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Extra Quests and Challenges

by slo_bro

New Super Mario Bros. Extra Quests and Challenges
AKA Ideas For People Who Have Completed the Game 100%
by "slowbro" Tom Batchelor

Version 1.2 edited 7-12-2006
-There Are Some Spoilers-



    first, for quick reference ... 
... if you can't figure out why you don't have three stars ...

-_-_-_-_-__-_-_-_-_--_-_-_-_-__-_-_-_-_--_-_-_-_-__-_-_-_-_-
3-Star Checklist
------ ---------
___ Click on all 8 worlds. Make sure that they all say "complete" for star 
coins, and make sure there are no disconnected dots on any of the maps.
___ Make sure you've purchased all the backgrounds from the blue toad house in 
World 1, including the secret one.
___ Make sure you've fired out of all five warp cannons. (You haven't used it 
if its dot is red.)
___ Make sure the L-shaped path from 7-4 to 7-6 is walkable (can be obtained 
from 7-6 normal exit)
------------------------------------------------------------




I know that some people are not interested in trying a new challenge in a game 
unless the game rewards you somehow with another star or an unlockable or 
something else.  None of the things I describe in this guide are required to 
complete the game 100%, and none get rewarded, except in some cases with 1-ups. 
This guide is for people who like to try challenges just for the fun of it, 
just for the satisfaction of accomplishing something.

This guide is geared toward people who have already completed the game 100% 
(ie. have three stars by their save file) and want additional challenges.  Of 
course there is nothing wrong with people who haven�t done this yet trying 
these things too!

I doubt very strongly that anybody will try every idea in this guide.  Try the 
ones that interest you.

Thank you very, very much to PerconTheGreat and JJ64 for their major 
contributions to this effort.  Thank you to everyone who has contributed: 

arcnova, AussiePat, bauldersgate, Boo Destroyer, bunta_86, ccaad5, Cereburus Q,
Chaos985, chickenslave, ChronoxonorhC, Civiek, Clockwork Dragon, corrupted99, 
crzyimage, darkeagle177, darth_yoda07, Deathborn 668, Dr_Clash, DSdaleS,
Eggshnyne, FireBros, Flint247, gamefreak8728, gnbfd, Gogo726, Groudon199, 
Gyros321, hihi2221, HiraitosZero, Impossible II, IntoTheOcean, jappur2803, 
jedimasturd, JJ64, l33t Jebus, lemon102, LeSomeGuy, mack0000, MarioBros91, 
Mariofan15, MarioToad, Milkyway64, Navy55, Nemephosis, NintendoDudeGuy, 
Nintendos_Wii, --nintendude--, nominalgrevious, peteyboo, PerconTheGreat, 
phisho873, RMRCowgod, royjoy13642, RubyDragon73, SanityLapse, shadowboyz, 
Shoryu Hadou, sonic3333333, sonicshadow777, ss5joshua, ULT1MA, ultimaruneblade, 
washingsolution, Xtreme09, Xtremeblur, YuGiOhman1

E-mail me if your name should appear here but doesn't.
Like for example if you came up with the playing upside down idea.
Or if you were the first on the forum to discuss using 2-4 for points.







QUEST IDEAS
--------------------



First, the obvious one ...

0. Get 3 stars by your save file.

Three stars is the game's way of saying you've completed the game 100%.  The 
rest of this guide is for people who want to try things above and beyond 
completing the game 100%.

requirements to get

ONE STAR
see the ending once

TWO STARS
You get two stars as soon as you've turned the dots of all 80 stages blue 
(beaten them). You unlock unlimited use of toad houses as soon as you get two 
stars. The only secret exits you need are the ones that lead to stages, and the 
only star coins you have to spend are the ones to open paths to stages. You 
don't need to buy any backgrounds at the blue toad house.

THREE STARS

REQUIRED:
-Find all secret exits.
-Use all cannons.
-Collect all star coins.
-Spend all star coins.

NOT REQUIRED:
-Use the world 2 and 5 pipes.
-Beat Petey Pirahna while micro. 
 (Using the warp cannon to get to world 7 is sufficient.)
-Beat the final stage one last time. 
 (You never have to see the ending with all pictures unlocked.)
-Enter all toad houses.

I am actually not sure whether opening paths to all toad houses is required.


-_-_-_-_-__-_-_-_-_--_-_-_-_-__-_-_-_-_--_-_-_-_-__-_-_-_-_-
3-Star Checklist
------ ---------
___ Click on all 8 worlds. Make sure that they all say "complete" for star 
coins, and make sure there are no disconnected dots on any of the maps.
___ Make sure you've purchased all the backgrounds from the blue toad house in 
World 1, including the secret one.
___ Make sure you've fired out of all five warp cannons. (You haven't used it 
if its dot is red.)
___ Make sure the L-shaped path from 7-4 to 7-6 is walkable (can be obtained 
from 7-6 normal exit)
------------------------------------------------------------


--------------------

1. Complete stages as fast as you can.

There is no need for me to encourage people to speed run this game.  Speed-
running is already extremely popular!  Set rules if you want, choose a stage 
and see how fast you can do it.  

My fastest for example in 1-1 is 369, or 372 if I go down a pipe about halfway 
through the stage.  But people have done both a second faster.



--------------------

2. Shelldash through as many entire stages as you can.

When Mario has the Blue Shell power-up, if he runs for a while he gets in his 
shell and moves like a kicked Koopa shell (except he can jump).  If you ask me, 
this fact makes Blue Shell Mario about the hardest Mario to use, because I 
start shell dashing by accident, and I bump into things and fall into holes.

But people have discovered that many stages can be completed with shell dashing 
the whole way.  Some examples are 1-1, 5-1 and 8-1.  You will probably want to 
allow yourself to get out of the shell to do things like go into pipes and 
climb stairways, but other than that see if you can complete entire stages 
dashing with the shell.  It�s your choice whether you want to try to do it fast 
or not.

JJ64 has created this list of stages that can be fully or mostly shelldashed:

F=Fully able to complete
M=Mostly able to complete

World 1-1: F
World 1-2: F
World 1-3: F
World 1-4: F
World 1-Castle: F
World 2-1: F
World 2-2: F
World 2-3: M
World 2-4: M
World 2-5: F
World 2-Castle: M
World 3-Ghost House: M
World 3-C: F
World 4-2: F
World 4-5: M
World 5-1: F
World 5-2: F
World 5-A: F
World 5-3: F
World 5-Ghost House: F
World 5-B: F
World 5-Castle: M
World 6-A: F
World 7-5: F
World 7-6: M
World 8-1: F
World 8-4: M
World 8-5: F
World 8-8: F



--------------------

3. Complete as many stages as you can mini from start to finish.

Mario becomes floatier when he uses a Mini Mushroom.  Believe it or not this 
actually makes some parts of stages easier.  Ordinary Mario and Mini Mario are 
the two that can�t survive a hit, and out of the two I think that completing 
entire stages as Mini Mario is easier than as Ordinary Mario.

Some people have done this with more challenging rules, but I completed every 
stage mini on a game save where I already had as many Toad Houses and lives as 
I needed (ie. not a new file).  I either started each stage mini, or had a Mini 
Mushroom in reserve and used it immediately at the start of the stage.  If I 
made it to the midpoint of the stage and then died, I restarted from the 
midpoint and immediately used a Mini Mushroom.  I reached every stage�s normal 
exit as Mini Mario.



--------------------

4. Complete stages in Challenge Mode.

It has been discovered that entering the code LRLRXXYY while paused on the map 
screen (if you have at least one star by your save file) triggers Challenge 
Mode, which means that in most stages you cannot scroll the screen left, or in 
the case of towers you can't scroll back down.  This adds challenge in two 
ways: you have to know your way through the stage to avoid ending up somewhere 
where you can no longer proceed forward, and in upward-scrolling stages 
everything below you becomes a bottomless pit as you proceed.  

This mode is certainly interesting in that it is one more reference to Super 
Mario Bros., but in reality it does not make very many stages significantly 
harder.

stages that do become notably harder:

3-A, 6-A, 6-4, 6-Tower2, 6-B, 7-4, and 7-Castle



--------------------

5. Complete as many stages coinless as you can.

It is counterintuitive to purposely avoid picking up coins, but still the idea 
makes for an interesting quest.

Some stages like 8-Tower1 have coins that are unavoidable, but most stages do 
not.

I tried the entire World 1.  I used Mini Mario the whole way, which seemed to 
make it easier.  I managed to complete every stage in World 1 coinless except 
the tower.  1-1 has some big tough jumps you have to make, and in 1-A it is 
hard to avoid hitting invisible blocks that spew out coins.  1-Tower seems 
extremely hard to complete this way.



--------------------

6. Complete as many stages as you can without walking.

In other words, hold the down direction the entire way.  Make jumps while 
crouching, slide, and jump again.  When you land on an enemy you stop crouching 
for the remainder of the jump, but we allow that.  To enter pipes or doors you 
have to stop pressing down for a moment, but that�s alright too.

I have only tried this in stage 1-1.  After some tries I completed 1-1 while 
pressing down the entire way with 366 time left.  Other people have done it 
faster.

Another similar quest that I haven't tried would be to complete as many stages 
as you can without pressing the Run button.



--------------------

7. Get 1-ups from as many flagpoles as you can.

As you know, if you grab a flagpole when Mario is high enough, he gets a 1-up.  
It appears that the game was designed so it is possible to get a 1-up from 
every flagpole, you just have to be creative for some.  Getting 1-ups is easier 
using the floaty jumps of Mini Mario, so you might want to require yourself to 
be other Marios.

I have tried this quest through the first four worlds.  I have 1-upped every 
flagpole in worlds 1 through 4.  But for three of them I had to do it as Mini 
Mario: the 2-3 secret exit, the 2-4 secret exit, and the 4-Ghost House secret 
exit.



--------------------

8. Get every single coin in as many stages as you can.

This one is self-explanatory.  To be honest I have not tried it.



--------------------

9. Get five 1-ups from a Mega Mushroom in as many stages as you can.

Bring a Mega Mushroom in reserve into stages, find just the right spot and try 
to earn as many 1-ups as you can!  In many stages you cannot get five.  Some 
stages require strategy.

I have tried this quest through the first four worlds.  I have managed five 1-
ups in the following stages: 1-1, 1-2, 1-4, 3-B, 4-4 and 4-5.  It is difficult 
in 1-4.



--------------------

10. Play the game with the DS upside-down.

I have not tried this, but some people have found it very interesting, 
so I will include it in this list.



--------------------

11. Start a new save slot, and speed run the entire game.

This game can be beaten in less than an hour.  Probably less than thirty 
minutes.  My fastest is 39 minutes.

Your best series of stages to use is probably

1-1
1-2 Secret Exit
Get a blue shell, either from a red block or a red Toad house.
1-Tower Secret Exit
Cannon

5-1
5-2 Secret Exit
5-3
5-Ghost House Secret Exit
Cannon

8-1
8-2
8-Tower
8-3
8-4
8-Castle

8-5
8-6
8-7
8-8
8-Tower2
8-Big Castle



The Blue Shell is only needed in 1-Tower to use the secret exit, but you may 
want to hold onto it a lot longer than that.  8-1 will probably go faster if 
you can shelldash through it.  8-3 goes 25 timer seconds faster because you 
swim faster with the Blue Shell.  Make sure you get the Starman in 8-8.  For 
much of the final stage you might want to be just plain old Ordinary Mario, 
since he fits into small places better so he doesn�t have to slow down as much. 
One option against the final boss is to run left almost to the end of the 
bridge, then run right, jump over Bowser Jr. and run under Bowser for the win.  
But this is extremely dangerous!  If Bowser decides to shoot a fireball instead 
of jump then you�re toast.

Of course speed runs to two stars or to three stars could be interesting too.


--------------------

12. Start a new save slot and complete the game with as few points as possible.

I have not tried this one, but chaos985 has completed the game with under 
400,000 points.  You would probably want to use the same series of stages I 
outlined in the last section.

Here are tips from ultimaruneblade:

You must avoid all coins (100 pts each) possible unless avoiding them would 
increase your score more in some other way. (or kill you)

You must not only 1-up each flagpole you come across (to avoid getting points 
for the flagpole), but do it with 1 second left on the timer for minimal points 
(this will still get you 50 points for that 1 second). If you must do something 
to 1-up the flagpole (invisible coin blocks or enemies) that give more than 100 
points, walk into the flagpole at the lowest point for only 100 extra points.

You must avoid killing any enemies other than bosses (for bowser jr., attack 
only using fireballs for minimal points).

Get as few powerups as possible unless getting one will ultimately lower your 
score (for example, a shell for the World 1 Tower alternate exit or a fire 
flower for Bowser Jr). Powerups give you 1000 pts each.

Be very good at getting the items you want from red Toad houses or very lucky 
with red flying item boxes.

...And none of that is what makes this truly difficult. What makes this really 
hard is that star coins give you 1000 pts. each. This means that the only time 
that you can save is after a tower/castle. Even the stages at the beginning can 
be very difficult to do right, and watching the opening video multiple times 
can be quite annoying. Good luck!



--------------------

13. Get the Stage 2-4 1-up trick to work in as many stages as you can.

On the 2-4 stairway, there is an innocent Koopa walking down the steps who has 
no idea of the terrible mistake he has made.  He has placed himself in the 
perfect spot for Mario to jump on him, then start kicking him against a step 
again and again and again for up to 99 1-ups.  Poor Koopa, that must hurt.

It is easiest to time when you are Super Mario, Fire Mario or Blue Shell Mario. 
Stand as close to the bottom step as you can, wait until the koopa is about to 
step off the second step from the bottom, make a tiny jump, land on the left 
side of the koopa, and if you timed it right you are in 1-up heaven.

That is the basics.  But with some strategy, it turns out that you can pull off 
that trick in many stages other than 2-4!  You can even do it with a Buzzy 
Beetle or an overturned Spiny.  All you need is a spot that works like the 2-4 
stairway: a surface for the Koopa to slide across, something unbreakable to the 
right for the Koopa to bang against, and space under Mario to the left.  And I 
have recently learned that Blue Shell Mario can drop a koopa shell by pressing 
down, a talent that can make this quest easier.

I have gotten the trick to work in 24 stages.  If you want pictures of the 
exact spots where I have done it, along with hints, check out

http://www.mattian.co.uk/NewSuperMarioBros/



--------------------

14. Increase your score.

Some people will want to max out their score to 99,999,999 right away.  This 
may take 15-25 hours of effort.  I think the reason Nintendo made the max score 
so high, though, is so that people can come back to the game long after they 
completed it, even years later, and still increase their score as they play.

By far the fastest stage I know of to up your score is 2-4.  The koopa on the 
steps in 2-4 is your friend! Stand as close to the bottom step as you can, and 
jump on him at just the right time. Then don't press left or right. You can get 
endless 1-ups, or for upping your score you will want to jump left once you 
recieve 8,000 points. Once that happens you have two choices: either go far 
enough left to make the Koopa respawn at the top of the steps, or just make a 
little jump to the left off the koopa then to the right back onto the koopa, 
pressing left before you land to stabilize yourself, to start again right away.

Unless you are a machine you will take damage sometimes while doing this. I 
recommend collecting a Fire Flower from a Toad House before each time you visit 
2-4, and using the flower right away and then collecting another from the stage 
so you have one in reserve.

It's your choice whether you want to clear the goal (preferably with the last 
digits 99 or 88) after each attempt (when you lose your last power-up), or if 
you want to die and restart at the midpoint each time. If you hit the goal each 
time, you recieve one more power up each time (the first time you become small 
against the Koopa use your reserve Fire Flower then go back to the powerup at 
the midpoint if you want) and you get the points from the goal. But the 
advantage of dying and restarting from the midpoint each time is that a much 
larger percentage of the time is spent koopa-tipping!



If you're going for a max score the only reason I see to play other stages than 
2-4 is for variety, but that is most definitely a good enough reason if you ask 
me.  Here are some other score-farming methods, for variety�s sake:

1-1: Complete the stage repeatedly with 366 or 355 left on the timer.

1-4: Become mini, choose one of the pipes spewing out Goombas, and ground-pound 
each one after they have walked a little ways.  Sometimes you will have to land 
on Goombas without ground-pounding them to keep the Goomba flow going.  If you 
are going for points rather than lives, land on the ground once you receive 
8000 points and then start again.

4-1: Hop multiple enemies right from the start. You can get many 1-ups, or if 
you land after you get 8,000 you can start hopping again and get to another 
8,000 on the same attempt.  Just make sure you die before you reach the 
midpoint.

5-3: Slide down the hill until you get a 1-up, make a tiny jump to get the next 
goomba to kill you, and repeat.

6-B: Reach the midpoint, jump over two Pirahna Plants, while running start 
sliding and don't stop, die, repeat. You'll get at least a 4,000, maybe an 
8,000, and once in a while even a 1-up from a goomba in a pipe. This method 
costs lives quickly.

8-8: Go almost halfway through, get a star, run forward hitting Kab-ombs until 
you get a 1-up, clear the goal with 366 or 355 left. I think you are guaranteed 
to die on some attempts, even if you're good at it.



I timed myself using each of these methods, seeing how long it took me to earn 
a million points.  Just know that I made mistakes in all of these, and in some 
I made more mistakes than in others, so don�t put too much stock in these 
times:

2-4, dying and starting from the midpoint: 8 min 50 sec
2-4, hitting the goal and starting from the beginning: 14 min 20 sec
4-1: 16 min 00 sec
8-8: 17 min 20 sec
1-1: 17 min 50 sec
5-3: 22 min 10 sec
1-4: 22 min 50 sec
6-B: 24 min 30 sec; I lost 65 lives


--------------------

15. Find as many hidden 1-ups as you can.
    Find as many hidden Starmen as you can.
    Activate and succeed at as many red coin rings as you can.

The game has many hidden blocks to be found.  Keep an eye out for them.  And 
some of the red coin rings are challenging: see if you can grab all 8 red coins 
in 4-6 for example.



--------------------

16. CHALLENGES!

There is a thread at GameFAQs where a bunch of us are coming up with as many 
New Super Mario Bros. challenges as we can.  It is at

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920787&topic=28387256

For me these are exceedingly fun and interesting.  

I have not succeeded at every one of these, so I cannot verify that they all 
are possible.  Also, the difficulty levels are subjective; one person�s three 
stars may not be another person�s three stars.

Here are a whole bunch of them to try:








Challenge Name: Sir, step past the Goomba
Level: 1-1
Difficulty: **
Challenge Goal(s): Get past the first goomba, but with some restrictions.
Restrictions: 
1. No jumping.
2. You can't hurt yourself or the Goomba.
3. You can't use the Fire Flower, Blue Shell, or Mega Mushroom.
Notes/tips: Doot, doo doo doo doot, doot doo doo doo doo, >La!<

Sir, step past the Goomba is too cool for words.



Challenge Name: Don't touch the ground
Level: 1-1
Difficulty: **** or *****
Challenge Goal(s): After getting on the first block NO MORE touching the green 
floor including pipes. Any enemy or block doesn't count. Oh and the star coin 
that's located under the 3 breakable blocks, you cant stand on those.
Tips: Mini-Mario and be patient.
Its VERY hard for new people.



Challenge Name: Fastest Time through 1-1....CROUCHED
Level: 1-1
Difficulty: * 
Challenge Goal(s): Just get the fastest time you can!



Challenge Name: Evil Mario
Level: 1-1
Difficulty: **

Challenge Goal(s): Break every visible block and pipe that you can see when you 
are at ground level. Then take a slow walk through the level and marvel at your 
destruction, MuahahahahAAA!
Notes/tips: It is not quite as easy as it sounds! It will require two Mega 
Mushrooms. You do not have to do all the destruction while you're Mega Mario. 
But you do have to destroy the blocks, not just get their coins out; if you can 
still see a block when you're done then try again. 



Challenge Name: Beginnings of Reconstruction
Level: 1-1
Difficulty: ****
Challenge Goal(s): Break every visible block and pipe that you can see when you 
are at ground level. Then, make at least ten new blocks appear!
Notes/tips: If there are more than ten invisible blocks in the ground-level 
part of the stage, maybe somebody can tell me so I can update the challenge.
This will probably require at least one well-placed triple jump. 



Challenge Name: 1-1 secret
Level: 1-1
Difficulty: *
Challenge Goal(s): Find the red coin ring in world 1-1.



Challenge Name: Wall Jump Challenge
Level: The Blue Toad House
Difficulty: **
Challenge Goal(s): Wall Jump in between two blocks as many times or as long as 
you can.
Restrictions: If you fall on the ground or jump on top of the bricks, you have 
to start over.
Notes/tips: To get the Blue Toad House, you have to beat the game and it will 
be in World 1.

The best known score is 36.



Challenge Name: Star to Finish
Level: 1-2
Difficulty: *****
Challenge Goal(s): Beat the level while still shiny from the star pickup.
Restrictions: Summersaulting to the flagpole while not shiny doesn't count.
Notes/tips: VERY difficult. Here are a few tips:

~Wait until the star gets stuck bouncing between two pipes before you pick it 
up. Pick it up when it's at the far end as you jump up to the top of the pipe.

~When you touch the flagpole you're no longer shiny, so don't worry if you 
think you failed.

~You'll need to take a certain route to go as fast as possible and you'll 
possibly need to crouch slide. I won't tell you what this route is, but I will 
tell you that star mario goes fastest when running straight and not jumping.

~The blue shell sucks when you've got a star, so don't bother trying.

~Every second counts!



Challenge Name: Carry that Green Shell!
Level: 1-2
Difficulty: ***
Challenge Goal(s): Do the 2-4 trick where you gain unlimited 1-ups by jumping 
on a Koopa.
Notes/tips: This is kind of a training level for doing the 2-4 trick in other 
levels, not nearly as easy as 1-1, but CERTAINLY not as hard as 4-1 or 4-6 or 
6-A. Find a place that works like a stairway, where you have space under Mario, 
a block for the shell to slide across, and an unbreakable block to the right of 
the koopa shell. You'll have to pick up a green shell, carry it to the right 
place, let it get up and take damage, maneuver yourself quickly into the right 
place, and time your jump onto the now-walking koopa.  You can also drop the 
shell rather than let it get up if you have a Blue Shell.



Challenge Name: Fly! Lite
Level: 1-3
Difficulty: **** (It's easy once you figure it out)
Challenge Goal(s): Jump on the second spinner, and from there, fly to the last 
green mushroom platform in the stage without leaving your slow-descent spinning 
mode (right before the moving mushroom that takes you to the goal).
Notes/tips: You'll need to use two mushrooms to get there. 



Challenge Name: Fly!
Level: 1-3
Difficulty: ****
Challenge Goal(s): Jump on the second spinner, and from there, fly to the last 
platform in the stage (the one with the flagpole) without leaving your slow-
descent spinning mode.
Notes/tips: You'll need to use two mushrooms and a shell to get there. 

I can verify that Fly! is possible to complete.  And it is one of my favorites.



Challenge Name: Ricochet
Level: 1-3
Difficulty: *
Challenge Goal(s): Blue-shell all the way through the stage. Don't jump when 
you reach the flagpole. Instead, bounce off its base, jump immediately, and 
blue-shell all the way back to the start of the stage :P
Notes/tips: pure silliness ... I kept going back and forth until time ran out 
:P



Challenge Name: Claustrophobic Wall Jump
Level: 1 - Tower
Difficulty: ***
Challenge Goal(s): At the end of the level, instead of taking the pipe cannon 
up the moving walls, wall jump your way up before the walls close in.
Restrictions: No mini 'shroom. It makes it too easy.
Notes/tips: Start as early as possible. 



Challenge Name: Mini Mario ftw
Level: 1-4
Difficulty: ****
Challenge Goal(s): Reach the end by using Mini Mario the WHOLE time and only 
use a maximum of 4 jumps.
Restrictions: no other form of mario and no pipes or beanstalks
Notes/tips: Remember, as long as your feet don�t touch the solid ground you're 
still in only 1 jump.



Challenge Name: Mini Madness
Level: 1-4
Difficulty: ***
Challenge Goal(s):  Beat the level as mini-mario only jumping two times.
Notes/Tips:  Wall jumping and bouncing on enemies do not count as jumping so go 
ahead and use those.



Challenge Name: Mega Mayhem
Level: 1-4
Difficulty: ***
Challenge Goal(s): Earn 5 one-ups for the damage you do with a mega-mushroom
Notes/tips: you'll need a bit of strategy



Challenge Name: Your MOMentum
Level: 1-5
Difficulty: ***
Challenge Goal(s): Get to the goal! Gain momentum on the first "batch" of pink 
trampoline mushrooms, then let your momentum carry you to the flagpole. So 
after you get to/pass the first green mushroom, no pressing the control pad or 
the run button. Only the jump button.
Restrictions: You can be either Super Mario or Mini Mario. No Fire / Blue 
shell. No pressing other buttons than jump after you leave the first "batch" of 
bouncy mushrooms.
Notes/tips:

~Don't walk on the gound. That'll just kill all your momentum. Instead, every 
time you land on hard ground, jump immediately and stay in the air as long as 
possible.

~You aren't going to lose speed when bouncing on pink mushrooms (you bounce 
automatically), so just concentrate on not hitting enemies/pits.

~Even though you can't alter your flight path with the D pad, try holding B for 
different lengths of time to make sure you land in the right places and don't 
kill yourself.

~ You can see farther ahead of you if you hold R.

~You can be either Mini or Super Mario. Each has it's own 
advantages/disadvantages:

Super: In Super form, you can get hit by an enemy and still live once. Also, 
you get smaller jumps, which are both good and bad. One one hand, you'll be 
hitting the ground more often and lose more speed. On the other, your jumps are 
more controlled because you can see where you're going to land.

Mini: One hit and you're gone, but Mini has great jumping. You'll be hitting 
the ground a lot less, so you'll lose less speed. HOWEVER, you'll often jump 
past your line of vision, and accidentally fall into a pit.



Challenge Name: Mushrooms
Level: 1-5
Difficulty: **
Challenge Goal(s): Beat the entire level without standing on a red or green 
mushroom with the exception of the one you start on and theone you land on 
after falling out of the sky if you went up the pipe.
Restrictions: Must be mini- mario.
Notes/Tips: none



Challenge Name: Blue vs. Big And Spiky
Level: 1-Castle, 8-Castle, and 8-Big Castle
Difficulty: ***
Challenge Goal(s): Play through them entirely with a blue shell (shelldashing 
not required), and beat Bowser in each by shelldashing into him.
Restrictions: Hitting the switch against Bowser is not allowed until you have 
shelldashed him enough times to make him fall off the stage.
Notes/tips: Either enter the level with a Blue Shell equipped, or enter with 
one in reserve and put it on immediately. If you really want to you can enter 
with a Blue Shell on and another in reserve, and allow yourself one hit of 
damage per stage (put on the second shell as soon as you lose the first). 
In my opinion the final stage is MUCH more difficult to complete without taking 
damage as Blue Shell Mario than it is as ordinary Mario.
If either of the first two Bowser incarnations jumps over you, more than likely 
you'll have to start the stage over. You'll see why! 



Challenge Name: Fear of Ropes
Level: 1-Castle
Difficulty: **
Challenge Goal(s): Reach the last rope-platform without touching any other 
ropes.
Restrictions: 
1. No touching any ropes, apart from the last one.
2. Standing on the rope-supporting blocks is allowed.
Notes/tips: Using mini mario would help. 



Challenge Name: Sharpshooter
Level: 2-1
Difficulty: *
Challenge Goal(s): Shoot all 13 Pokeys to death. In how few shots can you do 
it? The best known score is 14.
Restrictions: none
Notes/tips: HEAD SHOTS :)



Challenge Name: Lakitu Raid
Level: Any Level with Lakitus
Difficulty: ***
Challenge Goal(s): Get to the goal JUST BY USING THE CLOUD. That's it. First 
shoot a fireball so the Lakitu gets out, then jump in. If the cloud time runs 
out, wait until another Lakitu respawns and then use that one.
Restrictions: If you get hit by something, start over, because you'll lose Fire 
Mario/Luigi.
Notes/tips: If you fall off of your cloud, and the Lakitu's are high to reach, 
remember that jumping off of something pressing A makes you get higher.



Challenge Name: Score Farming
Level: any (probably 2-4)
Difficulty: ***
Challenge Goal(s): Score at least a million points total in three or fewer 
visits to a stage.
Notes/tips:

The koopa on the steps in 2-4 is your friend! Stand as close to the bottom step 
as you can, and jump on him at just the right time. Then don't press left or 
right. You can get endless 1-ups, or for this challenge you will want to jump 
left once you recieve 8,000 points. Once that happens you have two choices: 
either go far enough left to make the Koopa respawn at the top of the steps, or 
just make a little jump to the left off the koopa then to the right back onto 
the koopa, pressing left before you land to stabilize yourself, to start again 
right away.

Unless you are a machine you will take damage sometimes while doing this. I 
recommend collecting a Fire Flower from a Toad House before each time you visit 
2-4, and using the flower right away and then collecting another from the stage 
so you have one in reserve. 

It's your choice whether you want to clear the goal (preferably with the last 
digits 99 or 88) after each attempt (when you lose your last power-up), or if 
you want to die and restart at the midpoint each time. For this challenge you 
might want to hit the goal each time, because you recieve one more power up 
each time (the first time you become small against the Koopa use your reserve 
Fire Flower then go back to the powerup at the midpoint if you want) and you 
get the points from the goal. But the advantage of dying and restarting from 
the midpoint each time is that a much larger percentage of the time is spent 
koopa-tipping!

Clearing the goal and starting from the beginning each time my fastest is a
million in 14 minutes. Dying and starting from the midpoint each time my 
fastest is a million in 9 minutes.

My most points ever from one visit to the stage is about 550,000 points, but if 
you were very consistent you could get a lot more! But even if you get a 
million every four visits, or every five visits, this is still a very fast way 
to up your score. If you're going for a max score the only reason I see to play 
other stages than 2-4 is for variety, but that is most definitely a good enough 
reason if you ask me. 



Challenge Name: Plants bite!
Level: 2-6
Difficulty: *
Challenge Goal(s): Beat the level.
Restrictions: You must be normal Mario, and no getting any powerups, leave the 
? blocks alone.
Notes/tips: Stay near the middle.



Challenge Name: Whatever you want to call it.
Level: 2-Castle
Difficulty: **
Challenge Goal(s): Defeat the boss without touching the ground, once it's 
spawned.
Restrictions: None
Notes/tips: Whoever said bigger was better?



Challenge Name: Dry Clean Only
Level: 3-A
Difficulty: ***
Challenge Goal(s): Beat the Level without ever touching the water.
Restrictions: 
-You have to be Mini Mario the entire level.
-No starting from the check point. Must not touch the water nor get hit at all.
-You cannot walk on the water either.
Notes/tips: Avoid pipes that lead to areas that force you to touch the water. 



Challenge Name: Spider Stomp
Level: 4-1
Difficulty: ***
Challenge Goal(s): Get to the halfway point without touching the ground or a 
platform. After jumping on the first spider in the stage, continue moving by 
jumping off of one enemy to the next (normally spiders).
Restrictions: No Mini Mushroom, it makes it too easy.
Notes/tips: None, really...

Spider Stomp is one of my favorites.



Challenge Name: 1-up
Level: 4-1
Difficulty: ***
Challenge Goal(s): Get 5 or more 1-ups.
Notes/tips: Killing spiders is good.



Challenge Name: Jumpless Mario
Level: 4-1
Difficulty: ******
Challenge Goal(s): Can you reach the Flagpole of 4-1 by pressing A only 3 
times?
Restrictions: You can only press A three times. It�s impossible (as far as I've 
tried) to do it in 2.
Notes/tips: You can hold the A button as long as you want on any press, and you 
obviously have to. If it wasn't for the music this'd be much easier. The three 
jumps needed are 2 at the beginning and one for getting off of Dorrie. 



Challenge Name: Aracnidphobia
Level :4-1
Difficulty: ****
Challenge Goal(s): Kill all the spiders.
Restrictions: You can�t use any power ups and you must remain crouched down the 
whole time.
Notes/tips: You Slide a little.



Challenge Name: Make-a-"Stairway"
Level: 4-1
Difficulty: *****
Challenge Goal(s): Do the 2-4 trick where you gain unlimited 1-ups by jumping 
on a Koopa.
Restrictions: none
Notes/tips: I think you have to terraform as Mega Mario to do this one. Then 
after that there's a tough jump. I'm tempted to add a sixth star to its 
difficulty.



Challenge Name: One-bomber
Level: 4-5
Difficulty: *
Challenge Goal(s): Once inside the secret room, reach the star coin using only 
one Bob-omb explosion.
Notes/tips: not too hard lol



Challenge Name: Ferris Koopa
Level: 4-A
Difficulty: ***
Challenge Goal(s): On 4-A, drop koopas onto one of the ferris wheels so that 
one koopa is on every platform simultaneously.
Notes/tips: And if that's not enough, see how long you can survive on the wheel 
while keeping it turning and not hurting any of the four.

I am not sure but I don't think Ferris Koopa is possible.



Challenge Name: Cold Collision
Level: 5-1
Difficulty: *
Challenge Goal(s): Watch two snowballs collide with each other.
Notes/tips: No, it's not an exciting spectacle. 



Challenge Name: Fake Pacifism
Level: 5-1
Difficulty: **
Challenge Goal(s): Defeat 17 enemies in the stage.
Restrictions: You cannot HARM the enemies yourself. No jumping on them (this 
includes Paratroopas), no using fireballs, blue shell, etc. You can, however, 
be in any state you wish.
Notes/tips: There are more than 17 enemies in the stage, some of which can 
eliminate other enemies (I personally think this hint is pretty useless, anyone 
who has played the stage knows how to do it).



Challenge Name: Skelevator
Level: 5-Tower
Difficulty: *****
Challenge Goal(s): Get as many Dry Bones to reach the top of the tower (Boss 
Door) as possible. How? Well, they'd normally get pegged by the spiked 
boulders, but if you jump on them, putting them in their "dead" state, they'll 
be immune to it. Do this constantly to get them to the boss door! Your minimum 
goal is 1 DB to the top (it's still very difficult), but you can try to get as 
many as possible.
Restrictions: None, do everything in your power to suceed.
Notes/tips: You might get hit alot if you try last-minute rescues, so be sure 
you can stand lots of hits (that means bring powerups). You're going to have to 
memorize this course, too, and find out when and where to stomp them to get as 
many to survive as possible. You can crouch in the blue shell to direct where 
they move, too.

P.S. You can't save the first DB, so don't try.

Skelevator is one of my favorites.



Challenge Name: Wall Kicks BETTER Work!
Level: 5-Tower
Difficulty: **
Challenge Goal(s): Near the end of the Level when there are two opennings, one 
to trap the giant spike ball and one to lead to the door, take the one that 
will trap you and the spiked ball together and Wall Kick for your life.
Restrictions: 
-NO using Mini Mushrooms
-Must be at least Super Mario when you reach the seperation point.
-NO Fire Flowers
-NO Power ups in Reserve.
Notes/tips: 
a little practice if you plan on doing the Claustrophobic Wall Jump



Challenge Name: Even Smaller Quarters Than Your First Apartment
Level: 5-C
Difficulty: ***
Challenge Goal(s): Enter all four of the Punchy-Guys' compartments above you in 
the last half of the level.
Notes/tips: I apologize for not knowing the enemy's name :) Anyway, just 
sticking your head up there is not good enough; you have to actually walk 
around in each one. For two of them, I think this requires a fairly obscure 
strategy. This challenge does not require you to enter them all during the same 
run through the level, but I have done it so it is possible. 



Challenge Name: Fireballs get you to World 7
Level: 5-Castle
Difficulty: ***
Challenge Goal(s): Beat Petey Pirahna, finish mini, 
and fall through the floor in the next room.
Restrictions: Do 100% of the damage with fireballs!!!
Notes/tips: It does not work to finish off Petey and then release the mini 
mushroom. You have to time it just right.



Challenge Name: Bullet Entourage
Level: 6-1 or 7-5
Difficulty: *
Challenge Goal(s): Finish the stage with so many Bullet Bills on screen that 
you get multiple one-ups.
Notes/tips: Can you get three one-ups? Four? Five or six?!



Challenge Name: I can't swim!
Level: 6-2
Difficulty: **
Challenge Goal(s): Complete level 6-2 without entering swim mode... at all.
Notes/tips: Although you can't go in the water, nothing says you can't go on 
the water...

That one's pretty neat! :)



Challenge Name: I Wish I Was Bigger. (Take that however you want to.)
Level:6-3
Difficulty: ****
Challenge Goal(s): Get the third Star Coin in the level.
Restrictions: No power-ups at all.
Notes/tips: Get on the right side of the pipes.



Challenge Name: Slidedozer
Level: 6-B
Difficulty: **
Challenge Goal(s): Hit enough enemies while sliding to get a 1-up.



Challenge Name: Super Castle Challenge!
Level: 6-Castle
Difficulty: *****
Challenge Goal(s): Complete the level. Keep a mini mushroom in reserve (see 
restrictions)
Restrictions:

Area 1: Area 1 is the one with the lava. In this area, the restrictions are as 
follows: No touching the moving platforms, besides once. You may stand on any 
solid ground/? boxes/Koopas, just no platforms. There is one spot where you 
must, however (the part with the low roof), so you're allowed once. You may not 
use the mini mushroom in reserve.

Area 2: In area 2 (almost at the end, the "get to the top" part), you are 
permitted to use your mini mushroom. You must get to the top STRICTLY by wall-
jumping. If you land on a platform or hit one with your head, fall down and 
restart.

Area 3: This is the Monty Mole boss. You'll still be in mini form. The only 
restriction is that ground pounds are forbidden.

Notes/tips:

~The time limit can be a pain so stock up on lives and practice area #2 to get 
to the boss ASAP. Make sure you cross the checkpoint when you die to not need 
to restart from the begining.

~Save your game before you try this. It's a pain to lose your mini form, so 
just reset instead of looking for another.

~I'm not going to tell you what to do at what part, but i will tell you that 
you'll need to use ALL of your moves. Good luck.



Challenge Name: Bob
Level: 6-Castle
Difficulty: ***
Challenge Goal(s): Beat the World 6 boss
Restrictions: All damage to the boss must be done by Bob-ombs. No jumping on 
the mole. Additional rule: no ducking



Challenge Name: Koopa Hop
Level: 7-2
Difficulty: ****
Challenge Goal(s): Reach the end of the stage.
Restrictions: No touching the moving platform. At all. Other solid ground is 
okay, as is wall-jumping. Only possible in mini form.
Notes/tips: Tricky, but possible! You'll need to jump on the koopas' backs to 
climb the stage. You'll need to play it a few times to see how every koopa 
moves and what to do when. Beware - once you go up, you can't go back down, so 
don't miss. :P 

Koopa Hop is one of my favorites.



Challenge Name: Koopa Pal
Level: 7-2
Difficulty: ****
Challenge Goal(s): Scoop up the first red Koopa onto the platform. Have that 
same red Koopa still on the platform when it stops at the top of the stage.
Restrictions: blue shell not allowed
Notes/tips: Switching red Koopas partway up is not allowed. Other strategies 
are allowed, like putting the koopa in his shell and even picking him up. 
But each of these methods has drawbacks.



Challenge Name: Koopa Vendetta
Level: 7-2
Difficulty: *
Challenge Goal(s): Shoot every single Koopa and Parakoopa!
Notes/tips: It turns out that killing a Koopa is much easier than befriending a 
Koopa.



Challenge Name: Marching Band
Level: 7-3
Difficulty: ***
Challenge Goal(s): The goal in this game is to get as many enemies to the end 
of the stage as possible. Koopas, Goombas, whatever. Equip the blue shell, then 
enter world 7-3 (the one with the giant wiggler). Enemies will appear 
eventually. Now, if they touch you when you're crouched in the blue shell, 
they'll turn around. Keep turning all the enemies around to keep them on the 
wiggler! When you get to the end, kill the boomerang bro and stand on his 
platform (the one with the pipe above it) and count every enemy that passes 
under you.
Restrictions: Just keep the enemies on wiggler - difficult without the blue 
shell.
Notes/tips: Okay, here are a bunch of tips:

~Don't forget - hit paratroopas so that they may become koopas!

~ Sometimes the enemies (mostly koopas), get stuck along some of the wiggler's 
"bumps". They'll be immobile for a while.

~ Knock the koopas into their shells. They won't be immobile for very long, but 
this way you can trap some enemies between you and the other shell.

~If enemies hit each other, they'll turn around. This could really mess up some 
strategies, as I'm pretty sure goombas and koopas travel at different speeds. 
Unfortunately, this means that you can't have everyone simply walk to the 
right. :(

~Don't, whatever you do, pick up a koopa shell. You'll get screwed.



Challenge Name: Umm, can you do it as Micro?
Level: 7-3
Difficulty: **
Challenge Goal(s): Collect the star coin under the goal.
Restrictions: Do not activate the vine.
Notes/tips: I have found two ways to do it without using the vine.  Yes, one is 
with Mini Mario, if you arrive as Super Mario with a Mini Mushroom in reserve. 
Find the other one.



Challenge Name: The Bullet Bill Rush
Level: 7-5
Difficulty: **
Challenge Goal(s): Try jumping off of EVERY Bullet Bill and hardly stopping. At 
the Banzai Bill, jump off of it to hit higher than the flagpole. Not too hard.
Restrictions: Try not to get normal time, try and get a Mushroom house in the 
process without waiting. Like you're going to rush and when you jump off the 
Banzai Bill you hit like 333 or 366 or something.
Notes/tips: Use a Mega Mushroom to get past most of the stage?



Challenge Name: Seperate (Colo(u)red) Ways
Level: 7-6
Difficulty: ****
Challenge Goal(s): Get to the goal as either Mario or Luigi.
Restrictions: Mario may only step on red mushrooms and koopas, and Luigi may 
only step on green. If the koopa/mushroom isn't your colo(u)r, then avoid it 
completely. The tilting orange one doesn't count, and neither does the red 
mushroom you start on. No mini mushrooms, koopa shell, mega mushroom or fire 
flower.
Notes/tips:

~Mario and Luigi's "courses" are beaten similarly. You don't need to beat them 
both to win, but they're kind of like two different courses, so I reccomend it.

~You'll need to jump on koopas to get past some parts. In some spots, you'll 
need really quick reflexes to jump on a koopa before he walks/flies out of 
range. If that happens, walk away and run back, the koopa/paratroopa should 
reappear.

~The beginning of the level is the hardest part. After the mushrooms are over, 
it'll be a bit easier but you'll still need to avoid the many koopas.

~Please read a children's pop-up colo(u)r book if you're having difficulty 
telling red from green. 



Challenge Name: Fallout Floor Challenge
Level: 7-7
Difficulty: *
Challenge Goal(s): Clear the level while making as many of those falling blocks 
fall as you can. Can you get all 73?
Notes/tips:

~ Remember, stand on a block long enough so that it falls. You don't need it to 
start falling before you jump off - just wait 'till it starts shaking.

~ Some of the areas seem impossible to clear before the screen leaves. If only 
there were a way to make you step on more blocks than normal...



Challenge Name: Don't Get Squished
Level: 7-Tower
Difficulty: ****
Challenge Goal(s): Climb up above the top of the screen above the boss door, so 
that you can ride the highest blocks up off the top of the screen. Then safely 
make it back down to the door.

Notes/tips: It took me a long time to figure out how to get back down, but if 
you know how then that part is easy.



Challenge Name: Blocks wait for me!
Level : 7-Castle
Difficulty : ****
Challenge Goal(s): Beat World 7-Castle on challenge mode. It is possible.

(pause on map screen, enter LRLRXXYY)



Challenge Name: Spider Web
Level: 8-4
Difficulty: ** 
Challenge Goal(s): Finish the stage with 266 or more left on the timer.



Challenge Name: Scale the mountain
Level: 8-6
Difficulty: ***
Challenge Goal(s): Get to the top, but with some restrictions. First off, 
you'll need to be Mini. The goal is to get to the flagpole without using the 
"walk off one side and reappear on the other" characteristic of this level, 
except for the very beginning, to get out of that little nook.
Restrictions: That means no walking off the left to get to the right. Also, no 
pipe cannons. Not even the one at the very end. A bit difficult, with the 
rising lava, but it's possible.
Notes/tips: Wall jumping is your friend.



Challenge Name: Scale The Mountain Prime
Level: 8-6
Difficulty: ****
Challenge Goal(s): Get to the top, but with some restrictions.
Restrictions: 
1. Must be Mini Mario
2. In this level, walking off one side of the screen makes you reappear on the 
other side. You can't do that.
3. No using the pipe cannons. Not even the one at the very end.
4. No using the spinny spring platforms.
Notes/tips: Wall jumping is your friend.



Challenge Name: Shell Stomper
Level: 8-7
Difficulty: ****
Challenge Goal(s): Jump on every single enemy with a shell: koopas, parakoopas 
and ___ brothers. No other killing method is allowed. You don't have to jump on 
parakoopas twice.
Restrictions: Begin the level ordinary, micro or super with no item in reserve.
Notes/tips: Try it without the restriction if it is too challenging.



Challenge Name: Boomerang Buddy
Level: 8-7
Difficulty: **
Challenge Goal(s): In two separate runs through the stage, finish the stage 
with boomerangs from both Boomerang Bros on screen.
Restrictions: none
Notes/tips: You don't have to have both bros' boomerangs on screen at the same 
time at the end, but for all I know it may be possible to do so. Just hearing 
the boomerang at the end is not enough. You have to see the boomerang. The 
boomerangs usually end up below the screen at the end ...



Challenge Name: Lava Flow Rush
Level: 8-8
Difficulty: ***
Challenge Goal(s): Finish the stage without getting hit by a falling lava 
piece.
Restrictions: No Blue Shells or Mega Mushrooms. MUST be Regular or Mini Mario.
Notes/tips: Just keep running, or use some things as umbrellas. I just did it 
right now, not too hard. 



Challenge Name: Mini ending
Level: 8-Big Castle
Difficulty: ****
Challenge Goal(s): Beat the very last boss battle while in MINI mushroom form. 
Hard? Yes. Possible? You know it is, you just don't have the guts to try it.
Notes/tips: Remember your butt bounces...



Challenge Name: Shell Mode
Level: 8-Big Castle
Difficulty: *****
Challenge Goal(s): Clear the final Bowser castle
Restrictions: You can only use blue shell mode (spinning on the ground) to get 
through the level (except entering the doors, in which, you got to pick up 
speed and return to spinning mode right after). If you ever lose the shell due 
to being damaged, you have lost the challenge.
Notes/tips: This challenge requires precision in jumping and planning ahead to 
avoid danger. Once you have done that, try to go back to play through each 
level in shell mode.

To be honest, I doubt that Shell Mode is possible.



Challenge Name: Turtle VS Turtles
Level: 8-Big Castle
Difficulty: ***
Challenge Goal(s): Beat the level entirely as Shell Mario.
Restrictions: 
-Only one shell. NO shells in reserve.
-That one shell cannot be in reserve. You must be Shell Mario from start to 
finish.
-NO starting from the check point.
-You must beat both Bowser Jr. and Bowser. No using the switch.
Notes/tips: 
-Shell Mario can KO Thwomps, even the big ones.
-The shell won't protect you against flames. 



Challenge Name: Bowser beatdown
Level: 8-Big Castle
Difficulty: ***
Challenge Goal(s): Make it to the boss door without losing your fire flower.
Restrictions: You must only have the fire flower you got and the one in 
reserve.  You are not allowed to get another one if you lose both.  If you lose 
your current one, use the one in reserve.  If you lose both, you have to start 
again.  Also, you must make it to the boss door and beat bowser with fire balls 
and beat bowser jr with the switch. 



Challenge Name: Premature Reunion
Level: 8 - Big Castle
Difficulty: ***
Challenge Goal(s): Reach a point where
a) both bosses are beaten, and
b) you are standing next to Peach on the high platform!!!



Challenge Name: I'm Broke
Difficulty: **
Challenge Goal(s): Complete game without collecting more than 4 star coins.
Notes/Tips: none



Challenge Name: Hero in a half shell
Level: Any
Difficulty: *-*****
Challenge Goal(s): Get to the goal (or the exit pipe) of as many levels as 
possible in shell mode.
Restrictions: Water levels don't count. You must be in sliding shell mode at 
all times. You may not let go of the dash button.
Notes/tips: You get points for the following:
Completing the level: 1 pt. per level in world 1, 2 pts. for world 2, etc.
Collecting a powerup: 1 (this powerup must not cause you to lose your shell.)
Knocking Lakitu off his cloud: 1
Killing pokey in 1 hit: 1
Participating in the challenge: priceless.

How many points can you earn? 



Challenge Name: Frogger
Level: Most any
Difficulty: *-***** (depending on lvl)
Challenge Goal(s): Complete the level.
Restrictions: You have to remain in the crouched position.
Notes/tips: Try it on bosses (that it can kill). Remeber you will slide a 
little.



Challenge Name: Mini Challenge
Level: All
Difficulty: *****
Challenge Goal(s): Beat the game using only Mini Mario.
Restrictions: Stay small until you get to the stage that has the first Mini 
Mushroom, and get it. Get a Mini Mushroom in reserve in case you die.
Notes/tips: Don't break your DS!

There are many variations to the Mini Challenge.  The only way I�ve done it is 
with an endless supply of 1-ups and Toad Houses, and with allowing myself to 
restart stages at the midpoint (with a Mini Mushroom) whenever I died past the 
midpoint.  Any variation where you do it on a new save file would be 
challenging.



Challenge Name: No 1-up challenge
Level: All
Challenge Goal(s): Get through the whole game without getting any 1-ups.  This 
includes not using the mega mushroom, not using the green toad houses and not 
collecting coins past 80.  It's possible.
Notes/tips: Dont break your DS because you lost all your lives. Just try again.



Challenge Name: No star coin challenge
Level: All (You need to do a new file for this)
Diffuculty: **
Challenge Goal(s): Let's see how you do without any star coins to unlock the 
item houses.  Without them, you need to go find the item required in a stage.  
Also, no unlocking the secret levels with star coins either.



Challenge Name: Power Zero
Level: All
Difficulty: ****
Challenge Goal(s): Get as far as you can without powering up.
Restrictions: You cannot use: Fire Flower, Mega Mushroom, Mini Mushroom, or 
Blue Shell
Notes/tips: Your DS is not a boomerang, if you throw it it will not return. You 
don't necessarily have to beat the game. 



Challenge Name : King of Mario
Difficulty: ***** super hard (almost impossible)
Challenge Goal(s): complete the game with one life. ONLY ONE LIFE. if you die 
then you have to restart the file and begin all the way from 1-1 again.
Restrictions: no power ups (including stars), small mario, 
ONLY SMALL MARIO OR LUIGI IN SMALL FORM.
Notes/tips: patience
haven't done it yet, got to 2-6, mistime jump, die.



Challenge Name: No Dead Enemies
Level: All
Difficulty: ***
Challenge Goal(s): Beat all the levels.
Restrictions: Don't kill any enemies. You CAN kill bosses however.
Notes/tips: Try using mini Mario.



Challenge Name: Cripple
Level: All
Difficulty: ******
Challenge Goal(s): Don't walk at all through the whole game, unless absolutely 
necessary. 
Restrictions: Walk only when absolutely necessary, it may be on some levels, 
but most of the time, you shouldn't actually need to.
Notes/tips: Crouch-jump. 



Challenge Name: New Super Mario Brothers for New Super Players
Level: All
Difficulty: *****
Challenge Goal(s): Beat the ENTIRE game 100% by using only normal/mini Mario. 
Can you do it?
Notes/tips: Your DS is fragile! Handle with care! *KABOOM* 

I am guessing that becoming Shell Mario is acceptable for the secret exits etc. 
that require it.  Just become ordinary or mini immediately after.



Challenge Name: The HARDCORE players Challenge
Level: 1-1 to last castle
Difficulty: *****
Challenge Goal(s): Reach the end of the game.
Restrictions: One life, small mario only.
Notes/tips: Obviously, you get one shot at this. You must be ONLY small Mario 
(no mushrooms) and if you die, you fail. Might take a number of tries, and much 
time, but possible.

GL 



Challenge Name: (almost) Coinless quest
Level: All
Difficulty: *****
Challenge Goal(s): beat all 8 worlds without getting more than 7 coins. (8-
fortress1 has 7 unavoidable ones, and some levels in junctions like 4-4 do too, 
so take 4-A instead, every other level can be beaten with enough practice.)
Restrictions: Not every level has to be beaten.
Notes/tips: Use shortcuts whenever possible.



Challenge Name: Multiplayer blue shell challenge
Level: Mario Vs Luigi Ice Level
Difficulty: *
Challenge Goal(s): Go through the level 3 times without stopping in a blue 
shell.
Restrictions: If you bounce off something or fall in a hole you must start 
over.
Notes/tips: For an extra challenge you could race the person you are playing 
with.








--------------------

I hope you enjoy trying some of this stuff, especially the challenges.  I will 
try to keep this guide updated with new challenges people come up with.  If you 
have one you want to add, either post it in the thread on the message board, or 
e-mail it to me.  You are also free to e-mail me about this guide in general.

I am at [email protected]