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by TheRewster

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FAQ/Walkthrough by TheRewster

Version: 1.0 | Updated: 03/08/17

Table of Contents

  1. Version History
  2. Introduction
  3. Special Items
  4. Opening
    1. Welcome To Yoshi's Island
  5. World 1
    1. 1-1: Make Eggs, Throw Eggs
    2. 1-2: Watch Out Below!
    3. 1-3: The Cave Of Chomp Rock
    4. 1-4: Burt The Bashful's Fort
    5. 1-5: Hop! Hop! Donut Lifts
    6. 1-6: Shy-Guys On Stilts
    7. 1-7: Touch Fuzzy Get Dizzy
    8. 1-8: Salvo The Slime's Castle
    9. Extra 1: Poochy Ain't Stupid
    10. Bonus 1: Flip Cards
  6. World 2
    1. 2-1: Visit Koopa And Para-Koopa
    2. 2-2: The Baseball Boys
    3. 2-3: What's Gusty Taste Like?
    4. 2-4: Bigger Boo's Fort
    5. 2-5: Watch Out For Lakitu
    6. 2-6: The Cave Of The Mystery Maze
    7. 2-7: Lakitu's Wall
    8. 2-8: The Potted Ghost's Castle
    9. Extra 2: Hit That Switch!!
    10. Bonus 2: Scratch And Match
  7. World 3
    1. 3-1: Welcome To Monkey World!
    2. 3-2: Jungle Rhythm...
    3. 3-3: Nep-Enuts' Domain
    4. 3-4: Prince Froggy's Fort
    5. 3-5: Jammin' Through The Trees
    6. 3-6: The Cave Of Harry Hedgehog
    7. 3-7: Monkeys' Favorite Lake
    8. 3-8: Naval Piranha's Castle
    9. Extra 3: More Monkey Madness
    10. Bonus 3: Drawing Lots
  8. World 4
    1. 4-1: GO! GO! MARIO!!
    2. 4-2: The Cave Of The Lakitus
    3. 4-3: Don't Look Back!
    4. 4-4: Marching Milde's Fort
    5. 4-5: Chomp Rock Zone
    6. 4-6: Lake Shore Paradise
    7. 4-7: Ride Like The Wind
    8. 4-8: Hookbill The Koopa's Castle
    9. Extra 4: The Impossible? Maze
    10. Bonus 4: Match Cards
  9. World 5
    1. 5-1: BLIZZARD!!!
    2. 5-2: Ride The Ski Lifts
    3. 5-3: Danger - Icy Conditions Ahead
    4. 5-4: Sluggy The Unshaven's Fort
    5. 5-5: Goonie Rides!
    6. 5-6: Welcome To Cloud World
    7. 5-7: Shifting Platforms Ahead
    8. 5-8: Raphael The Raven's Castle
    9. Extra 5: Kamek's Revenge
    10. Bonus 5: Roulette
  10. World 6
    1. 6-1: Scary Skeleton Goonies!
    2. 6-2: The Cave Of The Bandits
    3. 6-3: Beware The Spinning Logs
    4. 6-4: Tap-Tap The Red Nose's Fort
    5. 6-5: The Very Loooooong Cave
    6. 6-6: The Deep, Underground Maze
    7. 6-7: KEEP MOVING!!!!
    8. 6-8: King Bowser's Castle
    9. Extra 6: Castles - Masterpiece Set
    10. Bonus 6: The Slot Machine
  11. Mini Battles
    1. Throwing Balloons (4)
    2. Throwing Balloons (6)
    3. Popping Balloons
    4. Watermelon Seed Spitting Contest
    5. Gather Coins
  12. Special Thanks
  13. Contact Me

Version History

Version 1.0

Yay, this guide is finished! There will almost certainly be some tweaks to make in the future, but for now this can be submitted. March 8, 2017


Welcome to Super Mario World 2: Yoshi's Island! The purpose of this guide is to walk you through obtaining 100% completion in this game. Though this guide should still be of some use if all you were wanting to do is finish, it's mainly geared toward those who want to find all of the many collectibles hidden throughout the game world. In addition to all the collectibles needed for 100%, this guide will also show where all the secrets are, 1-up opportunities, etc. Also note that this guide is based on the North American version of the game released for the Super NES. This game was later ported to the Game Boy Advance under the title Yoshi's Island: Super Mario Advance 3, along with six secret stages not found in the Super NES original. As of right now, this guide covers the Super NES version only, though I may later go back and cover the GBA version at a later point.

At the end of each stage, your score for that stage will be tabulated based on how many of the collectibles you've obtained, as follows:

  • Stars = 1 point each
  • Red Coins = 1 point each
  • Flowers = 10 points each

It's possible to carry up to a maximum of 30 stars at a time. Likewise, there are 20 red coins and 5 flowers per stage, meaning you must get 100 points to obtain a perfect score for a stage. You can pause by pressing the "Start" button anytime to look up your score.

Also note that for a perfect score, all collectibles must be obtained in one run. It won't do, for instance, to run through and grab all the red coins on your first time, then go for the flowers on a second run. You have to get them all at once. This is why the general suggestion for this game is to play through each stage for the first time without worrying about score--just make your way to the Goal Ring and enjoy yourself. Then, after you've cleared a stage and familiarized yourself with it, go back and try to perfect your score. Whenever you're in a stage you've already finished, you can exit at any time by pausing with the "Start" button, then pressing "Select." (If you've hit a Middle-Ring, though, you'll lose your checkpoint and have to start the stage over from scratch.)

Below are more details on each collectible.


In this game, stars can basically be thought as Yoshi's health meter of sorts. You start each stage with 10 stars by default, and the highest you can obtain in a stage is 30. Since the object of the game is to carry Baby Mario on Yoshi's back from one point to another, whenever you take damage, Mario will be dislodged off Yoshi's back and trapped in a bubble, crying. Your star counter will then become a countdown timer--each star you have represents a second. However many stars you have is how many seconds you have to get Mario back (you can pop Baby Mario's bubble by having Yoshi touch it or by using Yoshi's tongue). Once the timer reaches 0, Kamek's Toadies will fly in and take Mario away. If this happens, you lose a life and must either retry the stage or restart from the last Middle-Ring, if you've activated one in that stage.

After getting Baby Mario back, Yoshi's star counter will gradually count back up to 10 but no higher. To increase your star count from 10 to 30, you have to collect stars. You'll find them most commonly inside winged clouds that you break open either by throwing eggs or spitting out enemies. Most clouds contain five stars each (these clouds are stationary), but there are a few that contain only three (such clouds sway a little bit). You can also pound open crates for stars--crates usually hold six stars at a time (though sometimes the number varies). If you find a floating red tulip, either ricochet an egg from above into its opening on top or spit an enemy upward into it. The tulip will then toss out eight stars. You also obtain an automatic ten stars whenever you activate a Middle-Ring. There are also certain enemies (e.g. Burts in World 1-8) that give a couple stars after being hit by an egg. Once you've reached the maximum of 30 stars, any other sources of stars will give out coins instead from then on.

While most eggs that Yoshi carries have green spots, if you find any red eggs (i.e. with red spots), these eggs will create two stars whenever they hit an enemy. If you're particularly skilled, you can bounce a green egg a couple times (so that it turns first yellow and then red) and catch it with Yoshi's tongue to now carry around a red egg. This is a great opportunity to score a couple more stars if you're in a fix, but it's definitely an advanced move to pull off. A much easier way to create your own stars is to carry a 10 Point Star or 20 Point Star special item in your inventory (more on that below).

This guide includes a star counter for each stage, letting you know how many you can potentially have obtained and how many still remain. It's important to note these star counters refer only to the static number of stars that can be found in places such as winged clouds, tulips, and the like. It doesn't include stars you can obtain from enemies, red eggs, etc. since those numbers can vary widely.

Red Coins

As usual for games in the Super Mario series, there are many coins spread throughout each stage, and every hundred you collect gets you an extra life--the same is true here. Hidden among the regular coins in this game, however, are twenty red coins per stage. You have to look very closely to notice the slight reddish hue in these special coins, though. But once you collect one, a special sound effect will go off and the coin will turn true red to let you know you've obtained a red coin. Furthermore, once you collect the twentieth and final red coin in a stage, a different sound effect will let you know you've collected them all. Most red coins are floating out there along with regular red coins. But there are a few that can only be obtained in special ways, such as being carried by a Fly Guy, or only being available by using a flashing egg on an enemy. I will point out every instance of red coins in the guide below. You can also use a Magnifying Glass special item (more on that below) to show the red coins clearly.

Special Flowers

In each stage you'll be able to collect five Special Flowers. Some are out in the open, while others are well hidden (e.g. inside winged clouds). In fact, if you see a winged cloud that's moving around a little bit, that's a good indicator there might be a flower inside. (Most winged clouds containing stars tend to stay still.) For each flower you collect, a flower gets added to the roulette on the Goal Ring at the end of the stage. There are ten spaces on the roulette, so collecting all five flowers gives you a 50/50 chance of the roulette landing on a flower, which enables you to play a bonus challenge afterward. (This of course makes them less useful in fort and castle levels, which don't have Goal Rings, but flowers still count toward your score nevertheless.) Another nice thing about flowers is that collecting the fifth and final flower gives you an automatic 1-up. At any rate, make sure the flower is smiling when you go to collect it--an enemy known as a Dizzy Dandy disguises itself as a Special Flower and will try to attack you when you get close! The Dizzy Dandy is clearly distinguished by its mischievous face, though. At any rate, this guide will point out every location of each flower in the game.


So what's the point of gathering all these collectibles and finishing each stage with a perfect score of 100? After you clear a world (i.e. defeating the boss in the eighth stage of a world), your scores will be tabulated. If you scored a perfect 100 on every stage in a world, then you'll unlock a very challenging extra stage as well as a bonus challenge you can play anytime you want for special items and/or extra lives.

What's more, if you end up clearing an extra stage, that means you will have finished all nine stages in a world, which adds a star to the title screen the next time you power the game on. Obtaining six stars on the title screen means you will have completed every stage in the game! Now, while there are collectibles in the extra stages (and this guide will show you where they are and how to obtain those too), there is unfortunately no special bonus or reward for getting perfect scores on extra stages--except perhaps for the personal satisfaction of a job well done.

Bonus Challenges

A bonus challenge is a brief mini-game that allows you to win either special items ("Item chance!") or extra lives ("1-up chance!"). You can access them in one of two ways. First, after you jump into a Goal Ring at the end of a stage, if the roulette lands on a Special Flower, you'll be taken to a bonus challenge. (Collect all five flowers in a stage to give yourself the best chance!) Second, if you get a perfect score in all eight regular stages of a world, then in addition to unlocking the extra stage, you'll also unlock a certain bonus challenge, depending on the world you've cleared. Once you've unlocked said bonus challenge, you can play it repeatedly as often as you want to win as many prizes as you want, whereas the ones at the end of a stage are one-time only. Below is a list of all the bonus challenges and links for more details on each. Note that the ones from the Goal Ring roulette are randomly generated from the following six, while the ones from perfect scores are set for a particular world, as follows:

Flip CardsItemsPerfect score in World 1
Scratch And Match1-upsPerfect score in World 2
Drawing LotsItemsPerfect score in World 3
Match CardsItemsPerfect score in World 4
Roulette1-upsPerfect score in World 5
Slot Machine1-upsPerfect score in World 6


Lastly a note about saving. Super Mario World asked whether you wanted to save at the end of each Ghost House and Castle stage--not so in Yoshi's Island. Instead, this game saves automatically after you clear any stage. In fact, it saves every time you return to the Level Selection Screen period. However, not everything saves. Whenever you turn off the game or reset, here is a list of the progress that is saved:

  • Completed stages
  • Scores in each completed stage
  • Any extra stages or bonus challenges that have been unlocked
  • Special items in your inventory

Here are the things that are not saved between play sessions:

  • Number of lives (defaults to 3 on each new session)
  • Number and variety of eggs (Yoshi starts with none)
  • Number of coins (defaults to 0)

If you know you're almost done playing for the day, don't bother trying to rack up those 1-ups--but by all means, feel free to stock up on special items! It's also a good idea to grind for lives whenever you start a new play session if you're on one of the later worlds.

Special Items

This game features an inventory system. Whenever you pick up a special item, it will go into your inventory, where you can use it in any stage from the pause menu. You win special items as prizes in either bonus challenges or mini-battles. You can hold a maximum of 27 special items in your inventory; that's enough for three of each item! (Note that if you collect a 28th item, the first item in your inventory will be removed to make way for the newest item on the end.) The best bonus challenges for collecting special items are Flip Cards and especially Match Cards. Some items are more useful than others--I detail the effects of each below.

10 Point Star

Simple enough, activating this item will automatically add 10 stars to Yoshi's star total. (This is useless of course if you already have the max number of 30 stars.) If you're going for a perfect score of 100, this is one of the most useful items in the entire game. There are few things more disheartening than collecting all the red coins and Special Flowers in a stage, only to take damage near the end when there are no more stars to find in winged clouds or elsewhere. If you have anywhere from 20 to 29 stars, then use this to boost yourself to maximum. Note that you should only use it when you're at the end of a stage, right near the Goal Ring to ensure you don't take damage again. This item is most readily found as a prize in the Popping Balloons mini-battle, though it's also available from other challenges.

20 Point Star

This item has the same effect as the previous one except you add 20 stars instead of 10! No matter how much damage you've sustained or how few stars you've collected, once you let Yoshi's star counter automatically reset to 10 (if you've taken damage and gone under that number), you can use this item to boost Yoshi's health all the way to maximum. So once you get to the end of a stage, if you're going for a perfect score but have less than 20 stars, you can now get to a full 30 by simply activating this item. Just like the 10 Point Star, the 20 Point Star is most easily found in the Popping Balloons mini-battle.

Anytime Egg

Use this item, and even if you're empty-handed, you'll suddenly have a full stock of six eggs at your disposal. This item is ideal for situations when you need eggs, but there are no egg blocks or edible enemies around. It's especially useful for certain hard-to-reach collectibles that require tricky aiming techniques to obtain. The Anytime Egg is a little bit rarer to find than other items, so make sure to keep it when you see it become available in a bonus challenge. This item can also be found in the Gather Coins mini-battle.

Anywhere POW

Just as you would expect, this item functions like a POW Block. Activate it, and all enemies on-screen will not only be destroyed but turn into stars that you can collect! This is a good item to have if you're lacking one of the star point special items, but there are a lot of enemies around you. It also works well just for general enemy clearance purposes, especially against otherwise invincible enemies like Hootie the Blue Fish or Zeus Guys. Use it wisely, however, as this is one of the rarest special items in the game, and you generally can only win them in bonus challenges.

Winged Cloud Maker

This item is similar to the Anywhere POW in that it clears out all the enemies on-screen for you. Instead of turning enemies into stars, however, it turns them each into a winged cloud. This may sound like a big deal, but it's nothing very special. For one thing, you have to have enough eggs for all the clouds you make to make it worthwhile. And even if you do, the winged clouds you open will provide either a single coin, a star, or a 1-up. It's one of the least useful items, yet one of the most common. This item is most readily found as a prize in the Gather Coins mini-battle.

Magnifying Glass

This is a handy item that lets you find hidden items. For instance, red coins only distinguish themselves from regular coins by having a slight reddish tint that's barely noticeable (and that's in the Super NES version--in the GBA port, there's no visible difference at all!). This makes them hard to make out on the go. Use this item, however, to make them very solidly red and thus stand out. This item also shows you any invisible winged clouds as soon as you scroll them on-screen. The nice thing about the Magnifying Glass is that when you use it, it's active for the whole stage--that is, unless you lose a life! If you have a guide like this one, the Magnifying Glass' utility is drastically reduced, but it can still be quite useful in fast-paced parts of the game (e.g. when Yoshi is transformed into a vehicle) when it's harder to pause and check a guide. Like the Anywhere POW, this item is rarer than most and seems to only be found in bonus challenges.

Super Green Watermelon

Activate this item to give yourself an instant watermelon! Yoshi will have 90 watermelon seeds he can spit toward enemies, items, and obstacles. This is a situationally useful item, and it generally comes the most in handy out of the three watermelon special items precisely because of its effectiveness at clearing out dirt/stone barriers and thorns. But note that this item is only good for one area at a time. No matter how many seeds Yoshi has left, once he enters a pipe, a door, or advances to a new area, his mouth will be empty again, so that's something to take into account. This item is most readily found as a prize in the Watermelon Seed Spitting Contest mini-battle.

Super Red Watermelon

Activating this item gives Yoshi nine bursts of fire breath. There is some situational usefulness for this item--particularly in certain icy parts of World 5--but in general it's pretty limited. Like the other watermelon special items, this one only lasts for one area. This item is most readily found as a prize in the Watermelon Seed Spitting Contest mini-battle.

Super Blue Watermelon

Activating this item gives Yoshi nine bursts of ice breath. There is some situational usefulness for this item--particularly against otherwise invincible foes such as Blow Hards and Bill Blasters--but in general it's pretty limited. Like the other watermelon special items, this one only lasts for one area. This item is most readily found as a prize in the Watermelon Seed Spitting Contest mini-battle.


After the opening cutscene and title screen, you'll have three files to choose from, as well as options to copy and erase files. It doesn't matter which of the three files you choose (they're all the same). Once you start a file, you'll be treated to another cutscene that will set the scene for the adventure as Yoshi sets off with Baby Mario for the first stage of the game!

Welcome To Yoshi's Island

This is little more than a brief tutorial stage to get you used to the game's controls and mechanics. Up ahead are three coins floating above two Shy-Guys. You can use the B button to make Yoshi jump into the air and collect the coins and/or stomp on enemies. Or you can use the Y button to make Yoshi flick out his tongue so he can grab an enemy in his mouth--press Y again to spit an enemy out or press down on the control pad while Yoshi still has a foe in his mouth to make him to convert the enemy into an egg. If Yoshi has an egg behind him, you can press A to make an aiming cursor appear--Yoshi can then throw an egg to defeat an enemy or collect items for him such as coins and flowers. Note that Yoshi can carry up to six eggs behind him at a time. If you bring up the cursor but then change your mind and want to conserve your ammo, simply press down on the control pad to cancel the egg throw.

After the two Shy-Guys is a white block with red spots called an expansion block. Hit it from below to cause the block to expand, enabling you to collect the coins above. Keep going. A message block (i.e. the one with a face) will teach you about Yoshi's hovering jump. Press and hold down B as Yoshi jumps to hover across the gap to the far side. (If you miss the jump, just use the expansion block in the gap below to return and try again.) Up next is a spring ball. Press B right as Yoshi lands on it and it will propel you higher. Use it to collect the coins and reach the ledge to the right, where you'll find a big spring ball. The same approach works for the bigger varieties, the difference being the big ones send Yoshi much higher! For the big spring ball, however, if you press B immediately upon bouncing on it, you won't go as high. Wait just a moment for the big spring ball to fully flatten, then press B to launch as high as possible. Propel yourself to the tall ledge to the right with such a high jump, then use a last pair of Shy-Guys to make eggs as you exit the stage.

World 1

Now you're ready to play for real! As soon as you exit this opening stage, you'll find yourself on the Level Selection screen. To the right you'll see a couple options: "SCORE" (with a pencil icon) and "#1" (with a Super NES controller icon). You have no score at this point, but this will be useful later for checking the top scores you've earned from all completed stages in a world. As for the Controller Configuration, you have two options: "#1 Patient" (i.e. press A once to aim an egg and once more to throw it, twice total) or "#2 Hasty" (i.e. hold down A to aim, then release to throw). I personally prefer control scheme #1 because it makes it easier to aim and throw eggs in midair, but it's up to you what you're more comfortable with.

At this point, there's only stage open to you right now, so let's get to it.

1-1: Make Eggs, Throw Eggs

After a trio of coins and a message block, you'll be met by a couple Shy-Guys. Turn them both into eggs. Up ahead are two more Shy-Guys and in between them a flower-like creature called a Crazee Dayzee--who can be defeated in all the same ways a Shy-Guy can. Above them is Flower #1 so be sure to collect it, either by using a hovering jump or an egg toss.

Keep going, and after a second message block is a yellow Shy-Guy patrolling a platform. Hit the winged cloud above him to cause a stairway to appear suddenly. Climb these stairs to a platform in the sky filled with coins. You'll find Red Coins #1, #2, #3, #4, #5, & #6, as well as Flower #2. Be ready, because as you reach the end of this platform and see another platform to the left, above that new platform will be a Fly Guy (i.e. a Shy-Guy with a propeller on his head, enabling him to fly) holding a winged cloud. Defeat him or hit the cloud quickly before he flies away! Your reward will be five stars (Stars: 5/28)--you'll probably have to drop back down to the ground to collect them all (don't forget you can use Yoshi's tongue to collect them too).

With your aerial errands done, continue right and enter the first pipe you see, guarded by two Wild Piranhas. You can't jump on them, so use an egg or spit an enemy at one to defeat it. Take them both out, then go down the pipe.

You'll be transported underground. (Take a moment to savor the mesmerizing music down here!) Hit the egg block down here (i.e. the white block with green spots) to refill your egg supply, up to six of them. You can restock infinitely at such blocks whenever you use up your eggs! There is a Chomp Rock in front of you that you can push around to use as a platform to reach the coins high above; you can also use it to run over a couple Shy-Guys on ground level. (Another note about the Chomp Rock is if it gets stuck against a wall, stand on the edge of it until it starts rolling away from the wall, allowing you to push it again.) Two Fly Guys carry Red Coins #7 & #8, respectively--and thankfully these guys don't fly away! A couple balloons called Baron von Zeppelins carry items down here--the green Baron carries five coins, while a purple Baron holds a 1-up. Among the high row of coins, you'll find Red Coins #9, #10, & #11 all in a row near the left side, and Red Coins #12, #13, & #14 near the right side. Also of importance is the tulip hovering in midair. Ricochet an egg off the ceiling into the tulip or spit an enemy upward into it. If you do it successfully, the tulip will spit out eight stars that you should collect quickly (Stars: 13/28). Now exit this place via the pipe on the far right.

Back above ground, pick up Flower #3 to your left. Climb back up and out to your right, past a Wild Piranha, then drop down where you see a paddle wheel. Be wary of two hanging Wild Piranhas as you collect Red Coins #15, #16, #17, & #18 as well as Flower #4 down here. Climb back up and out and go right again. There is a pipe producing Shy-Guys here (you can also enter it to find more Shy-Guys), which will stop producing them once you have six eggs. Hit the winged cloud above the pipe for five stars (Stars: 18/28).

A pair of white Crazee Dayzees patrol the passage up ahead. Turn them both into eggs and hit the winged cloud above to cause a beanstalk to sprout. Climb it up and hop onto the left platform. Go to the leftmost edge of this area and you'll see a winged cloud farther out. Hit it with an egg to produce Flower #5, which you can then snag with another egg. Drop down to the next level, and in a little nook here on the right you'll cause an invisible winged cloud to appear! Hit it for another five stars (Stars: 23/28). Make your way back to the right to a paddle wheel. Collect Red Coins #19 & #20 above it, then continue right.

Push the Chomp Rock to plow through the various enemies ahead. Hop up onto higher ground and note that the winged cloud here contains the final five stars of this stage (Stars: 28/28), but I don't recommend hitting it until you've defeated all the enemies up ahead, which include not only Shy-Guys but two Woozy Guys as well--these latter are Shy-Guys who jump! After these enemies are gone (there are five of them in total), collect the stars if you're not at 30 yet, then jump through the Goal Ring!

On the Goal Ring will be various flowers rotating. Each Special Flower you collect in a stage--up to five--will be on the Goal Ring roulette. And if the roulette lands on a flower, you get to play a bonus challenge, one of various games of chance where you can win special items or extra lives. So the more flowers you collect in a stage, the better your chances of being able to play a bonus challenge! Regardless of whether you earn a bonus challenge or not, your score will be tabulated at the end of each stage. If you've been following this guide, you should have a perfect score of 100 for this stage. If not, you can either return to Stage 1 to try to perfect your score, or move on to Stage 2.

Note: Your game will save automatically after clearing a stage. Both your score and all items in your inventory are saved, but the number of lives in reserve will not be saved nor will your eggs. If you reset the game, Yoshi's lives will revert back to 3.

1-2: Watch Out Below!

Walk forward a couple screens, and past a couple Shy-Guys you'll be introduced to the main threat of this stage: Incoming Chomps. Whenever you see a Chomp hopping around in the background, look out because it will then jump up off-screen and come crashing down in the foreground, taking out part of the terrain and turning it into a bottomless pit. (At least it takes out whatever enemies are in its path.) Watch out for this first one, and be sure to collect Flower #1 here.

Past a Crazee Dayzee, you'll see a whole group of Incoming Chomps in the background. This area is particularly dangerous since instead of just the one you dealt with earlier, now you'll have to deal with an infinite number of Chomps falling through in this area. Pay attention to their shadows as they always fall through the same places. Make sure you jump over a pit right after one has cleared, because even though an Incoming Chomp can't damage you directly, it can still push you into a pit if you're trying to jump while one is crashing down! Right near the first Chomp-made pit are Red Coins #1 & #2. Above the third Chomp pit is a winged cloud containing Flower #2. After that, suspended above the next two pits created by Chomps, are Red Coins #3, #4, #5, & #6. Watch out for a Crazee Dayzee as you reach the end of this Chomp infested part.

Once you see two Shy-Guys between two pound posts, the Incoming Chomp threat will be over, thankfully. You can pound these posts (press down while Yoshi's in midair), and even though you don't get anything for your efforts this time, future posts will have items hidden in them that can be obtained by pounding them like this. Hit the winged cloud above the Shy-Guys for five stars (Stars: 5/30), then when you're sure you've cleaned this section out, pass through the flippers (note these flippers are one-way only--there's no going back after you've gone through) and hit the Middle-Ring, which functions as a checkpoint if you lose a life and gives you ten stars (Stars: 15/30) in addition to turning any nearby enemies into stars as well.

In this small area is a pipe disgorging green Shy-Guys. Use them to fill up on eggs, then throw those eggs into the yellow stone material above you to break it up and collect the coins above. Among them are Red Coins #7, #8, #9, & #10. Once you have those, break apart the stone wall in front of you, then destroy more stone above to free the big spring ball. Bounce off of it up to a new part of the stage.

Note: At this point in the stage, you should have the following:

  • 25 Stars (with a chance for 15 more)
  • 10 Red Coins
  • 2 Flowers

In this new section, it looks like you're blocked in, but that's not so. You'll see slight indentations in both the left and right walls, and if you walk into them, you'll discover hidden passages. There are a few coins off to the left, but nothing else, so go to the right. Climb up a couple platforms, and at the fork, keep going right. You'll soon emerge in an open area. Use a hovering jump to collect the four coins you see--including Red Coins #11 & #12--as well as Flower #3 (it might be better to use an egg for this latter item). If you continue to the right, there are a bunch more coins to collect. Go all the way right on ground level to uncover an invisible winged cloud containing a 1-up. When you're done exploring, return left back into the enclosed passage. Back at the fork, go left now and climb up until you see another Middle-Ring (Stars: 25/30), which you should activate. Go right on this upper path, past a message block, and soon you'll see a message block next to a helicopter that's floating inside a metamorphosis bubble.

Jump into this bubble, and Yoshi will morph into a helicopter! You'll only have a limited time in this form, however. If you run out of time without touching a Yoshi block, Yoshi will be returned to where he initially morphed and you can try again. For now, fly straight ahead through the secret passage and out again. There are enemies called Cloud Drops patrolling this area--hitting one will cause Yoshi to tumble momentarily, but thankfully they won't take away any stars or endanger Baby Mario as long as Yoshi is in his transformed state. Fly past them, and when you come to a second chunk of ground hanging from the sky, fly straight up into it from underneath to find Flower #4. Fly back down out of it, then return to an upper flight path until you fly into another secret passage, this one containing Red Coins #13, #14, & #15. Below and to the left of this passage is the Yoshi block that will return Yoshi to his normal form without making him respawn where you started. (If you run out of time, simply fly back directly to the place where the Yoshi block is situated.)

Collect the coins along the ground past the Yoshi block. If you missed the previous three red coins, you can use the expanding block here to reach the secret passage and grab them with egg throws. To the right is the exit pipe, but before you take it, check out the hidden passage above it for Red Coins #16 & #17. Now enter the pipe.

Note: At this point in the stage, you should have the following:

  • 30 Stars (with a chance for 5 more)
  • 17 Red Coins
  • 4 Flowers

In this final section, quickly nab the 1-up from the Fly Guy, then hit the nearby winged cloud for Flower #5. Defeat or avoid the Wild Piranha up ahead as you grab Red Coins #18, #19, & #20 above it. The winged cloud beyond contains the last five stars of the stage (Stars: 30/30) . Battle past a couple Shy-Guys and a Crazee Dayzee, and watch out for one last Incoming Chomp before you reach the Goal Ring.

1-3: The Cave Of Chomp Rock

Before entering the pipe in front of you, be aware there's an invisible winged cloud holding a 1-up in the same space where the Wild Piranha on the right is waiting. If you brought a couple eggs with you, use one to defeat the plant, then use another to open the cloud. If you don't have any eggs, you can return to this entry area after getting some later. Regardless, enter the pipe to begin this underground stage proper.

As soon as you emerge from the pipe, a Chomp Rock will begin rolling down the hill. Jump over it and let it go its way, then follow it right. A pound post blocks your way. On the other side of it is a crate, which you should ground pound to release six stars instead of the usual five you get from winged clouds (Stars: 6/27). Go forward to find a couple Shy-Guys and a new enemy type called Nipper Plants--which share all the same vulnerabilities as Shy-Guys, except Nipper Plants aren't afraid of walking off surfaces. So keep that in mind whenever you find one on a mushroom platform above you! Break through the yellow stone here for a couple coins. Also be sure to pound down the pound post in order to obtain Red Coin #1. To the right are several more coins floating above a trio of Nipper Plants. Collect the higher four coins for Red Coins #2, #3, #4, & #5. The message block here gives the option to change your Controller Configuration for egg throwing (you can either do so here or on the Level Selection screen).

Now position yourself on top of this second message block and use a mighty hovering jump off to the left to land on the ceiling above the screen. (Note that you can do multiple hovering jumps in a row by releasing the B button at the end of a flutter, then holding it down again to make Yoshi flutter his legs some more.) Keep running left while you're up there to obtain a bunch of coins, then you'll drop down. Make your way back to the message block and continue right.

Drop down the mushroom platforms past a couple more Nipper Plants, and keep following this tunnel down until you see Flower #1 and a couple coins guarded by a pair of Lantern Ghosts. Eat up the ghosts, and be sure to grab Red Coins #6 & #7 from the coins here.

Return up and right past a Chomp Block. As you go down, beware of more Chomp Rocks that can easily push you right into an enemy! Continue down and left, past a couple more Nipper Plants, to reach Flower #2 wedged between Red Coins #8 & #9. Return and then take the lower right path until you reach a lone Nipper Plant in its own enclosed area. Remove the foe, then collect the four coins above for Red Coins #10, #11, #12, & #13. Strike the winged cloud for five stars (Stars: 11/27) and make your way back out again. On a high rocky platform above the fork where you could go right or left just now is a Middle-Ring you should use (Stars: 21/27).

Continue right from the Middle-Ring until you see a trio of mushroom platforms. You'll also see Nipper Spores falling to the ground--if they land, they'll turn into Nipper Plants. Yoshi can grab them out of the air with his tongue before then, but because they're so small, he eats them right away and can't make eggs out of them. Throw an egg above the middle mushroom platform to pocket Flower #3. Keep going forward and you'll just barely be able to see a couple items floating in via Baron von Zeppelins at the top of the screen. (Watch out because there are Nipper Spores dropping around here too.) Use an egg to release a crate that will give you another six stars (Stars: 27/27). Next use Yoshi's tongue to grab the Key from the red Baron. Also of note are Red Coins #14 & 15 hovering above this area. Before you go, pound down the trio of pound posts near here to obtain Red Coins #16 & #17 (in particular the right two posts).

Now take the key you've just obtained and backtrack to the Middle-Ring. Down and to the left of the Middle-Ring (but not all the way down) is a locked door. Use your key to enter the door where you can face a Bandit in the following mini-battle: Throwing Balloons (4).

Once the mini-battle is over, backtrack to where you found the key. From there, make your way to the right and keep going. You'll pass a pipe that's producing Lantern Ghosts. (You can enter the pipe to find more Lantern Ghosts.) Go right, then climb up the passage, and soon you'll come to some yellow stone. Align Yoshi with the leftmost stony material and throw an egg straight up--you should strike an invisible winged cloud holding a 1-up. Go forward and use another egg to claim Flower #4 in the stone.

Lower the pound post here to uncover a switch. Pressing it will cause a flashing red arrow to appear between two other pound posts, pointing down. Quickly go there before time runs out and press down on the control pad. Yoshi will enter the ground like a pipe! You'll land on a seesaw platform filled with coins. Collect them all, and also be aware that if you tilt the seesaw down one direction, you can quickly run to the other side before it lowers and jump up to a high platform with more coins--be sure to do this on both sides. Once you're done, exit via the big spring ball on either the left or right (it doesn't matter which) to return to the main stage.

Push the Chomp Rock ahead of you to the right--preferably over the two Shy-Guys ahead--and make sure to stop it when there's a gap in the ceiling. Use it as a stepping stone to hop up there. To the right are Red Coins #18, #19, & #20. To your left are more coins and Flower #5. Drop back down and continue right to the exit.

You'll emerge back outside. The nearby pipe spits out Shy-Guys, so use them to stock up on eggs. Watch out for a couple Wild Piranhas after the pipe that will try to surprise you. Finally, nab the 1-up quickly from the Fly Guy before running to the Goal Ring.

1-4: Burt The Bashful's Fort

Welcome to your first fort level! Along this initial stretch, you'll notice yellow egg blocks. Unlock the green egg blocks, which have an infinite supply of eggs, the yellow variety will only give up a single yellow egg before disappearing. (Unlike green eggs, hitting an enemy or object with a yellow egg gives you a couple coins.) You'll also find three buckets with question marks suspended in midair past the first three yellow egg blocks. Toss an egg at each to gain coins. Keep going to find six yellow egg blocks total. But watch out! The first wall in the background after the three buckets will fall on you when you pass by, so move quickly out of its way. After the egg blocks, you'll see an enclosed Shy-Guy operating a spiked ball mechanism called a Spinner. Dodge it as you go forward, then you'll have to go under a double-headed Spinner up ahead, after which the last wall in the background will try to fall on you.

Take the spring ball up to the high ledge. Study the ceiling as you go forward to find a cracked block--hit it with an egg to break it and reveal an opening in the ceiling. Jump up there and off-screen. Run to the left to pick up a whole bunch of coins until you're dropped back near the start of the stage. Return, jump through the gap again and this time run right, to collect a bunch more coins. There are several more cracked blocks ahead, but you can either break through them with an egg or simply jump over them. Once you're done coin collecting, return to the gap where you jumped through the ceiling and proceed right.

Drop down to an area patrolled by two bouncy enemies named Burt. You can toss an egg at Burt to obtain three stars. Jumping on one will only make Yoshi ride him instead of doing damage--you'd need to Pound The Ground for that (generally not advised because of how high Burt can jump). Collect Flower #1 that these two are guarding. Use the moving platform--called a flatbed ferry--to return to the area above and continue right, dropping through the flippers and collecting Flower #2 on the left--watch out for the falling wall, though!

Use the spring ball to bounce up, then drop down where the green egg block is. Defeat a couple Burts and restock your egg supply. Carefully jump on the red flatbed ferries as you make your way across the lava pit ahead. Collect Red Coins #1, #2, & #3, dodge a falling wall on the log platform, then jump through Red Coins #4, #5, & #6 to the next platform. Watch out for a couple Lava Bubbles leaping out of the magma as you cross another flatbed ferry. Note that if you eat a Lava Bubble, Yoshi will gain fire breath! (You can breathe fire up to three times.) The third coin in the row above is Red Coin #7. Jump through the Middle-Ring (Stars: 10/30) and descend the pipe to the next area.

Note: At this point in the stage, you should have the following:

  • 20 Stars (with a chance for 20 more)
  • 7 Red Coins
  • 2 Flowers

As you proceed, watch out as the second wall in the background will fall on you, then dodge a Spinner afterward too. Hit the winged cloud above the Spinner for five stars (Stars: 15/30). Restock at the green egg block, then hit a winged cloud that's floating out over the lava to create a platform and give yourself safe passage. The first two coins on this new platform are Red Coins #8 & #9, and the last coin is Red Coin #10. Watch out for a Red Blargg in the lava that will try to rise up and attack you.

The next lava pit you come across features another Red Blargg guarding a seesaw platform. Run to the right edge of the seesaw to tilt it down and collect Flower #3--but quickly jump away so you don't touch the lava! Now that the left edge has been raised, run back left and grab Red Coins #11 & #12 as you jump to a high ledge and fetch Flower #4. Continue right and ride the paddle wheel you find to pick up Red Coins #13 & #14 while evading another Red Blargg.

Go down the pipe that's producing the Shy-Guys to find yourself in a dark room guarded by three spark-like Piro Dangles, which circle around their blocks in the wall. Don't let the darkness concern you, though--this whole room is on solid ground. Go left to collect a large stash of coins, then return to the main part of the stage.

Go past a locked door across four flatbed ferries. You can collect Red Coins #15, #16, #17, #18, #19, & #20 from the coins above the lava. Be careful as you reach the end, however--you'll come face to face with a Gargantua Blargg! He starts out with its head in the lava, but if he raises his head, it's big enough to block your path! Hit him with an egg to cause him to subside momentarily so you can cross. On the far side, fill up on eggs at the green egg block, then push the flower pot off the platform so that it shatters and reveals a Key. Take the key and backtrack across the lava to the locked door. (You may have to stun the Gargantua Blargg again.) Enter the locked door.

Note: At this point in the stage, you should have the following:

  • 25 Stars (with a chance for 15 more)
  • 20 Red Coins
  • 4 Flowers

In this corridor, you'll find another green egg block--make sure you're well stocked. Dispatch the Burt up ahead, and enter the next door. Inside this small room, you'll be surrounded by four Wild Piranhas--one in each of the four corners. Use your eggs to destroy them all, which will reveal Flower #5. Exit, defeat the Burt that's reappeared, go back and restock at the egg block, then go forward past another Burt to a Middle-Ring (Stars: 25/30). Above that is a winged cloud containing five more stars if you need them (Stars: 30/30). Once you're ready, enter the boss door!

Boss Battle: Burt the Bashful

After the cutscene, Yoshi must do battle with the Burt that Kamek has enlarged to a great size.

This is an easy first boss battle to get you warmed up. All Burt does is jump around the room--that's it. But he's huge, so dodging him is a problem. Or at least it would be if it weren't for the sunken sections of the floor where you can hide out. Use your eggs to pelt Burt, which will gradually lower his pants. (I know, I know.) Whenever he comes near you, go to one of the sunken parts of the floor and duck--you'll be perfectly safe from him like this. Once he's past, resume your attack. In fact, it's easiest just to stay in this depression in the ground and pelt Burt from a distance--he's a large enough target that it's hard to miss him. If you run out of eggs, carefully go to the Egg-Plant in the middle of the room to gather more eggs, all the while watching out for Burt's stomps. Note that the boss will start jumping more quickly when he's low on health, but that won't make this fight much harder. Hitting Burt six times will lower his pants completely and cause him to wither away in bashful embarrassment. (The '90s were a weird time for video games, let me tell you.) And with that, this stage is clear!

1-5: Hop! Hop! Donut Lifts

Welcome to your first auto-scrolling level. The message block you see here will warn you that Donut Lifts will drop after Yoshi's been standing on them for too long. For now, ignore the Donut Lifts that scroll into view and navigate the paddle wheels below as you collect Red Coins #1 & #2 in the middle of the coin stash here. Up next is Flower #1 in the midst of a flatbed ferry, then the bottom two coins at the paddle wheel after that are Red Coins #3 & #4.

For the next segment, you'll be dealing with a different kind of paddle wheel. This one is green and doesn't move on its own. Yoshi will have to step onto it to move it! Land on one of the left platforms to move it left (and likewise jumping on one of the right platforms will move it back to the right). Guide it left along the track--but you have to be careful not to move it too fast and run up against the edge of the screen! Just take it slow. Among the three coins near the end are Red Coins #5 & #6. Take the paddle wheel all the way to the end of the track where Flower #2 is waiting, then snag Red Coin #7 from the Fly Guy above.

In the next part, you'll encounter a Crazee Dayzee on Donut Lifts. Turn it into an egg, then hit the winged cloud above and quickly collect the five stars that spill out before they fall into the abyss (Stars: 5/30). The screen will now start auto-scrolling up. Jump up the platforms, and you'll soon find Flower #3 suspended above Donut Lifts. Eat a nearby Crazee Dayzee for another egg.

Continue making your way up and activate a Middle-Ring (Stars: 15/30). Then collect Red Coins #8, #9, #10, #11, & #12 as you guide the green paddle wheel right on your way to grabbing Flower #4. Climb up on the right side from there, where you'll soon find a cluster of five coins, in the center of which is Red Coin #13. Hit a winged cloud above being carried by a Fly Guy and quickly grab the five stars that come out (Stars: 20/30).

Next, you'll encounter a Mufti Guy, which is basically a Shy-Guy with flowers on his head. He takes two hits (one to remove the flowers) to defeat, or you can just eat him. Above him and to the left are another five coins that conceal Red Coin #14 in the middle. Continue climbing and pelt a winged cloud for another five stars (Stars: 25/30). Be careful of the nearby Crazee Dayzee and Shy-Guy as you collect the goods, though.

As the screen starts scrolling fully back to the right, nab Red Coin #15 from the Fly Guy that appears. Use the two Shy-Guys here as eggs and jump out onto the Donut Lifts that scroll into view. Use an egg to break through the stone and gain Flower #5. The last set of five Donut Lifts are suspended above five coins, which each give you Red Coins #16, #17, #18, #19, & #20. Stand on the crack between the first two and let it drop to collect the first two red coins, then jump off and do the same for the next two, and finally the last one. Now jump to solid ground ahead. (If you don't trust the Donut Lifts, you could stand on the final stretch of solid ground here and throw a well-aimed egg to the left to grab all five red coins.)

The Goal Ring is ahead, but instead of jumping through it, walk underneath it and jump up immediately after the ring. You'll trigger an invisible winged cloud that you can hit for an additional five stars if you need them (Stars: 30/30). Now activate the Goal Ring and get out of here!

1-6: Shy-Guys On Stilts

Exactly what it says on the tin, the first enemies you'll come across as you take the path forward are three Shy-Guys on Stilts. While Yoshi's tongue will push them backward a step, he can't eat them as they are. Instead, jump on one to destroy his stilts and turn him into a regular Shy-Guy you can eat or dispatch as normal. At the end of the path is a big spring ball and a pipe. Ignore the pipe for the moment and use the big spring ball to bounce as high as possible, onto the very tall ledge to the right. Walk onto the grass up here to unveil an invisible winged cloud that contains a 1-up. On your way up, you should've seen a door on top of a cloud. Drop down onto that cloud and enter the door.

After the message block, you'll find three different colored eggs under three Shy-Guys. As the block indicates, hitting an enemy with a yellow egg creates two coins while doing the same with a red egg gives two stars. Hit an enemy with a flashing egg, though, to gain a red coin! So grab the three eggs here and take your shot. Note that if you press A to aim, then press down on the control pad, it not only cancels the throw but puts that particular egg in the back of Yoshi's line--this is a good way to switch between different types of eggs. Whatever you do, make sure you use the flashing egg in particular to strike an enemy and obtain Red Coin #1--otherwise, the egg is wasted and you can't get the red coin! Exit via the same door when you're done, drop down, and now go down that pipe I told you to ignore earlier.

In this darkened underground area, you'll come across a couple more Shy-Guys on Stilts you should turn into eggs. Up ahead, take a spring ball onto the ledge on the left, where you'll find a pipe producing Lantern Ghosts. Eat them for eggs. (You can also go inside the pipe to find more Lantern Ghosts.) Continue right and up to find another spring ball, which will let you bounce up onto a higher ledge where you can pick up Flower #1, then drop through the flippers. Return to the pipe with the Lantern Ghosts and notice a Baron von Zeppelin carrying a big spring ball. Release it with an egg, then use a well-timed jump on the big spring ball to soar through the line of coins above--where you should get Red Coins #2, #3, & #4--and onto a high ledge with a red arrow pointing to the right. Continue right, past more Shy-Guys on Stilts and Lantern Ghosts, then ride the flatbed ferry up and out of this cave.

Note: At this point in the stage, you should have the following:

  • 10 Stars (with a chance at 28 more)
  • 4 Red Coins
  • 1 Flower

The ferry will return you above ground, but before hopping off, ride it all the way up and to the end and snag Red Coins #5, #6, & #7. (If you miss any of them, you can simply drop back down into the cave and ride the flatbed ferry up to try again.) Go forward and dispose of a trio of Shy-Guys on Stilts before hitting the winged cloud above them for five stars (Stars: 5/28). Then jump through the Middle-Ring for ten more stars (Stars: 15/28). As if that weren't enough, you'll find a tulip shortly afterward! Use one of the two Shy-Guys on Stilts to gobble up, then spit upward into the tulip to unleash eight more stars for you (Stars: 23/28). Underneath the tulip is a post you should pound in order to reach the line of coins beyond, which ends with Red Coin #8 and Flower #2.

Continue onward to find a message block telling you about switches (even though you already encountered one in Stage 3). Drop down and defeat a Wild Piranha to gain access to Red Coin #9, then run to the right side and grab Red Coin #10. Pound one of the posts here to reach Flower #3. Strike the winged cloud above to drop the aforementioned switch down to you. Jump on the switch, then run to the right (where the tenth red coin was) and press down where the flashing red arrow is to enter a bonus cave.

Grab the green egg in front of you, then hit the winged cloud. A metamorphosis bubble will appear, letting Yoshi turn into a Mole Tank! Now you have a limited time to dig through the soft earth ahead by using the control pad. Dig up and right from the first coin to reach Red Coin #11. Stay near the top as you dig to the right, then the very last coin will give you Red Coin #12. Finally, dig down and drop onto the Yoshi block to return to normal. (Optionally use eggs to collect any coins you may have missed.) Exit via the door down here.

Back outside, resume your journey forward to find another message block telling you about the Pound The Ground move (i.e. ground pound). It's useful for taking out the Shy-Guys on Stilts up ahead in a single hit each. (It's important to note for the ground pound in this game that you have to press down only on the control pad in order for it to take. If you're pressing down and right or down and left, it won't register as a ground pound. This game is a little less lenient on that than later Yoshi games.) Jump from the message block to obtain Flower #4. Make your way to the right and ground pound a post to gain access to the next underground segment of the level.

Note: At this point in the stage, you should have the following:

  • 30 Stars (with a chance at 5 more)
  • 12 Red Coins
  • 4 Flowers

After dropping a long way, you'll encounter a new enemy, a bat called Fang. It doesn't have the most predictable flight pattern, which can be bothersome in a dark area like this, but they're easy enough to defeat. Ahead is a Shy-Guy on Stilts followed by a pair of Lantern Ghosts. Be careful hopping across the mushroom platforms beyond, as below them is a bottomless pit. Above them is a red flatbed ferry, which you should ride up to the area above this one--but take care, because the red flatbed ferries move much faster than the yellow variety!

In this upper area, you'll find another pipe disgorging Lantern Ghosts. Fill up your egg supply with them, then note the coins and flower above you. You must carefully aim an egg so it ricochets off the right wall and up into the nook to grab the goods--if your aim is good, you'll pick up Red Coins #13, #14, #15, #16, #17, & #18 as well as Flower #5. If you mess up, no worries, because that's what the infinite supply of Lantern Ghosts are for.

When you're done, drop down through the flippers to the mushroom platform below. A Shy-Guy on Stilts is on patrol a couple mushroom platforms away--it's best simply to use Yoshi's tongue to push him into the abyss before trying to get on his platform. There are also a couple Fangs down here to contend with. Beyond the stilted Shy-Guy is a winged cloud that produces a beanstalk when hit. Climb up it, grab Red Coins #19 & #20 among the four coins up here--but watch out for two more Fangs coming from just beyond view above--and then use the big spring ball to launch yourself out of this cave.

Above ground again, hit the winged cloud directly above you to unleash the final five stars of the stage (Stars: 28/28). Jump through the Goal Ring after that and pay no attention to what appears to be a 1-up balloon beyond--because it's actually a trap! Mock Ups are enemies that pose as a 1-up balloon, only to burst when you come near and dislodge Baby Mario from Yoshi's back, resulting in stars lost. So simply jump through the Goal Ring and be done with it.

1-7: Touch Fuzzy Get Dizzy

As you start this stage, you'll soon encounter a Melon Bug. It looks like an enemy but won't actually harm you. When it sees you, it will turn into a melon and roll toward you. Grab it with Yoshi's mouth and you can spit it back out again in melon form to plow through enemies and obstacles, or you can simply swallow it to turn it into an egg as you would with an ordinary enemy. Cross the first gap, then when you come to the second gap, grab the Melon Bug you see, then jump up and spit it over the sloped log into the gap to collect Flower #1. Continue a small ways forward to find a Wild Piranha against the wall. Defeat it, then look for an invisible winged cloud where it once stood, where you can obtain five stars (Stars: 5/30).

Jumping up the ledges, you'll find two more Melon Bugs and after them a new enemy type known as Tap-Taps. These enemies are invulnerable to Yoshi's tongue and stomps. Spit a Melon Bug into this row of five to destroy them all, though.

Next, you'll encounter a locked door below some yellow stone. Use eggs to break the stuff up and obtain Flower #2 and gain access to two flashing eggs. A little farther to the right are three Tap-Taps; the brown variety will walk right off ledges while the gray one will turn around at the edge of a platform and return the other way. Use your flashing eggs on these enemies to unleash Red Coins #1 & #2. From the platform where the three Tap-Taps are, hover jump back to the left to land on a high platform next to the yellow stone. Break through to the top left corner to reach an invisible winged cloud carrying a Key. (If you're running low on eggs, there is a pipe producing Shy-Guys a little ways to the right.) Take the key into the locked door below, where you can face a Bandit in the following mini-battle: Gather Coins.

Once the mini-battle is over, return to the platform with the three Tap-Taps. Break through more yellow stone to collect Red Coins #3 & #4. After that is the pipe and infinitely spawning Shy-Guys I mentioned earlier (you can go inside the pipe to find more Shy-Guys too). Restock on eggs here, but before you go any farther, check out the tip below.

Tip: Go back left and grab any of the Melon Bugs with Yoshi's tongue. Return to the pipe where Shy-Guys are emerging. There are two brown platforms to the left of this pipe. Stand on the lower one, with Yoshi's back against the yellow stone. After a few Shy-Guys have emerged in the area next to the pipe, and before Yoshi swallows the Melon Bug (which he'll do with any enemy if he holds it in his mouth long enough), spit out the Melon Bug into the cluster of Shy-Guys. The melon will roll around, defeating any Shy-Guys it barrels into. Afterward the Melon Bug will simply jump in place--but any emerging Shy-Guys will die instantly upon touching it. After enough kills, you'll start gaining 1-ups! So all you have to do is simply sit there for as long as you like and let the 1-ups rack up. (It's a similar principle to hitting successive enemies with Koopa shells for 1-ups in the Super Mario series.) You can do this for as long as you like. If you're exceptionally patient, you can earn up to the maximum 999 lives doing this!

When you've accomplished everything you want to do in this area, go past the Shy-Guys' pipe and hit the Middle-Ring (Stars: 15/30). Drop through Flower #3 afterward and continue on.

Starting from this point, the title of the stage will start to make sense. Enemies called Fuzzies will float across the screen indefinitely as you go onward. Touching one won't harm you, but it will cause the whole screen to go wavy, the music and sound will be distorted, and Yoshi will be harder to control. This happens even if Yoshi eats a Fuzzy! So make sure not to touch them at all as you navigate the terrain ahead. (You can destroy a Fuzzy with an egg throw, but there's little point since there are an infinite number of them.) The first three coins in front of you as you begin this section are Red Coins #5, #6, & #7, then a little bit after that are Red Coins #8 & #9. Next, restock at the egg block if needed, then grab Flower #4. Four ordinary coins are after that, followed by a winged cloud containing five stars (Stars: 20/30)--these will be tricky to catch if Yoshi is dizzy! Finally, you'll find a couple rows of many coins along with Flower #5. Afterward, the Fuzzy onslaught will be over.

Snag a 1-up from a Fly Guy as you progress, then stomp a couple Mildes underfoot after you jump the first gap and collect Red Coins #10 & #11. A Milde is a weak enemy that's not much different from a Shy-Guy, except that the impact from stomping a Milde will push nearby enemies backward. Afterward, pelt the winged cloud you find for five stars (Stars: 25/30). Follow the three red arrows to the right and a new section.

Note: At this point in the stage, you should have the following:

  • 30 Stars (with a chance at 5 more)
  • 11 Red Coins
  • 5 Flowers

Pound the red-and-yellow bridge you see before you to grab Red Coin #12. Do the same on the next bridge to land in the water and gain access to a long line of coins that includes Red Coins #13, #14, & #15. Pound through the last bridge for Red Coin #16. But you're not done here yet! See the log protruding from above the place where the line of coins had been? Go to the edge of that log and throw an egg straight up to release a spring ball. Use it to bounce up to a new section.

To the right are a couple Mufti Guys you can gobble up for eggs, then two Crazee Dayzees, followed by a new enemy called an Eggo-Dil. This flower-like enemy has five yellow pedals that it will shoot out at intervals. You can't fully defeat the thing (it always regenerates its pedals), but you can eat the pedals for eggs. Anyway, go all the way to the left to find a Chomp Rock. Stand on the rightmost edge of the Chomp Rock to cause it to move ever so slightly forward. Once it's away from the wall, push it right until you uncover an invisible winged cloud. Hit it to make a beanstalk grow, then climb up to the clouds above. Collect the coins up here to obtain Red Coins #17, #18, #19, & #20. There is also a winged cloud with five stars up here too (Stars: 30/30). Return to the ground and exit via the pipe. All that's left now is to continue all the way to the right and to the Goal Ring.