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Other Mini-Games
Yoshi's Island

Other Mini-Games

Navigate Yoshi's Island 1 in Super Mario World! Find all 5 Dragon Coins, defeat enemies like Banzai Bills and Rexes, and unlock the Yellow Switch Palace.

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Navigate Yoshi's Island 1 in Super Mario World! Find all 5 Dragon Coins, defeat enemies like Banzai Bills and Rexes, and unlock the Yellow Switch Palace.

This guide covers Yoshi's Island 1 from Super Mario World, detailing its layout, enemies, Dragon Coin locations, and text boxes. It's one of the first levels in the game, featuring a plains theme and introducing Banzai Bills.

Walkthrough
  1. 1
    Start behind a slope, avoiding a sliding Beach Koopa. Climb the slope to get the first Dragon Coin.
  2. 2
    Avoid the first Banzai Bill. Hit the Question Box for a Super Mushroom or Fire Flower.
  3. 3
    Proceed forward, avoiding Rexes, and climb slopes to get the second Dragon Coin.
  4. 4
    Spin jump on Rotating Blocks to proceed. Enter a Warp Pipe.
  5. 5
    In the next room, spin jump on Flip Blocks to break them and access a room with Coins and the third Dragon Coin, also blocked by Flip Blocks.
  6. 6
    Exit the room via the Warp Pipe to reach the Midway Gate.
  7. 7
    Continue past the Midway Gate, get the fourth Dragon Coin while avoiding the second Banzai Bill.
  8. 8
    Hit a rotating block to reveal a 1-Up Mushroom. Avoid the third Banzai Bill. Either get the 1-Up Mushroom as it falls into a pit or jump on the Banzai Bill to get it from the clouds.
  9. 9
    Hit the next Question Box for a power-up.
  10. 10
    Avoid the last Banzai Bill, get the final Dragon Coin, and pass the Chargin' Chuck to reach the Giant Gate, which unlocks the Yellow Switch Palace.

Enemies:

  • Banzai Bill (4)
  • Beach Koopa (1, blue variation)
  • Chargin' Chuck (1, starts as Clappin' Chuck, becomes Lookout Chuck if stomped)
  • Jumping Piranha Plant (3)
  • Rex (18)

Dragon Coins:

  1. At the start, on a slope after avoiding the Beach Koopa.
  2. Near some Rexes, accessible by jumping from the slopes above.
  3. Inside a blue Warp Pipe blocked by Flip Blocks; requires spin jump to break them, then again in the subsequent room.
  4. After the Midway Gate, at the top of a hill with Rexes.
  5. Just before the Goal Pole, requires a jump.

Text Boxes:

  • Text Box 1: Advises holding an extra item in the top box and using the SELECT button to use it.
  • Text Box 2: Advises using the X or Y Button to pick up a shell and to look up while releasing the button to throw it upwards.

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