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* ComplacentGamingSyndrome: The Fire Flower/Super Leaf tandem. Unlike many ''VideoGame/SuperMarioWorld'' hacks where the combo's '''required''' to pass (for example) the dreaded ice block-flip block patterns, in ''Mario Adventure'' it's just another one of the many power-up combinations that can see you safely through various stages.
* DemonicSpiders: Warkitu, a hacked version of Lakitu that throws quickly-exploding [[ActionBomb Bob-ombs]]. Since [[DamnYouMuscleMemory the B button is used for running as well as grabbing things]], it's easy to die because of a Bob-omb you unwittingly caught.
* GameBreaker: The Wand can kill anything, lets you stomp spiny enemies, and takes three hits to lose. It's a matter of honor how much you want to use it (especially in World 8), and it's rare.
* GoodBadBug:
** Mostly bad from a player standpoint; later levels end with two Boom-Booms, but jumping on both at the same time results in Mario getting hit. Although this is clearly a glitch, it works out for the challenge of the game — otherwise, it'd be trivial to exploit them into staying together in a clump. Possibly a ThrowItIn.
** It's also possible for Hammer Bros. to [[EpicFail jump off the map]].
* ThatOneLevel:
** A few of the challenges in Desert Dares involve fighting [[DualBoss multiple]] [[MiniBoss Boom-Booms]]. One has you fight '''four''' of them. It's very difficult to clear, unless you cheese it with a [[InvincibilityPowerUp Super Star]] from your inventory.
** The earlier fake Bowsers in World 8 can be dispatched easily enough without resorting to the wand, but the later ones are extremely difficult without it.
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