Walkthrough for Super Mario Bros. (NES)
SUPER MARIO BROS. (NES, 1985) — FAQ/WALKTHROUGH Permission granted for publication on RobsGaming.com Version: 2025-08-31 =============================================================================== TABLE OF CONTENTS =============================================================================== 0. About This Guide 1. Game Data, Controls, Scoring 2. Power-Ups, Items, Enemies 3. Global Systems (flagpole fireworks, hidden 1-Ups, minus world) 4. Warp Zones & Coin Heavens (how and where) 5. World-by-World Walkthrough (1-1 through 8-4, step-by-step) 6. Boss Notes (Bowser variants) 7. 100% Completion Roadmap 8. Quick Reference Cheat Sheet =============================================================================== 0) ABOUT THIS GUIDE =============================================================================== • Platform: Nintendo Entertainment System (NES) • Developer: Nintendo R&D4. Directors: Shigeru Miyamoto, Takashi Tezuka. • Release: JP 1985-09-13 / NA 1985-10-18 / EU 1987. • Structure: 8 worlds × 4 stages each (32 stages total). • Goal: Rescue Princess Toadstool by clearing World 8-4. This guide is line-wrapped to ~74 chars per line for easy pasting. =============================================================================== 1) GAME DATA, CONTROLS, SCORING =============================================================================== D-Pad : Move; hold ↓ to crouch (Super/Fire Mario only). A : Jump. Hold longer to jump higher. While swimming: stroke. B : Hold to run/dash. As Fire Mario, B shoots fireballs. START : Pause (1P). SELECT : Choose 1P/2P on title screen. Scoring & lives • 100 coins = 1 extra life. • Stomp chains, fireball hits, brick breaks, time bonus = points. • High flagpole grabs award more points; fireworks add 500 each. Timer/fail states • Timer reaches 000 → lose a life. • Falling in pits/lava or touching enemies when small → lose a life. =============================================================================== 2) POWER-UPS, ITEMS, ENEMIES =============================================================================== Core power-ups • Super Mushroom : Small → Super; can break bricks. • Fire Flower : Super → Fire Mario; shoot fireballs (most enemies). • Starman : Temporary invincibility (roughly ~12 sec). • 1-Up Mushroom : Extra life (visible or hidden). • Coins : 100 = 1-Up. Blocks • ?-Blocks : Coins or power-ups (context: small → mushroom, super → flower). • Brick Blocks : Breakable when Super/Fire; some hold power-ups/10-coins. • Invisible Blocks: Appear when hit; may contain coins or 1-Ups. • Note: “10-coin blocks” dispense a coin per hit on a timered cycle. Common enemies (quick behavior notes) • Goomba : Basic; stomp or fireball. • Koopa Troopa : Green walks off edges; red turns at ledges. • Koopa Paratroopa: Winged; red hovers, green hops. • Piranha Plant : Emerges from pipes when you’re not near the lip. • Lakitu/Spinies : Lakitu throws Spinies from above; remove Lakitu ASAP. • Cheep-Cheep : Swimming fish; some jump in bridge levels. • Bloober : Underwater squid that homes slowly; stay below it. • Bullet Bill : Fired from cannons; some stages have auto-cannons. • Hammer Bro : Jumps and throws arcing hammers; approach from below. • Podoboo : Lava bubble; timed leaps in castles. • Fire Bar : Rotating fire segments fixed to blocks. =============================================================================== 3) GLOBAL SYSTEMS (FIREWORKS, HIDDEN 1-UPS, MINUS WORLD) =============================================================================== Flagpole fireworks • End a non-castle stage with the timer’s last digit = 1, 3, or 6 to get that many fireworks; each is worth 500 points. Hidden 1-Ups: how they spawn • Visible 1-Ups exist in 1-2 and 8-2 (always present). • Each first level of a world (2-1 through 8-1) also has an invisible 1-Up block that may or may not be present. • The game sets a “1-Up opportunity” for N-1 if, in the prior world’s level M-3, you collected the required coins (generally all of them) and finished M-3 in the same life. Warping into a world also sets the N-1 1-Up opportunity. (World 1-1 always has its invisible 1-Up.) • If you reach (or almost reach) the invisible-block area in N-1 and then die before hitting it, that opportunity is lost for that world. Minus World (glitch) • In 1-2’s warp area, specific brick/pipe clipping produces “World -1,” an endless underwater loop. Reset or game over to exit. Not required. =============================================================================== 4) WARP ZONES & COIN HEAVENS =============================================================================== Warp Zone A — 1-2 ceiling route • Ride the final elevators up, run along the ceiling past the exit pipe, reach a room with pipes to Worlds 2, 3, and 4. Warp Zone B — 4-2 vine/ceiling routes (two different zones) • Early vine: Hit a hidden brick to spawn a vine; climb to a surface area (“tree tops”), run right to the Warp Zone with pipes to Worlds 6, 7, and 8. • Late ceiling: Near the end, ride lifts to the ceiling (like 1-2). This alternate zone leads forward only to World 5. Coin Heavens (sky bonus areas via vine) • 2-1: Hidden vine in a top row block spawns a Coin Heaven; you ride a cloud platform, collect rows of coins, drop near stage end. • 4-2: The early vine (same one used to reach the 6-7-8 Warp Zone) first sends you through a Coin Heaven segment. • 5-2: Another vine-to-Coin-Heaven opportunity midstage. =============================================================================== 5) WORLD-BY-WORLD WALKTHROUGH =============================================================================== Formatting per stage: • Flow/layout overview, key enemies, reliable power-ups/coins, notable secrets (warps, coin rooms, hidden blocks), and safe strategies. ----------------------------------- WORLD 1 (INTRO) — 1-1 • 1-2 • 1-3 • 1-4 ----------------------------------- 1-1 — “First Steps” • Learn mushroom from first ?-blocks; practice running leaps over early pipes. Use the fourth pipe to visit a coin room and skip ahead. • Hidden 1-Up exists near the first pit area; hit the correct invisible block just left of the gap. Keep the pipe on screen if you want both the 1-Up and the coin room (carefully manage scroll). • Flag goal: time final jump if you want fireworks (1/3/6 rule). 1-2 — “Underground Warp” • Early 10-coin block above a Goomba. Several coin lines and pipes to bonus rooms. Near the end, ride the lifts to the top and run on the ceiling past the exit pipe to reach Warp Zone A (to 2/3/4). • Visible 1-Up present in a block early in the level (always there). 1-3 — “Mushroom Platforms” • Windy gaps, moving lifts, Paratroopas. One mid-level power-up. • Keep momentum and landings clean; no warp here. 1-4 — “Castle 1” • Firebars and Podoboos. If Fire Mario, you can defeat the boss; else bait the jump and run under to the axe. Rescue a Toad retainer. ----------------------------------- WORLD 2 (GRASS/BRIDGES/WATER) — 2-1 • 2-2 • 2-3 • 2-4 ----------------------------------- 2-1 — “Hidden Vine to Coin Heaven” • Rows of ?-blocks and bricks; in the upper row slightly left of center is a vine to Coin Heaven; ride the cloud for many coins and a drop near the flag. Invisible 1-Up logic applies to 2-1 (see Section 3). • Koopa setups allow shell chains for extra points. 2-2 — “Water 1” • First full swim. Stay low under Bloopers; Cheep-Cheeps wander. Tap A rhythmically; Fire Mario trivializes it. 2-3 — “Flying Cheeps” • Bridge stage where Cheep-Cheeps leap constantly. Keep forward speed to desync spawns; short hops over low arcs; Fireballs help. 2-4 — “Castle 2” • More firebars; Bowser adds extra flames. Same finish: fireballs or run under jump to the axe. ----------------------------------- WORLD 3 (BULLET BILLS/PLATFORMS) — 3-1 • 3-2 • 3-3 • 3-4 ----------------------------------- 3-1 — “Bills and Ladders” • Early cannon fire; hidden coin room accessible via pipe. Invisible 1-Up logic applies (spawn if prior 2-3 coins collected and you finished that stage in the same life, or if you warped here). • Use hills to line up stomp chains for points/lives. 3-2 — “Koopa Highway” • Long flats with many Koopas and Paratroopas; excellent for shell juggling if you’re confident. Keep a flower for safety. 3-3 — “Lift Timing” • Moving mushroom platforms over voids. Learn lift momentum and stop-and go rhythm. One mid-level power-up. 3-4 — “Castle 3” • Introduces simple maze logic (choose correct upper/lower routes). If route is wrong the level sound changes subtly; adjust pathing. ----------------------------------- WORLD 4 (LAKITU/ADVANCED WARPS) — 4-1 • 4-2 • 4-3 • 4-4 ----------------------------------- 4-1 — “Lakitu Debut” • Lakitu spawns overhead; remove him quickly or outrun him so Spinies don’t carpet the path. Hidden 1-Up logic applies to 4-1. 4-2 — “Dual Warp World” • Early section: spawn a vine from a hidden brick to reach a Coin Heaven and then the Warp Zone to Worlds 6/7/8. This is the fast-forward skip. • Late section: like 1-2, you can ride lifts to the ceiling near the end to reach a separate Warp Zone that advances only to World 5. • Multiple coin rooms in pipes; keep an eye on timer. 4-3 — “Tall Mushrooms” • Widely spaced platforms; controlled sprint jumps at full speed. Grab the mid-level power-up before the long chain. 4-4 — “Castle 4 (Maze)” • Multi-tier maze. Correct sequences are required to proceed. Listen for the “correct path” sound cue when you’re on the right route. ----------------------------------- WORLD 5 (MID-GAME VARIETY) — 5-1 • 5-2 • 5-3 • 5-4 ----------------------------------- 5-1 — “Pace Setter” • Teaches running momentum into long gaps; hidden 1-Up logic applies. • Retain Fire for upcoming Hammer Bros in 5-2/5-3/5-4. 5-2 — “Vine & Lifts” • Upward lifts by a jutting brick conceal a vine. Climb to Coin Heaven; falling exit places you further along. Multiple pipe rooms nearby. • Good flower placements before Hammer Bros sections. 5-3 — “Remixed Platforms” • A remix of 1-3 with tougher enemies; careful lift timing. Keep Fire for the end if possible. 5-4 — “Castle 5 (Heavier Firebars)” • Firebar density and Podoboos increase. Bowser likely throws hammers; keep low, bait jump, run under, or finish with fireballs. ----------------------------------- WORLD 6 (HARDER MOVEMENT) — 6-1 • 6-2 • 6-3 • 6-4 ----------------------------------- 6-1 — “Long Gaps & Bullet Fire” • Manage long full-speed leaps; watch cannon timings. Invisible 1-Up logic applies to 6-1. 6-2 — “Pipes, Coins, and Splits” • Several coin rooms via pipes. Notable 10-coin blocks in upper rows; a later pipe leads to a short underwater interlude. Watch your time. 6-3 — “Lift Gauntlet” • Many enemies placed on mushroom platforms; clear them before leaping. Fireballs make red Paratroopas trivial. 6-4 — “Castle 6 (Maze)” • Route logic again. Firebars plus narrow ledges. Practice bait-and-run vs. Bowser with limited space. ----------------------------------- WORLD 7 (HAMMER BROS PRESSURE) — 7-1 • 7-2 • 7-3 • 7-4 ----------------------------------- 7-1 — “Bros and Cannons” • Multiple Hammer Bro encounters. Best tactic: approach from below, jump to tag the underside of their platform, then finish as they hop. Keep Fire for safety. 7-2 — “Water 2 (Blooper Focus)” • Blooper patterns are tighter; stay low and slip under. Fire removes Cheep-Cheeps quickly if you still have it from 7-1. 7-3 — “Aggressive Cheeps” • The most dangerous Cheep-Cheep bridge. Keep moving and take small, deliberate hops to keep their arcs predictable. 7-4 — “Castle 7 (Hard Maze)” • Maze + heavy hazards; Bowser throws hammers and breathes fire. Clear approach by timing under-runs carefully. ----------------------------------- WORLD 8 (FINAL) — 8-1 • 8-2 • 8-3 • 8-4 ----------------------------------- 8-1 — “Endurance Run” • Very long course with sparse power-ups. Preserve time. Several setups allow extra 1-Ups via shell/jump chains if skilled. 8-2 — “Lakitu & Tower” • Lakitu returns; remove or outrun him. Visible 1-Up exists in this level (always present). Hammer Bro near end; approach low and slip beneath his jump cycle. 8-3 — “Hammer Bros Streets” • Many Hammer Bros with cannon support. With Fire, snipe them as they land. Without Fire, lure jumps and run under; don’t hesitate. 8-4 — “Final Castle (Pipe Maze) — exact route” • The castle loops if you take wrong pipes. Correct progression: 1) Area 1: Skip the first two pipes; take the THIRD pipe (just after a lava gap and lift). 2) Area 2: Advance to the floating pipe. A hidden block to the left helps you reach it; enter that floating pipe. 3) Area 3: After you emerge, take the FIRST pipe immediately after the lava gap to go to the underwater area. 4) Underwater: Swim past Fire Bars and Bloopers to the exit pipe. 5) Final hall: One Hammer Bro, then Bowser. Either fireball him down or bait a jump and dash under to the axe to end the game. =============================================================================== 6) BOSS NOTES (BOWSER VARIANTS) =============================================================================== • World 1 Bowser: Fire only. Bait jump → run under → axe. • Mid-game Bowsers: Fire + more firebars in rooms; may toss hammers. • Final Bowser (8-4): Uses fire + hammers. Safest plan is a low run and under-jump bait. With Fire Mario, five fireballs defeat him quickly. =============================================================================== 7) 100% COMPLETION ROADMAP =============================================================================== [ ] Clear all 32 stages (1-1 … 8-4). [ ] See all Warp Zones (1-2 to 2/3/4; 4-2 vine to 6/7/8; 4-2 ceiling to 5). [ ] Trigger Coin Heavens (2-1, 4-2, 5-2 vines). [ ] Collect visible 1-Ups (1-2, 8-2) and try invisible 1-Ups in 2-1 … 8-1. [ ] Learn fireworks timing (1/3/6). [ ] Optional: visit Minus World (glitch curiosity) in 1-2 warp room. [ ] Defeat Bowser in 8-4 to rescue Princess Toadstool. =============================================================================== 8) QUICK REFERENCE CHEAT SHEET =============================================================================== Fireworks rule : End timer digit 1, 3, or 6 = that many fireworks. Hidden 1-Ups rule : N-1 1-Up spawns if you cleared M-3 with the required coins in the same life, or if you warped to world N; 1-1 always spawns; 1-2 and 8-2 are visible 1-Ups and always present. Warp Zones : 1-2 ceiling → Worlds 2/3/4. 4-2 vine → Coin Heaven → Warp Zone to 6/7/8. 4-2 late ceiling → Warp Zone to World 5 only. Coin Heavens (SMB1) : 2-1, 4-2, 5-2 via hidden vine blocks. 8-4 pipe order (correct) : Third pipe (after first lava) → floating pipe (use hidden block) → first pipe after lava → underwater section → final hall → Bowser. Tips vs. Hammer Bros : Approach from below, force a hop, run under; or fireball when they land. Swimming vs. Bloober : Stay low; pass beneath its drift; don’t panic. Lakitu management : Eliminate immediately or sprint to despawn. END OF GUIDE