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Walkthrough & guides

World 6

Super Mario World 2: Yoshi’s Island guide hub

Follow World 6 in the original SNES version of Super Mario World 2: Yoshi’s Island. Finish each course with thirty stars, twenty red coins and five flowers for one hundred points. Collect all three requirements in the same clear; separate attempts do not combine their counts.

The full-size maps below show the course branches and collectible positions. Open a map to inspect a narrow passage, and open the accompanying video when you need to see a timed jump in motion.

World 6-1 — Scary Skeleton Goonies!

Search the opening forest around the dancing Spear Guys and collect the flower above them. Reveal the hidden switch cloud, activate it and press Down at the red arrow for the misty underground detour. Ride its ferry through the red-coin groups before returning outside.

Shoot the bridge clouds across the large gaps and watch the Zeus Guys before entering their throwing range. Beyond the Middle Ring, Incoming Chomps break the ground. Let one destroy the section covering a flower, then collect it after the impact rather than standing over the marked spot.

In the final area, egg the flower over spikes, then use the Spring Ball to reach the isolated flower ledge beyond the Piranha. Cross the ferries around the Tap-Taps and check the red-coin Fly Guys before taking the last Flutter Jump to the goal.

Video walkthrough for 6-1

Stage map: open to enlarge.

World 6-1 — Scary Skeleton Goonies! — full SNES stage map


World 6-2 — The Cave Of The Bandits

Watch the corners of the mushroom platforms for hiding Bandits. Defeat Coin Bandits carrying red coins before they escape, beginning beneath the first bucket and continuing around the lava ledges. Shoot the early flower cloud, then break the gray material near the later Egg Block for another flower.

After the Middle Ring, search around the Skull Mousers and the soft wall containing a star cloud. A Green Glove rolls a Chomp Rock down the slope; move out of its line before climbing. Collect the flower cloud between the Piranhas and search the low coins before entering the final section.

Take the Super Star and run across the spike course as Baby Mario, collecting the final flower and coin trail while refreshing the transformation from the stars along the way. Finish this one-way run with the full collection rather than expecting to return across the spikes as ordinary Yoshi.

Video walkthrough for 6-2

Stage map: open to enlarge.

World 6-2 — The Cave Of The Bandits — full SNES stage map


World 6-3 — Beware The Spinning Logs

Use each spinning log as a timed launcher. Land on its safe upper surface, wait for the angle that sends Yoshi toward the next platform and jump with a Flutter Jump ready. Leaping from the wrong side can throw you below the next ledge.

An early launch reaches a Coin Heaven above the main route. Sweep that high area before returning to the logs, then move carefully through the Fuzzies so the distorted controls do not spoil the next jump. Keep eggs for flowers and coin groups beyond safe landing distance.

The later stretch offers little solid ground between logs. Watch the Chomp Rocks balanced on the tall pillars and avoid landing below a falling one. Use the full-stage map to compare the aerial branches with your collected coins before the final crossing; the visible straight route does not cover every high pocket.

Video walkthrough for 6-3

Stage map: open to enlarge.

World 6-3 — Beware The Spinning Logs — full SNES stage map


World 6-4 — Tap-Tap The Red Nose’s Fort

Defeat the first slime for its key, then enter the multi-level pipe maze. Search both ends of each floor before choosing the next pipe. The second key is guarded by another slime on the lower-left floor; the pipe with two arrows leads to its room.

Bring a full egg supply for that slime. If you run out, leave and use the nearby lower pipe to reach the egg room before trying again. Collect the flowers and red coins around the other maze branches before using the key on the corked exit pipe.

Cross the lava on the spinning platforms and log, then take the last Middle Ring. Tap-Tap’s metal body is not the weak point. Shoot the colored floor blocks until you have opened a hole to the lava, then lure him over it or knock him toward it with eggs. Keep a solid landing for Yoshi while breaking the floor.

Video walkthrough for 6-4

Stage map: open to enlarge.

World 6-4 — Tap-Tap The Red Nose's Fort — full SNES stage map


World 6-5 — The Very Loooooong Cave

Keep up with the scrolling cave while watching the icicles above each landing. Collect the first flower over the lava and shoot the red-coin Fly Guys as they enter. Let the rolling Chomp Rock pass before transferring across the lava ferries.

When the screen turns upward, climb with it and collect the flower among the platforms. In the next horizontal stretch, knock the icicles from the ceiling with eggs to open the crossing. The following door reaches a corridor with a Middle Ring, soft walls and a watermelon. Use its seeds or eggs to clear the side pockets for red coins and the flower before leaving through the far door.

Roll the next Chomp Rock through the Flightless Skeleton Goonies. In the last platform section, ground-pound all four posts for their red coins, then jump to the goal. These coins are buried rather than hanging in the obvious aerial trail.

Video walkthrough for 6-5

Stage map: open to enlarge.

World 6-5 — The Very Loooooong Cave — full SNES stage map


World 6-6 — The Deep, Underground Maze

Before entering the cave, push the second Chomp Rock into the dip and jump from it to the high ledge for two red coins and a crate. Pound the orange floor blocks, release the rock above the inner corridor and push it right to the key ledge. Carry that key through the lower passage, use the Spring Ball and return to the first locked door.

In the misty shaft, pound the blocks in stages and inspect the side tunnels before dropping to the bottom. The doors connect the dark and orange versions of the numbered maze; explore both. On the orange side, between numbers 6 and 3, shoot upward to reveal a Spring Ball for a flower and two red coins. On the dark side, inspect above-left of the door by number 2 and bank eggs through the narrow tunnel to collect its flower.

The route through room 6 reaches the cloud that creates a platform beneath the earlier shaft. Return with the exit key from the cloud above the right-hand lower door, use that new platform and open the final locked door. Roll the outside Chomp Rock through the Tap-Taps before approaching the goal.

Video walkthrough for 6-6

Stage map: open to enlarge.

World 6-6 — The Deep, Underground Maze — full SNES stage map


World 6-7 — KEEP MOVING!!!!

Cross the opening Countdown Platforms before the Shark Chomp eats the route behind you. Take the reachable coin groups promptly and use eggs for items that would require stopping over spikes. Transfer from the spinning wheel to the ferries while keeping a safe platform ahead.

The second Shark Chomp section also demands forward movement. Avoid exhausting the Countdown Platforms on jumps that make no progress. On the winding ferry route, let the ferry carry you to the collectible height before transferring to the next one; jumping at the first opportunity skips low pockets.

The last castle approach contains many Bandits. Clear a safe landing before jumping across the thorns, recover Baby Mario promptly if he is stolen and inspect the final upper steps before entering the pipe. Check the map’s ferry loops before a scoring run, because the chased sections give little opportunity to reverse direction.

Video walkthrough for 6-7

Stage map: open to enlarge.

World 6-7 — KEEP MOVING!!!! — full SNES stage map


World 6-8 — King Bowser’s Castle

Fly across the opening gap as Helicopter Yoshi, avoiding the Skeleton Goonies and Kamek. Reach the Yoshi Block before the timer expires. Inside, throw an egg at the roulette door you want. Door 4 is the gentlest scoring route, with its red coins and flowers along the platform course; the other doors offer different hazards, not additional mandatory chapters to clear in the same run.

In Kamek’s dark autoscrolling room, keep moving while collecting the remaining items. His magic changes blocks into enemies or stars. Take the last Middle Ring before the large door, then preserve the thirty-star count during the boss.

Baby Bowser’s first phase is won with ground shockwaves. Jump his waves, then ground-pound when your own wave can reach him. After three hits, Kamek enlarges him. Catch the Giant Eggs from the flying carriers and aim into Bowser in the background, adjusting the throw arc for his distance. Avoid the rocks that destroy the floor and the fireballs. Seven Giant Egg hits win; if he advances all the way to the castle, the run ends. Collect every flower and red coin before entering the boss sequence.

Video walkthrough for 6-8

Stage map: open to enlarge.

World 6-8 — King Bowser's Castle — full SNES stage map


Eight scores of one hundred give World 6 a total of eight hundred and unlock Extra 6 and the world’s Bonus game.