At the "Select A File" screen, highlight a file, then hold L + R and press A to play as Luigi in Single Player mode.
Successfully complete the game. Start the cleared game file, then pause the game while at the world map and press L, R, L, R, X(2), Y(2). If you entered the code correctly, the message "Welcome to the Secret Challenge mode" will appear. Similar to the original Super Mario Bros. for the NES, Secret Challenge mode will not let you backtrack in certain levels. To indicate whether a level has a Secret Challenge version, the new right arrow icon will be lit in the top right corner of the map screen.
Defeat the Boss in the last castle of World 2 with Mini Mario to unlock World 4.
Defeat the Boss in the last castle of World 5 with Mini Mario to unlock World 7.
Defeat the Boss in the last castle of World 6 with Mega Mario to unlock World 8.
To locate the secret exit in World 7-4, you will need a mini-Mushroom (in storage, if possible). Make your way past the mid-level point and upwards to the left side of the screen (high up). You will eventually come to a flying "?" block. Use the mini-Mushroom to make Mario smaller and jump onto the block to stop it. Then, use the block to jump into the little opening in the brick wall. Make a "C" jump (backwards C) and jump up and to the left to land at the top of the wall. Go over and you will see a small pipe that only mini-Mario can fit in. Take this pipe to reach the red flag secret exit.
Just before you reach the giant Bullet Bill, you will see a pipe that is covered in blocks. Use the Bob-ombs to blow up the blocks and then access the pipe to reach the red flag secret exit.
After you reach the mid-level point, you will come to an area with two rows of bricks. You must be big, but not mega-sized to perform this trick. Knock out the middle brick on the top row, then knock out the third brick in the bottom row. This will cause a vine to grow. Climb the vine and make your way to the end of the level above to reach the red flag secret exit.
Go to the tower in World 1 with the Blue Shell power-up. Go to the first pipe that shoots you up into the air. On your way back down, go in the gold door. There will be a lot of randomly moving platforms. On the right, there is a gap that always stays the same size. Go through it and you will see three blocks. Use the Blue Shell ability to break them all, then break the last three. Go to the right and finish the level to reveal the World 1 Warp Cannon, which will shoot you to World 5.
In Secret Stage 2-A, there is a secret exit to the stage that will grant you access to the Warp Cannon in World 2. Near the end of the stage, there is one last spin jump platform you need to use to reach the final Star Coin. Instead of stopping once you get the last Star Coin, continue falling to the right and press Jump at the same time you land on the red turtle on the final platform to get enough jump height to reach the platform with the pipe above you in the little alcove. Go through the pipe and exit the stage using the red flag.
Enter in the Ghost House as Mini Mario. Go to where you see a huge ghost next to a pipe in which you have to press a switch to turn them into red blocks. Go all the way to the right and do not get hit. Keep wall jumping until you get on a secret ledge with a door. Go in the door and jump on the red flag, then use the Warp Cannon to get to World 6.
Enter the World 5 Ghost House and get a Mushroom from the blocks. Then, go up the stairs untill you get to a place with three brick blocks on the left side of the screen. Stand on top of them and jump to reveal three invisible blocks. Next, wall jump on the left side to get on top of them. Stand on the middle raised block and duck, then jump to reveal a block with a vine in it. Climb up the vine and a Boxing Ghost will appear. Jump off the vine to avoid taking damage from it. Kill it and climb back up, and enter the door. Kill the two Walking Pumpkins and stand in the middle. The platform will wobble and as long as you stay in the center you should be fine. When it reaches the top, exit and jump on the flag pole. A path will open to the Warp Cannon on the World Map. Enter and use the Cannon to get to World 8.
Successfully complete the game, then load the completed saved game file to find a new blue Toad House at the beginning of World 1. Inside are four background patterns you can choose for the touch screen. You can purchase these with Star Coins. The fifth and final pattern can be purchased for 20 Star Coins when you have collected all Star Coins, completed all stages, and found all hidden exits.
Successfully complete all stages, including the lettered bonus stages, then load the saved game file and Toad Houses will no longer disappear after you take the items. The only exception are the ones that appear based on your timer when you finish a stage.
Successfully complete a stage with the time having the last two digits of the same number to have a different color Toad House with bonus at the start of the next World:
- Have a time ending in 11, 22, or 33 for a red Toad House that awards items.
- Have a time ending in 44, 55, or 66 for a green Toad House with a mini-game for an extra life.
- Have a time ending in 77, 88, or 99 for an orange Toad House with a Mega Mushroom.
- Have a time ending in 44, 55, or 66 for a green Toad House with a mini-game for an extra life.
Suuccessfully complete the game to get the option to save your game anywhere. When you start a new game, the "Save" option will be available under your menu in the map screen.
Successfully complete the game to add a star icon next to your save file.
Successfully complete all World maps by finishing all stages and locating all secret exits to add another star icon next to your save file.
Spend all Star Coins to add another star icon next to your save file.
In World 2-4, just past the two Piranha Plants (after the mid-level point) you will come to a staircase with a turtle coming down it. Jump on the turtle just as it is about to go off the third stair (third from the bottom). If done correctly, Mario will continue to jump on the turtle and earn up to 99 lives. If you miss the turtle, go back towards the left and return to the staircase and the turtle will respawn. This is a reference to the original Super Mario Bros., in which you could do the same trick to get unlimited lives.
Go to World 7-4 as Mini Mario. Go through the stage while staying on the left side. You will eventually see a "?" box and a ledge. Jump on the box then to the ledge. Jump off the ledge, making sure to stay against the wall and you will reach a platform with a pipe leading to a red flagpole. You will unlock a 1-Up Mushroom House to the north of World 7-4, which never disappears. You can continue to get 1-Ups until you reach your maximum of 99.
In World 7-5, throw a Koopa shell in-between the two Bullet Bill cannons to get an extra life every four seconds.
In World 1-1, hit the "?" block containing the Mega Mushroom, then run as fast as possible to the end of the level and smash everything in sight. If you crash all the way through to the flagpole, you can earn up to five 1-Up Mushrooms. Enter the world again and repeat this as much as desired.
In World 1-4, go to the last part of that world. If you reached the flag, you went too far. Near the flag will be a pipe facing to the west. Goombas walk out through it. Get a Koopa shell from one of them and return to that pipe which is near the flag. Let go of the Koopa shell and make sure you throw it eastward. The Koopa shell will come back and forth. While it is doing that, it will hit every Goomba that comes out that pipe, which will add points to every hit. Do not touch the Koopa shell while it is going back and forth. Just jump over it every time it gets near you.
In World 6-6, when you find five pipes at the end of the level, go in the third pipe. You will get shot out to the top of the flagpole.
When you complete a stage where the last two digits on the clock are the same, fireworks will go off corresponding to the number. Each firework will get you 5,000 points. Go to World 1-1 and wait until the timer hits -99, then jump on the flag. This will set off nine fireworks, giving you 45,000 points. Repeat this as much as desired. If you get over 1,000,000,000 points, the chance of getting a Starman from a halfway powerbox increases.
Enter a Red Mushroom House. When Toadsworth makes the roulette block appear, immediately dash to the end of the roulette block. Without stopping, jump at the end of it to get a Blue Shell. Note: This requires timing and practice.
While playing as Mega Mario, Ground Pound on top of a multi-Coin block. After all the Coins drop out, a mushroom will appear.
Collect 100 Gold Coins to earn Mario an extra life. Additionally, at the end of a stage, jump up and land on top of the flagpole to earn an extra life.
In stages such as World 2-5, if a "?" box does not have a spinning "?", it is an enemy called a Blockhopper.
At the credits screen, use the touch screen to move the letters and hear sound effects from the game.
When playing the Whack-A-Mole mini-game, poke Luigi instead of the Monty Moles. The sound effect he makes will change every ten times you hit him. If you poke him thirty times, he will scream then repeat the pattern.
Go to where the Venus Flytraps are. There will be two blocks. Go to the first block and jump. You should see a star.
Go to the part of the stage where you ride the blue dinosaur. Get on him and when you reach the third set of blocks, jump on them. There should be two Coins. Jump between them and you should hit an invisible block that has a climbing plant on it. Climb up it and it will take you to a platform with a pipe. Go through it and it will take you to a secret exit.
Jump into the water at the beginning of the level. Continue underwater for most of the level to stay out of harm's way. Note: When you reach a big spiky pole object, you must resurface or it will kill you.
First, use the middle green pipe to get shot up. Hold Up to climb and jump up until you reach the four electric balls that block your path. Go under the bottom one and you will soon be standing on top of a vertical wall. Hold X, run right, then perform Wall Kicks (face a direction and press A) all the way up the two walls until you can press Up to climb on the mesh again.
Before entering the castle, enter an Orange Mushroom House and keep the Mega Mushroom you receive. Enter the castle and do not use the mushroom until the boss Battle. As soon as you can move again, tap the mushroom and grab it. As Mega Mario, simply run into Baby and King Bowser and both will be defeated.
You must be quick (easier to do with a shell) for this trick. Ignore Bowser Jr. and dash under Bowser's feet when he does his little jumps. You will be at the skull switch and Bowser and Bowser Jr. will be running for you. When you push the switch, they both will fall and be defeated.
If you hit Bowser with a shell or fireball, he will be gone and it will be just you and Bowser Jr.
In World 3-A, go to the second "room", then go in the first pipe. You must be either Mega or Mini Mario to get the Coin. To backwards slide, dash down one of the slopes, then turn back, still holding Dash. It will appear as if you are turning, but you will slide backwards. Make sure you hit the water before turning.
Notice that some enemies in all stages will do some sort of dance or jump when the chorus in the background music sings. This does not include flying enemies, Bullet and Banzai Bills, and Bosses.
In World 6 in the big castle, make sure you have a Mega Mushroom in your touch circle. When you get to the Boss (the Monty Mole in the tank), touch the Mega Mushroom. You will turn into Mega Mario or Luigi. When the Monty Mole pops out of the tank, jump on it and the tank will explode, but the key will not come out. Time will stop and you will not be able to pause the game. You will just have an empty Boss room. You must restart the game to exit.
At the end of any stage except Bosses, touch the flag when the last two digits of the clock are the same (for example, 311, 222, 099, 111). When the flag is lowered, the old chime (for clearing a level) from Super Mario Bros. will play as you walk into the castle. Once inside, and the flag is raised, fireworks will go off corresponding with the number repeated on the clock. For example, if the time is 099, then nine explosions will be set off; however, if it is 211, only one will go off. The time will also set off other events, as stated in other cheats listed.