Prima Games eGuides Paper Mario: Sticker Star eGuide

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Paper Mario: Sticker Star eGuide Essentials Stickers

Stickers

As you progress through the game, you’ll use stickers to battle enemies, solve puzzles, and reveal Paperization Blocks. Battle Stickers can be collected in the game’s courses and purchased from Sticker Shops. Thing Stickers must be created at Sling-a-Thing platforms, but they’re well worth the time and effort it takes to do so.

Although you’re sure to develop preferences for certain stickers, every sticker is effective when it’s used properly. Your success depends on learning the strengths and weaknesses of each sticker, and mastering the available Action Commands.

Battle Stickers

Worn-Out Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A jump-and-stomp attack so weak that reputable shops are too ashamed to stock this sticker.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A jump-and-stomp attack. A word to the wise: Do not use this attack on spiked enemies or you’ll regret it.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Shiny Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A fairly strong and fairly fair jump-and-stomp attack. Shininess aside, it’s still a bad choice for spiked foes.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Flashy Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A pretty strong and pretty pretty jump-and-stomp attack. No amount of flash will make it good against spiky baddies.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Big Shiny Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A bit bigger and shinier than the standard model, this jump attack also boasts some crumpling power.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Megaflash Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A big, strong, flashy attack blessed with great power and solid crumpling ability. Tell me this thing doesn’t look cool.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Iron Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: As the name implies, this is a Battle Sticker that laughs in the face of spiked foes. Feel free to laugh along with it.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Shiny Iron Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack that delivers a slightly stronger stomp on spiked enemies. Though made of iron, it’s quite light!
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Flashy Iron Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A compact and pretty powerful stomp that doesn’t mind spiked landings. Who knew iron could be so pretty?
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Big Shiny Iron Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A strong stomp attack designed for spiked enemies. You really would think such a big iron sticker would be heavy.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Megaflash Iron Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An extreme stomp attack that crushes all spiked enemies. This thing is almost not fair in battle.
  • Action Command: Hit each time Mario lands to perform up to five stomps.

Hopslipper

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A slightly weak attack befitting a slipper, but capable of up to 10 jumps if your timing is on.
  • Action Command: Hit each time Mario lands to perform up to 10 attacks.

Shiny Hopslipper

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A less-than-powerful attack that can stomp up to 10 times using wonderful spring technology.
  • Action Command: Hit each time Mario lands to perform up to 10 stomps.

Flashy Hopslipper

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A flashy sticker that doesn’t exactly look cool, seeing as it’s a slipper with a spring on it. But it can stomp 10 times!
  • Action Command: Hit each time Mario lands to perform up to 10 stomps.

Big Shiny Hopslipper

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack whose size hides weak power. But 10 jumps does mean 10 attacks, so it’s got that going for it.
  • Action Command: Hit each time Mario lands to perform up to 10 stomps.

Megaflash Hopslipper

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A big, shiny…slipper. Still, if you can land 10 jumps, it’s a mean slipper. 
So just lay off with the slipper hate.
  • Action Command: Hit each time 
Mario lands to perform up to 10 stomps.

Line Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack that lets you stomp foe after foe with decreasing power, but only if you have good jump timing.
  • Action Command: Hit each time Mario lands to stomp each enemy up to three times.

Shiny Line Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A Line Jump with a bit more oomph. Try to stomp each enemy three times, since three is better than two or one.
  • Action Command: Hit each time Mario lands to stomp each enemy up to three times.

Flashy Line Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A flashy-looking Line Jump with flashy-feeling attack power. It’s got the max power of the small Line Jump line.
  • Action Command: Hit each time Mario lands to stomp each enemy up to three times.

Big Shiny Line Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A sticker whose jump in size mirrors a jump in jumping-attack power. Foes will line up to take their whupping!
  • Action Command: Hit each time Mario lands to stomp each enemy up to three times.

Megaflash 
Line Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: The strongest sticker in the Line Jump line. Enjoy the megapower as you stomp each enemy up to three times!
  • Action Command: Hit each time Mario lands to stomp each enemy up to three times.

Flashy Clone Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack that sends four clones leaping in succession. This attack can sometimes crumple foes, too.
  • Action Command: Hit each time Mario lands to deal increased damage.

Big Shiny Clone Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A sparkling clone attack with power befitting the sticker’s size and raw, untamed sparklability.
  • Action Command: Hit each time Mario lands to deal increased damage.

Megaflash Clone Jump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack that unleashes the four strongest clones and delivers a strong crumpling effect. Wow.
  • Action Command: Hit each time Mario lands to deal increased damage.

Flashy Infinijump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack with weak power but unreal stamina. Go for the maximum 100 jumps. Yes, you read that right.
  • Action Command: Hit each time Mario lands to perform up to 100 stomps.

Big Shiny Infinijump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A slightly bigger sticker that still has weak power. But c’mon, 100 stomps! 100 stomps is pretty solid.
  • Action Command: Hit each time Mario lands to perform up to 100 stomps.

Megaflash Infinijump

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack said to bring enlightenment if you make your mind blank and become one with your jump.
  • Action Command: Hit each time Mario lands to perform up to 100 stomps.

Worn-Out Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Battle Sticker that doesn’t look so hot. To be completely honest, it doesn’t work so hot, either.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer that can pound enemies flat but is useless against flying enemies. Use it wisely.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Shiny Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A stronger Hammer attack. It will build power as you hold your windup, but don’t overdo it or the head will pop off!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Flashy Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: Like many others, a Hammer that can damage enemies near its main target. Plan for collateral damage!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Big Shiny Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A big, shiny Hammer boasting big, shiny damage. Definitely do not miss your swing, or you’ll be really bummed out.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Megaflash Hammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer with ultimate attack power. The main target and its neighbors get seriously bonked.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Slaphammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that strikes from the side. 
If swung with good timing, it sends enemies flying.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Shiny Slaphammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A side-striking Hammer attack that has a chance of making an enemy dizzy, which could make its attacks miss.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Flashy Slaphammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that hits only a single target, but it hits it really hard and might make it dizzy.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Big Shiny Slaphammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A big Hammer attack with big damage, but like all attacks, it’s totally dependent on good timing.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Megaflash Slaphammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack whose mighty swing punishes foes, launching them dramatically and often making them dizzy.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Eekhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer that really looks like a toy. Land up to five strikes for five times the annoyance. Squeaksqueaksqueak!
  • Action Command: Hit each time Mario shines to swing up to five times.

Shiny Eekhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A shiny attack that is regrettably still toylike. Still, five strikes should ease the shame of using it.
  • Action Command: Hit each time Mario shines to swing up to five times.

Flashy Eekhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A pretty flashy Hammer attack. Get in five hits so you can hear the squeaksqueaksqueaksqueaksqueak!
  • Action Command: Hit each time Mario shines to swing up to five times.

Big Shiny Eekhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: Like other Eekhammers, its power gets stronger with each swing for a max of five strikes. This one’s bigger, though.
  • Action Command: Hit each time Mario shines to swing up to five times.

Megaflash Eekhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A megasized attack that packs a serious wallop for a toy. Get in five strikes for perfection.
  • Action Command: Hit each time Mario shines to swing up to five times.

Hurlhamer

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A hurlable Hammer that, with good timing, can damage all foes—even flying ones. Bad timing just ain’t gonna cut it.
  • Action Command: Hit just before Mario’s shine vanishes to hit multiple enemies.

Shiny Hurlhammer

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: An attack that, like other Hammers, fails if held too long. If you throw it too fast, it’ll hit only one foe.
  • Action Command: Hit just before Mario’s shine vanishes to hit multiple enemies.

Flashy Hurlhammer

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A hurlable Hammer that, like others, damages enemies in front most but can also hit subsequent targets.
  • Action Command: Hit just before Mario’s shine vanishes to hit multiple enemies.

Big Shiny Hurlhammer

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A decent-sized shiny Hammer that falls from above as its targets gaze in awe, helplessly watching doom approach.
  • Action Command: Hit just before Mario’s shine vanishes to hit multiple enemies.

Megaflash Hurlhammer

  • Attack Power:
  • Attack Range: Ground/low altitude/air
  • Sticking Points: A big, pretty, very hurlable Hammer. In fact, it’s almost too pretty to hurl. Good thing you put it in here.
  • Action Command: Hit just before Mario’s shine vanishes to hit multiple enemies.

Baahammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer that, with good timing, puts enemies to sleep. The fact that it deals damage is a bonus.
  • Action Command: Hit just before Mario’s shine vanishes to increase the chance that enemies will sleep.

Big Shiny Baahammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer that can knock even the most sleep-resistant enemy out. Of course, you’ve got to time it well.
  • Action Command: Hit just before Mario’s shine vanishes to increase the chance that enemies will sleep.

Megaflash Baahammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer attack with good power that also puts foes to bed. If you mess up the timing, though, that’s baaaaaaaad.
  • Action Command: Hit just before Mario’s shine vanishes to increase the chance that enemies will sleep.

Burnhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer whose tepid flames can fry a small fry. If your timing’s off, though, you won’t produce any flames.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Big Shiny Burnhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A hot, flaming Hammer attack that’s nonetheless ineffective against the Buzzy Beetle family.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Megaflash Burnhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A flaming Hammer attack that damages all foes that it strikes equally. We just want to see you succeed, y’know?
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Chillhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer that, if timed well, sends a freezing arctic blast howling into the faces of all enemies.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Big Shiny Chillhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A Hammer attack that cold haters hate, but cold lovers love not hating. You know what I mean?
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Megaflash Chillhammer

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that launches a really nasty cold wave boasting megaflash damage. Miss, and you hit zip.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Super Boot

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: Attack-dodging boots. If you use them, the attack power of any subsequent Jump-type stickers will go up.
  • Action Command: Hit just before an attack makes contact to dodge.

Shiny Super Boot

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A defensive sticker that hugely boosts the attack power of subsequent jump stickers. Definitely stick this one first!
  • Action Command: Hit just before an attack makes contact to dodge.

Tail

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A tail that repels attacks that come flying right at you. You’ve got to swing that tail with good timing, though!
  • Action Command: Hit to counter horizontal attacks just before they make contact.

Shiny Tail

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A shiny tail that smacks onrushing enemies and straight-flying projectiles. When you connect, it feels good.
  • Action Command: Hit to counter horizontal attacks just before they make contact.

Frog Suit

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A froggy dodge maneuver that ups attack power on subsequent stickers, too. Not too bad for a frog.
  • Action Command: Hit just before an attack makes contact to dodge.

Shiny Frog Suit

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A shiny, froggy dodge that drastically boosts the attack power of subsequent stickers. Well done, frog.
  • Action Command: Hit just before an attack makes contact to dodge.

Spike Helmet

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: An attack that provides a spiky surprise for attackers from above when you crouch and hold it over your head.
  • Action Command: Hit to counter horizontal attacks just before they make contact.

Shiny Spike Helmet

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A stronger spiked-helmet attack; this one hurts even more if you time your poke with the foe’s landing.
  • Action Command: Hit to counter horizontal attacks just before they make contact.

Flashy Spike Helmet

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A flashy spike attack that counters attacks from above with authority. Time it right, and ow!
  • Action Command: Hit to counter horizontal attacks just before they make contact.

Fire Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that launches one fireball per enemy but doesn’t reach flying foes. Fireballs can’t bounce that high.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Shiny Fire Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that fires one shiny fireball per foe. Like others, this attack is a bit stronger if timed well.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Flashy Fire Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: An attack that greets each grounded and low-altitude foe with a strong, made-to-order fireball.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Ice Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A chilly attack that serves an ice ball to each enemy. These ice balls are the opposite of refreshing.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Shiny Ice Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A stronger ice-ball attack that strikes ground-bound and low-altitude foes with shiny chill damage.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Flashy Ice Flower

  • Attack Power:
  • Attack Range: Ground/low altitude
  • Sticking Points: A flashy ice-ball attack that boasts boosted wintry power if you time your throws correctly.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

POW Block

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: An attack that can crumple grounded foes. You get two chances at it, so time it well.
  • Action Command: Hit just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.

Shiny POW Block

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: An attack that offers higher damage and an elevated crumple rate if you time it well.
  • Action Command: Hit just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.

Flashy POW Block

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: A one-shot crumpler. As expected, its attack power is also higher due to extreme flashiness.
  • Action Command: Hit just as Mario starts each jump to increase the damage done and the chances of crumpling enemies.

Shell

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: A shell that knocks around foes when stomped and kicked. Time it well for more power.
  • Action Command: Hit just as Mario starts his jump and when he lands to deal increased damage.

Shiny Shell

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: A powerful shell that should remind you to pre-stomp Koopas in the field. Then you can use them to scatter other foes.
  • Action Command: Hit just as Mario starts his jump and when he lands to deal increased damage.

Flashy Shell

  • Attack Power:
  • Attack Range: Ground
  • Sticking Points: A flashy shell that delivers big damage. The damage on this attack nearly doubles with good timing.
  • Action Command: Hit just as Mario starts his jump and when he lands to deal increased damage.

Mushroom

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: An all-important HP-restoring sticker that can only be used during battle. Always, always carry one with you!
  • Action Command: Hit just before Mario drops his hands to increase the HP received.

Shiny Mushroom

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: An item that increases HP more than a regular Mushroom. Wait until you’re really flagging to use it!
  • Action Command: Hit just before Mario drops his hands to increase the HP received.

Flashy Mushroom

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A flashy mushroom that greatly restores HP with flashy mushroom goodness. You get bonus HP for good timing.
  • Action Command: Hit just before Mario drops his hands to increase the HP received.

Big 1UP

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A sticker that should teach you that big mushrooms are great for you. 
This one slowly restores HP over 10 turns.
  • Action Command: Hit just before Mario drops his hands to increase the HP received.

Big Shiny 1UP

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A shiny HP restorer effective over 10 turns. Time it with Mario’s hands in the air for extra restorative power!
  • Action Command: Hit just before Mario drops his hands to increase the HP received.

Poison Mushroom

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: Oh no! An item that poisons you! But hang on… What if you touch an enemy while poisoned…?
  • Action Command: Hit just before Mario drops his hands.

Leaf

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A helpful sticker that automatically makes every attack Excellent and every block successful.
  • Action Command: None

Shiny Leaf

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A sticker with the exact same effects as an ordinary leaf sticker. But look! It’s shiny! So it sells for more.
  • Action Command: None
  • Note: Leaf stickers do not ensure that you achieve 100 attacks while using an Infinijump sticker.

Secret Door

  • Attack Power: —
  • Attack Range: —
  • Sticking Points: A door that opens the way to a secret place. This sticker can also be used to flee a battle.
  • Action Command: Mash to increase your chance of a successful retreat.

Snowball

  • Attack Power:
  • Attack Range: —
  • Sticking Points: An icy snowball yacked up by a Snow Spike that hits all grounded foes with a cold-blooded attack.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Spike Ball

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A spiky steel ball horked up by a Spike. This bad boy deals bonus damage for a well-timed throw!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Barrel

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A wooded barrel thrown by a Broozer. This thing is heavy, so be careful when tossing it.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Wrench

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A repair wrench tossed by Rocky Wrenches. Time your toss well, because it’ll affect the power of the spin!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Bone

  • Attack Power:
  • Attack Range: —
  • Sticking Points: Part of a Dry Bones? Some kind of bone, anyway. It hits with a satisfying donk if thrown with enough force.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Boomerang

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A boomerang beloved by the Boomerang Bros. Put your elbow into it to get some force into your throw!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Bomb

  • Attack Power:
  • Attack Range: —
  • Sticking Points: An unused bomb dropped by a Bob-omb. This explosive has a dramatic effect if tossed properly.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Sombrero

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A sombrero worn by Sombrero Guys. The angle of the throw affects how cool the attack turns out!
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Throwing Star

  • Attack Power:
  • Attack Range: —
  • Sticking Points: A throwing star favored by Ninjis. It’s easy to time this attack if you concentrate.
  • Action Command: Hit just before Mario’s shine vanishes to deal increased damage.

Thing Stickers

Sewing Scissors

  • Category: Cutting
  • Effect: Slices through the area, damaging all enemies.
  • Action Command: Mash while the environment is sliced apart.

Hair Shears

  • Category: Cutting
  • Effect: Slices through the area, damaging all enemies.
  • Action Command: Mash while the environment is sliced apart.

Scissors

  • Category: Cutting
  • Effect: Slices through the area, damaging all enemies.
  • Action Command: Mash while the environment is sliced apart.

Tailor Shears

  • Category: Cutting
  • Effect: Slices through the area, damaging all enemies.
  • Action Command: Mash while the environment is sliced apart.

Bellows

  • Category: Wind
  • Effect: Sweeps up enemies in a damaging cyclone.
  • Action Command: Mash while the wind is blowing.

Paper Fan

  • Category: Wind
  • Effect: Sweeps up enemies in a damaging cyclone.
  • Action Command: Mash while the wind is blowing.

Fan

  • Category: Wind
  • Effect: Sweeps up enemies in a damaging cyclone.
  • Action Command: Mash while the wind is blowing.

Mini Vacuum

  • Category: Suction
  • Effect: Pulls enemies in for a damaging attack.
  • Action Command: Mash for the duration of the suction effect.

Upright Vacuum

  • Category: Suction
  • Effect: Pulls enemies in for a damaging attack.
  • Action Command: Mash for the duration of the suction effect.

Vacuum

  • Category: Suction
  • Effect: Pulls enemies in for a damaging attack.
  • Action Command: Mash for the duration of the suction effect.

Watering Can

  • Category: Flood
  • Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
  • Action Command: Mash while the flood rises.

Faucet

  • Category: Flood
  • Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
  • Action Command: Mash while the flood rises.

Teapot

  • Category: Flood
  • Effect: Floods the battlefield to cleanse poison and damage enemies. Has a slight chance to turn enemies soggy.
  • Action Command: Mash while the flood rises.

Trumpet

  • Category: Noise
  • Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
  • Action Command: Mash while the instrument plays.

Violin

  • Category: Noise
  • Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
  • Action Command: Mash after the quartet plays Mario’s theme song.

Guitar

  • Category: Noise
  • Effect: Blaring music damages enemies and has a chance to wake sleeping targets.
  • Action Command: Mash during the intense guitar solo.

Newspaper

  • Category: Bat
  • Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
  • Action Command: Press when the Newspaper shakes.

Toy Bat

  • Category: Bat
  • Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
  • Action Command: Press when the Toy Bat shakes.

Bat

  • Category: Bat
  • Effect: Hits up to four enemies, causing damage. Has a chance to knock enemies out of the battlefield.
  • Action Command: Press when the Bat shakes.

Square Can

  • Category: Smashing
  • Effect: Falls to the ground, damaging a single enemy.
  • Action Command: Press at the instant the container hits an enemy.

Basin

  • Category: Smashing
  • Effect: Falls to the ground, damaging enemies.
  • Action Command: Press at the instant the container hits the enemies.

Drum

  • Category: Smashing
  • Effect: Falls to the ground, damaging enemies.
  • Action Command: Press at the instant the container hits the enemies.

Lightbulb

  • Category: Light
  • Effect: Blinds enemies, causing damage and making them dizzy.
  • Action Command: Press while the light is glowing.

Flashlight

  • Category: Light
  • Effect: Blinds enemies, causing damage and making them dizzy.
  • Action Command: Press while the light is glowing.

Searchlight

  • Category: Light
  • Effect: Blinds enemies, causing damage and making them dizzy.
  • Action Command: Press while the light is glowing.

Watch Battery

  • Category: Shocking
  • Effect: Damages enemies with lightning bolts.
  • Action Command: Press as the lightning strikes each enemy.

D-Cell Battery

  • Category: Shocking
  • Effect: Damages enemies with lightning bolts.
  • Action Command: Press as the lightning strikes each enemy.

Car Battery

  • Category: Shocking
  • Effect: Damages enemies with lightning bolts.
  • Action Command: Press as the lightning strikes each enemy.

Billiard Ball

  • Category: Thrown
  • Effect: Damages enemies with a heavy projectile.
  • Action Command: Press when Mario’s hand is at the midpoint of his throwing motion.

Curling Stone

  • Category: Thrown
  • Effect: Damages enemies with a heavy projectile.
  • Action Command: Press when Mario’s hand is at the midpoint of his throwing motion.

Bowling Ball

  • Category: Thrown
  • Effect: Damages enemies with a heavy projectile.
  • Action Command: Press when Mario’s hand is at the midpoint of his throwing motion.

Trophy

  • Category: Thrown
  • Effect: Damages enemies with a heavy projectile.
  • Action Command: Press when Mario’s hand is at the midpoint of his throwing motion.

Cell Phone

  • Category: Vibration
  • Effect: The ground shakes, damaging enemies.
  • Action Command: Mash when the phone’s screen lights up.

Jackhammer

  • Category: Vibration
  • Effect: The ground shakes, damaging enemies.
  • Action Command: Mash when the Jackhammer’s bit pierces the ground.

Radiator

  • Category: Heat
  • Effect: An intense heat damages enemies.
  • Action Command: Mash for the duration of the heat effect.

Hair Dryer

  • Category: Heat
  • Effect: An intense heat damages enemies.
  • Action Command: Mash for the duration of the heat effect.

Oven

  • Category: Heat
  • Effect: An intense heat damages enemies.
  • Action Command: Mash for the duration of the heat effect.

Magnifying Glass

  • Category: Fire
  • Effect: Damages enemies with fire.
  • Action Command: Mash when the beam focuses to a tiny point.

Matches

  • Category: Fire
  • Effect: Damages enemies with fire.
  • Action Command: Press when the match is struck against the matchbox.

Lighter

  • Category: Fire
  • Effect: Damages enemies with fire.
  • Action Command: Mash while the flame burns.

Shaved Ice

  • Category: Cold
  • Effect: An icy attack damages enemies.
  • Action Command: Mash for the duration of the cold effect.

Air Conditioner

  • Category: Cold
  • Effect: An icy attack damages enemies.
  • Action Command: Mash for the duration of the cold effect.

Refrigerator

  • Category: Cold
  • Effect: An icy attack damages enemies.
  • Action Command: Mash for the duration of the cold effect.

Soda

  • Category: Spray
  • Effect: Damages enemies and has a chance to turn them soggy.
  • Action Command: Mash when the can starts to shake.

Squirt Gun

  • Category: Spray
  • Effect: Damages enemies with a manually aimed stream of water. Has a chance to turn affected enemies soggy.
  • Action Command: Hold to spray water. Mash to pump the weapon while it reloads.

Rubber Ducky

  • Category: Miscellaneous
  • Effect: Ducks appear and damage enemies with a series of attacks.
  • Action Command: Press each time a duck attacks an enemy.

Powder Puff

  • Category: Defense
  • Effect: Absorbs incoming attacks, preventing damage.
  • Action Command: None

Sponge

  • Category: Defense
  • Effect: Absorbs incoming attacks, preventing damage.
  • Action Command: None

Car Sponge

  • Category: Defense
  • Effect: Absorbs incoming attacks, preventing damage.
  • Action Command: None

Pillow

  • Category: Sleep
  • Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
  • Action Command: Mash while the music plays to avoid falling asleep.

Bed

  • Category: Sleep
  • Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
  • Action Command: Mash while the music plays to avoid falling asleep.

Luxurious Bed

  • Category: Sleep
  • Effect: Puts enemies to sleep and causes light damage. Has a chance to put Mario to sleep as well.
  • Action Command: Mash while the music plays to avoid falling asleep.

Tape

  • Category: Immobilize
  • Effect: Prevents enemies from moving or attacking.
  • Action Command: Press when the first strip touches the battlefield.

Thumbtack

  • Category: Immobilize
  • Effect: Prevents enemies from moving or attacking.
  • Action Command: Press when the first tack touches the battlefield.

Stapler

  • Category: Immobilize
  • Effect: Prevents enemies from moving or attacking.
  • Action Command: Press when the first staple touches the battlefield.

Fishhook

  • Category: Miscellaneous
  • Effect: Grants a Jump-based sticker.
  • Action Command: Press the moment the line twitches to earn a higher quality sticker.

Balloon

  • Category: Miscellaneous
  • Effect: Damages enemies if it bursts.
  • Action Command: Mash while the Balloon expands to make it burst.

Pocket Watch

  • Category: Miscellaneous
  • Effect: Makes it more difficult for enemies to time their maneuvers. Mario can also be affected.
  • Action Command: Press when the hands reach 12 o’clock to avoid the negative effects.

Cat-o-Luck

  • Category: Miscellaneous
  • Effect: Repeatedly slams down on enemies, causing damage.
  • Action Command: Press each time the statue hits the ground.

High Heel

  • Category: Miscellaneous
  • Effect: Damages a single enemy with a series of quick attacks.
  • Action Command: Mash while each heel grinds into its target.

Goat

  • Category: Miscellaneous
  • Effect: Chomps enemies up to eight times, causing damage.
  • Action Command: Press during each chomp to extend the attack. Successfully time eight chomps to earn a bonus attack.

Turkey

  • Category: Miscellaneous
  • Effect: A cooked Turkey dances around, damaging enemies.
  • Action Command: Press at the end of the song’s countdown, when the Turkey strikes its final pose.

Cake

  • Category: Miscellaneous
  • Effect: Has a chance to replenish Mario’s HP.
  • Action Command: Blow into the Nintendo 3DS System’s microphone when the song ends and the candles ignite. Put out at least three candles to replenish some of Mario’s HP.

Boom Box

  • Category: Miscellaneous
  • Effect: Has a chance to double Mario’s attack power for a few turns.
  • Action Command: Mash while the music plays.

Megaflash Sticker Locations

Course Sticker
World 2-2 Megaflash Hammer
World 4-6 Megaflash Line Jump
World 4-6 Megaflash Chillhammer
World 5-1 Megaflash Hurlhammer
World 5-3 Megaflash Infinijump
World 5-4 Megaflash Eekhammer
World 5-4 Megaflash Hurlhammer
World 5-4 Megaflash Baahammer
World 5-4 Megaflash Hopslipper
World 5-5 Megaflash Iron Jump
World 5-5 Megaflash Slaphammer
World 5-5 Megaflash Burnhammer
World 5-6 Megaflash Clone Jump
World 6-2 Megaflash Jump

Additional Information

Sticker Shop Inventory

Battle Sticker Purchase Price Sell Value Required Course Decalburg World 1-5 World 3-6 World 4-4 World 5-6
Baahammer 10 5 World 1-5 Sold
Barrel 15
Big 1UP 30
Big Shiny 1UP 30
Big Shiny Baahammer 20 10 World 3-12 Sold Sold Sold
Big Shiny Burnhammer 30 15 World 3-12 Sold Sold Sold
Big Shiny Chillhammer 30 15 World 3-12 Sold Sold Sold
Big Shiny Clone Jump 45 Sold
Big Shiny Eekhammer 35 18 World 3-6 Sold
Big Shiny Hammer 25 13 World 3-6 Sold Sold Sold
Big Shiny Hopslipper 35 18 World 5-6 Sold Sold
Big Shiny Hurlhammer 55 28 World 3-6 Sold
Big Shiny Infinijump 30
Big Shiny Iron Jump 30 15 World 5-6 Sold Sold
Big Shiny Jump 25 13 World 3-6 Sold Sold Sold
Big Shiny Line Jump 55 28 World 3-6 Sold
Big Shiny Slaphammer 25 13 World 3-6 Sold
Bomb 15
Bone 15
Boomerang 15
Burnhammer 20 10 World 1-5 Sold
Chillhammer 20 10 World 1-5 Sold
Eekhammer 5 3 World 1-1 Sold
Fire Flower 20 10 World 1-5 Sold
Flashy Clone Jump 60 30 World 4-4 Sold
Flashy Eekhammer 13
Flashy Fire Flower 40 20 World 3-12 Sold
Flashy Hammer 20 10 World 5-6 Sold
Flashy Hopslipper 13 ���
Flashy Hurlhammer 20
Flashy Ice Flower 40 20 World 3-12 Sold
Flashy Infinijump 30
Flashy Iron Jump 13
Flashy Jump 20 10 World 5-6 Sold
Flashy Line Jump 23
Flashy Mushroom 50 25 World 4-6 Sold
Flashy POW Block 30
Flashy Shell 30
Flashy Slaphammer 10
Flashy Spike Helmet 12
Frog Suit 20 10 World 3-6 Sold
Hammer 3 2 Introduction Sold Sold
Hopslipper 5 3 World 1-1 Sold
Hurlhammer 20 10 World 1-3 Sold
Ice Flower 20 10 World 1-5 Sold
Iron Jump 5 3 World 1-3 Sold
Jump 3 2 Introduction Sold Sold
Leaf 20
Line Jump 12 6 World 1-1 Sold
Megaflash Baahammer 15
Megaflash Burnhammer 20
Megaflash Chillhammer 20
Megaflash Clone Jump 60
Megaflash Eekhammer 23
Megaflash Hammer 18
Megaflash Hopslipper 23
Megaflash Hurlhammer 35
Megaflash Infinijump 30
Megaflash Iron Jump 20
Megaflash Jump 18
Megaflash Line Jump 35
Megaflash Slaphammer 18
Mushroom 15 8 Introduction Sold Sold
Poison Mushroom 2 1 World 1-5 Sold
POW Block 30 15 World 1-3 Sold
Secret Door 80 40 World 3-6 Sold
Shell 20 10 World 1-3 Sold
Shiny Eekhammer 12 6 World 4-4 Sold
Shiny Fire Flower 30 15 World 1-6 Sold Sold
Shiny Frog Suit 40 20 World 4-4 Sold
Shiny Hammer 10 5 World 4-4 Sold Sold
Shiny Hopslipper 12 6 World 4-4 Sold
Shiny Hurlhammer 30 15 World 4-4 Sold
Shiny Ice Flower 30 15 World 1-6 Sold
Shiny Iron Jump 12 6 World 4-4 Sold Sold
Shiny Jump 10 5 World 4-4 Sold Sold
Shiny Leaf 50
Shiny Line Jump 28 14 World 4-4 Sold
Shiny Mushroom 30 15 World 1-6 Sold Sold Sold Sold
Shiny POW Block 45 23 World 4-4 Sold Sold
Shiny Shell 40 20 World 3-6 Sold Sold
Shiny Slaphammer 10 5 World 4-4 Sold
Shiny Spike Helmet 16 8 World 4-4 Sold
Shiny Super Boot 40 20 World 4-4 Sold
Shiny Tail 40 20 World 4-4 Sold
Slaphammer 3 2 World 1-1 Sold
Snowball 15
Sombrero 15
Spike Ball 15
Spike Helmet 8 4 World 1-3 Sold
Super Boot 20 10 World 3-6 Sold
Tail 20 10 World 3-6 Sold
Throwing Star 15
Worn-Out Hammer 1
Worn-Out Jump 1
Wrench 15

Paperization Block Outcomes

Input Sticker Possible Outcomes
Worn-Out Jump Jump
Worn-Out Hammer x3
5-Heart
1-Coin
Jump Shiny Jump
Hammer, Hammer, Shiny Jump
Iron Jump
Hammer
Shiny Jump Flashy Jump
Hammer, Shiny Hammer, Flashy Jump
Shiny Iron Jump
Shiny Hammer
Flashy Jump Flashy Clone Jump
Shiny Hammer, Flashy Hammer, Flashy Jump
Flashy Iron Jump
Flashy Hammer
Iron Jump Shiny Iron Jump
Slaphammer, Slaphammer, Shiny Iron Jump
Hopslipper
Slaphammer
Shiny Iron Jump Flashy Iron Jump
Slaphammer, Shiny Slaphammer, Flashy Iron Jump
Shiny Hopslipper
Shiny Slaphammer
Flashy Iron Jump Flashy Clone Jump
Shiny Slaphammer, Flashy Slaphammer, Flashy Iron Jump
Flashy Hopslipper
Flashy Slaphammer
Hopslipper Shiny Hopslipper
Eekhammer, Eekhammer, Shiny Hopslipper
Line Jump
Eekhammer
Shiny Hopslipper Flashy Hopslipper
Eekhammer, Shiny Eekhammer, Flashy Hopslipper
Shiny Line Jump
Shiny Eekhammer
Flashy Hopslipper Flashy Infinijump
Shiny Eekhammer, Flashy Eekhammer, Flashy Hopslipper
Flashy Line Jump
Flashy Eekhammer
Line Jump Shiny Line Jump
Hurlhammer, Hurlhammer, Shiny Line Jump
Shiny POW Block
Hurlhammer
Shiny Line Jump Flashy Line Jump
Hurlhammer, Shiny Hurlhammer, Flashy Line Jump
Flashy POW Block
Shiny Hurlhammer
Flashy Line Jump Flashy Infinijump
Shiny Hurlhammer, Flashy Hurlhammer, Flashy Line Jump
Flashy Clone Jump
Flashy Hurlhammer
Flashy Clone Jump Flashy Clone Jump
Flashy Infinijump
Flashy Infinijump
Flashy Infinijump
Flashy Clone Jump
Worn-Out Hammer Hammer
Worn-Out Jump x3
5-Heart
1-Coin
Hammer Shiny Hammer
Jump, Jump, Shiny Hammer
Eekhammer
Jump
Shiny Hammer Flashy Hammer
Jump, Shiny Jump, Flashy Hammer
Shiny Eekhammer
Shiny Jump
Flashy Hammer Shiny Jump, Flashy Jump, Flashy Hammer
Flashy Eekhammer
Flashy Jump
Slaphammer Shiny Slaphammer
Iron Jump, Iron Jump, Shiny Slaphammer
Eekhammer
Iron Jump
Shiny Slaphammer Flashy Slaphammer
Iron Jump, Shiny Iron Jump, Flashy Slaphammer
Shiny Eekhammer
Shiny Iron Jump
Flashy Slaphammer Flashy Slaphammer
Shiny Iron Jump, Flashy Iron Jump, Flashy Slaphammer
Flashy Eekhammer
Flashy Iron Jump
Eekhammer Shiny Eekhammer
Hopslipper, Hopslipper, Shiny Eekhammer
Hurlhammer
Hopslipper
Shiny Eekhammer Flashy Eekhammer
Hopslipper, Shiny Hopslipper, Flashy Eekhammer
Shiny Hurlhammer
Shiny Hopslipper
Flashy Eekhammer Flashy POW Block
Shiny Hopslipper, Flashy Hopslipper, Flashy Eekhammer
Flashy Hurlhammer
Flashy Hopslipper
Hurlhammer Shiny Hurlhammer
Line Jump, Line Jump, Shiny Hurlhammer
Burnhammer
Line Jump
Shiny Hurlhammer Flashy Hurlhammer
Line Jump, Shiny Line Jump, Flashy Hurlhammer
Shiny POW Block
Shiny Line Jump
Flashy Hurlhammer Flashy Fire Flower
Shiny Line Jump, Flashy Line Jump, Flashy Hurlhammer
Flashy POW Block
Flashy Line Jump
Baahammer Burnhammer, Chillhammer, Baahammer
Burnhammer
Chillhammer
POW Block
Burnhammer Chillhammer, Baahammer, Burnhammer
Chillhammer
Baahammer
Fire Flower
Chillhammer Baahammer, Burnhammer, Chillhammer
Burnhammer
Baahammer
Ice Flower
Super Boot Shiny Super Boot
Tail
Frog Suit
Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet
Shiny Super Boot Flashy Fire Flower
Shiny Tail
Shiny Frog Suit
Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet
Tail Shiny Tail
Super Boot
Flashy POW Block
Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet
Shiny Tail Flashy Ice Flower
Shiny Super Boot
Shiny Frog Suit
Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet
Frog Suit Shiny Frog Suit
Super Boot
Flashy POW Block
Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet
Shiny Frog Suit Flashy Fire Flower
Shiny Super Boot
Shiny Tail
Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet
Spike Helmet Fire Flower, Ice Flower, Shiny Spike Helmet
Super Boot
Tail
Frog Suit
Shiny Spike Helmet Shiny Fire Flower, Shiny Ice Flower, Flashy Spike Helmet
Shiny Super Boot
Shiny Tail
Shiny Frog Suit
Flashy Spike Helmet Flashy Fire Flower, Flashy Ice Flower, Flashy Spike Helmet
Flashy Fire Flower
Flashy Ice Flower
Flashy Shell
Fire Flower Shiny Fire Flower
Ice Flower, POW Block, Shiny Fire Flower
Ice Flower
Shell
Shiny Fire Flower Flashy Fire Flower
Ice Flower, POW Block, Flashy Fire Flower
Shiny Ice Flower
Shiny Shell
Flashy Fire Flower Flashy POW Block
Shiny Ice Flower, Shiny POW Block, Flashy Fire Flower
Flashy Ice Flower
Flashy Shell
Ice Flower Shiny Ice Flower
Fire Flower, POW Block, Shiny Ice Flower
Fire Flower
Shell
Shiny Ice Flower Flashy Ice Flower
Fire Flower, POW Block, Flashy Ice Flower
Shiny Fire Flower
Shiny Shell
Flashy Ice Flower Flashy POW Block
Shiny Fire Flower, Shiny POW Block, Flashy Ice Flower
Flashy Fire Flower
Flashy Shell
POW Block Shiny POW Block
Fire Flower, Ice Flower, Shiny POW Block
Fire Flower
Ice Flower
Shiny POW Block Flashy POW Block
Fire Flower, Ice Flower, Flashy POW Block
Shiny Fire Flower
Shiny Ice Flower
Flashy POW Block Flashy Shell
Shiny Fire Flower, Shiny Ice Flower, Flashy POW Block
Flashy Fire Flower
Flashy Ice Flower
Shell Shiny Shell
Burnhammer, Chillhammer, Shiny Shell
Fire Flower
Ice Flower
Shiny Shell Flashy Shell
Shiny Fire Flower, Shiny Ice Flower, Shiny Shell
Shiny Fire Flower
Shiny Ice Flower
Flashy Shell Flashy POW Block
Flashy Line Jump, Flashy Hurlhammer, Flashy Shell
Flashy Fire Flower
Flashy Ice Flower
Mushroom Shiny Mushroom
30-Heart, 10-Coin, Mushroom
5-Heart x2, Mushroom
5-Heart x3
Shiny Mushroom Flashy Mushroom
30-Heart, 10-Coin, Shiny Mushroom
10-Heart x2, Shiny Mushroom
10-Heart x3
Flashy Mushroom Shiny Leaf
30-Heart, 10-Coin, Flashy Mushroom
30-Heart x2, Flashy Mushroom
30-Heart x3
Poison Mushroom Flashy Mushroom
Shiny Mushroom
Mushroom
Shiny Leaf x3
Leaf Shiny Leaf x3
Shiny Leaf
Leaf x3
10-Coin x3
Shiny Leaf Shiny Leaf x3
Shiny Ice Flower, Shiny POW Block, Flashy Fire Flower
Chillhammer, Baahammer, Burnhammer
Shiny Line Jump, Shiny Hurlhammer, Flashy Shell
Snowball Flashy Jump
Flashy Hammer
Shiny Leaf x3
Leaf x3
Spike Ball Shiny Jump
Shiny Hammer
Shiny Leaf x3
Leaf x3
Barrel Flashy Jump
Flashy Hammer
Shiny Leaf x3
Leaf x3
Wrench Flashy Jump
Flashy Hammer
Bomb
Sombrero
Bone Shiny Jump
Shiny Hammer
Shiny Leaf x3
Leaf x3
Boomerang Flashy Jump
Flashy Hammer
Shiny Leaf x3
Leaf x3
Bomb Shiny Jump
Shiny Hammer
Shiny Leaf x3
Leaf x3
Sombrero Shiny Jump
Shiny Hammer
Shiny Leaf x3
Leaf x3
Throwing Star Shiny Jump
Shiny Hammer
Shiny Leaf x3
Leaf x3