SNES

Pro tip: Naval Piranha is a pushover

In Super Mario World 2: Yoshi's Island, you get familiar with the boss shtick pretty quickly. You work your way through a castle, and at the end Kamek appears and makes a common enemy real big, which you then have to fight. The enemy at the end of World 3 is pretty obviously going to be a Piranha Plant.

So you make your way through the twisty and turny passages and eventually make your way to the boss's room, and you can see the little plant over on the far right. Just kind of ease into the room. If you get too close, the fight will start, and we don't really want that.

If you get the plant just on the screen, try throwing an egg at it. If your aim is any good and you can smack it, you'll defeat it with one hit, surprising... well, everyone.

You can also stand just on the edge of the platform to make the egg-throwing easier, but I tend to walk over too far and get the battle started when I do that, which isn't that hard or anything, but this is much easier.

Pro tip: Classic Mario cameo in Super Mario RPG

Super Mario RPG took Mario from the boring two-dimensional guy he'd been for... well, for his whole 'life' and gave him the ability to move in some kind of pseudo three-dimensional space, pretty neat.

But, just for fun, there are references to old Mario stuff all over the place, like in Booster's Tower. Go far enough in, and you'll find this room.

Pretty bland, right? But those curtains... Walk back behind them and you'll hear some classic music start to play, and when you step out...

You can't really do much like that, though, and the effect wears off as soon as you try to leave the room. You should note, though, that you can only do this once. Save the game after you do it and you won't be able to do it again unless you start the whole game over again.

Pro tip: Shrinking buildings for fun and profit

If you're playing SimCity and throw down some residential zones, you might notice that they start out by putting up these little single-family dwellings

You can demolish them individually, which seems kind of pointless, really. But then you can put something in the hole, like a Police station.

Then you demolish the whole residential zone. The zone goes away, and so does the part of the building that was overlapping it.

It still protects the city as well as the whole building did, and you can put stuff in the extra space, like parks, to increase the value of the land. And with a little planning...

That block in the middle is a Fire station. It only takes up one block, but still protects as well as it would if it were full size.

Pro tip: Keeping your magic levels maxed

In Secret of Mana, magic is handled kind of oddly. Every time you meet up with an elemental, you get access to their spells and then, in short order, you find its corresponding seed that you need to seal to complete part of the main quest. Each seed that you seal raises the maximum level of the spells you can cast, which makes them stronger, but to do that gets kind of tedious. You gain levels by simply using each of the elementals, but each additional level takes progressively more uses, and the new elementals that you meet start out at level 0. And that means you've got a lot of grinding to do.

But, let's assume that you do take the time to keep them all maxed out. What does that get you, other than the strongest casters in the game?

Excellent question!

Once your characters' skills with an elemental reaches the maximum of Level 8, weird stuff starts to happen. Their casts start to behave oddly, and just plain look cooler. You'll know when the effects go off because the game pauses for dramatic effect.

This works for defensive spells, too, but they're not quite as exciting to see in picture form. I haven't really bothered to find out if the spells get any stronger or not, because I was too distracted by their pizazz. But I don't really think it matters a whole lot. I just consider it a bonus for people who took the time to keep their guys in tip-top condition.

Pro tip: Alternate uses for Ether medallion

There are lots of times in the Super NES Legend of Zelda game where you will find a situation like this:

It's pretty obvious that you need to get across that chasm, and it's also pretty obvious that there is a quantity of invisible flooring in some configuration, since there are enemies standing on the gaping nothingness. Usually, though, when you find a place like this, there are lanterns that you have to light which will illuminate the floor somehow, but what if they go out before you get across? Or, worse, what if they're not there to start with? You could create a fake block with the Cane of Somaria and walk slowly across the floor, pushing the block in front of you and then use a piece of graph paper to map out where the pitfalls are. But that sounds way too tedious and far too much like work for me.

What you might think about doing is using your super-handy Ether medallion. Which will damage enemies in the vicinity, but also has the side effect of lighting up the room and momentarily revealing the floor's layout.

Now, as long as you can remember that floor layout for the ten seconds it'll take to cross it, you're in great shape. Or, if you're like me and forget halfway across, just use it again for a refresher.

Pro tip: Make some people fight their doppelgangers

The original Street Fighter 2 (no 'Super', 'Turbo', 'Championship', or whatever) was pretty much the launchpad of the Street Fighter series proper. It was pretty basic, you have your eight characters, each person picks one, and then you fight it out to determine who's the best button-masher.

And, just like in real life, both people couldn't pick the same character to fight in the same battle... even though this was available in the 'Championship Edition' of the game that was making the rounds in the arcades.

But what if, after seeing the Capcom logo fade in and before it fades out, you take controller one and hit Down, R, Up, L, Y, B? Do you hear a funny sound? You do?! Great!

Now, when both people try to pick the same character, they're able to, and whoever picks second gets snazzy new clothes.

Who says fighters can't be fashionable?

Pro tip: Play Earthbound with one hand

Yeah, Earthbound's a great game and everything. Really. But, wouldn't it be awesome to be able to play the game with one hand, leaving the other free to do... other stuff?

Turns out that you totally can do that.

Just use the control pad to move (duh). You can then use the L button to check/talk to/generally interact with everything in the world. Then you can use Select to bring up your status screen,

then hit L to bring up the rest of your menus. From there you can use the control pad for navigation, L for 'confirm' and Select for 'cancel'.

Now, I'll admit that this can get a little tedious when you have to do stuff like inventory management, but it's totally possible to play this game with your left hand while your right hand is otherwise occupied (*snicker*).

Pro tip: How to get in an inaccessible room in Ganon's Tower

While going through Ganon's tower in the Super Nintendo Legend of Zelda game, you'll notice that there's a sealed door across a pit.

It's trivial to unseal the door, just chuck a bomb across, but how do you get Link over there? There's nothing to grapple your hookshot to. There are two ways that I know of. One is to set another bomb next to you and let the explosion send you sailing over the gap, but that seems a little ham-fisted to me. A more elegant solution is to press A to start your dash, then turn to face the wall just before you actually start moving, done right, you'll smack the bricks on the walkway and bounce across the gap without actually costing you any hearts.

And since it's kind of hard to get the timing down from just my description, you can see it in action here.

Pro tip: Avoid fireballs the easy way

In the first level of the Super NES edition of Battletoads, you have two parts where you're pelted with Hot Flaming Death From Above via a couple of volcanoes in the background. you have to keep moving in a zigzag pattern or they'll smack you right in the head. It's like they know where you're going to be.

Weird.

Well, they do know... sort of. It appears that the fireballs will take into account the direction and speed that you're going and land directly in your path. Sneaky.

But, if you get behind a chunk of scenery and run into it, you can trick the game into thinking you're running one direction or the other, but since you're not actually moving anywhere the fireballs will harmlessly explode right in front of you.

Just like that. This even works in two-player mode. Just make sure that both of you are on the same side of the scenery running the same direction. Otherwise you risk KOing your buddy... which might actually be pretty funny.

Pro tip: Tetris Attack... STOP!

Tetris Attack is a game that's all about matching up colored tiles to make them disappear before they hit the top of the screen and ruin your day. After a while the game speeds up, and your reflexes slow down (well, they seem to, anyway). Wouldn't it be great if there was some kind of way to arrest the geyser of blocks so you could think about your next move?

Other than pause, smart guy.

Right before your game ends, you'll notice that the tiles do a little panic dance just before your game ends and you off pouting in the corner. But! That's the time to strike!

Right when the tiles are doing their Dance of Doom, you need to make a clear of 4 or more tiles or a chain of at least two clears. Do that, and you'll hear a voice yell, "STOP!"

Then you'll notice the little clock-guy over there on the right. He gives you a few seconds where the stack doesn't move and you get to take a little breather. Keep the blocks just licking the top of the screen while you make combos and chains and you can extend the stop for quite some time.

Just make sure you have a clear waiting in the wings so you can reinstate the STOP! when the time runs out.

Oh, and this works on Pokémon Puzzle League, Puzzle Challenge, and Planet Puzzle League.

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