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{{ | {{levelbox | ||
|title=Star World 5 | |title=Star World 5 | ||
|image=[[File:Star World 5.png]] | |image=[[File:Star World 5.png]] | ||
Mario and Blue Yoshi beneath a blue pipe (GBA version) | |||
|code=8-5 | |code=8-5 | ||
|game=''[[Super Mario World]]'' | |game=''[[Super Mario World]]'' | ||
|limit=300 seconds | |limit=300 seconds | ||
|before=[[Valley of Bowser | |before=[[Valley of Bowser 4|<<]] | ||
|after=[[Donut Secret House | |after=[[Donut Secret House|>>]] | ||
|secret=[[Gnarly|**]] | |secret=[[Gnarly|**]] | ||
}} | }} | ||
'''Star World 5''' is the fifth and final [[Star World]] [[ | '''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== | ||
Star World 5 consists of one long screen, which the Player has 300 seconds on the [[Time Limit| | 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 | ===Normal Exit=== | ||
The player will start out next to a bunch of | 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. | ||
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 | 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 falling platforms 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 | 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]]. | ||
=== | ===Keyhole Exit=== | ||
In order to find the [[ | 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 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]]. | 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: 19 (9 green, 10 red) | |||
*[[Spiny|Spinies]]: 8 | |||
*[[Koopa Troopa]]s: 2 (red) | |||
*[[Jumping Piranha Plant]]s: 2 | |||
| | |||
==Names in other languages== | ==Names in other languages== | ||
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|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 | ||
}} | }} | ||
{{SMW Levels}} | |||
[[Category:Dinosaur Land]] | |||
[[Category:Cosmic | [[Category:Cosmic Locations]] | ||
[[Category:Super Mario World | [[Category:Super Mario World Levels]] |