Mario3.txt version 1.0: A Catalog of all Available Game Genie Codes for Super Mario Brothers 3--compiled by Adam Blake Please contact me with more codes, info, or help with this text file (did I make spelling errors?) Adam Blake 342 Downing Road Riverside, IL 60546 (708) 447-1245 Email me at u40915@uicvm.uic.edu Updates to this file will be provided as I create more codes. They will be named version 0.1, 0.2, etc. and the new mario3.txt files will be named 1.1, 1.2, depending on their contents. The new files will be mario311.txt, etc. Code Alert I need more codes, especially codes for super mario brothers 2 and 3. The most desirable codes are codes I do not have which, either alone or in conjunction with other codes, affect the music or sound effects of any mario game, or any Nintendo game, for that matter. However, the empirical spirit which I obey dictates that ALL codes are important. SEND ME ANY CODES WHICH DO NOT APPEAR ON THIS LIST FOR ANY SUPER MARIO BROTHERS GAME, EXCEPT FOR THE ONES WHICH APPEAR IN THE GAME GENIE INSTRUCTION BOOKLET OR THE GALOOB WEB SITE. The key to a good code is its uselessness. Although codes which increase the number of lives, items, etc. are useful, the interesting ones have no practical advantage. I also want to know if any code on here has effects other than the ones I have listed. I have not gone through the games level by level for each code. Attention Engineers, Hackers, and Computer Geeks The instruction book which comes with the Game Genie fails to explain exactly what the hell the thing does to the NES. Although I do not know precisely how a NES works in detail, I feel this information would be useful, possibly opening the potential for "directed coding," i.e. designing a code based upon the desire to elicit a certain effect. The closest I can come to this is a systematic approach to varying existing codes, and a completely random approach to discovering totally new codes. This is a frustrating process. Anyone with a technical bend, please contact me through any of the aforementioned means with some info/insight. Attention Everybody I want some nice-looking famicom (not super famicom) systems and accessories. I could use Jap->U.S. adaptors, famicom games (Super Mario 2 (lost levels,)) or any multicarts you might happen to have. Thanks in advance. Game Genie codes for super mario brothers 3 I created almost all of the codes for mario 3. Credit is given where known, but this is hearsay and as such it is not terribly accurate. A few of the mario 3 codes come from: NESJournal #3, NESJournal #5, and Jesse Smith's game page. Super Mario Brothers, Mario, Goombas, Koopas, Bowzer, etc. are trademarks of Nintendo of America Game Genie is a trademark of Galoob Super Mario Brothers 3 Behavioral Codes UUKXGLIE-Always small mario, invincible, can jump on any enemy. VXKXGLIE, KXKXGLIE-Invincible, but may not be able to go in pipes. PGTIPS-Pass through most enemies KOSUZI-This code allows you to pull blocks out of the scenery and creates holes that you can fall down if you are not careful. Erratic. Only allows you to pull blocks out at certain points in space. AOSUZI-A much better version of KOSUZI. Mario can shoot out a block at any time, and can remove scenery, blocks, pipes, or any other game element. A great weapon and tool for carving passages. AESUZI-Mario can pull blocks out erraticaly, and a menu blocks the screen when he jumps. The hammer brother on the map is in an odd location. APSUZI-Many effects. There is no hammer brother on the map, the music is odd for a split-second, and those colored blocks in the background (i.e. the white blocks you duck on to get behind the scenery) have tops that mario cannot pass through. This code freezes after a little while and leaves the music running. AOYUZI-Hammer brother on map takes a nap. VVLLLI-Mario bounces when he walks. See also MUSIC CODES. SSLLLL-It's rainin' enemies! EAOXUN-Enemies commit suicide upon seeing mario. STOXUN-Similar to EAOXUN. KKLLLL-Your score shoots up as your time shoots down to 0. APZLYG-You seem to be walking on the scenery for a completely different level. APOUZI-Enemies, mario go through walls. This freezes. TLLLEE-On map, mario's "ring of stars" expands until it disappears. TLLLLY-There is no sound effect when mario hits a block. In addition, every time he hits a black there is a small flash. POPUPO-Music box is always active. UNNUUN-Mario cannot jump. TELLEY-Mario is forced to run full speed to the right against his will. Try getting far in the game with this code! POIISG-Blocks move up a notch when you hit them. AAPSSZ-Invincibility. TOILET-No enemies. KOZZYV-Plants don't fire as much. IOZZVV-Freezes the Para Goomba. OEPZXZ-When mario kills an enemy or gets a coin, he also gets a 1up. OOKXGLIA-Start and continue as a Raccoon. OOKXGLIE-Start and continue as a Frog. SEUXKGAA-Press B and DOWN for a door. YEUXKGAA-Mario is a cloud on the map, and a swimming spaceship/piranha plant in the levels. XEKXGIJE-Start and continue as a Tanooki. YLLLLI-Walk through walls, objects. Para Koopa wings fly separately from bodies. SSASSA-Cannot be touched by enemies or powerups. APOXUN-Same as SSASSA. TIKOKK-Just like SSASSA. TTTXUN-Mario the human top. Occaisonally freezes. POEISO-Enemy position different than it appears. ATIXXL-Mario has trouble running. ATVXXL-Mario has different trouble running. AOZXVL-Ground is frictionless. Also a specific graphics code. AOZXEL-Hard to maneuver mario, freezes when you kill an enemy or hit a block, mario cannot run, only can move forward by jumping. Also a graphics code and a music code. EPTXXL-When mario holds B and runs to the right, he will not go faster, but instead, slow down, stop, and reverse direction, increasing to maximum speed. EPYXXL-Like EPTXXL except mario does not reverse direction. TZLXZS-When mario hits a block, a green block appears 2 notches down and the original becomes invisible. This also changes the sound effect for flapping your tail. TYLXZS-Same as TZLXZS, but a different sound effect is substituted. TELXZS-Mushrooms do not emerge from blocks, but instead fall from heaven. APOXXL-Stomp an enemy while running and get a boost. Also a graphics code. EEYXXL-Cannot move left. Ground is frictionless. Also a graphics code. ANYXXL-Cannot move. Also a graphics code. NNYXXL-Cannot move. Also a graphics code. UNYXXL-No friction when walking right. Also a graphics code. SNYXXL-Walk slowly to the right. Also a graphics code. EXYXXL-Walk slowly to the right. Also a graphics code. PXNXXL-Walk slowly to the left. Also a graphics code. EAYXXL-Run very fast. EYNXXL-Run very fast. XXYXUU-Mario's motion is very jerky. Also a graphics code. XXLXUU-Mario slides when he moves. Also a graphics code. Also a music code. ESSXUU-Mario's motion very jerky. Also a graphics code. Also a music code. ZZZXUU-Mario has difficulty jumping. Also a graphics code. SSSXUU-Jerky motion. Also a graphics code. Also a music code. POZXUU-Jerky motion. AOLXUU, OSLXUU, ESLXUU, GSLXUU, OELXUU, OOLXUU, OXLXUU, OKLXUU, OVLXUU, ONLXUU-All make mario slide. All are also graphics codes. ZTZZYS-Once p-meter starts flashing, it never stops. Freezes occaisonally. ZTZUYS-Go through walls. Freezes occaisonally. Universal Graphics codes OPOXUN-Enemies "drip" points, background splits into moving parts. AOPUZI-Map is just a bunch of nice-looking static. PINAOO-Freeze with wacky static. UNVUXV-flickering with interference. Specific Graphics Codes XZZOEK-Alters the background scenery significantly. IANOXG-Makes green stripes and spots appear everywhere. TANOXL-A very odd, confusing graphics scrambler. Affects only levels. AASUZI-Makes an odd-looking map, and whenever mario jumps, a menu blocks the screen temporarily. AOTUZI-Hammer brother on map looks scrambled. AOSUZZ-Map is scrambled. This freezes in the levels. AOSUZP-Odd score. AOSZZI-Hit a coin block and go flying. You will come down at the end of the level. Freezes occaisonally. VVLLLE-Enemies have a nervous tic. ETOXUN-The apparent position of enemies is different from the actual position. POSOXG-Adds spots of odd color to bkgrnd and game elements. EPOXPN-Piranha plants look odd. GPOXUN-Screen flickers VVALLL-Wintertime color scheme on map and levels. VVLLLT-Upon entrance into a level, the screen flashes, a weird noise sounds, and Lemmy Koopa materializes in mario's position, causing him to die and the game to freeze. KPSUZI-Black & white map, and trying to go to a level takes you to a discolored Mario vs. Luigi battle. VPSUZI-A very strange version of KPSUZI. Try it out. APPUZI-Enemies fall from sky. This freezes. VVLLPL-A graphics scrambler/level scrambler which freezes. VVLLZL-Fantastic code which depicts one of Bowzer's most disturbing experiments-strange half-Koopa half-Goomba mutants! VVLLXL-Scenery is very slightly different. VVLLUL-Scenery is very slightly different from above code. YVONNE-Map freezes and looks quite bizarre. POPXPO-A fantastic code which causes enemies and items to leave trails when they move. VOPXPO-Same as POPXPO, but Mario is also hovering. AOPXPO-Leaves trails, but enemies flash graphical changes. ZZLLUN-The screen will not scroll in the level. ALKELI-A scrambled map, the only available move being a battle. OOOOKK-Large patches of different color over scenery, game elements. EEEOKK-Scrambled map, when you enter a level it is automatically beaten. When you enter the castle there is a graphic display and the game freezes. AKAKAK-Scrambles the map and freezes. TELLLX-Scrambled odd map. GPPXXY-Wonderful code. You do not interact with Koopas and Goombas, and they are mutated wildly. The Goombas have wings but do not fly. Buzzy beetles also have wings. On occaison, there are strange rains and hammers or odd projectiles will come flapping towards you. The flashing circle things (name?) go flying off of their circular tracks. A great code! IANOXG-Vertical stripes of color in levels. YAZPNO-The level is gone, just a sky-blue void into which all sentient beings fall. VALLEY-Somewhat difficult to describe. POZZVV-Para Goombas appear upside-down. AOZXXL-Flashing negative world. OXIZNL-Shivering world. TZILYU-Flashing ice world. KISSYS-All enemies appear at left side of screen. PZVUXV-Freezes, displays mario with a glowing halo, a toad gesticulating wildly, and a green king-dog scratching himself. PIPOIS-Cannot move on map, press A and enter a nonexistent weird rising/ sinking ice level. NIXOOK-Cool-looking frozen title screen. AKIXXL-When you change from the map to a level, the palette changes rapidly but returns to normal once you enter the level. AOZXVL-Colors of mario and world cycle. Also a behavioral code. AOZXEL-Odd palette. Also a behavioral code. AZZXVL-When mario jumps, a menu blocks the screen. KKKVYN-Odd-looking title screen. Freezes. TYXXZS, TYZXZS-Mario's clothes are all black. In addition, the sound of mario flapping his tail changes. LLLOKK-Scrambled map. Freezes. KKKOKK-Mario appears on the map in a very odd way. NNNOKK-Ice world with graphic alterations. AAAXXL-Odd title screen. APOXXL-Different odd title screen. EPOXVS-Map flashes when mario enters a level. Freezes with infinite music. TYLPZS-Mario cannot reach 1-1. Mario enters a battle with the hammer brother and falls through the ground. After he dies, the hammer brother starts moving and never stops. ANYXXL, EEYXXL, NNYXXL, VNYXXL, ONYXXL, XNYXXL, SNYXXL, EXYXXL-these all alter the color palette and also are behavioral codes. UUUXUU-Play in a black void. ZVYXUU-Palette wild. Mario is also paralyzed. XXYXUU-Great colors. XXLXUU-Palette is odd, leaves fall straight down. Also a behavioral code. Also a music code. ESSXUU-Palette subtly different on map (no blue.) Also a behavioral code. Also a music code. EEEXUU-When you get points, the first 2 digits of the point score get stuck at the top of the screen. PPPXUU-Points linger longer. OOOXUU-Aforementioned "menu" when you jump, graphics jump around in a confusing way. ZZZXUU-Points behave oddly. Also a behavioral code. SSSXUU-Subtle palette change. Also a behavioral code. Also a music code. OZXXUU-Points appear on ground. AOLXUU-Palette shifts when you enter scene. Also a behavioral code. OSLXUU, ESLXUU, OELXUU, OOLXUU, OXLXUU, OKLXUU, OVLXUU, ONLXUU-All of these change the palette of the map and the levels. All of these are also behavioral codes. XSLXUU-Map palette is changed, level is a black void. KSLXUU-Map palette is changed, level is a black void. GSLXUU-Map and level are a faint blue color. Also a behavioral code. OXTOPT-Cool scrambled map. ZTZOYS-Same mysterious ice level as PIPOIS, but you are pulled across it to the right. When you die, the hammer brother moves indefinitely. ZTZOAS-Same ice world, but mario is free to move at will. Graphics Scramblers The set of these codes is a subset of the set of Specific Graphics Codes which basically do the same things as each other. They replace certain sprites with others. For example, the left corner of a piranha plant pipe may be replaced with a section of undulating waves. As a result, descriptions are hard to make for each one. I have asterisked or otherwise indicated my favorites, but try them all out and give them your own descriptions. GAEOXG-A wacky graphics scrambler. *AALLLL-A great graphics scrambler. Mario also appears to be underground. PIGPSK-An uninteresting g.s. *ZIGPSK-A great g.s. *ZAGPSK-A great g.s. *ZZGPSK-A great g.s. *OGAOKK-A fantastic g.s., similar to the OSTENA family of Mario 1. OAKOKK-Nothing but corners. SGAOOK PGPOSK OAKOSK-Removes stripes of graphics. *PGAOSK-One of the best. SGSOSK-Mostly blankness. SGOOSK *SGAOSK PGAOOK TIKOKK-Mostly corners. SGKOKK OGOPOK PGOPOK OAKPSK SGTOSK-Mostly blackness. OGOPSK SGSPSK IAGPSK ZIGPSK AYKPSK OAKPSK *LIZONK YOOPIT-scrambles on the fly EOOPIT-scrambles on the fly TIKPOG-blue void with colored patches. SPPPOG-stripes. SPPPNK SIPPNG VVVOKK-colored patches on scenery. SSSOKK-criscrossing colored patches. IIIOKK-All corners, flickers. PPPOKK-Mostly corners. AAAOKK-Great, similar to the OSTENA family for mario 1. ZZZOKK SSSOKK Music Codes Even if you are not interested, try these out anyway. These are the codes I spent the most time and energy compiling, and I love them like children :) Anyway, give them a try. EPZXVL-This code will freeze the game and leave the music playing. Great for listening to codes below work without the hindrance of a time limit. ALSUZI-Another eternal music code. TVLLLL-Another eternal music code. OOOVYU-This is the archetype music code for mario 3. The first level music is nothing special, but 2 on is simply incredible! It is almost the same every time you run the code...the resultant music is so complex you will think it is intentional! I have never heard a NES utter these kinds of sounds before. OOOVYN-Map music sounds like melody has a hard time keeping up with drums, level music effects are same as EEEVYN. OOOVYI-Melody of map music sustained longer, sounds like a pure sine wave, and melody of level sustained as well. OOOVYS-Similar to OOOVYI. KKKVYU-The music is normal except for the bass part, which is very odd. EKKVYU-Similar to KKKVYU, with small differences. PEKVYU-Also similar to KKKVYU. TOKVYU-same story. TTTVYU-On the map screen, a music "sampler" will play which goes through first small cuts (time up, hurry up, finish level) music and then goes once through each map's music. Next is the finishing game music. Music box music follows, with strange noises accompanying it, and it eventually degenerates into wonderful strange noises. Check this out! EEEVYU-A sampler within a level, running through all normal level music, and going into a beautiful fast noisy rave-up! EEEVYN-Map music is just bass and drums, certain notes in level are sustained longer. AALVYU-Slows down all map and level music except for certain levels, like 1-1 and 1-5, which sound fantastic. Let me know if you find other great-sounding levels. AALVYN-Affects map and levels, makes drum samples trigger so fast they become strange grinding and humming noises. Let me know of any other effects you notice. ANLVYU-Freezes upon entering a level, but makes odd crashing noise over and over again. Sounds like you are being chased by the mechanical Hitler in Wolfenstein 3d. YYYVYU-Music periodically stops, then starts again. NNNVYU-Freezes the game and makes a wonderful grinding noise. NNNVYS-The harmony part on the map screen is sustained. Freezes when you try to enter a level. XUNXUN-Affects drum part on map music. This also makes your timer just the ones digit, occaisonally with arcane symbols replacing the other digits. Level music is normal. YUYXUN-Affects map music slightly, and adds another level 2 to map. YXYXUN-Like YXYXUN with different sound inserted. YEYXUN-Like YXYXYN with different sound. YOYXUN-same idea. VYYXUN-One part of map music gets out of time with rest. OYLXUN-One part of map melody slows down. OYYXUN-Similar to OYLXUN. In addition, game freezes seconds after entering a level, making it another ideal "infinite music code". EPOXUN-After passing first pipe in 1-1, game freezes but occaisonal drum sample is triggered. After an indefinite time interval, only the drum part resumes at full speed, but with strange touches you will NOT hear in the game normally. YYLXUN-First level map music is FANTASTIC! YYYXUN-Different first level map music. OPOXUN-The aforementioned graphic code also affects the music. When you trigger a sound effect like getting a mushroom or being shrunk, the game appears to freeze. Wait, however, and you will see that the effect is slowed down greatly, with pleasing audio results. AOLUZI-Makes music "skip" occaisonally. AESUZI-Adds tom sample to melody, also interferes with graphics. VVLLLL-Makes wonderful noise for about one second, then freezes :( I need a code which will do this without stopping the music! VVLLLI-Level melody off-time, mario bounces when he walks. KVLLLL-Freezes game and makes different noises. EEOXUN, EOOXUN, EXOXUN-These freeze like EPOXUN, but resume the drum track instantly. EPOXUN+VVLLLL-An interesting combination. AOLUZI-The music is altered and skips. NAXULT-There are lags between different sections of the music, and it occaisonally changes slightly. AOZXEL-Occaisonally when this freezes, the drums will resume as in EEOXUN. POVXXL-Infinite music code. OXTVYZ-A wonderful code which switches some of the drum samples around. OXTVYT, OXTVYV-Either of these codes make some wonderfully dissonant map music. OXTVYI, OXTVYS-Either of these codes take the harmony, bass, and half the melody out of the map and level music. OXTVIT, OXTVIV-Either of these codes change the sample for the hihat. OXTVYP-Makes incredible map music, and adds extra hihat to the levels. OXTVGT-Changes the drum samples on the map and in the levels. OXTVYN-A nice-sounding and cool-looking freeze. OXTVPZ-Different fantastic dissonant map music. OXTVGZ-Changes the samples of some of the drums. OXTVGN-Changes the music of the entire game so that only one note is played in rhythm over and over. Really fun at first, but you can only take so much. OXTVPT-Incredible code! Map music level 1 is fantastic. Extra hi-hat, beeping, notes added. Level music similarly affected. Sometimes there are no drums in the level music at all. Try this out! OXTVZT-Like OXTVPT, but no extra notes are added. OXTVYT-Like OXTVPT, but no extra hi-hat is added. OXYVPT-In the map and level there is no hi-hat. OXAVPT or OXEVPT-In the map and levels the bass is playing very oddly. OXPVPT-On the map and in the levels the bass is almost not present. OXLVPT-No bass in map, levels. OXKVPT or OXGVPT-On the map, there is no hi-hat, and an extra snare of some kind is being played out of rhythm. In the levels, there is a crash on every beat being played with some weird samples. Nice code. XLYXUN-Certain parts in map music malfunction. XXYXUN-Hihat in level music goes crazy! XXXXUU-Yet another infinite music code. ESSVYN-Fantastic dissonant funky map music! One of the best codes. EASVYN-Only bass and drums on map, sustains certain parts longer in level. EEEVYN-Same as EASVYN, but different things are sustained. ESZVYN-The sound effect of mario jumping is different. ESSVAN-Fantastic code. On the map, an all-drum all-star rave-up with sparse bass playing octaves, but freezes in the level. ESSVLN-Fantastic. Demented music. All pitches replaced. Sounds random in some sections, but it is the same each time. Sounds really cool underground (as in 1-5.) ESSVTN-Similar to ESSVYN, but slightly different. Listen to the beginning of level 1 map music! ESAVAN-Doubles certain instruments, adds sustain, makes music in map "fuller." Also adds stuff similarly to level music. ESPVAN or ESOVAN-Minor changes in the map-sustains the last note of each phrase. Also does the same in levels. ESTVAN or ESVVAN-Kind of like a combination between ESSVYN and ESSVLN which does not freeze when you enter a level, but works its magic there as well! EAAVAN-Snare and other non-hi-hat samples are off. VTPVAN-Affects both map and level music. Takes out some drums, adds more kick, and adds weird static to the music. TTTVAN-Small alterations to map music, but level music is fantastic, similar to ESAVAN with major differences. YYYVAN-Like ESAVAN but with an even fuller sound. NUYVAN-The hi-hat stops playing on the map. XXLXUU-Music odd when you die. Also a graphics code. Also a behavioral code. ESSXUU-Music odd when you die. Also a graphics code. Also a behavioral code. SSSXUU-Music odd when you die. Also a graphics code. Also a behavioral code. PTVUYS-Music at the beginning of 1-1 is warped. Miscellaneous Codes YNKPTZGE-99 lives after continue EEUZUGAA-The "red curtain." OEUZUGAA-This code, along with the following 5 codes, takes you to a warped version of a familiar map, where you most likely will not be able to move. XEUZUGAA KEUZUGAA SEUZUGAA VEUZUGAA NEUZUGAA Failed Codes (may affect some cartridges) These codes are ones I have found, tested, and did not discover the effect listed. If you achieve any effects from these codes or variations on them, contact me. KUKXGLIE-Description reads "Flying Mario." POPOPO-No description available SISTEK-Description reads "Goomba illusions." GLOOZS-Description reads "Secrel level." I assume they meant secret. ZXLLUN-Description reads "Mega fast run."