Super Mario Bros Walkthrought

Super Mario Bros

Alright, down to business. Beating Super Mario hits just right because it’s logical: world by world, no extra circles of hell, but plenty of crafty skips and secrets. In Super Mario Bros., pace and room knowledge rule: where to hop, where to cut, where not to play hero. I’ll walk you through—carefully and in order, like we’re side by side with Mario on the NES, getting the muscle memory down.

World 1: warm-up, shortcuts, and the first castle

1-1. Start unhurried and watch lone bricks before pits—this plumber’s classic loves to hide Stars and coins there. Check the first green pipes for entry: one leads to an underground coin room that spits you out near the goal. Before the flagpole, grab a runway from the block staircase—hitting the top third nets max points and a time buffer. Don’t argue with gravity: better step back for speed than gamble at the ledge.

1-2. Underground with a warp. Keep tempo, but don’t blow past the final lift by the right wall. From it, climb onto the ceiling, sprint right, skip the normal exit, and hit the Warp Zone with three pipes—quick jumps to World 2, 3, or straight to 4. Playing it honest? Still peek into side alcoves—coin pipes and safe pockets to catch your breath pop up often.

1-3. Mushroom platforms and no-frills momentum. Each ledge is a ramp—stand at the edge, take a couple steps, and jump without braking midair. When short seesaws swing in, clear them with one jump—save double-transfer trickery for after the princess is home.

1-4. Bowser’s first castle: tight halls, Fire Bars, and lava pools. Don’t dive into the center of a bar—wait for an edge to open. On Bowser, two plays: roast him with the Fire Flower, or slip under his jump and grab the axe behind him—the bridge drops and you’re through.

Worlds 2–3: water, fish, and Hammer Bros.

2-1. Nothing groundbreaking, but pace is king. On steps with Koopas, don’t juggle—boot the shell when the platform’s level and hop back so the rebound doesn’t clip you.

2-2. Underwater stage. Cruise along the top edge of the screen: easier to bait Bloopers, and Cheep Cheeps won’t rise that high. In tight shafts, don’t rush—wait for a Blooper to drop, then dive nose-down past. Fire Flower rules here: clear lanes without sketchy weaving. Remember Mario drifts a bit—plan your inertia near pipes.

2-3. Flying fish. Best plan: steady run, no panic. Jump cleanly through dense schools; let single Cheep Cheeps sail over your head. Don’t get pinned at the back of the screen—the wave will catch you.

2-4. Shorter castle, tighter space. On narrow floors, don’t leap through low fire unless you must—wait for the window and scoot on solid ground. At the end, if Bowser throws low flames, time his landing and walk through calmly—no bursts needed.

3-1. First dance with Hammer Bros. Don’t charge a wall of hammers from below. Get height: take a nearby higher platform and stomp from above, or solve it with fire. At the finish, the “Koopa staircase” works for 1-up farming: gently tap a shell on the bottom step on rhythm and watch the life counter climb.

3-2. Long straights and Goomba pileups. Use a Koopa shell as a battering ram, but trail it by half a body—rebound hurts. Spot three blocks in a row and a tight gap? Check upper bricks—often coins or a coin-lift cloud hide there.

3-3. Seesaws and springs. Be bold on trampolines: press jump at takeoff, when the spring fully extends. Clear seesaws in one flow—land near the far edge so it dips and gives you the right angle for the next hop.

3-4. Castle stacked with Fire Bars. Don’t try to clear two bars in one go—split it into two safe steps. Bowser’s jumpy, but the script’s the same: find the gap between flames and dash for the axe.

Worlds 4–5: Lakitu, warps, and the first Bullet Bills

4-1. Lakitu. Don’t chase him around—he’ll be back. Better to build speed and leave his throw zone. Tall platform handy? Jump up and end it. With fire, the cloud bully is just background art.

4-2. The big shortcut lives here. Midway, pop hidden blocks to reach the ceiling long before the goal—straight to a Warp Zone. The right path takes you to later worlds, including that coveted skip to 8. On the way, don’t miss the vine to coin heaven—usually tucked in bricks a bit above head height.

4-3. High-rise mushrooms. On long flights, don’t hug the back edge—start your run from mid-platform. See three skinny mushrooms in a row? Lock a steady jump rhythm—momentum beats braking.

4-4. First real maze castle. If you’re looping back to the start of a section, change floors: go high, then low, then high—the sequence solves it. The trick is not to take the same lane twice.

5-1. Bullet Bills in play. Hear the whistle—keep stepping. Don’t stand next to a cannon; pass it and climb to safe perches. In open fields, hopping Bills is easier than ducking.

5-2. Hammer Bros. plus springs. Untangle the knot: remove the dangerous bro from above or with fire first, then drop to the spring and launch. Bricks before springs often hide little breathers in the form of coin breaks.

5-3. 1-3 revisited, now under fire. Bills fly straight—approach platforms on a diagonal from below and they’ll whiz past.

5-4. Maze back in fashion. Déjà vu? Change your line. Stick to an alternate height and count sections: three correct segments and the boss door opens.

Worlds 6–7: the last “pump” before the sprint

6-1 and 6-2. More enemies, fewer pauses. Don’t grab every coin—time matters more. In long Koopa corridors, set a shell to sweep and hop it on the return. Check lone pipes for entry—bonus coin rooms are clutch now.

6-3. High-altitude seesaws. When you can, land on the far edge—it drops fast and lines up your next jump. If it’s nothing but void below, don’t hesitate to step back for a runway.

6-4. Castle packed with tight Fire Bars. Patience is your best friend. Wait for a full cycle, then slip through. Near the end, a short hall with fire above and below—clear it in two dashes.

7-1. A long stretch with mixed waves: Lakitu, Bills, Koopas. Solve in order: first outpace the cloud, on straights pull ahead of cannons, then tidy staircases with shells.

7-2. Back to water. The top edge is safer, but don’t wedge under ceilings by pipes—Bloopers love pinning you. Fire Flower turns it into a chill swim, but it’s doable clean—just don’t rush in vertical shafts.

7-3. Flying fish plus skinny platforms. Move “like a wave”: one medium jump through a school, then a quick short hop to the ledge. Bleed speed right after landing, not midair.

7-4. Maze with fake-outs. Change floors and don’t repeat the same lane. If it bumps you back, that section’s wrong—adjust the next.

World 8: the long road and the final castle

8-1. No excess—time runs faster. Keep a tight tempo, build speed early so you don’t waste seconds at edges. Lives matter: if you skipped the Koopa staircase in 3-1, don’t risk it now—take the consistent jumps.

8-2. The cloud returns, and so do Bills. The secret is one long chain of platform jumps to break free and deny Lakitu the pace. When you need extra height, use a Koopa like a step stool—bounce off it instead of turning it into a brawl with Hammer Bros.

8-3. Hammer Bros. district with cannons. Usually safer from above: wait for the fan of hammers, then arc over via the upper platform. If the ledge is low and the cannon’s in the way, sync it so the Bill goes first—you go second.

8-4. The final Super Mario Bros. labyrinth. Several rooms, specific pipes, zero mercy for rushing. Simple logic: find pipes that drop you into new zones, not decorative wall exits. After the water room, don’t loiter near Bloopers—swim right and dive into the next pipe immediately. In Fire Bar corridors, stand on the very edge, wait a full cycle, then dash through. At the finish, go classic: the window between flame and Bowser’s hop, sprint to the axe—the bridge falls. That’s the NES run done properly—calm, with all the shortcuts, secret zones, and warps in play.

Quick “along the way” tips: check lone bricks before pits—hidden blocks love those spots; pipes often lead to bonus rooms; vines pull you into coin heaven. In maze castles, change floors if a section loops. And always keep your shortcut map handy: 1-2 leads to World 4, while 4-2 jumps to the late game, including 8. The rest is honest Mario: learn the rhythm and you’ll thread the needle.

Super Mario Bros Walkthrought Video


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