
1987 · Nintendo R&D1 · platformer · Nintendo
Why this one is in the canon, and how to start it well.
The code culture around Kid Icarus exploded in two waves. Nintendo Power’s early issues printed the ICARUS FIGHTS MEDUSA ANGELS password (all caps, spaces included) for max-power endgame access, turning it into a schoolyard skeleton key—kids who’d never cleared World 1-1 could suddenly tackle the final fortress. When Galoob’s Game Genie launched in 1990, Kid Icarus became a showcase title: infinite health, moon-jump codes, and item-quantity tweaks turned the brutal difficulty into a playground. The legacy is split—speedrunners respect its routing complexity and RNG manipulation cite, while everyone else remembers it as the NES game that demanded a password just to be fair.
Farm the first room. The starting chamber respawns Shemums (flying eyeballs) endlessly. Kill them until you have 200–300 hearts before leaving. Hearts are currency, not health—you need them for shops.
Buy the Water Barrel immediately. First shop in 1-1 sells it for 200 hearts. It grants a second hit point. Skip it and you’re one-hit-death through World 1.
Shoot everything, collect every heart. Hearts drop from enemies and pots. You need thousands across the run for the Angel’s Feather (flight item), Strength upgrades (damage boost), and the Credit Card (half-price shops). Never leave hearts on the ground.
Rescue every Centurion. Stone statues scattered through stages are petrified soldiers. Hammer them to free allies—each one appears as reinforcements in fortress boss fights. Zero rescues = you fight Twinbellows alone. Ten rescues = small army at your back.
Farm 1-3 for the Strength upgrade. Before entering the first fortress, revisit 1-3 and grind until the shopkeeper offers a Strength boost (200–500 hearts). Doubled arrow damage makes Twinbellows manageable.
Use platforms to avoid ground enemies. Pit’s jump is floaty and the screen scrolls vertically—stay airborne. Ground-level Monoeyes and McGoos are harder to dodge than aerial threats.
Die strategically if health is low before a fortress. Game Over with 800+ hearts refills your health bar and respawns you at the world map. Cheaper than buying healing items.
Farm 1-1 until your health bar stretches. Kid Icarus gates survivability behind persistent stat upgrades—maximum health extends with enemy kills and heart collection. Respawning Shemums in the first stage are free XP; grinding them before you ascend pays off in every fortress after. Each health extension makes Pit exponentially harder to kill.
Buy the Water Barrel from the Black Marketeer every time. One barrel converts Pit’s arrows into a screen-clearing tidal wave for a single room. Sounds like a novelty until you hit fortress gauntlets where Eggplant Wizards cluster—one wave wipes the room before they curse you. Worth every heart.
Eggplant curse forces a backtrack to the hospital. Eggplant Wizard projectiles transform Pit into a waddling eggplant who cannot attack. The only cure is a hospital room—random spawn in fortresses. Get cursed near a boss door and you’re retracing the entire fortress. Kill wizards on sight or bait their shots from below.
Strength stat gates damage output, not just arrow type. Even with the best bow, low strength means chip damage against fortress mini-bosses. The game checks your heart total at the end of each world to assign strength—hoard hearts, skip redundant item purchases. Check the strength meter in the pause screen.
Vertical stages scroll one direction; falling kills you outright. The first two worlds auto-scroll upward. Missing a platform sends you off the bottom of the screen into a pit death regardless of health. Feather items and Pegasus Wings are survival tools, not luxuries—brief flight and emergency warps to the last door.
Centurion soldiers require hidden unlock conditions. Breaking pots in fortresses frees Centurions from stone prisons, but they only appear in the final stage if you collected enough hammers and met invisible score thresholds. Freeing a soldier does not guarantee reinforcements—the game tracks performance behind the scenes.
The walls players actually hit, and the way through each.
World 1-1 opening climb — the first vertical stage kills more new players than any other screen in the game. Pit starts weak (one-hit death, short arrow range), and the Shemum enemies respawn endlessly if you linger. The unblock: buy the Water Barrel from the first shop (costs 20 hearts) to extend your health bar to two hits, then push upward without backtracking. Falling even one platform often means a death spiral as enemies pile up below. Treat hearts as currency, not score — hoard 20 before entering any shop.
Fortress gatekeeper room softlocks — each world’s fortress ends with a room containing the boss door, but the door only opens after you kill every enemy in the room. Miss a single Monoeye hiding in the upper corner and you’re stuck; the game never tells you this. Sweep every pixel of the screen before approaching the door. If it won’t open, backtrack and check the ceiling. This design quirk appears in all four fortresses and has no on-screen prompt.
Eggplant Wizard petrification in World 2 — getting hit by the purple projectile turns Pit into a walking eggplant, disabling all attacks. The only cure is reaching a specific hospital room (marked by a nurse icon on the map), but the game never explains this. Most players wander aimlessly or reset. The hospital appears in the overworld between fortress sections; if you’re eggplanted, retreat immediately and find it before attempting further progress. Later worlds place Eggplant Wizards near pits specifically to grief you.
World 3 ice physics + Pluton spawns — the ice palace combines slippery movement with Plutons (splitting enemies that multiply when shot). New players panic-fire and create swarms. The unblock: jump over Plutons instead of engaging them, and tap the D-pad for movement rather than holding it to avoid slide-offs. The Protective Crystal (shop item, 100 hearts) grants brief invincibility and lets you bull through problem rooms if you’ve been farming hearts in earlier stages.
Final tower arrow-range lockout — the Sky World tower requires the Arrow of Strength (extended range) to hit distant platforms and enemies. If you skipped the World 3 treasure or sold it, the vertical shafts become unwinnable. No in-game warning exists. Always equip all three sacred treasures before entering World 4.
15 of 114 verified codes, free to read. The rest are in the Code Vault.
PSZVOV003E:63TTTINY00A5:08SPZPSPTPGZVXGPASYXXZZXOXNYKSSVZAGPKSSVZAOGGVVTTTAGGGVYAGGG006B:00SANPPKVVGameShark Labs · SharkVault Founding Membership
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Please Nintendo… please have something Kid Icarus in the direct tomorrow 🥹🙏
Rosie M 💫 | Comm slots full (@supnovagy.bsky.social)
NINTENDO RELEASE KID ICARUS UPRISING AND KIRBY PLANET ROBOBOT FOR THE SWITCH AND MY LIFE IS YOURS
Jason (@blazehenry1.bsky.social)
For real, seeing *those* Nintendo fans still refuse to give FE and Xenoblade their flowers while propping up dead series like Kid Icarus and Golden Sun (the latter of which is ALSO AN RPG) is so funny
Platy 🇨🇦 (@platysez.bsky.social)
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