Star World 5: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
No edit summary
 
(32 intermediate revisions by 21 users not shown)
Line 1: Line 1:
{{levelbox
{{level infobox
|title=Star World 5
|title=Star World 5
|image=[[File:Star World 5.png]]
|image=[[File:Star World 5.png]]<br>Mario and Blue Yoshi beneath a blue pipe (GBA version)
|code=8-5
|code=8-5
|world=[[Star World]]
|game=''[[Super Mario World]]''
|game=''[[Super Mario World]]''
|limit=300 seconds
|limit=300 seconds
|notes=
|before=[[Valley of Bowser 4|<<]] [[Front Door|<<]] [[Star World 4|<<]]
|before=[[Valley of Bowser 4|<<]]
|after=[[Donut Secret House|>>]] [[Star World 1|>>]]
|after=[[Donut Secret House|>>]]
|secret=[[Gnarly|**]]
|secret=[[Gnarly|**]]
}}
}}
'''Star World 5''' is the fifth and final [[Star World]] [[Level]] in the game ''[[Super Mario World]]'', and is accessible by the [[Star Road (Super Mario World)|Star Road]] in the [[Valley of Bowser]]. It takes place in the sky at night and features a rare [[Baby Yoshi|Baby]] [[Yellow Yoshi]].
'''Star World 5''' is the fifth and final [[Star World]] [[level]] in the game ''[[Super Mario World]]'', and is accessible by the [[Star Road (Super Mario World)|Star Road]] in the [[Valley of Bowser]]. It takes place in the sky at night and features a rare yellow-colored [[Baby Yoshi]].


==Overview==
==Overview==
Star World 5 consists of one long screen, which the Player has 300 seconds on the [[Time Limit|Timer]] to complete. This level contains no [[Dragon Coin]]s in the original, but in the remake, it has five. Like all Star World levels, there are two ways to beat this level.
Star World 5 consists of one long screen, which the Player has 300 seconds on the [[Time Limit|timer]] to complete. This level contains no [[Dragon Coin]]s 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===
===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 Paratroopa]]s are encountered flying between some of the platforms.
The player will start out next to a bunch of [[Flimsy Lift]]s. 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 coins, 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 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 Flimsy Lifts 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 Flimsy Lifts 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]], and, if the player has unlocked all four secret exits in each of the four preceding [[Star World]] levels, complete an orbit of the Star World.


===Keyhole Exit===
===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]].
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==
*[[Koopa Paratroopa]]s
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"style="text-align: center"
*[[Spiny|Spinies]]
!Sprite
*[[Koopa Troopa]]s
!Name
*[[Jumping Piranha Plant]]s
!Count
|-
|[[File:SMW KoopaParatroopa Green.png]]
|[[Koopa Paratroopa]] (green)
|9
|-
|[[File:SMW KoopaParatroopa Red.png]]
|Koopa Paratroopa (red)
|10
|-
|[[File:SMW Spiny.png]]
|[[Spiny]]
|8
|-
|[[File:SMW KoopaTroopa Red.png]]
|[[Koopa Troopa]] (red)
|2
|-
|[[File:SMWJumpingPiranhaPlant.png]]
|[[Jumping Piranha Plant]]
|2
|}


==Names in other languages==
==Names in other languages==
Line 38: Line 59:
|JapR=Neitibu Sutā Kōsu 5
|JapR=Neitibu Sutā Kōsu 5
|JapM=Native Star Course 5
|JapM=Native Star Course 5
|Spa=Camino Estelar 5
|SpaM=Star Road 5
|Fre=Monde etoile 5
|Fre=Monde etoile 5
|FreM=Star world 5
|FreM=Star world 5
|Ger=Sternenwelt 5
|Ger=Sternenwelt 5
|GerM=Star World 5
|GerM=Star World 5
|Ita=Via Stella 5
|ItaM=Star Road 5
|Spa=Camino Estelar 5
|SpaM=Star Road 5
}}
}}
{{SMW Levels}}


[[Category:Dinosaur Land]]
{{SMW levels}}
[[Category:Cosmic Locations]]
[[Category:Cosmic areas]]
[[Category:Super Mario World Levels]]
[[Category:Super Mario World levels]]

Latest revision as of 14:16, January 26, 2024

Level
Star World 5
Star World 5.png
Mario and Blue Yoshi beneath a blue pipe (GBA version)
Level code 8-5
World Star World
Game Super Mario World
Time limit 300 seconds
<< << << Directory of levels >> >> **

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[edit]

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[edit]

The player will start out next to a bunch of Flimsy Lifts. 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 Flimsy Lifts 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 Flimsy Lifts 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, and, if the player has unlocked all four secret exits in each of the four preceding Star World levels, complete an orbit of the Star World.

Keyhole exit[edit]

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[edit]

Sprite Name Count
Sprite of a Green Koopa Paratroopa from Super Mario World Koopa Paratroopa (green) 9
Sprite of a Red Koopa Paratroopa from Super Mario World Koopa Paratroopa (red) 10
Sprite of a Spiny from Super Mario World Spiny 8
Sprite of a Red Koopa Troopa from Super Mario World Koopa Troopa (red) 2
Jumping Piranha Plant from Super Mario World Jumping Piranha Plant 2

Names in other languages[edit]

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
Italian Via Stella 5
Star Road 5
Spanish Camino Estelar 5
Star Road 5