Goal

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This article is about the end point of alevel. For the musical theme fromSuper Mario World 2: Yoshi's Island, seeGoal! (Super Mario World 2: Yoshi's Island theme). For theminigame fromMario Party 4, seeGOOOOOOOAL!!
"Course Clear!" redirects here. For the musical themes with similar names, seeCourse Clear.

Goals are the end target of a level in theSuper Mario franchise and associated series. The first and most common example was theGoal Pole, a flagpole seen first inSuper Mario Bros., but many other varieties exist in later games, including thePower Stars inSuper Mario 64 and theSuper Mario Galaxy games.

Variations[edit]

Super Mario series[edit]

Mario Kart series[edit]

  • Finish line: The line to signal the start and end of the race sinceSuper Mario Kart. It can also be used to signal the next lap/section.

Super Mario RPG: Legend of the Seven Stars[edit]

Paper Mario series[edit]

Mario & Luigi series[edit]

Mario Party series[edit]

  • Star: The main objective of most boards in theMario Party series. The player with the most Stars at the end of the game wins.
  • Mini Star: Small stars that first appeared as the main objective inMario Party 9. The player who collects the most by the end of the game wins.

Yoshi series[edit]

Donkey Kong series[edit]

Wario series[edit]

  • Goal door: A door seen at the end of mostWario Land levels. Passing through them will complete the level and bring the player back to the world map.
  • Elevator: InVirtual Boy Wario Land, an Elevator is seen at the end of all non-boss stages. Akey must first be obtained somewhere in the stage, in order to unlock the Elevator door. Upon ascending within the Elevator, the game will save. The player will be brought to a screen where Wario's points and any treasure collected from the stage are counted and added towards a grand total. After viewing this screen, the player can keep ascending and enter the next stage of the game.
  • Jump Transporter: InVirtual Boy Wario Land, a defeated Boss Guard will transform into a Jump Transporter, allowing Wario to enter the boss stage.
  • Treasure chest: InWario Land 3, four chests are in each level, colored gray, red, blue, and green. To open them and clear the stage, Wario must find the correspondingkey first. They are replaced by goal doors afterward.
  • Vortex: InWario Land 4, the vortex will allow Wario to exit the current level, provided that theSwitch has been pressed first. However, Wario will not be able to progress to the next level unless he has found theKeyzer prior to exiting.
  • Legendary treasure: InWario Land 4, each of the four main bosses of the game guard wears one of four pieces of legendary treasure. After Wario defeats each of these bosses, the respective treasure it wears will be collected and stored within theGolden Pyramid on the main map, clearing thatpassage. The legendary treasure is later seen in the final boss battle, where it is worn by the Golden Diva.
  • Treasure chest: InWario Land 4, four treasure chests are seen in the background of each boss battle, and will disappear when the time runs low. All remaining chests after each of the four boss battles will be again found in the final battle against the Golden Diva. The treasure chests which remain after this battle will be collected by Wario, and the number of chests out of a total of twelve will determine how beautifulPrincess Shokora appears in the game's closing cutscene.
  • Stone Doohickey: InWario World, Wario will need to collect a certain amount ofred diamonds throughout the level in order to remove the Stone Doohickey that blocks the entrance to the boss. Red Diamonds can be found in the different level'strapdoors.
  • Wishstone Shards: Pieces of the greater Wishstone that serve as the way to complete the worlds inWario: Master of Disguise.
  • Merfle: Bird-like creatures that are trapped in cages inWario Land: Shake It!. Rescuing the one at the end of the level and then rushing back to the start of the level in the time allotted will result in the level being completed.

Mario vs. Donkey Kong series[edit]

  • Mini-Mario: Toys thatDonkey Kong steals inMario vs. Donkey Kong, and drops as he escapes. Each normal level has one at the end, still encased in itscrystal ball.Mario has topick it up to open the ball and complete the level.
  • Toy box: Containers for Mini-Marios inMario vs. Donkey Kong. In Mini-Mario levels, Mario must lead at least one of the six Mini-Marios into the toy box, then pick it up to end the level. The toy box does not open up for Mini Marios to enter until the Mini-Marios collect the threeLetter Blocks in the level.
  • Locked door: Doors that require aKey to unlock and pass through their giant keyhole. They are normally are the end of the first half of each normal level inMario vs. Donkey Kong, but in thePlus worlds andExpert Levels these are the goals of levels. In non-boss Plus Levels, Mario has to guide aMini-Mario with a key to unlock the door so that they can both walk through the keyhole instead of just carrying a key himself.
  • Goal Door: The goals of games in the series fromMario vs. Donkey Kong 2: March of the Minis onward.Minis that reach the Goal Door automatically enter it. A level is complete if there are no Minis left in the level and at least one of them passed through the Goal Door with aGame Over occurring if the first criterion is met but not the second. Starting fromMario vs. Donkey Kong: Minis March Again!, all Minis must pass through the Goal Door or the the player receives a Game Over. Further, no Mini is allowed to enter a Goal Door too long after the last Mini entered, as the door will close to shut out all remaining Minis and force a Game Over. Certain levels fromMario vs. Donkey Kong: Minis March Again! onward have locked doors, which can only be entered ifKey Mini Mario unlocks them first. Multi Door levels, first introduced inMario vs. Donkey Kong: Mini-Land Mayhem!, have more than one Goal Door but each one can only be used by one kind of Mini. In these levels, the Goal Doors do not close at all.
  • Goal: Terrain with a star on top that appears inMario and Donkey Kong: Minis on the Move, replacing Goal Doors for that game. Minis that reach the goal are drawn into the air by a yellow spotlight. If there are complete paths from all Minis to goals, the timer stops and the Minis speed up to reach the goals.
  • amiibo Door: Versions of Goal Doors specific to a Mini Toy inMini Mario & Friends: amiibo Challenge. They are placed such that the Mini Toy's special ability is required to reach amiibo Doors corresponding to it. In the game'smain levels, these sometimes coexist with a normal Goal Door, and when the amiibo Door is used in such a level it unlocks the first level of a world that is specific to the Mini Toy that used it.

Other[edit]

Gallery[edit]

For this subject's image gallery, seeGallery:Goal.
Goals
Super Mario seriesAxeBellGiant GateGoal (Super Mario Bros. 3)Goal (Super Mario Land)Goal (Super Mario Land 2: 6 Golden Coins)Goal Pole (Bigsecretflying) •Goal ringGolden CoinGrand StarGreen StarJumbo StarKey DoorKeyholeMagic ballMagic WandMask GateMentama MarkMulti MoonPower MoonPower StarRed Power StarShine SpriteShiny CrownSwitch (Super Mario Land)Warp DoorWarp Pipe
Paper Mario seriesBig Paint StarComet PieceCrystal StarsMini Paint StarPure HeartRoyal StickerStar BlockStar SpiritsStreamer
Donkey Kong franchiseEnd of Level TargetEnd of stageExitGoal GateGolden BananaLevel FlagSlot Machine BarrelRare OrbTiki Tak Tribe (Krazy KalimbaThe Maraca GangGong OhBanjo BottomWacky PipesXyloboneCordian)
Yoshi franchiseGoal (Yoshi Topsy-Turvy)Goal (Yoshi's Crafted World)Goal Ring
Mario vs. Donkey Kong seriesamiibo DoorGoal DoorLocked doorMini-MarioToy box
OtherCrownFinish lineGoal FlagGoal gateGoal door (Wario Land series)LuigiMagic gemNightmare ChunkSecret exit