Infinite Lives
There are a couple levels where you can get massive amounts of extra lives in short order, similar to the koopa bounce trick in the original Super Mario Bros, only much easier to perform. In one level in particular, after you pass a horde of enemies, there is a Silver P-block which turns enemies into special coins, which if you collect enough of them in a row they give you extra lives. If you ignore the setup nearby the block, which will only net you a couple lives, and instead carry it back to the horde of enemies you passed earlier, if you hit the block and run as fast as you can, you can grab over 50 lives. This takes roughly 20 seconds, though, since the lives rack up one at a time, it might take several minutes for the effects of your mad dash to fully rack up (if you quit the level, however, you get all the lives right away). Repeat this twice and you hit the maximum 99 lives right away.
This many lives makes it so that you don't have to worry about dying ever again, and you're free to approach any level however you see fit.
The Spin Jump
The A button on the controller is a jump that is remarkably similar to the normal jump, only much more powerful. It make you invulnerable to many things that would normally damage you, inluding spikes and some fire, and often will destroy enemies that normally are only temporarily incapacitated by a normal jump, such as koopas and goombas.
The downside of this jump is that it is located in an akward position on the default nintendo controller, which makes it hard to use regularly. Also, the spin makes the jump appear to have a different momentum than a normal jump - despite being exactly the same - which can be misleading when performing serious platforming. However, these downsides can be mitigated with proper timing, and ably intermingling the Spin Jump with your normal Jump can turn a grave situation into a victory in just a few seconds.
The Cape
Every Mario game has it's own unique powerups, but off all of them, the Cape perhaps takes the crown for the most game-breaking. Many, many levels can be bypassed entirely simply by flying over them (often offscreen, completely removed from danger), and while flying, if you have the misfortune of being hit, you get a free pass without taking damage (instead, you stop flying and fall gently to the ground) and even a few extra seconds of invulnerability. And, in case flight and temporary invulerability weren't enough, the Cape's attack, while limited in range, is as powerful as the spin jump, and can even remove enemies that any other attack cannot.
YoshiThe last piece of the breaking-puzzle is the infamous Yoshi. His body is worth lots of things, mainly the free extra hit when damaged (he runs off and you are undamaged, and you can even go pick him up again, provided he doesn't run off a cliff), but also gives a nice emergency Super Jump when dismounting in mid-air and the power of the Spin Jump inherent in his feet. He can eat many things, including most enemies (even some that attacks can't destroy), and poops powerups on occasion. Yoshi can be a valuable, expendable tool. There are even a few instances where having Yoshi can turn a challenging level into an instant victory, and don't even get me started on the color-variants (the blue one is the best, as he can fly through levels as quick as the Cape).
Putting it all in one Basket
The funny thing about this game is when you break the game to beat the levels in a hurry, you only bypass the challenge that makes the game so enjoyable. While some levels are really annoying and worth the cheese, it is almost more fun to try and beat the level barehanded - with no powerups and just your skill and wits at your disposal.
Most of the levels in the game can be broken or diluted with the above bullet points, but this game is fun in it's own right, and breaking it only makes it feel more like a generic platformer rather than one of the legendary Mario games of yore. It is, however, the first game with which I really thrashed the in-game system, and it's an interesting begining to this series.
So a while back my friends and I were sitting around with nothing to do for an evening, and someone suggested we bust out D&D (3.0 edition, way back when). I volunteered to GM, having cursory experience in the past, and I was given explicit instructions not to use the “you all meet in the tavern” shtick.
So during the thirty minutes it would take for them to roll up characters, I had to come up with an intriguing, non-cliche adventure hook. As they made their characters, I asked them about their backstory and how they generally go about things. Shortly thereafter, we began.
The Sorcerer, who professed his wanderlust and vagrant nature, has spent the last few days on the road, headed towards a small town, hoping to find a soft bed after so long on the trail. He spots smoke on the horizon, and as he crests a rise, he sees that the town is on fire, and there seems to be some commotion going on.
He hurries into town, and he passes the City Guard building, from which he can hear someone shouting. Upon investigating, he finds the Barbarian, locked up.
Barbarian: Let me out! I can fight!
Sorceror: Why are you in there?
GM: Well, last night he had a bit too much to drink down at the tavern and caused a ruckus, so the City Guard came down and put him in the drunk tank to cool off.
Sorceror: Okay, I let him out.
While they figure out how to open the cell, we cut to the Rogue. He awakens with a start, just in time to see a small figure leap out his window with a sack of all the stuff he spent last night acquiring. Then a bottle of something with a flaming rag comes in through the window and lights the room on fire.
GM: Someone just ripped off the stuff you ripped off!
Rogue: The knave! I go after him!
One successful tumble check later, he’s in the street, spiked chain at the ready (yes, really).
The Cleric, who is actually a member of the City Guard, is already in the street. A group of goblins have cut him off from the rest of the Guard and are closing in for the kill, but then the Rogue, smoking slightly, hits the street ready for action.
A round of combat later - in which the spiked chain proves to be a deadly menace to both the goblins and its wielder - the Sorcerer and the Barbarian roll up.
Combat ensues.
Shortly thereafter the Captain of the Guard arrives. He explains that he does not know why the goblins attacked the city, but they made off with several captives. He wants the Cleric to lead a party to go find the goblin’s lair, kill them, and bring back the captives, and whoever goes will be richly rewarded upon success.
The Rogue, not having been able to recover his stolen and re-stolen goods, volunteers immediately - on the condition that he gets to keep whatever loot the goblins might have. The Barbarian, always ready for a fight, goes along with it. The Sorcerer, who was seeking adventure to being with, has now found what he was looking for.
Unfortunately, we were never able to continue this campaign, but I think I did a good job of pulling a party of disparate individuals together on the fly. It’s an example of how to flaunt cliches and provide a more interesting hook than meeting in a tavern. Feel free to use it or something similar in your game!