area, Mario needs to navigate through and area full of Urchins. At the end is the exit pipe out of the water. Several blocks in the area can help Mario reach the top of the flagpole, which is a short distance away.

Star Coins

 * Star Coin 1: Just before the checkpoint. When the player sees that the ceiling closes down halfway, Mario will need to move as far right of the screen as possible while keeping to the bottom of the level.Mario needs to avoid the Deep-Cheep and Urchin which appears after that. When the player sees a gap, Mario needs to quickly drop down the gap and move right before the floor moves up to get the Star Coin.
 * Star Coin 2: The Star Coin can be found hidden behind an Urchin which is enclosed in the ceiling after the checkpoint. It can be obtained when the ceiling opens and the Urchin falls.
 * Star Coin 3: At the very beginning of the area infested with Urchins (immediately after the area with the second Star Coin), the player should see a green pipe above the first Urchin at the top. Mario needs to enter the pipe. Upon entering the pipe, Mario needs to quickly swim to the top of the area where the Star Coin is located while avoiding Deep-Cheeps and large Deep-Cheeps before the walls ajacent to the Star Coin closes up.

This level (as well as World 6-Ghost House) is a maze-like Ghost House where almost every door leads to a different room, thus comprising of several areas. The main objective of this level is to make Mario's way up from the basement of the house (the starting point) to the top of the house where an exit door is to be found to reach the flagpole.

Area 1
Mario begins in the basement of the level, where two moving ? Blocks can be found, the left one containing a Super Leaf. There are two elevated doors, one on the left and another on the right which leads to different areas. There is a Gold Ring above Mario's starting position which can be obtained by using Raccoon Mario to fly to the top platform with the Gold Ring. The two Boos in the room will then turn gold and begin to move away from Mario while producing coins.


 * Left Door: This door leads to a room with a lone Boo and two ? Switches at the two ends of the room. The switch on the left activates blue platforms which appear set by set and also makes the door to the next area appear. For the right switch, see Star Coin 1 below. Activating both switches simultaneously will cause both the door and the Star Coin become temporarily inaccessible.
 * Right Door: This door leads to a room with six ? Switches and a Boo. Three of them are very high up and cannot be accessed at first and another three can be activated at first. The first switch (from the left side of the room) removes the blue blocks enclosing the coins above and below the last three switches. The second switch extends the platform where the first three switches are located. The third switch makes a wall of blue blocks appear immediately to the right of the player. (If the second and third switches are combined, then access to the last three switches is unavailable.) The fourth switch makes a yellow moving platform appear so the player can reach the first three switches. The fifth switch makes blue blocks appear which encloses the first three switches, making them inaccessible. The last switch makes the door appear floating in the middle of the room to the left of the platform with the last three switches. To exit, Mario has to activate the second and last switches. To activate the second switch, Mario also needs to activate the fourth switch first.

Area 2
Mario enters an area that is just above Area 1 and below Area 3. There is a ? Block on the left containing a coin and another on the right containing a Super Leaf. The two doors at the bottom are no longer accessible. However, there is another fork in the path, this time the player has to choose between the three elevated doors. Above the three doors the player can additionally find a platform with a Coin Roulette Block.


 * Left Door:
 * Middle Door: There are many blue blocks and invisible Jump Blocks in the area. At the top of the structure there is a ? Switch on the ceiling which the player needs to activate. The entire structure of the room will then change momentarily and the door to the next area will appear as well as a Coin Roulette Block to the right.
 * Right Door: This room is filled with invisible Jump Blocks which can bounce Mario upwards unexpectedly. The left Brick Block in the middle of the room contains a P-Switch where players can collect blue coins. The door on the right leads to the next area.

Area 3
This area is at the highest floor of the main room. There is only one accessible door remaining in this area, which is the one elevated. There are also two Boos in the room. Two ? Blocks can be found. The left one contains a Super Leaf.

Through the door, three more ? Switches can be found. There are three paths here which is blocked by blue blocks. These blocks change positions when activating a ? Switch. The player has to combine any and only two switches to open up a path. The first two switches opens up the middle path, the first and last switches opens up the bottom paths and the last two switches opens up the top path. The middle path leads to a door. Both the top and bottom path lead to the same door. This door leads outside the house where there are three Brick Blocks and two Boos. At the end is the flagpole.

Star Coins

 * Star Coin 1: At the starting area, Mario has to enter the left door. Then he needs to activate the right ? Switch to make the Star Coin appear along with blue platforms leading to the Star Coin. Mario should not activate the left switch in the process as otherwise the Star Coin will be inaccessible.
 * Star Coin 2: At Area 2, Mario needs to take the middle door through and activate the ? Switch at the top of the area. The Star Coin will then appear near the left wall at the bottom of the room. To collect it Mario needs to get back to the bottom and wall kick off the left wall.
 * Star Coin 3: In the final room, the player needs to take the top path (for Raccoon Mario the bottom path is possible too) and look for two areas at the ceiling of the room. The player needs to activate the ? Switch in the second area which will make the Star Coin (and the secret exit) appear. The player needs to go to the previous area to get the Star Coin. All this can be done by either wall kicking, or flying as Raccoon Mario.

Secret Exit
The secret exit door is located in the final room beside the ? Switch that causes the third Star Coin to appear. When activating the switch, a door will appear on the other side of the small area. Going through the door leads to an area outside the house. A Big Boo can be seen hiding several Brick Blocks. Going past him is the flagpole.

This exit unlocks World Mushroom-B.

To unlock this level, the player needs to complete World Mushroom-Ghost House using the secret exit.

This is an autoscroll aerial level composed of many Beanstalks. First off, Mario begins on a cliff in front of Beanstalks, mushroom platforms and Koopa Troopas. Moving forward, there is a green pipe which takes the player to the main area. As Mario comes out from the pipe, the level begins autoscrolling. A Chain Chomp can be seen on the right. Above there are Brick Blocks, ? Blocks and a red POW Block. The Brick Blocks contain Beanstalks and the ? Block on the right contains a Super Leaf. Climbing up the Beanstalk there are several coin rings spinning around. Even more Beanstalks appear from blocks where there are several Koopa Paratroopas. A Chain Chomp can then be seen on a green mushroom platform. Going past him, there are several hidden blocks containing 1-Ups on the right. Going further up is the checkpoint. More Beanstalks and a Super Leaf can be found. This is followed by circling Paratroopas and a Red Ring. Just after that several Koopas and a Gold Ring can be found along with more blocks containing Beanstalks. Another Paratroopa ring can be found enclosing the third Star Coin. Further up are more Beanstalks and Chain Chomps. After that a green pipe leading out of the area can be found. Moving right, a lone red Paratroopa can be seen, followed by the flagpole.

Completing this level unlocks World Mushroom-Cannon.

Star Coins

 * Star Coin 1: The player should see this easily to the left of the level early on. The player just have to avoid several Paratroopas.
 * Star Coin 2: On a yellow mushroom platform on the right side of the level just before the checkpoint. Mario has to jump at the right position because if he jumps too high, he won't be able to reach it any longer as a green mushroom platform just above the Star Coin blocks the entire bottom half of the level.
 * Star Coin 3: Paratroopas can be seen enclosing this Star Coin after the checkpoint.

To unlock this level, the player needs to complete World Mushroom-B.

The level begins with Mario in front of the cannon on the world's overworld. Entering the cannon initiates a countdown, where he will be shot to a night world. Mario will continue dashing until the end of the level. A Crowber will first appear, followed by a Boomerang Bro.. A Red Ring can then be found. More Crowbers and Boomerang Bros. follow. After that, the level ends.

Completing this level unlocks World Flower (or sends Mario there if already done so).

To unlock this level, the player needs to complete World Mushroom-1 using the secret exit.

This is an ice-themed level taking place underground. Common enemies here are Dry Bones and Spiked Balls. Mario begins at the bottom of the deep ice shaft and must make his way upwards to the surface. Ice blocks are common here and acts as platforms. A ? Block can be seen at the right which releases a Fire Flower. Moving upwards there is a spiked ball moving around the floor where several ? Blocks ad Brick Blocks can be found. The Brick Block on the left contains many coins and can be turned into a Gold Block when hit a set number of times. Next, a spiked ball will then drop from above, destroying several Brick Blocks. On the next few levels, spiked balls will continuously roll from the left or right side of the screen. At the top of these areas is the checkpoint. Several Dry Bones appear, followed by a Red Ring. The next area has two fast moving spiked balls bouncing away from walls and each other. On the next level a large spiked ball will begin crashing down and destroying Brick Blocks on it's path. Another spike ball will then roll down, followed by the exit pipe. Back in the overworld, there are several ice blocks present, which helps Mario reach the top of the flagpole a short distance away.

Completing this level unlocks World Mushroom-3, skipping World Mushroom-2 and World Mushroom-Ghost House.

Star Coins

 * Star Coin 1: The Star Coin can be seen early in the level but it is tricky to obtain without taking damage. The player needs to slide through the narrow gap of the wall enclosing the Star Coin while avoiding the moving spiked ball at the same time.
 * Star Coin 2: Just before the checkpoint. On the second set of continuous moving spiked balls, there is a fork on the path. The player needs to take the path on the right to obtain the Star Coin.
 * Star Coin 3: When the player meets the two fast moving spike balls, the player needs to make his way to a ice block on the other side of the area, where a Dry Bones is. The player then needs to activate the ? Switch above him and wait for the larger spiked ball to destroy the two smaller ones. With accurate timing, the player then needs to make his way down and obtain the Star Coin.

This is a desert level. Mario begins on a set of Brick Blocks underground where a Buzzy Beetle appears. There are red POW Blocks which break Brick Blocks and reveal anything hidden behind them. After moving a certain distance, the level begins to autoscroll. Buzzy Beetles can be found on some ? Blocks. One of them contains a Fire Flower. Orange platforms that continuously move up can then be found. Donut Lifts and rectangular Donut Lifts make an appearance here. Another Fire Flower can be found just before a pipe which changes fireballs into coins. Exhausting the pipe causes it to release three 1-Up Mushrooms. Following that are more orange platforms which, this time, continuously move down. A ? Switch can be found in between two yellow pipes. It causes coins to be spewn out from the pipes. A Buzzy Beetle can then be found on a Donut Lift which helps Mario to get coins from a nearby Brick Blocks. This is followed by a yellow pipe leading to the checkpoint area, where the level stops scrolling. The checkpoint is located on several Brick Blocks with a POW Block under it. Activating it causes four Fire Flowers to be released. Another yellow pipe leads to the next area, where the level autoscrolls again. More orange platforms can be found moving downwards. A brick wall will then block Mario's path, which can be easily broken down with a nearby POW Block. Two Buzzy Beetles appear, followed by another set of Brick Blocks (containing the third Star Coin). More moving platforms come after. A wall will then blockMario's path, which will open after a set period of time. Another pipe which changes fireballs into coins will then appear. Exhausting it will then release a Mega Mushroom. The yellow exit pipe will then be seen. If Mario ate the Mega Mushroom earlier, he can then destroy several blocks leading to an area full of pipes, Piranha Plants and coins. That leads to another exit pipe (leading to the same flagpole). Back in the desert, there are several hills which Mario can do a triple jump on to reach the top of the flagpole a short distance away.

Star Coins

 * Star Coin 1: The first Star Coin is in plain view. However, it can be tricky because it is sitting on a single Donut Lift under the black pipe. Mario must be cautious when trying to get the Star Coin.
 * Star Coin 2: After the checkpoint, the second Star Coin can be seen. Mario will need to use the platforms that move downwards in order to reach the second Star Coin on a Donut Lift.
 * Star Coin 3: The third Star Coin is enclosed in several Brick Blocks. Mario will need to use one of the nearby Buzzy Beetles in order to hit a POW Block, which opens up a path through the Brick Blocks. Activating another POW Block will release the Star Coin.

Mario begins on a platform above spiky floors where a Giant Spiked Ball falls and begins to break the platform that Mario is on and chase after Mario. A Dry Bones then appear below ? Blocks, one of them containing a Super Leaf. Another Dry Bones appear, followed by several Thwomps above gaps in the platform. This is followed by a Super Dry Bones and several big Thwomps. Furthur down are small and big Whomps. Another Super Dry Bones appear before Mario reaches back to ground where the Giant Spiked Ball falls off. A large Whomp then appear next to the pipe leading to a small room. The checkpoint is found here with two small Spiked Balls bouncing on walls and the pipe to the next area. In the next area another large Spiked Ball will chase Mario once again. Bone Piranha Plants can be found here. A row of three ? Blocks can then be found, with a Super Leaf in one of them. Moving downwards, there are several rotating Brick Blocks located above several Bone Piranha Plants, where Mario needs to time his jumps. Another Dry Bones will appear, followed by normal ground, where the boss door is located.

Mario will fight Larry Koopa here. Mario needs to stomp on him three times (or attack with a Fire Flower) while avoiding several walls that move up or down from the ceiling and floor. After defeating him, the walls will still move and the key will appear.

Completing this level unlocks World 3.

Star Coins

 * Star Coin 1: This Star Coin is located under two breakable Brick Blocks after the second large Thwomp. Super Mario can ground pound the blocks to obtain the Star Coin.
 * Star Coin 2: When Mario reaches the pipe, he should ignore it and continue forward where the second Star Coin is.
 * Star Coin 3: For the third Star Coin, Raccoon Mario is required. Upon reaching the boss door, Mario needs to charge the P-Meter so that he can fly. He needs to fly to an area above the boss door by flying left to where the spiky floor is (not directly up as there are one-way gates there), then upwards while keeping to the right wall to find a high ledge above. The Star Coin is located there.

Enemies introduced

 * Whomp
 * Boss: Larry Koopa