Star World 5: Difference between revisions

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The player will start out next to a bunch of falling platforms. To get past this obstacle, the player has to jump off of each platform quickly to avoid losing a life [[Koopa Paratroopa]]s are encountered flying between some of the platforms.
The player will start out next to a bunch of falling platforms. To get past this obstacle, the player has to jump off of each platform quickly to avoid losing a life [[Koopa Paratroopa]]s are encountered flying between some of the platforms.


After the player comes to solid ground again, there is a blue [[P Switch]], three [[Rotating Block]]s, and a [[? Block]] followed by a long space. The ? Block contains a [[Control Coin]], which the player needs to control to make it go to the right. The ideal Control Coin would be one that goes up three or four [[coin]]s, then turns right and stays right for its duration. After this, the player should hit the P Switch, which turns the coins into [[Empty Block|Block]]s, and run on top of them as far as possible. The player passes more Koopa Paratroopas and falling platforms before coming to a platform containing a Yellow [[Yoshi Egg]].
After the player comes to solid ground again, there is a [[P Switch|Switch Block]], three [[Rotating Block]]s, and a [[? Block]] followed by a long space. The ? Block contains a [[Control Coin]], which the player needs to control to make it go to the right. The ideal Control Coin would be one that goes up three or four [[coin]]s, then turns right and stays right for its duration. After this, the player should hit the Switch Block, which turns the coins into [[Empty Block|Block]]s, and run on top of them as far as possible. The player passes more Koopa Paratroopas and falling platforms before coming to a platform containing a Yellow [[Yoshi Egg]].


A few [[Spiny|Spinies]] are found in between [[Warp Pipe]]s, and [[Yoshi]] can be used to jump on Spinies without taking damage. A quick stairlike formation of falling platforms comes after a blue pipe, and then more [[Koopa Troopa]]s and Spinies are mixed between pipes. The [[Giant Gate]] is at the end of this section. Beating the level this way will allow easy access to the [[Donut Plains]].
A few [[Spiny|Spinies]] are found in between [[Warp Pipe]]s, and [[Yoshi]] can be used to jump on Spinies without taking damage. A quick stairlike formation of falling platforms comes after a blue pipe, and then more [[Koopa Troopa]]s and Spinies are mixed between pipes. The [[Giant Gate]] is at the end of this section. Beating the level this way will allow easy access to the [[Donut Plains]].
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In order to find the [[Key]] and [[Keyhole]], the player should have already completed the [[Yellow Switch Palace]], [[Green Switch Palace]], [[Red Switch Palace]], and [[Blue Switch Palace]], although it is possible reach the Key and Keyhole with just the Blue Switch Palace completed, or flying to it using [[Yoshi (species)|Blue Yoshi]] and a [[Koopa Troopa]], or simply by angling flight just right with a cape.
In order to find the [[Key]] and [[Keyhole]], the player should have already completed the [[Yellow Switch Palace]], [[Green Switch Palace]], [[Red Switch Palace]], and [[Blue Switch Palace]], although it is possible reach the Key and Keyhole with just the Blue Switch Palace completed, or flying to it using [[Yoshi (species)|Blue Yoshi]] and a [[Koopa Troopa]], or simply by angling flight just right with a cape.


To get to the Key and Keyhole, the player should get to the platform with the P Switch and Control Coin with a [[Cape Feather]], and use the same strategy as before to make the Control Coin go right. The player should then take flight off of the Used Blocks that were previously coins going to the right, and land up high on yellow [[! Block]]s. The player should follow the trail of different colored ! Blocks to the end, which is where the Key and Keyhole are. (Alternatively, players can simply fly up with just a Cape Feather, getting a running start from a platform just ahead.) Beating the level this way will allow access to the Star Road that leads to the [[Special Zone]].
To get to the Key and Keyhole, the player should get to the platform with the Switch Block and Control Coin with a [[Cape Feather]], and use the same strategy as before to make the Control Coin go right. The player should then take flight off of the Used Blocks that were previously coins going to the right, and land up high on yellow [[! Block]]s. The player should follow the trail of different colored ! Blocks to the end, which is where the Key and Keyhole are. (Alternatively, players can simply fly up with just a Cape Feather, getting a running start from a platform just ahead.) Beating the level this way will allow access to the Star Road that leads to the [[Special Zone]].


==Enemies==
==Enemies==

Revision as of 13:45, July 10, 2019

Template:Levelbox Star World 5 is the fifth and final Star World Level in the game Super Mario World, and is accessible by the Star Road in the Valley of Bowser. It takes place in the sky at night and features a rare yellow-colored Baby Yoshi.

Overview

Star World 5 consists of one long screen, which the Player has 300 seconds on the Timer to complete. This level contains no Dragon Coins in the original, but in the remake, it has five. Like all Star World levels, there are two ways to beat this level.

Normal Exit

The player will start out next to a bunch of falling platforms. To get past this obstacle, the player has to jump off of each platform quickly to avoid losing a life Koopa Paratroopas are encountered flying between some of the platforms.

After the player comes to solid ground again, there is a Switch Block, three Rotating Blocks, and a ? Block followed by a long space. The ? Block contains a Control Coin, which the player needs to control to make it go to the right. The ideal Control Coin would be one that goes up three or four coins, then turns right and stays right for its duration. After this, the player should hit the Switch Block, which turns the coins into Blocks, and run on top of them as far as possible. The player passes more Koopa Paratroopas and falling platforms before coming to a platform containing a Yellow Yoshi Egg.

A few Spinies are found in between Warp Pipes, and Yoshi can be used to jump on Spinies without taking damage. A quick stairlike formation of falling platforms comes after a blue pipe, and then more Koopa Troopas and Spinies are mixed between pipes. The Giant Gate is at the end of this section. Beating the level this way will allow easy access to the Donut Plains.

Keyhole Exit

In order to find the Key and Keyhole, the player should have already completed the Yellow Switch Palace, Green Switch Palace, Red Switch Palace, and Blue Switch Palace, although it is possible reach the Key and Keyhole with just the Blue Switch Palace completed, or flying to it using Blue Yoshi and a Koopa Troopa, or simply by angling flight just right with a cape.

To get to the Key and Keyhole, the player should get to the platform with the Switch Block and Control Coin with a Cape Feather, and use the same strategy as before to make the Control Coin go right. The player should then take flight off of the Used Blocks that were previously coins going to the right, and land up high on yellow ! Blocks. The player should follow the trail of different colored ! Blocks to the end, which is where the Key and Keyhole are. (Alternatively, players can simply fly up with just a Cape Feather, getting a running start from a platform just ahead.) Beating the level this way will allow access to the Star Road that leads to the Special Zone.

Enemies

Names in other languages

Language Name Meaning
Japanese ネイティブスター コース5
Neitibu Sutā Kōsu 5
Native Star Course 5

French Monde etoile 5
Star world 5
German Sternenwelt 5
Star World 5
Spanish Camino Estelar 5
Star Road 5

Template:SMW Levels