Front Door

The Front Door is a level in Super Mario World. It can be accessed by the completion of #7 Larry's Castle, or through the Star Road connected from Star World 5 and Valley of Bowser 4 (secondary exit). It is Bowser's Castle in Dinosaur Land.

Layout
Inside is a bright hallway with four doors – four areas (numbered 1 to 4) for Mario or Luigi to choose from, each door leads to a different area with enemies and obstacles that vary depending on which door was selected.
 * Door 1: An auto-scrolling room with columns, as previously seen in #1 Iggy's Castle and the Forest Fortress, Lava Bubbles, and Yellow, Green, Red, and Blue ! Blocks to stop the player from falling into the lava.
 * Door 2: A series of fences with Climbing Koopas, a pit filled of Spikes and flying Lava Bubbles.
 * Door 3: A maze with many blocks and Mechakoopas. A 1-up Mushroom and Cape Feather are hidden in the room.
 * Door 4: A room full of floating platforms with Li'l Sparkies and Hotheads.

All four areas then lead to a second bright hallway with another four doors-four more areas (but this time numbered 5 to 8). The obstacles and enemies will again vary on what door is selected.
 * Door 5: A room filled with Spiked Pillars and Thwomps. The player must sprint past these at the right time in order to get through unharmed.
 * Door 6: An underwater room with Dry Bones that throw bones at the player, Fish Bones, Ball 'n' Chains, and spikes.
 * Door 7: A room full of Gray Bowser Statues that shoot fireballs and Gold Bowser Statues that pursue Mario/Luigi.
 * Door 8: A room with Chargin' Chucks that jump at the player.

The last four areas lead to a dark room and a red block that activates a light at the top of the screen; this room is also seen at the beginning of Back Door, with slight alterations. This area has Mechakoopas. The area is also the only area in the game where the player can encounter Ninjis. The boss door is found at the end.

Boss Battle


Beyond the boss door is the roof of the castle, where the player must fight Bowser in his Koopa Clown Car. If Mario or Luigi touches the propeller at the bottom of the Koopa Clown Car, he will take damage; otherwise, he will simply bounce off. In the first stage of the battle, Bowser will fly around the top of the screen, throwing Mechakoopas. The player must kick these upward toward the Koopa Clown Car. After taking two hits, the Koopa Clown Car will fly off-screen, many fireballs will fall from the sky, and the Koopa Clown Car will return. Princess Toadstool will throw a Mushroom to her left. The player may choose whether to take it or not.

Bowser regains control of the Koopa Clown Car, and this time he will then try to hover above Mario or Luigi and drop Big Steelies on them. After throwing two Big Steelies, he will throw two Mechakoopas. Again, the player must kick the Mechakoopas up toward Bowser and hit him twice. After another round of fireballs (and another Mushroom), Bowser and the Koopa Clown Car will start bouncing on the ground, trying to land on Mario or Luigi. Eventually, more Mechakoopas are thrown and the player must again kick one into Bowser, defeating him.

A message comes up as Peach kisses Mario (or Luigi): "Mario's (Luigi's) adventure is over. Mario (Luigi), Peach, Yoshi and friends are all going to take a vacation." Four groups of fireworks appear, with the last one being heart-shaped. The screen then begins to show the credits (with Mario walking and Peach riding Yoshi, as the seven Yoshi Eggs follow along) and the list of enemies from the game, complete with pictures.

On a side note, while there is no timer in the SNES version battle, in Super Mario Advance 2, the timer is present.

Names in other languages
{{foreign names|
 * Jap=クッパのしろいりぐち
 * JapR=Kuppa no Shiro Iriguchi
 * JapM=Bowser's Castle Entrance
 * Spa=Puerta Principal
 * SpaM=Main Door
 * Fre=Porte Principale
 * FreM=Main Door
 * Ger=Burgtor
 * GerM=Castle Gate
 * Por=Entrada Principal
 * PorM=Main Entrance

Trivia

 * If Super Mario Advance 2 is played on a backlit Nintendo handheld (such as a Game Boy Advance SP or Nintendo DS Lite), the background in the dark section of the level will be so bright that the red ? block light is actually not needed to complete the level. This is because those systems are backlit and this game was intended to be played on a non-backlit Game Boy Advance.