Cheat code: Difference between revisions
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'''Cheat codes''' are built-in cheating mechanisms in video games that usually give the player considerable advantages, such as the ability to skip to any level regardless of progress, invincibility, or power-ups to the player character. Cheats are typically activated with unprompted button sequences in the game's menus or by accomplishing an obscure or illogical series of events within the game. Despite their name, cheat-codes do not always give the player an advantage, as something entered like a cheat-code may instead result in graphical changes or unlock extra content that does not directly benefit the player. | '''Cheat codes''' are built-in cheating mechanisms in video games that usually give the player considerable advantages, such as the ability to skip to any level regardless of progress, invincibility, or power-ups to the player character. Cheats are typically activated with unprompted button sequences in the game's menus or by accomplishing an obscure or illogical series of events within the game. Despite their name, cheat-codes do not always give the player an advantage, as something entered like a cheat-code may instead result in graphical changes or unlock extra content that does not directly benefit the player. | ||
Several games in the | Several games in the [[Super Mario (franchise)|''Super Mario'' franchise]] have cheat codes. Note that the following list only features built-in cheats and does not list codes activated from a third-party cheating device such as the {{wp|Game Genie}}. | ||
== | ==''Super Mario'' franchise== | ||
===[[Super Mario (series)|''Super Mario'' series]]=== | ===[[Super Mario (series)|''Super Mario'' series]]=== | ||
====''[[Super Mario Bros.]]''==== | ====''[[Super Mario Bros.]]''==== | ||
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====''[[Super Mario Bros. 2]]''==== | ====''[[Super Mario Bros. 2]]''==== | ||
When the game is paused, holding {{button|padup}} {{button|nes|B}} and {{button|nes|A}} on controller 2 while unpausing automatically causes the player's character to lose a life. This can be used in certain [[Unwinnable state#Super Mario Bros. 2|unwinnable states]]. | When the game is paused, holding {{button|padup}}, {{button|nes|B}} and {{button|nes|A}} on controller 2 while unpausing automatically causes the player's character to lose a life. This can be used in certain [[Unwinnable state#Super Mario Bros. 2|unwinnable states]]. | ||
====''[[Super Mario Land 2: 6 Golden Coins]]''==== | |||
By holding different button combinations on the title screen, the player is able to play the levels used in the demo. This records new inputs and replaces the original demo. After 127 inputs are made, the game freezes and forces the player to reset the game. | |||
{|class="wikitable"style="text-align:center" | |||
|- | |||
!Buttons | |||
!Level | |||
|- | |||
|{{button|gb|padup}} and {{button|gb|a}} | |||
|[[Mushroom Zone]] | |||
|- | |||
|{{button|gb|padup}}, {{button|gb|select}}, and {{button|gb|a}} | |||
|[[Hippo (level)|Hippo]] | |||
|- | |||
|{{button|gb|padup}}, {{button|gb|select}}, and {{button|gb|b}} | |||
|[[Cheep Cheep Course]] | |||
|- | |||
|{{button|gb|padup}}, {{button|gb|select}}, {{button|gb|a}}, and {{button|gb|b}} | |||
|[[Fiery Blocks]] | |||
|} | |||
====''[[New Super Mario Bros.]]''==== | ====''[[New Super Mario Bros.]]''==== | ||
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====''[[Game & Watch: Super Mario Bros.]]''==== | ====''[[Game & Watch: Super Mario Bros.]]''==== | ||
Holding down {{button|nes|A}} on the ''Super Mario Bros.'' and ''[[Super Mario Bros.: The Lost Levels]]'' title screen grants the player infinite lives. Holding down {{button|nes|A}} on the ''[[Ball]]'' title screen changes the character to Luigi. Holding down {{button|nes|A}} on the digital clock allows the player to listen to [[the Mario Drawing Song]]. | Holding down {{button|nes|A}} on the ''Super Mario Bros.'' and ''[[Super Mario Bros.: The Lost Levels]]'' title screen grants the player infinite lives. Holding down {{button|nes|A}} on the ''[[Ball]]'' title screen changes the character to Luigi. Holding down {{button|nes|A}} on the digital clock allows the player to listen to [[the Mario Drawing Song]]. | ||
===[[Mario Kart (series)|''Mario Kart'' series]]=== | ===[[Mario Kart (series)|''Mario Kart'' series]]=== | ||
====''[[Super Mario Kart]]''==== | ====''[[Super Mario Kart]]''==== | ||
[[File:SMK Permanent Lightning.png|thumb|Yoshi under the effect of the permanent lightning cheat code]] | |||
On the course select screen, in Time Trial or Match Race, if the buttons {{button|snes|L}}, {{button|snes|R}}, {{button|snes|L}}, {{button|snes|R}}, {{button|snes|L}}, {{button|snes|L}}, {{button|snes|R}}, {{button|snes|R}}, {{button|snes|A}} are pushed in this order, the Special Cup is instantly unlocked for use in these modes. This does not work in Grand Prix. | On the course select screen, in Time Trial or Match Race, if the buttons {{button|snes|L}}, {{button|snes|R}}, {{button|snes|L}}, {{button|snes|R}}, {{button|snes|L}}, {{button|snes|L}}, {{button|snes|R}}, {{button|snes|R}}, {{button|snes|A}} are pushed in this order, the Special Cup is instantly unlocked for use in these modes. This does not work in Grand Prix. | ||
Additionally, when selecting a character, if the player presses {{button|snes|A}} while holding {{button|snes|Y}}, the character being selected will shrink in size, equivalent to a permanent [[Lightning]] effect. Using the button combination again will revert the racer to normal. | Additionally, when selecting a character for a Grand Prix, if the player presses {{button|snes|A}} while holding {{button|snes|Y}}, the character being selected will shrink in size, equivalent to a permanent [[Lightning]] effect. Using the button combination again will revert the racer to normal. | ||
====''[[Mario Kart: Double Dash!!]]''==== | ====''[[Mario Kart: Double Dash!!]]''==== | ||
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In ''Mario Kart 8 Deluxe'', pressing {{button|switch|leftstick}} while holding {{button|switch|L}} and {{button|switch|R}} on the main menu will replace the Wireless Play option with LAN Play. | In ''Mario Kart 8 Deluxe'', pressing {{button|switch|leftstick}} while holding {{button|switch|L}} and {{button|switch|R}} on the main menu will replace the Wireless Play option with LAN Play. | ||
===''[[Super Mario World 2: Yoshi's Island]]'' / ''[[Yoshi's Island: Super Mario Advance 3]]''=== | |||
Holding the {{button|snes|select}} button on the map screen and pressing {{button|snes|x}}, {{button|snes|x}}, {{button|snes|y}}, {{button|snes|b}}, {{button|snes|a}} will make a menu appear, giving direct access to the [[Bandit]] minigames, as well as exclusive two-player variations of [[Throwing Balloons]] and [[Seed Spit]]. In the GBA version, the player must hold {{button|gba|select}} on the stage select screen and press {{button|gba|L}}, {{button|gba|L}}, {{button|gba|B}}, {{button|gba|A}}, {{button|gba|R}}; this version removes the two-player modes of the aforementioned minigames. | |||
===[[Mario Golf (Nintendo 64)|''Mario Golf'' (Nintendo 64)]]=== | |||
On the title screen, players can press the following buttons to unlock everything in the game except [[Mario_Golf_(Nintendo_64)#Mario.27s_Star_Holes|Mario's Star Holes]]: {{button|n64|DPaddown}}, {{button|n64|DPaddown}}, {{button|Padleft}}, {{button|Padleft}}, {{button|Padleft}}, {{button|Padright}}, {{button|Padright}}, {{button|Padright}}, {{button|n64|Cdown}}, {{button|n64|Cdown}}, {{button|n64|Cleft}}, {{button|n64|Cleft}}, {{button|n64|Cleft}}, {{button|n64|Cright}}, {{button|n64|Cright}}, {{button|n64|Cright}}. | |||
In the main menu, holding {{button|n64|Z}} and {{button|n64|R}} and then selecting Clubhouse with {{button|n64|A}} will enable a "code entry" option. The following code can be entered: | |||
*'''KPXWN9N3''' will start a tournament on [[Toad Highlands]], at the end of which a promotional code for [[Nintendo Power]] will appear. | |||
===''[[Mario Power Tennis]]''=== | |||
On the title screen, holding {{button|gcn|z}} and pressing {{button|gcn|start}} (holding {{button|wii|A}} and {{button|wii|B}} for a few seconds on the ''New Play Control!'' port) will unlock a new multiplayer mode named Event Games, a tiebreaker match with options for a 3, 5 or 7 points game. This must be performed every time the game is booted up. | |||
===''[[Mario Sports Mix]]''=== | ===''[[Mario Sports Mix]]''=== | ||
On the profile screen, the player can activate a cheat code to unlock everything on their save files. To do this, the player must first connect a Nunchuk to their Wii | On the profile screen, the player can activate a cheat code to unlock everything on their save files. To do this, the player must first connect a Nunchuk to their Wii Remote. Then, they need to highlight their save file, hold {{button|wii|c}} and press {{button|wii|1}} three times, then release. After that, they have to hold {{button|wii|z}} and press {{button|wii|1}} four times, then release. Finally, they should hold both {{button|wii|c}} and {{button|wii|z}} and press {{button|wii|1}} five times, then release. If done correctly, the game will play a sound indicating success, and everything will be unlocked. The records, however, are not affected. | ||
==[[Donkey Kong (franchise)|''Donkey Kong'' franchise]]== | ==[[Donkey Kong (franchise)|''Donkey Kong'' franchise]]== | ||
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=====Game Boy Advance version===== | =====Game Boy Advance version===== | ||
These codes can be entered by holding {{button|gba|select}} while highlighting "Erase" on the File Select screen. Entering them correctly will have a voice say "Not Bad!". | These codes can be entered by holding {{button|gba|select}} while highlighting "Erase" on the File Select screen. Entering them correctly will have a voice say "Not Bad!". | ||
*{{button|gba|B}},{{button|padup}},{{button|gba|B}},{{button|gba|B}},{{button|gba|A}} ("Bubba") - gives infinite access to the Token Areas | *{{button|gba|B}},{{button|gba|padup}},{{button|gba|B}},{{button|gba|B}},{{button|gba|A}} ("Bubba") - gives infinite access to the Token Areas | ||
*{{button|gba|B}},{{button|gba|A}},{{button|gba|L}},{{button|gba|L}},{{button|gba|A}},{{button|paddown}} ("Ballad") - starts the Sound Test | *{{button|gba|B}},{{button|gba|A}},{{button|gba|L}},{{button|gba|L}},{{button|gba|A}},{{button|gba|paddown}} ("Ballad") - starts the Sound Test | ||
*{{button|gba|B}},{{button|gba|A}},{{button|gba|R}},{{button|gba|R}},{{button|gba|A}},{{button|gba|L}} ("Barrel") - gives 50 lives | *{{button|gba|B}},{{button|gba|A}},{{button|gba|R}},{{button|gba|R}},{{button|gba|A}},{{button|gba|L}} ("Barrel") - gives 50 lives | ||
====''[[Donkey Kong Country 2: Diddy's Kong Quest]]''==== | ====''[[Donkey Kong Country 2: Diddy's Kong Quest]]''==== | ||
=====Super Nintendo version===== | =====Super Nintendo version===== | ||
In [[Pirate Panic (Donkey Kong Country 2 | In [[Pirate Panic (Donkey Kong Country 2)|Pirate Panic]], the player can perform an obscure series of events to reveal a single [[Kremkoin]] that will give them all 75 Kremkoins at once. | ||
*The player should go into the cabin where Kaptain K. Rool's note is found, then leave without collecting the [[Extra Life Balloon]] or reading the note. | *The player should go into the cabin where Kaptain K. Rool's note is found, then leave without collecting the [[Extra Life Balloon]] or reading the note. | ||
*The player should then collect the first [[Banana Bunch]] without collecting any other [[banana]]s. | *The player should then collect the first [[Banana Bunch]] without collecting any other [[banana]]s. | ||
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*The player should go back into the cabin, without collecting any bananas. A Kremkoin will be inside, and once it is collected, the player's Kremkoin count will jump to the maximum of 75. | *The player should go back into the cabin, without collecting any bananas. A Kremkoin will be inside, and once it is collected, the player's Kremkoin count will jump to the maximum of 75. | ||
After this cheat is performed, the player can still collect regular Kremkoins from boss battles and [[Bonus Area]]s. Collecting the coins in this manner will not count toward the player's [[completion]] percentage. | After this cheat is performed, the player can still collect regular Kremkoins from boss battles and [[Bonus Area]]s. Collecting the coins in this manner will not count toward the player's [[completion]] percentage. | ||
When paused in a level, pressing {{button|padright}} + {{button|snes|Y}},{{button|padleft}} + {{button|snes|A}},{{button|padup}} + {{button|snes|B}},{{button|paddown}} + {{button|snes|X}} will allow the player to exit the level, even if they have not cleared it before.<ref>{{cite|author=McFerran, D.|date=November 6, 2024|url=https://www.timeextension.com/news/2024/11/29-years-later-a-new-donkey-kong-country-2-cheat-code-has-been-discovered|title=29 Years Later, A New Donkey Kong Country 2 Cheat Code Has Been Discovered|publisher=Time Extension|accessdate=November 6, 2024|archive=https://web.archive.org/web/20241108121941/https://www.timeextension.com/news/2024/11/29-years-later-a-new-donkey-kong-country-2-cheat-code-has-been-discovered}}</ref> | |||
While creating new file, pressing {{button|paddown}} five times while highlighting Two-Player Contest Mode gives access to the game's Music Test. Doing so | While creating new file, pressing {{button|paddown}} five times while highlighting Two-Player Contest Mode gives access to the game's Music Test. Doing so | ||
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====''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''==== | ====''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''==== | ||
Players can enter codes in both the Super Nintendo and Game Boy Advance version of the game, resulting in gameplay changes. | Players can enter codes in both the Super Nintendo and Game Boy Advance version of the game, resulting in gameplay changes. | ||
=====Super Nintendo version===== | =====Super Nintendo version===== | ||
Players can initiate the code-entering screen by pressing the following sequence at the file selection screen: {{button|snes|L}} {{button|snes|R}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}}. Some codes are permanently attached to a file if entered before starting a new game. | Players can initiate the code-entering screen by pressing the following sequence at the file selection screen: {{button|snes|L}} {{button|snes|R}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}} {{button|snes|L}} {{button|snes|R}}. Some codes are permanently attached to a file if entered before starting a new game. | ||
*'''LIVES''' – Players are given 50 lives. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss. | *'''LIVES''' – Players are given 50 lives. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss. | ||
*'''ASAVE''' – The game automatically saves after each level. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss. | *'''ASAVE''' – The game automatically saves after each level. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss. | ||
*'''MERRY''' – All bonus levels will have a Christmas theme, turning [[ | *'''MERRY''' – All bonus levels will have a Christmas theme, turning [[star (Donkey Kong franchise)|star]]s into ornaments and [[green banana]]s into presents. Additionally, different bonus level music will play. If entered before starting a new file, the effects will be permanent to that file; if entered before starting an existing file, the effect only lasts until the game is reset. | ||
*'''COLOR''' – Dixie and Kiddy Kong's clothing will turn purple and green, respectively. This also affects the [[Level Flag]]. Dixie's gum (seen during her idle animation) will turn from pink to purple. Some enemy artwork seen after entering a [[Bonus Barrel]] is changed, and the [[Mirror (item)|Mirror]] is now green. [[Dixie Kong's Photo Album]] and the credits remain unaltered. If entered before starting a new file, the effects will be permanent to that file; if entered before starting an existing file, the effect only lasts until the game is reset. | *'''COLOR''' – Dixie and Kiddy Kong's clothing will turn purple and green, respectively. This also affects the [[Level Flag]]. Dixie's gum (seen during her idle animation) will turn from pink to purple. Some enemy artwork seen after entering a [[Bonus Barrel]] is changed, and the [[Mirror (item)|Mirror]] is now green. [[Dixie Kong's Photo Album]] and the credits remain unaltered. If entered before starting a new file, the effects will be permanent to that file; if entered before starting an existing file, the effect only lasts until the game is reset. | ||
*'''MUSIC''' – Enters Dixie Kong's Music Test, where players can choose any in-game music to listen to. | *'''MUSIC''' – Enters Dixie Kong's Music Test, where players can choose any in-game music to listen to. | ||
*'''WATER''' – Allows the player to enter the waterfall left of [[Bazaar's General Store]], where there is a [[secret cave]]. If the player wins the game, all 85 [[Bonus Coin (Donkey Kong | *'''WATER''' – Allows the player to enter the waterfall left of [[Bazaar's General Store]], where there is a [[secret cave]]. If the player wins the game, all 85 [[Bonus Coin (Donkey Kong franchise)|Bonus Coin]]s will be earned. If entered before starting a new file, the player will always be allowed to enter the waterfall; if entered before starting an existing file, the player can only enter the waterfall until the game is reset. | ||
*'''ERASE''' – The record time for [[Riverside Race]] will be deleted on all files. | *'''ERASE''' – The record time for [[Riverside Race]] will be deleted on all files. | ||
*'''HARDR''' – 29 of the 139 [[DK Barrel]]s will be removed. This code must be entered before starting a new file to work. If the game is beaten with this code activated from the start, the player will have a score of 104% instead of the standard 103%. | *'''HARDR''' – 29 of the 139 [[DK Barrel]]s will be removed. This code must be entered before starting a new file to work. If the game is beaten with this code activated from the start, the player will have a score of 104% instead of the standard 103%. | ||
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*Pressing {{button|Paddown}}, {{button|Paddown}}, {{button|Padup}}, {{button|Padleft}}, {{button|Padright}} grants Dixie and Kiddy fifty [[extra life|extra lives]]. | *Pressing {{button|Paddown}}, {{button|Paddown}}, {{button|Padup}}, {{button|Padleft}}, {{button|Padright}} grants Dixie and Kiddy fifty [[extra life|extra lives]]. | ||
*Pressing {{button|Padup}}, {{button|Padup}}, {{button|Paddown}}, {{button|Padleft}}, {{button|Padright}} causes the player to play the [[cards]] mini-game after they exit from the title screen. | *Pressing {{button|Padup}}, {{button|Padup}}, {{button|Paddown}}, {{button|Padleft}}, {{button|Padright}} causes the player to play the [[cards]] mini-game after they exit from the title screen. | ||
*Pressing {{button|Padup}}, {{button|Paddown}}, {{button|Padleft}}, {{button|Padleft}}, {{button|Paddown}}, {{button|Padup}}, {{button|Padright}} unlocks every area except the Lost World. The [[Stop Watch|Watch]]es, [[Bonus Coin (Donkey Kong | *Pressing {{button|Padup}}, {{button|Paddown}}, {{button|Padleft}}, {{button|Padleft}}, {{button|Paddown}}, {{button|Padup}}, {{button|Padright}} unlocks every area except the Lost World. The [[Stop Watch|Watch]]es, [[Bonus Coin (Donkey Kong franchise)|Bonus Coin]]s, and DK Coins are not unlocked. | ||
*Pressing either {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}, or {{button|GB|Select}} changes the level of the title screen's gameplay demo, depending on the number of times every button is pressed. The Kongs eventually die in every gameplay demo, except for the default [[Jetty Jitters]] demo in the original Game Boy release: | *Pressing either {{button|Padleft}}, {{button|Padup}}, {{button|Paddown}}, or {{button|GB|Select}} changes the level of the title screen's gameplay demo, depending on the number of times every button is pressed. The Kongs eventually die in every gameplay demo, except for the default [[Jetty Jitters]] demo in the original Game Boy release: | ||
**One time: [[Rickety Rapids]] | **One time: [[Rickety Rapids]] | ||
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===''[[Diddy Kong Racing]]''=== | ===''[[Diddy Kong Racing]]''=== | ||
Every time the player finishes a game and watches the credits, a code, referred to as a "Magic Code," will appear that changes how the game is played. To enter the code, the player has to go to the Options menu and then the Magic Codes option. If the inputted code is valid, the player can toggle them on or off through the Code List, also in the Options menu. There are a total of 24 codes; codes in bold can be inputted in both tracks and Adventure mode. | Every time the player finishes a game and watches the credits, a code, referred to as a "Magic Code," will appear that changes how the game is played. To enter the code, the player has to go to the Options menu and then the Magic Codes option. If the inputted code is valid, the player can toggle them on or off through the Code List, also in the Options menu. There are a total of 24 codes; codes in bold can be inputted in both tracks and Adventure mode. | ||
{| | {|class="wikitable" | ||
!Magic Code Name | !Magic Code Name | ||
!Description | !Description | ||
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===''[[Donkey Kong 64]]''=== | ===''[[Donkey Kong 64]]''=== | ||
A button sequence can allow players to access new worlds with a lower amount of [[Golden Banana]]s than what is displayed by [[B. Locker]]. To do so, the player must press Up, Down, Left, and then Right on the {{button| | A button sequence can allow players to access new worlds with a lower amount of [[Golden Banana]]s than what is displayed by [[B. Locker]]. To do so, the player must press Up, Down, Left, and then Right on the {{button|n64|DPad}}, | ||
in front of B. Locker. The homing weapon sound will play as confirmation the cheat was inputed correctly. If the player then approaches B. Locker with the correct Kong, B. Locker will let them through with a lower number of required Golden Bananas<ref>[https://twitter.com/2dosSRL/status/1343643181833998336 2dos on Twitter]</ref> | in front of B. Locker. The homing weapon sound will play as confirmation the cheat was inputed correctly. If the player then approaches B. Locker with the correct Kong, B. Locker will let them through with a lower number of required Golden Bananas.<ref>[https://twitter.com/2dosSRL/status/1343643181833998336 2dos on Twitter]</ref> The minimum default number, the lower amount and the corresponding Kong of the level are displayed in the following table: | ||
{|class=" | {|class="wikitable" | ||
!World | !World | ||
!Minimum number | !Minimum number | ||
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|80 | |80 | ||
|} | |} | ||
==References== | ==References== |
Latest revision as of 07:21, November 8, 2024
Cheat codes are built-in cheating mechanisms in video games that usually give the player considerable advantages, such as the ability to skip to any level regardless of progress, invincibility, or power-ups to the player character. Cheats are typically activated with unprompted button sequences in the game's menus or by accomplishing an obscure or illogical series of events within the game. Despite their name, cheat-codes do not always give the player an advantage, as something entered like a cheat-code may instead result in graphical changes or unlock extra content that does not directly benefit the player.
Several games in the Super Mario franchise have cheat codes. Note that the following list only features built-in cheats and does not list codes activated from a third-party cheating device such as the Game Genie.
Super Mario franchise[edit]
Super Mario series[edit]
Super Mario Bros.[edit]
Holding the button and then pressing on the title screen after a Game Over will allow the player to continue from the first level of the world the player died on, rather than being sent back to the beginning of the game.
Super Mario Bros. 2[edit]
When the game is paused, holding , and on controller 2 while unpausing automatically causes the player's character to lose a life. This can be used in certain unwinnable states.
Super Mario Land 2: 6 Golden Coins[edit]
By holding different button combinations on the title screen, the player is able to play the levels used in the demo. This records new inputs and replaces the original demo. After 127 inputs are made, the game freezes and forces the player to reset the game.
Buttons | Level |
---|---|
and | Mushroom Zone |
, , and | Hippo |
, , and | Cheep Cheep Course |
, , , and | Fiery Blocks |
New Super Mario Bros.[edit]
After finishing the game, pressing , , , , , , , on the world map start menu screen will have access to the game's Challenge mode, a harder mode which does not allow the player to scroll the screen backwards in most courses.
Holding down and when selecting a file will allow a player to play as Luigi until the game is quit, at which point the process will need repeating. Upon a successful activation of the trick, Luigi's voice will be heard just after the file selection jingle. This can be done regardless of whether or not the game is beaten; however, this trick is not revealed until the game is beaten.
New Super Mario Bros. 2[edit]
Similarly to New Super Mario Bros., holding down and when selecting a file will allow the player to play as Luigi. Unlike the original, this can only be done after completing World 6-Bowser Castle.
New Super Luigi U[edit]
In single-player mode, holding down on the GamePad or on a Wii Remote when selecting a level allows the player to play as Nabbit for the duration of the level. If done on Flying Squirrel Ovation, the player will play as their set user Mii instead.
Super Mario Maker[edit]
Pressing ++ while the course loads will cause the screen to look like a CRT television screen, similar to Big Mario.
New Super Mario Bros. U Deluxe[edit]
The player can disable the Midair Spin for or by holding the down for three seconds on the title screen while pressing the and buttons at the same time. When Nabbit's voice is heard, the jump controls have been disabled for the mid-air spin. However, this has to be done each time the game starts up. After disabling it, the player can re-enable it via the same method.
The player can play as Blue Toad instead of Yellow Toad by choosing him on the character select screen while holding .
Super Mario Bros. 35[edit]
Once the player cleared every course at least once, holding down while starting a game allowed the player to play as Luigi instead for the duration of said game.
Game & Watch: Super Mario Bros.[edit]
Holding down on the Super Mario Bros. and Super Mario Bros.: The Lost Levels title screen grants the player infinite lives. Holding down on the Ball title screen changes the character to Luigi. Holding down on the digital clock allows the player to listen to the Mario Drawing Song.
Mario Kart series[edit]
Super Mario Kart[edit]
On the course select screen, in Time Trial or Match Race, if the buttons , , , , , , , , are pushed in this order, the Special Cup is instantly unlocked for use in these modes. This does not work in Grand Prix.
Additionally, when selecting a character for a Grand Prix, if the player presses while holding , the character being selected will shrink in size, equivalent to a permanent Lightning effect. Using the button combination again will revert the racer to normal.
Mario Kart: Double Dash!![edit]
In Japan only, there was a contest for submitting Time Trial times.[1] However, accessing the 16-character code is still possible in all localizations of the game. The player can see a 16-character code by pressing , , , , , , , , , after the results screen where they can make a menu selection.
There is a way to decode the 16-character code,[2] which will reveal the track raced, the kart used, the pair of drivers selected, the track time, and best lap time.
Mario Kart DS[edit]
Similar to Mario Kart: Double Dash!!, a contest was held in Japan for submitting Time Trial times via a 16-character code. It can be accessed in all localizations of the game by pressing , , , , , in the Time Trial records. Decoding the code reveals the track raced, the driver and the kart used, the track time, and the player's name.[3]
Mario Kart 8 / Mario Kart 8 Deluxe[edit]
It is possible to select the season of Animal Crossing during offline play (except in Time Trials) by holding one of the shoulder buttons before the race starts: / for spring, / for summer, / for autumn, and / for winter. This code is inversed when playing in Mirror Mode: / for summer, / for spring, / for winter, and / for autumn.
In Mario Kart 8 Deluxe, pressing while holding and on the main menu will replace the Wireless Play option with LAN Play.
Super Mario World 2: Yoshi's Island / Yoshi's Island: Super Mario Advance 3[edit]
Holding the button on the map screen and pressing , , , , will make a menu appear, giving direct access to the Bandit minigames, as well as exclusive two-player variations of Throwing Balloons and Seed Spit. In the GBA version, the player must hold on the stage select screen and press , , , , ; this version removes the two-player modes of the aforementioned minigames.
Mario Golf (Nintendo 64)[edit]
On the title screen, players can press the following buttons to unlock everything in the game except Mario's Star Holes: , , , , , , , , , , , , , , , .
In the main menu, holding and and then selecting Clubhouse with will enable a "code entry" option. The following code can be entered:
- KPXWN9N3 will start a tournament on Toad Highlands, at the end of which a promotional code for Nintendo Power will appear.
Mario Power Tennis[edit]
On the title screen, holding and pressing (holding and for a few seconds on the New Play Control! port) will unlock a new multiplayer mode named Event Games, a tiebreaker match with options for a 3, 5 or 7 points game. This must be performed every time the game is booted up.
Mario Sports Mix[edit]
On the profile screen, the player can activate a cheat code to unlock everything on their save files. To do this, the player must first connect a Nunchuk to their Wii Remote. Then, they need to highlight their save file, hold and press three times, then release. After that, they have to hold and press four times, then release. Finally, they should hold both and and press five times, then release. If done correctly, the game will play a sound indicating success, and everything will be unlocked. The records, however, are not affected.
Donkey Kong franchise[edit]
Donkey Kong series[edit]
Donkey Kong[edit]
In the Apple II version, the player can press the following keys during gameplay:[4]
- Pressing 1 gives the player an extra life.
- Pressing 2 makes the player invincible.
Donkey Kong Jr.[edit]
In the Atari 800 version, holding the Shift key while typing BOOGA allows the player to activate the following cheats:[5]
- Pressing K makes the player invincible.
- Pressing S skips the current level.
Donkey Kong Country series[edit]
Donkey Kong Country[edit]
Super Nintendo version[edit]
The player can enter the following button combinations after selecting "Erase Game" on the File Select screen:
- ,,,,,,, ("Bad Buddy") - in a 2-Player Game, lets the inactive player become active without the active player's input
- ,,,,,,, ("Darby Day") - starts the Music Test
- ,,,,, ("Barrel") - gives 50 lives
Also, entering ,,,, ("Diddy") while Cranky Kong is winding his phonograph lets the player play the Token Bonus Areas at their leisure.
Game Boy Advance version[edit]
These codes can be entered by holding while highlighting "Erase" on the File Select screen. Entering them correctly will have a voice say "Not Bad!".
- ,,,, ("Bubba") - gives infinite access to the Token Areas
- ,,,,, ("Ballad") - starts the Sound Test
- ,,,,, ("Barrel") - gives 50 lives
Donkey Kong Country 2: Diddy's Kong Quest[edit]
Super Nintendo version[edit]
In Pirate Panic, the player can perform an obscure series of events to reveal a single Kremkoin that will give them all 75 Kremkoins at once.
- The player should go into the cabin where Kaptain K. Rool's note is found, then leave without collecting the Extra Life Balloon or reading the note.
- The player should then collect the first Banana Bunch without collecting any other bananas.
- Then, they should go back into the cabin, without collecting any bananas, and grab the 1-Up Balloon.
- The player should leave the cabin, and repeat step 2.
- The player should go back into the cabin, without collecting any bananas. A Kremkoin will be inside, and once it is collected, the player's Kremkoin count will jump to the maximum of 75.
After this cheat is performed, the player can still collect regular Kremkoins from boss battles and Bonus Areas. Collecting the coins in this manner will not count toward the player's completion percentage.
When paused in a level, pressing + , + , + , + will allow the player to exit the level, even if they have not cleared it before.[6]
While creating new file, pressing five times while highlighting Two-Player Contest Mode gives access to the game's Music Test. Doing so again opens the Cheat Code option, allowing the following codes and effects to be added:
- ,,,,,,, ("Ya Sad Lad") - gives 50 lives
- ,,,,,,, ("Barrel Ax") - removes all DK and Star Barrels
Game Boy Advance version[edit]
On the Cheats section of the Options Menu, players can input the following codes:
- WELLARD - removes all DK Barrels
- ROCKARD - removes all DK and Star Barrels
- FREEDOM - opens all levels
- ONETIME - starts Sound Test
- KREDITS - shows credits
- RICHMAN - gives ten Banana Coins
- WELLRICH - gives 50 Banana Coins
- HELPME - gives 15 lives
- WEAKLING - gives 55 lives
Donkey Kong Country 3: Dixie Kong's Double Trouble![edit]
Players can enter codes in both the Super Nintendo and Game Boy Advance version of the game, resulting in gameplay changes.
Super Nintendo version[edit]
Players can initiate the code-entering screen by pressing the following sequence at the file selection screen: . Some codes are permanently attached to a file if entered before starting a new game.
- LIVES – Players are given 50 lives. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss.
- ASAVE – The game automatically saves after each level. Entering it before starting a new profile will result in players being ranked "Cheatin' Chump" after beating the final boss.
- MERRY – All bonus levels will have a Christmas theme, turning stars into ornaments and green bananas into presents. Additionally, different bonus level music will play. If entered before starting a new file, the effects will be permanent to that file; if entered before starting an existing file, the effect only lasts until the game is reset.
- COLOR – Dixie and Kiddy Kong's clothing will turn purple and green, respectively. This also affects the Level Flag. Dixie's gum (seen during her idle animation) will turn from pink to purple. Some enemy artwork seen after entering a Bonus Barrel is changed, and the Mirror is now green. Dixie Kong's Photo Album and the credits remain unaltered. If entered before starting a new file, the effects will be permanent to that file; if entered before starting an existing file, the effect only lasts until the game is reset.
- MUSIC – Enters Dixie Kong's Music Test, where players can choose any in-game music to listen to.
- WATER – Allows the player to enter the waterfall left of Bazaar's General Store, where there is a secret cave. If the player wins the game, all 85 Bonus Coins will be earned. If entered before starting a new file, the player will always be allowed to enter the waterfall; if entered before starting an existing file, the player can only enter the waterfall until the game is reset.
- ERASE – The record time for Riverside Race will be deleted on all files.
- HARDR – 29 of the 139 DK Barrels will be removed. This code must be entered before starting a new file to work. If the game is beaten with this code activated from the start, the player will have a score of 104% instead of the standard 103%.
- TUFST – All Star Barrels are removed. If entered before starting a new file, almost all DK Barrels will additionally be removed; the effects will be permanent to that file. If entered before starting an existing file, the effect only lasts until the game is reset. If the game is beaten with this code activated from the start, the player will have a score of 105% instead of the standard 103%.
Game Boy Advance version[edit]
Players can enter codes by pressing "Enter Cheat" in the "Options" menu.
- EXTRAS – Players can play all of the minigames included in the game from the main menu.
- AQUA – Players get all 98 Bonus Coins for any new game file.
- MUSIC – The game opens the music test, where players can choose any in-game music to listen to.
- MONKEY – Players get 50 additional lives when used.
- HARDER – Star Barrels are removed.
- TUFFER – DK Barrels and Star Barrels are removed if the player starts a new game.
- KREDITS – The credits play.
Donkey Kong Land series[edit]
Donkey Kong Land 2[edit]
The English version of the game has three cheat codes the player can implement. The codes do not work on the Japanese version. While on the title screen, the player has to hold or , and input one of the below combinations. If done correctly, an extra life sound effect will play.
- 50 lives: , , ,
- 40 Banana Coins: , , ,
- 47 Kremkoins: , , , (in order to get 100% completion, the standard Kremkoins must still be collected)
Donkey Kong Land III[edit]
Like its prequel, Donkey Kong Land III features cheat codes that the player can activate by entering a certain button combination from the title screen. This plays a sound effect, and most cheats go into effect when the player enters a save file.
Unlike Donkey Kong Land 2, this game only uses the D-Pad for its button combination instead of the and buttons. Cheats appear in both the original and Color versions of Donkey Kong Land III, whereas cheats did not appear in the Japanese version of Donkey Kong Land 2.
- Pressing , , , , grants Dixie and Kiddy fifty extra lives.
- Pressing , , , , causes the player to play the cards mini-game after they exit from the title screen.
- Pressing , , , , , , unlocks every area except the Lost World. The Watches, Bonus Coins, and DK Coins are not unlocked.
- Pressing either , , , or changes the level of the title screen's gameplay demo, depending on the number of times every button is pressed. The Kongs eventually die in every gameplay demo, except for the default Jetty Jitters demo in the original Game Boy release:
- One time: Rickety Rapids
- Two times: Whiplash Dash
- Three times: Deep Reef Grief
- Four times: the gameplay demo resets to the default Jetty Jitters.
Diddy Kong Racing[edit]
Every time the player finishes a game and watches the credits, a code, referred to as a "Magic Code," will appear that changes how the game is played. To enter the code, the player has to go to the Options menu and then the Magic Codes option. If the inputted code is valid, the player can toggle them on or off through the Code List, also in the Options menu. There are a total of 24 codes; codes in bold can be inputted in both tracks and Adventure mode.
Magic Code Name | Description |
---|---|
ARNOLD | Large players |
BLABBERMOUTH | Changes horn sounds into character sounds |
BODYARMOR | All balloons are yellow |
BOGUSBANANAS | Bananas slow players down |
BOMBSAWAY | All balloons are red |
BYEBYEBALLOONS | Balloons are disabled |
DODGYROMMER | Displays ROM Checksum |
DOUBLEVISION | Multiple players can be the same character |
EOLAOBFENRLONE | Free balloon |
EPC | EPC lockup display |
FREEFORALL | Fully powered-up balloons |
FREEFRUIT | Players start with ten bananas |
JOINTVENTURE | The second player joins Adventure mode |
JUKEBOX | Adds Music Test to audio menu |
NOYELLOWSTUFF | No bananas in Tracks mode. |
OFFROAD | Four-wheel drive |
OPPOSITESATTRACT | All balloons are rainbows |
ROCKETFUEL | All balloons are blue |
TEENYWEENIES | Small players |
TIMETOLOSE | CPUs are harder |
TOXICOFFENDER | All balloons are green |
VITAMINB | Unlimited bananas |
WHODIDTHIS | Players can view credits |
ZAPTHEZIPPERS | Disables zippers |
Donkey Kong 64[edit]
A button sequence can allow players to access new worlds with a lower amount of Golden Bananas than what is displayed by B. Locker. To do so, the player must press Up, Down, Left, and then Right on the , in front of B. Locker. The homing weapon sound will play as confirmation the cheat was inputed correctly. If the player then approaches B. Locker with the correct Kong, B. Locker will let them through with a lower number of required Golden Bananas.[7] The minimum default number, the lower amount and the corresponding Kong of the level are displayed in the following table:
World | Minimum number | Corresponding Kong | Lower amount |
---|---|---|---|
Jungle Japes | 1 | n/a | n/a |
Angry Aztec | 5 | Diddy Kong | 3 |
Frantic Factory | 15 | Tiny Kong | 10 |
Gloomy Galleon | 30 | Lanky Kong | 20 |
Fungi Forest | 50 | Chunky Kong | 35 |
Crystal Caves | 65 | Donkey Kong | 50 |
Creepy Castle | 80 | Lanky Kong | 65 |
Hideout Helm | 100 | Chunky Kong | 80 |
References[edit]
- ^ May 7, 2015 Mario Kart Double Dash: The “Lost” Japanese Contest Source Gaming. Retrieved January 17, 2021.
- ^ [1]
- ^ Mario Kart DS § Hidden Contest Code. The Cutting Room Floor. Retrieved December 28, 2022.
- ^ Donkey Kong – Cheats. GameFAQs. Retrieved February 4, 2023.
- ^ Donkey Kong Junior. Atari Mania. Retrieved February 4, 2023.
- ^ McFerran, D. (November 6, 2024). 29 Years Later, A New Donkey Kong Country 2 Cheat Code Has Been Discovered. Time Extension. Retrieved November 6, 2024. (Archived November 8, 2024, 12:19:41 UTC via Wayback Machine.)
- ^ 2dos on Twitter
General video game terms | |
---|---|
Cheat code • Completion • Continue • Easter egg • Extra life • Fourth wall • Game Over • Glitch • Missable content • Point • Unrevisitable area • Unwinnable state |