Items that improve your character can be found in Item Boxes
. To acquire a power-up from an Item Box, attack the box or jump into it from beneath. Some item boxes are hidden; they will be invisible or will appear as normal bricks
. For some power-ups, the effects will vary depending on the character you are playing as.
Collecting 200 of the items on this page (all items total) will unlock the "Infinite Ammo" cheat.
Pickups everybody can use
Every character can use these pickups.
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Mushroom
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In general, the Mushroom will give your character one extra hit and the ability to get other pickups. The characters not listed here undergo no changes other than getting an extra hit, although Bill cannot use this (while he is always able to get his pickups).
- Makes Mario and Luigi bigger, allowing them to break bricks by jumping into them from beneath.
- Gives Link the White Sword, increasing his attack power.
- Gives Samus the Long Beam, increasing her attack range.
- Gives Simon the Chain Whip.
- Gives Mega Man the ability to charge his Mega Buster.
- Gives SOPHIA the Hyper upgrade.
- Bass can have four bullets onscreen instead of three.
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Fire Flower
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If you get hit with some pickups and a Mushroom, this will restore what you had. Fire Flowers only appear if you have a Mushroom (or better) when the block is hit.
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Starman
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Gives your character invincibility for a short time. Your character will flash rapidly in different colors. This not only prevents them from taking damage, but kills enemies upon contact. Lasts approximately 13 seconds. While powered-up with a Starman, everyone has unlimited ammo and SOPHIA has unlimited hover.
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1-Up
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This is a rare power-up that gives the player an additional life. Most commonly found in invisible boxes. In Survival mode, it gives you another revival/power-up.
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Coins
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Coins are scattered across most levels, and can be found just lying around or inside bricks and boxes. Collecting 100 coins gives the player a 1-Up.
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Character-specific pickups
Only specific characters can use these pickups.
These pickups can only be used by Mario and Luigi.
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Fire Flower
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This gives Mario and Luigi the ability to shoot fireballs.
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These pickups can only be used by Link.
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Bombs
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These explode after about a second, hurting anything within the radius. Link can only carry a limited amount of these. This weapon pierces armour. You can carry up to 20 bombs.
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Bow and Arrows
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Arrows can be shot as a long-range projectile. You can carry up to 20 arrows.
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Magical Boomerang
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This is similar to the Boomerang, but it travels to the end of the screen.
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Blue Ring
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This turns Link's tunic blue. It protects him from his own bombs.
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Red Ring
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This is a sword upgrade that shoots the sword as a projectile. It also turns Link's tunic red.
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These pickups can only be used by Bill Rizer. Note that Bill cannot use the Mushroom.
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Rapid Fire
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This slighty speeds up the firing rate of all weapons except the laser, and you can stack two of these. This is extremely useful combined with the Machine Gun or the Spread Gun.
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Machine Gun
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This lets Bill shoot multiple times without the player letting go of the button.
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Spread Gun
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This fires five bullets in a wide arc. It is especially effective on underground levels.
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Laser Gun
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This shoots a long laser. It is the most powerful per shot, but also the slowest. It is useful against Bowser.
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Flamethrower
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This shoots a small fireball that moves forward in a corkscrew pattern, making small loops. The fireballs are fairly powerful, but move slowly compared to other weapons. This weapon pierces armour.
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These pickups can only be used by Simon Belmont.
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Whip Upgrade
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This gives you the Morningstar whip, a longer whip.
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Double/Triple Shot
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The Double Shot lets Simon throw two sub-weapons on the screen at a time, the Triple Shot lets Simon throw three.
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Cross
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This is as powerful as the Axe and can not only hit several enemies in one throw, it also returns to Simon after thrown. This weapon uses 1 per use.
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Axe
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This is useful, but it's difficult to learn how to use it until you get used to its arc motion. It's not useful for close range, but as a mid-range weapon, it's excellent. This weapon uses 1 per use.
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Dagger
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This is a fast-moving long-range projectile as powerful as the leather whip. This weapon uses 1 per use.
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Holy Water
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Until you learn how to use it, this seems quite weak. Vials are like small bombs that explode when they hit the ground. This is incredibly effective when thrown from the top of a staircase. This weapon pierces armour. This weapon uses 1 per use.
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Stopwatch
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This freezes all enemies on the screen. It has its limits, as it uses 5 per use and doesn't work on some enemies.
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Hearts
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These are ammo for all of Simon's special weapons. Small ones are worth 1 , big ones are worth 5 . You can carry up to 99 .
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These pickups can only be used by Mega Man and Bass.
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Super Arm
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With this, you can pick up bricks and throw them. Each use consumes 2 bars of energy.
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Metal Blade
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This can be thrown in eight directions and is very useful. Each shot uses 1 bar of energy.
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Hard Knuckle
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This shoots Mega Man's or Bass' hand as a projectile. This weapon pierces armour. Each shot consumes 2 bars of energy.
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Pharaoh Shot
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This can be charged and shot in seven directions. Small shots consume 1 bar of energy, while big shots use 2 bars.
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Charge Kick
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This hurts enemies when sliding. Each slide consumes 1 bar of energy.
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Flame Blast
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This shoots a little ball onto the ground, which then bursts into flames. Each shot consumes 1 bar of energy.
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Water Shield
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This creates a barrier around Mega Man or Bass which can be shot out. Each use consumes 4 bars of energy.
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Rush Coil
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(NOTE: Only Mega Man has access to this weapon.) When used, Rush teleports in front of Mega Man. When jumped on, Mega Man is propelled very high. Each Rush jump consumes 3 bars of energy.
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Energy Balancer
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When picking up Energy Pellets or Energy Capsules, the energy goes to the weapon with the least energy.
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Energy Pellet / Energy Capsule
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These recover Mega Man's or Bass' weapon energy. Pellets restore 2 bars and Capsules restore 10.
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These pickups can only be used by Samus.
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Morph Ball
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This lets Samus curl up into a ball and lay bombs.
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Missile Tank / Missiles
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This lets Samus shoot missiles. This weapon pierces armour. You start with five and can hold up to 20. Each pickup gives you 2.
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Ice Beam
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This freezes enemies. When shooting a frozen enemy, damage is dealt and the enemy thaws. You cannot hold this at the same time as the Wave Beam.
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Wave Beam
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This moves in a wavy arc and is quite powerful. You cannot hold this at the same time as the Ice Beam.
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Varia Suit
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This protects Samus from fire bars in castles.
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Screw Attack
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This lets Samus hurt enemies when doing a Spin Jump. This attack pierces armour.
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These pickups can only be used by Ryu Hayabusa.
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Shuriken
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This lets Ryu throw a small shuriken. It's not very strong, but it's long-range. This uses 3 per use.
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Jump Slash
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When Ryu presses Special in mid-air while possessing this, his sword slashes all around him. This uses 5 per use.
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Fire Ring Toss
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This tosses three small rotating balls of fire diagonally up. This uses 5 per use.
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Windmill Shuriken
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This lets Ryu throw a Windmill Shuriken, which does more damage than a normal shuriken and comes back, although it is possible to dodge it. This uses 5 per use.
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Fireball Ninpo
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This lets Ryu shoot a fireball diagonally down. This weapon pierces armour. This uses 5 per use.
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Sword Extension
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This makes Ryu's sword stronger and allows it to slash low enemies without having to crouch.
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Scroll
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This increases Ryu's Ninpo capacity from 50 to 99 .
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Ninpo
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The blue ones are worth 5 and the red ones are worth 10 .
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Only SOPHIA III can use these pickups.
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Crusher Beam
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This makes SOPHIA's cannon even more powerful than the Hyper Beam.
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Hover Module
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This lets SOPHIA hover for a limited amount of time.
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Wall1
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This lets SOPHIA climb walls.
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Wall2
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This lets SOPHIA climb ceilings.
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Homing Missile
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These missiles home in on enemies, fired one at a time. They can only be fired when there are enemies on-screen. You start with five. Each pickup gives two and you can carry up to 20.
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Multi-Warhead Missile
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Three of these fly out from SOPHIA at a time. This weapon pierces armour. You start with 15. Each pickup gives six and you can carry up to 60.
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