Start by clearing the left branch for the Yellow Switch, then return to Yoshi’s House and travel right toward Iggy. The maps below show each stage’s ground route and side rooms.
Yoshi’s Island 1
Walk left from Yoshi’s House to open the route to the Yellow Switch Palace. Duck beneath the Banzai Bills or jump onto their backs when the landing is clear. After the second Dragon Coin, stay large and Spin Jump through the blocks over the right-hand blue pipe. Its underground room contains the third coin; the pipe out shoots you through the Midway Gate. The last two coins lie on the hills beyond it. Pass the jumping Chargin’ Chuck to reach the goal.
Yellow Switch Palace
The first room is a coin bonus. Press its blue P Switch when you are ready to collect the temporary coins, then enter the pipe on the right. Jump on the large yellow switch in the second room. Yellow dotted outlines become solid blocks, giving you additional platforms and Super Mushrooms throughout Dinosaur Land.
Yoshi’s Island 2
Return to Yoshi’s House and take the right-hand route. Kick the first red shell through the line of Koopas, then hatch Yoshi from the later ? Block. The early Dragon Coins are on the main route; after the checkpoint, hit the right-hand turn block beside the Monty Moles to grow a vine to the cloud route and another coin. Leave Yoshi below while climbing. The last coin is back on the ground just beyond this area. Near the end, a P Switch changes the coin line into a bridge over the Chuck.
Yoshi’s Island 3
Cross the swinging platforms and extendable yellow blocks, waiting for each landing to move within reach. Below an early swinging platform is a pipe to the underground Dragon Coin room; activated yellow blocks make this detour easier to reach. After the checkpoint, look above the moving platforms and among the five stretch blocks for the remaining coins. Keep the jump button held when bouncing from an enemy to gain height. The final platforms lead directly to the goal.
Yoshi’s Island 4
The small floating islands sink while you stand on them, and the water current carries you backward. Keep transferring between islands rather than waiting on one for the next fish to pass. Avoid the floating mines; they cannot be treated as ordinary swimming enemies. The optional pipe leads to a dry Pokey room. Back outside, use the P Switch to make a temporary block path before continuing right to the separate goal screen.
#1 Iggy’s Castle
Climb the fences above the lava. Punch a revolving panel to change sides when a climbing Koopa blocks your route, and remain above enemies before moving downward onto them. In the scrolling room, advance behind each rising wooden pillar without becoming trapped against the edge of the screen. Iggy waits on a tilting platform. Stomp him, or hit him with fireballs, while the platform slopes toward the edge you want him to slide off. He is defeated by falling into the lava; do not count on a fixed three-stomp rule. This opens Donut Plains.






