Earn one hundred points in each of a world’s eight main stages to unlock its Extra stage and Bonus game. The SNES game has six Extra stages. The six additional Secret stages in the GBA release are not part of this version.
Extra stages have no Middle Rings. Protect thirty stars through the entire run and collect five flowers and the twenty red coins needed for the score. Pause before the goal if you need to use a stored star item.
Extra 1 — Poochy Ain’t Stupid
Collect the opening star cloud before the screen carries it away, then ride Poochy over the lava. He follows Yoshi’s position and direction, so face toward the next safe landing instead of repeatedly turning him back. Use eggs to take the flower over the early lava without losing your ride.
At the Bullet Bill cannon, bounce from a shot to reach the high passage and its coin group. Rejoin Poochy after collecting the flower at the raised route’s far end. Cross the Tap-Tap slope and inspect the low dip before climbing away.
Time the Ball ’N’ Chain crossing from Poochy’s back, collecting the low coins with eggs where possible. Search the final lava stretch for the remaining flowers and red coins before the camera passes them. There is no Middle Ring: stars must come from the clouds and any inventory item you choose to use before the goal.
Stage map: open to enlarge.
Extra 2 — Hit That Switch!!
Before starting the switch race, enter the opening pipe on the left for stars. That is your preparation room; the scrolling course does not provide a later Middle Ring to repair a poor star count.
Hit the switches as the ferry reaches them and use each temporary block route while it is active. The early Spring Balls carry Yoshi to the first high flower. Keep eggs ready for the flowers above the Piranhas, where jumping away from the ferry risks losing the ride.
Use the later Spring Balls for the last high flowers, taking the red coins along their arcs rather than only aiming for the next platform. Near the goal, wait for temporary blocks to vanish where they obstruct the exit, while staying safely aboard the moving route. A missed coin behind the scrolling screen requires another attempt.
Stage map: open to enlarge.
Extra 3 — More Monkey Madness
Shoot the red-coin Fly Guy near the opening posts, then pound the stumps before boarding the ferries. The Grinders’ seeds can knock Baby Mario away over a pit, so clear an attack line before jumping for a high item.
Jump straight up near the early flower to enter the hidden tree room containing star clouds and crates. Return to the paddle-wheel route and collect the flowers beside the Tap-Taps with eggs. Watch the high Fly Guys around the treetops, including those near the final wheel, before they carry their coins off screen.
In the SNES version, an additional red coin is buried beneath a stump behind the centre of a paddle wheel: this course contains twenty-one red coins, although the score only requires twenty. Do not mistake that version-specific spare for an extra point above one hundred. Collect the last flower by the goal and finish with thirty stars.
Stage map: open to enlarge.
Extra 4 — The Impossible? Maze
The maze alternates between a dim set of separate rooms and a brighter network of flowing-water tunnels. Treat each round opening as a connection to the other side, and compare its position with the map before entering a downward current that prevents an immediate return.
Push crates to the lower openings before dropping after them. Yoshi needs a surface to stand on to enter several entrances raised just above the floor; jumping beside an opening is not enough. Use each crate to enter the branch above it, collect that room’s flower and coins, then return to move the next crate.
Search the small end pockets on both sides instead of following only the route toward the bottom-right goal. Keep clear of the Grim Leechers so they do not disrupt a narrow passage. The Flashing Egg Blocks supply eggs that yield red coins when thrown at enemies. Count those alongside the coins on the map; there is no checkpoint that makes a missed upper branch safe to ignore.
Stage map: open to enlarge.
Extra 5 — Kamek’s Revenge
Collect the key in the opening log-platform section while avoiding Kamek’s passes. You need it for the locked ski hut at the start of the second area. Clear the nearby Green Gloves before making a long jump; a returned egg can knock Yoshi off the log.
Enter the hut and follow the ski route over the mountain, then through the cloud section. Jump for the flower and red-coin trails without colliding with Kamek. The skiing cannot be paused for backtracking, so inspect the map’s jump heights before starting another collection attempt.
The last transformation is Helicopter Yoshi. Sweep its collectible route while avoiding Kamek, Bumpties and the Green Gloves, but keep enough time to reach the Yoshi Block. There is no safe ground under the starting bubble if the transformation expires. Land at the block before proceeding to the goal.
Stage map: open to enlarge.
Extra 6 — Castles – Masterpiece Set
The SNES stage is Castles – Masterpiece Set; Ultimate Castle Challenge is its GBA name. The opening rooms use Caged Ghosts, moving platforms and thorns. Stock eggs before committing to a ferry and collect low items with throws rather than dropping into the spikes.
In the fast ferry rooms, stand where you can jump clear before the platform runs into the next thorn wall. The later ferry passes Green Gloves and Sluggers; duck or move across the ferry to avoid a returning egg while keeping your landing visible.
Line up each descent through the narrow shaft before ground-pounding the floor, keeping away from its thorn-lined sides. Search the next shaft’s branches before dropping onward. The last ferry travels underwater beneath thorns; stay with it and collect the final coin and flower pockets before the goal. No Extra stage has a Middle Ring, so enter this last section with your star supply already protected.
Stage map: open to enlarge.






