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    FAQ/Walkthrough by VinnyVideo

    Version: 1.2 | Updated: 12/28/10 | Printable Version | Search Guide | Bookmark Guide

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    Table of Contents
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    [INTRO] Introduction
    [WALKT] Walkthrough
    [ENEMY] Enemy List
    [QUEST] Frequently Asked Questions
    [VERSN] Version History
    [COPYR] Copyright
    [CONTC] Contact Information
    
    Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the
    name of the section you're looking for - like [CONTC] for the Contact
    Information.
    
    ===============================================================================
    Introduction                                                         [INTRO]
    ===============================================================================
    Here begins a guide for a game that needs no introduction! Does the world
    really need another Super Mario Bros. walkthrough? Not all that much; there are
    already quite a few. But I'm writing one anyway. After writing a guide for All
    Night Nippon Super Mario Bros., it's not much work at all to write one for the
    original Super Mario Bros. As you probably know, the original Super Mario Bros.
    is still a really fun game. It obviously doesn't have 3-D high-definition
    graphics with Dolby surround sound. But it's still a great game, and I think
    younger players who haven't played this game should give it a shot to see where
    Mario really got big.
    
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    Walkthrough                                                          [WALKT]
    ===============================================================================
    This walkthrough is designed to help you find "Power Boosters," coin rooms, and
    1-Up Mushrooms, and to guide readers through some of the more difficult
    sections of the game.
    
    1-1: This level opens with a common Goomba and a group of four [?] Blocks. Hit
    the left one from below for a Power Booster. Head past the four pipes and go
    down the fourth pipe (press Down while standing on it) to enter a coin room
    that takes you to the end of the level. Otherwise, jump up six blocks to the
    right of the pipe to find an invisible 1-Up Mushroom (you can still enter the
    pipe from here if you're careful). Keep going right, bashing the bricks to beat
    the Goombas from underneath. Hit the [?] Block for a power-up. Jump across the
    gully, stomp the Goombas, and hit the lone brick repeatedly for coins. The
    faster you hit a ten-coin block, the more coins you'll earn. After a few more
    enemies, you'll find a couple more bricks. Hit the right-hand block for a
    Starman; touch it to become invincible for a few seconds. Take advantage of
    this period of invulnerability to plow through the army of Goombas. Be quick
    jumping up the series of staircases and you'll finish the level invincible. If
    you didn't get the star, you might want to take the power-up from the high [?]
    Block. At the end, hop up the large staircase and jump onto the flagpole to
    clear the level. Try to hit the top of the pole for more points. You'll also
    receive a point bonus based on how much time is left on the timer.
    
    1-2: At the start, Mario walks into a pipe automatically. The pipe deposits you
    in the first underground level. Hit all the [?] Blocks for coins, and the
    leftmost one for a Power Booster. Go right past the little block pillars and
    stomp the Goomba guarding the ten-coin block. Hit it quickly for coins. Stomp
    the Koopas, and if you're small, kick a shell and chase it, allowing it to bowl
    over all the enemies ahead. If you're Super Mario, try hitting the upper-right
    block in the snake-like sequence of bricks; you'll get a Starman. The next
    brick sequence is very low to the ground; either break some of the bricks to
    climb to the roof (the easy way), or crouch while running to slide under the
    narrow gap. If you do that, watch out for the Goombas and Koopas in the area.
    The next rectangular brick formation holds a 10-coin block (right side, second
    from the bottom) if you're Super. Jump onto the small ledge and jump across the
    gap to some high coins on a ledge. Stand on the right edge of the blocks and
    jump to make a 1-Up Mushroom appear. Follow it until it falls, and then you can
    collect it. Ahead are a few Goombas and pipes inhabited by Piranha Plants. Go
    down the first pipe to find a coin room. Inside, bash the bricks to earn the
    coins with ease, and take advantage of the 10-coin block on the far right. When
    you emerge, jump across a few pits, exercising caution when using the elevator
    lifts. On the ledge with the red Koopa, bash the rightmost block for a power-
    up. If you take the elevator up to the roof, you can head right to a Warp Zone,
    which takes you to Worlds 2, 3, or 4, depending on your selection. Otherwise,
    take the pipe to the exit flagpole.
    
    1-3: This is our first "Pod World." These areas are full of tough jumps, and if
    you fall off the edge of the screen, you'll lose a life. At first, head across
    a few gaps, collecting coins if you wish. Wait for the twin Goombas to fall
    before you stomp them, then jump onto the high ledge. Hit the [?] Block for a
    power-up, then use the rising platform to collect four coins. Keep jumping from
    platform to platform until you reach two horizontally-moving platforms. Stand
    on the lift's left edge and wait for them to come near. Make a running jump and
    you'll be safe. From here, you're just a few simple jumps away from the level
    exit and its irregular staircase.
    
    1-4: We've reached Bowser's Castle. Are you excited? Castle levels have
    different obstacles from the overworld, as you might imagine. Jump across the
    lava pit and then onto the ledge with the Fire-Bar. Wait for it to spin to a
    safe position, then hit the [?] Block for a Power Booster. Keep heading right
    through the hallway. Wait for each Fire-Bar to spin away before passing
    through. After this sequence, fireballs will start flying toward you. This
    comes from Bowser himself! It's not too hard to avoid, though. Watch out for
    the invisible 1-coin blocks in the area and keep heading right to Bowser. To
    defeat him, just touch the ax on the right to make him fall into the lava.
    There are three methods of getting past King Koopa:
    
    1. Run under him when he jumps (good if you're small)
    2. Throw five fireballs at Bowser to beat him (and reveal his true identity)
    3. Jump over him with the aid of the lift. Be careful, because Bowser can jump
    up and hit you while you're using the platform.
    
    Regardless of your choice, this Bowser was actually just a Goomba. You'll
    rescue Toad, who informs our hero that the "Princess is in another castle."
    
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    2-1: Bash the middle brick for a power-up, then stomp the Goomba on the
    staircase. Drop down into the area with two green Koopas and jump up a little
    to the left of the bricks to reveal an invisible block. Then jump on this block
    and you may uncover an invisible 1-Up block, depending on the number of coins
    you accumulated in World 1 and other factors. Go right past a mob of petty
    enemies, and make sure to take full advantage of the coins in the [?] Blocks.
    The lower-left block holds a power-up. From there, hit the upper-left brick for
    a Starman. In the next brick sequence, hit the third block from the left to
    make a Beanstalk appear. Climb the vine to a place with many coins. Jump on the
    cloud and keep jumping to collect them all. This deposits you near the end of
    the level. If you didn't take the vine, use your invincibility to plow through
    the Piranha Plants and other enemies. Remember to take the power-up from the
    leftmost brick above the three pipes. You can also go down the first pipe after
    the Beanstalk block to enter a coin room. Near the end is a lone [?] Block. The
    brick to its right holds a power-up, but it's tough to get, especially if
    you're not small. You'll have to accelerate from the left, jump onto the brick,
    duck, and jump. Right after that is the level exit. To get over the wall,
    either use the springboard, or jump while standing on the bricks to reveal an
    invisible block.
    
    2-2: This level opens like an underground stage, but it isn't! This is the
    first underwater action scene in the game. There are a number of Bloopers at
    the beginning of the level. If you're Fiery, Bloopers can be defeated with
    ease. Otherwise, you'll have to just avoid them. While Bloopers are tough
    enemies, they have a weakness: They can't hurt you if you're standing on coral
    or the ocean bottom. Also, while they can chase you, you can chase them! More
    advanced players should try to collect the coins, but beginners should skip
    them. Watch out for the holes in the ocean floor; these drains tend to suck you
    in. After the first drain, Cheep-Cheeps start appearing. Red ones are fast;
    green ones are slow. Some Cheep-Cheeps move straight forward; others zig-zag a
    little. All are easy to beat if you're Fiery, but they can be pretty dangerous
    near the end, since there are large quantities of them and Bloopers. At the end
    of the level, just go through the pipe to reach the level exit.
    
    2-3: This is another Pod World, but it's tougher than last time. This bridge
    has endless Cheep-Cheeps jumping at you, but they won't hit you if you keep
    running (standing still is also fairly safe). Just keep running! Jump over any
    gaps, and if you're skilled, try to collect all the coins. You'll probably need
    the power-up found near the halfway point. At the end, just climb the staircase
    and jump to the flagpole. This is a pretty big castle. I wonder if we're going
    inside...
    
    2-4: We meet a new enemy in this castle level: Podoboo. This flame leaps out of
    the fire and can hurt you. At first, jump across the platforms, avoiding
    Podoboos and collecting the power-up in the [?] Block. When you reach a fork in
    the road, take the lower route to make life a little easier (take the upper in
    the Second Quest). Afterwards, jump aboard an elevator and wait for the Fire-
    Bars to spin away. This is about where Bowser's Fire starts appearing. Crouch
    under the block for a few coins. Cautiously jump across the small ledges, being
    careful to dodge Bowser's fireballs and stay out of the lava. This Bowser is
    the same as last time, but the overhead bricks make it tough to jump over
    Bowser (who's really a Koopa). And sorry, but our Princess isn't in this
    castle.
    
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    3-1: A bevy of green Paratroopas are present to greet you when the level
    commences. Burn them with fireballs, stomp them, or just ignore them. Hit the
    [?] Block for a power-up. Go down the second pipe when the Piranha Plant is
    down to enter a coin room. You'll skip some of the level, but you won't miss
    anything profound. Hit the third block from the right on the upper row to
    uncover a power-up. When you exit, dispose of the trio of Goombas on the
    bridge, then jump up near the right end of the bridge for a possible 1-Up. Hit
    the leftmost brick for a much-needed Starman. It assists greatly in getting
    past the nearby Hammer Bros. After you beat them, hit the right-hand [?] Block
    for a power-up. From the lower level, you can jump onto the lower row of bricks
    to the right and hit them to reveal a Beanstalk. However, it's very easy to
    wind up in the pit and lose a life. I'd just keep going. Stomp the Koopa and
    kick his shell to bowl over the enemies and earn many points, but beware of the
    Paratroopas near the end. If you keep stopping and restarting the shell, you
    can beat them all and earn a 1-Up. Hit the lower-right [?] Block for a Power
    Booster, then whack the second brick from the left for coins. On the level
    staircase, it's possible to earn unlimited 1-Ups by kicking a shell against the
    steps in just the right way, but it's tough to do.
    
    3-2: This is one of my favorite levels. You'll see why. At the start of the
    level, stomp the Koopa and kick its shell, bowling over the meanies and scoring
    a lot of points. Hit the [?] Block and take the power-up, then resume your
    rightward trek. You may want to use the Koopa Stomp, Kick & Run move to take
    out the Goombas. If you want, you can hit the upper brick for a Starman, but
    it's not too useful. If you're invincible or Fiery, you may want to hit the 10-
    coin block below you, which is guarded by a Koopa. After that, stomp the
    Paratroopa twice and kick its shell, bowling over a few baddies. Ignore the
    brick between the gaps and stomp the Koopa before it falls into the gully.
    Follow its shell to earn more points and sometimes a 1-Up. One more Stomp, Kick
    & Run move separates you and the flagpole.
    
    3-3: As usual, the third level in the world is a "Pod World." This one's pretty
    easy. In the first part of the level, simply jump across the ledges and lifts.
    Wait for the Koopa to turn away and grab the power-up in the [?] Block. Just
    ahead is a falling platform; don't stand on it for long. Keep running to cross
    the one-block gaps with ease, then jump onto the Balance Lift. When you stand
    on one side of the Balance Lift, Mario's weight makes your lift drop, while the
    other rises. If it goes too far, the lift will fall, although you will receive
    1,000 points. Cross them quickly to be safe. Take the horizontal platforms to
    the other side of the gap. Again, you'll be safest if you maintain your
    momentum. After a few Koopas and a Paratroopa, use the horizontal platform to
    reach a Balance Lift. Stand on the left end for about a second to raise the
    right half of the lift, then use that lift to hit the top of the flagpole.
    
    3-4: This level opens with more Podoboos and Fire-Bars. Be quick in getting
    past them. Get the Power Booster from the [?] Blocks and jump the gap. Three
    pairs of Fire-Bars are ahead. Be patient; wait for them to turn away before you
    pass by. Watch out for the pits, Podoboos, and Bowser's Fire ahead. You know
    you're close when that starts. The overhead bricks make jumping over Bowser (a
    Buzzy Beetle) a little tougher, but it's slightly easier than last time. Maybe
    the Princess will be in the next castle.
    
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    4-1: We encounter another Mario classic in this level: Lakitu. It's generally
    safest to use speed to avoid Lakitu's endless Spinies and Spiny Eggs. Hit the
    lower [?] Block for a Power Booster, then zoom right, collecting any coins you
    desire. All the [?] Blocks just have coins. However, you can stand on the set
    of four [?] Blocks and jump, possibly revealing a 1-Up. Watch out for the
    Piranha Plants in the two pipes. Go down the second pipe to visit a coin room.
    The brick above the exiting pipe holds a Power Booster, but it's virtually
    impossible to get it if you're not small Mario. The lower row of coins is also
    difficult to access. If you didn't enter the coin room, get a Power Booster by
    hitting the third [?] Block from the left on the lower row. There are a few
    pits near the end, but they shouldn't be too dangerous. Don't jump from the
    staircase to the ending flagpole; instead, hit the 10-coin block first.
    
    4-2: This is the second underground level in the game. There are a few tricky
    jumps at the start that may cost you a life or two the first time you try.
    After the jumps, drop through the gap and hit the right-side brick for a power-
    up. A small army of Goombas is just ahead. If you're Fiery, you should shoot
    them all; otherwise, stomp the goofy mushrooms, taking the short ceiling into
    account. If you're bigger than small, you can find a ten-coin block mixed in
    with the bricks (fifth brick from the right, second from bottom). The middle
    [?] Block in the set of three holds a Power Booster. Ignore the elevators and
    jump across the gap. Jump up to reveal a few invisible blocks. Hit the leftmost
    brick to reveal a Beanstalk. It leads to a Warp Zone that takes you to your
    choice of Worlds 6, 7, or 8. If you don't want to warp, you still may want to
    get onto the ceiling to skip much of the level. If you stay on the bottom
    level, you might want to hit the ten-coin block directly left of the pipe, but
    it's dangerous if you're not Fiery. The second brick on the right of the pipe
    contains a Starman, but it's more trouble than it's worth because of the Buzzy
    Beetle. Enter the pipe to the right of the Starman to find a difficult coin
    room. Hit the 10-coin block on the right, then jump up the blocks to the
    ceiling. Drop down from the left edge and hold Right to reach the coins, but
    it's tough to do. If you didn't enter the coin room, you'll be jumping across a
    few pits and negotiating an elevator sequence. The middle block between the
    elevators has a power-up. If you want to reach the World 5 Warp Zone, use these
    elevators to get to the ceiling. Watch out for the Piranha Plants near where
    you exit the coin room. Soon you'll find an elevator that only goes down. Cross
    quickly. Hit the leftmost brick for a Power Booster. If you want to visit the
    World 5 Warp Zone, you have one more chance by hitting the bricks over the high
    pipe. If you want to keep going normally, simply enter the pipe that leads to
    the exit.
    
    4-3: This is my favorite level in the game. At the start, jump from mushroom to
    mushroom, stomping any Koopas if you want. Use a running jump to reach the high
    'shroom. Grab a power-up from the [?] Block and prepare to face the Balance
    Lifts. Cross them quickly and you'll have no problems, although a brave (maybe
    just reckless) player can try to make them fall to earn 1,000 points. After a
    few more mushrooms and Balance Lifts, wait for the vertically-moving lift to
    reach its highest point, then run jump to the flagpole.
    
    4-4: This level is easy with a guide, but it may be difficult for those who
    don't know the correct path to take. If you get off track, you'll wind up back
    at the start of the stage. First jump across the lava pits, then jump up and
    take the upper route. Simply run over the small gaps to cross them easily.
    Watch out for a couple of Fire-Bars near the end of the hall. After jumping up
    a few steps, you'll face another fork. Take the bottom passage, avoiding the
    Fire-Bar. Bowser's Fire will start appearing near the end. This Bowser is a lot
    tougher than before, because there's a Podoboo AND a Fire-Bar protecting him.
    Either jump over the King of the Koopas or throw fireballs from afar. This
    Bowser is actually a Spiny - a fact you'll discover if you use firepower to
    beat him. As for rescuing the Princess: Maybe next time.
    
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    5-1: We've reached the halfway point in the game, but things won't be getting
    easier. At the start, stomp the Koopa and kick his shell. Chase after the shell
    and you'll receive a lot of points. After two Piranha Plants, repeat the shell-
    chasing procedure with the Paratroopa, but watch out for rebound near the end.
    Bash the middle brick for a Starman. This will keep you safe from the Goombas
    and Bullet Bills just ahead. Alternatively, stomp the Koopa, kick his shell to
    the LEFT, and then follow it when it rebounds to the right for some points.
    Jump over the four-block-high wall and drop through the gap. Jump back up and
    you may reveal a 1-Up. Enter the high pipe to visit a familiar coin room,
    although it's tricky to nab them all. Regardless of whether you enter the pipe
    or not, we're just a few Bullet Bill cannons and Paratroopas away from the
    finishing flagpole (and its unconventional staircase).
    
    5-2: Watch out for the Bullet Bill cannon found at the top of the steps; wait
    for it to fire before passing. Hit the upper-right brick for a much-needed
    power-up. Just ahead are some stairs guarded by a Hammer Bro. This is a very
    tough spot. Unless you're Fiery, you'll probably get hit. Wait for the Hammer
    Bro. to throw, then quickly jump over him. If you get hit, use your period of
    invulnerability to get by easily. After that, you'll have a decision to make.
    
    Route A: If you enter the pipe, you'll skip three Hammer Bros., but you'll also
    have to navigate an underwater section that's far more treacherous than even 2-
    2. If you take this route, be very careful when dealing with the powerful
    drains, especially around the elevators.
    
    Route B: If you don't go down the pipe, you'll soon face a Hammer Bro. Wait for
    him to jump up on the blocks, then bop his block from underneath. These [?]
    Blocks can only be bonked once, so be careful. Two blocks right of the [?]
    Blocks is an invisible block. It can be used to reach a block that helps you
    reveal a Beanstalk, which takes you almost to the end of the level. If you
    don't use the vine, a Hammer Bros. set is just ahead. Wait for them to jump to
    the middle or upper level, then run by. The upper-right brick holds a Starman
    if you really want it.
    
    This is where the paths reconvene. After a few Buzzies (rare in the overworld),
    duck under the two bricks for a Power Booster and a ten-coin block. You may
    want to skip them if you're big. Jump across a few gaps, avoiding a handful of
    petty enemies along the way. Hit the lone brick for a power-up, then jump onto
    the high ledge or pipe. Climb up the dangerous gap-filled staircase and leap
    onto the flagpole.
    
    5-3: This level is the same as 1-3, except that there are now Bullet Bills
    firing randomly from just off the screen. Lifts are also smaller. At first,
    head across a few gaps, collecting coins if you wish. Wait for the twin Goombas
    to fall before you stomp them, then jump onto the high ledge. Hit the [?] Block
    for a power-up, then use the rising platform to collect four coins. Keep
    jumping from platform to platform until you reach two horizontally-moving
    platforms. Stand on the lift's left edge and wait for them to come near, then
    make a running jump and you'll be safe. From here, you're just a few simple
    jumps away from the level exit and its irregular staircase.
    
    5-4: 5-4 is the evil twin of 2-4 with many more Fire-Bars, including a very
    long one. At first, jump across the platforms, avoiding Podoboos and collecting
    the power-up in the [?] Block. Wait for the long Fire-Bar to spin away before
    you jump to its ledge. Then jump on the block and leap the Fire-Bar when it
    approaches. Then you can advance. When you reach the fork in the road, take the
    upper path to minimize the number of Fire-Bars you'll have to face. Afterwards,
    jump aboard an elevator and wait for the Fire-Bars to spin away. This is about
    where Bowser's Fire starts appearing. The coins under the Fire-Bar are best
    skipped. Cautiously jump across the small ledges, being careful to dodge
    Bowser's fireballs and to not fall in the lava. This Bowser is the same as in
    2-4, where the overhead blocks make it harder to jump over Bowser's head,
    except there's also a Podoboo in the way. To be precise, this is Lakitu in a
    Bowser costume. No Princess this time.
    
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    6-1: This is one of my favorite levels. Lakitu is making a return appearance,
    and the terrain is a little harder than it was in 4-1. If you can maintain full
    speed throughout the level, you'll complete it in less than 60 game seconds and
    won't have Spiny trouble. The first brick you come to contains a Power Booster.
    You may also want to use this opportunity to stomp or shoot Lakitu, but he will
    return! The rightmost brick below you is a ten-coin block that's best skipped.
    A little later, climb the staircase next to the two sets of three bricks. Head
    down and jump parallel to the stairs for a possible 1-Up. Soon you'll reach two
    [?] Blocks; the left one is worth a Power Booster. The middle right brick on
    the next-to-last staircase is a ten-coin block, but it's tough to use unless
    you're small Mario. Watch out for Spinies (and the eggs that beget Spinies)
    even on the final staircase.
    
    6-2: 6-2 is another one of my favorites. Firepower helps a lot in this Piranha
    Plant-infested level. Remember that they won't come out of their pipes if you
    stand on or directly next to the pipes. After the first Piranha Plant, jump up
    to reveal an invisible block. Use it to hit the ten-coin block directly above
    you. Take the first pipe in the level if you want to visit a coin room in the
    style of 4-1. Keep going past a few Piranha Plants, but watch out for the Buzzy
    Beetles; their dark color contrasts poorly with the night background. Hit the
    right brick for a Power Booster, and if you're feeling brave and/or stupid,
    enter the pipe to visit an underwater coin area, which skips a large portion of
    the level. I'll assume you're staying in the overworld. After a few pipes, hit
    the rightmost brick in one sequence to reveal a Beanstalk, which takes you to a
    coin room, as usual. If you don't visit Coin Heaven, you'll find more Piranha
    Plants and a long jump (stay high to avoid having to make it). Hit the leftmost
    brick on the upper row if you want a Starman. Enter the pipe near the steps if
    you want to visit ANOTHER coin room. After the paths converge, be careful when
    dealing with the the Piranha Plant/Paratroopa mix on the final staircase.
    
    6-3: This "jumping area" begins with a bunch of ledges and moving platforms.
    Use the Springboard to help you reach the high lifts. You'll jump highest if
    you press the jump button just as the Springboard is fully compressed. Try to
    grab the Power Booster in the [?] Block, but it's not as important here as in
    some levels. Quickly navigate the Balance Lifts, and prepare for life to get a
    little tougher. Bullet Bills now begin firing randomly, similar to 5-3. Use the
    Springboard to reach the high horizontally-moving platform. Quickly cross the
    Balance Lift and the final four platforms, which sink with your weight if you
    stand on them. Then jump from the bluff to the flagpole.
    
    6-4: This level is identical to 1-4, except that there are now more Fire-Bars.
    Jump across the lava pit and then onto the ledge with the Fire-Bar. Wait for it
    to spin to a safe position, then hit the [?] Block for a Power Booster. Keep
    heading right through the hallway. Wait for each Fire-Bar to spin away before
    passing through. The Bowser's Fire starts flying after this sequence. Watch out
    for the invisible 1-coin blocks in the area. Keep heading right to Bowser, who
    now throws hammers at you like the Hammer Bros., and there's a Podoboo around
    for extra protection. Either fireball Bowser or run under him; don't try to
    jump over him or use the lift. This Bowser is really a Blooper. You'll save a
    Mushroom Retainer, but the Princess is still far away.
    
    -------------------------------------------------------------------------------
    
    7-1: There are usually a lot of moving objects on screen in this chaotic world.
    Stand on the second Bullet Cannon and bash the left brick to reveal a Power
    Booster. Head right, avoiding the Bullet Bills and Paratroopas. The four [?]
    Blocks are best ignored. The third brick in the sequence near the high cannon
    is a dangerous ten-coin block. Some Hammer Bros. are just ahead; wait for them
    to jump to the middle or upper row, then run by. Jump up while standing on the
    pipe to reveal a possible 1-Up mushroom, then press Down on the pipe to enter a
    coin room. When you emerge, you'll meet more Bullet Bills and Hammer Bros. You
    can use the Springboard to access a Power Booster in the high brick, but wait
    for the Bullet Bills to stop firing. Beware of the Buzzy Beetle on the final
    staircase.
    
    7-2: This is identical to 2-2, except there are more Bloopers now. The level
    opens with large quantities of Bloopers. If you're Fiery, try to defeat most of
    them with fireballs. Remember that Bloopers can't hurt you if you're standing
    on coral or the ocean bottom. More advanced players can try to collect the
    coins found throughout the level, but the less experienced should skip them.
    Watch out for the holes in the ocean floor; these drains tend to suck you in.
    After the first drain, Cheep-Cheeps start appearing. Red ones are fast; green
    ones are slow. Some Cheep-Cheeps move straight forward, while others zig-zag a
    little. All are easy to beat if you're Fiery, but they can be pretty dangerous
    near the end, since there are still some Bloopers around as well. At the end of
    the level, just go through the pipe to reach the level exit.
    
    7-3: This is almost identical to 2-3. This bridge has endless Cheep-Cheeps
    jumping at you, but they won't hit you if you keep running (standing still is
    also fairly safe). Jump over any gaps, and if you're skilled, try to collect
    all the coins. Watch out for the Koopas found throughout the level. You'll
    probably need the power-up found near the halfway point. At the end, just climb
    the staircase and jump to the flagpole.
    
    7-4: Hoop-de-doo... another maze level. At the start, use speed in crossing the
    lifts, lest you sink. Take the lower, middle, and then upper forks,
    respectively. Take the upper path over the Fire-Bar. This last part can be
    tricky. Drop down to the floor level. Go under the first ledge, run through the
    middle of the second set of ledges, drop to the floor level, stay under the
    third set of bricks, and then take the upper route. If done properly, Bowser's
    Fire will start appearing. This Bowser (a Hammer Bro. under the mask) is just
    like the one in 6-4. Watch out for the hammers and Podoboo.
    
    -------------------------------------------------------------------------------
    
    8-1: This level is fairly tough, but most of all it's long. You might want to
    use the Buzzy to bowl over the opening Goombas. Afterwards, keep running over
    the small gaps and you'll be safe. You'll sometimes find an invisible block
    containing a 1-Up between the second and third pipes of the level. Keep going
    right past a few regular enemies. One pipe inhabited by a Piranha Plant leads
    to a coin room. If you enter, you'll only miss a few Koopas. When you see a
    Paratroopa under the row of bricks, jump up below the bricks to find an
    invisible block. Use it to hit the ten-coin block. Run over the small gaps and
    you'll come to a line of bricks. The third block from the left contains a
    Starman. Zoom rightward, jumping a few gaps and smashing many enemies along the
    way. If you're not invincible, there are a few places you can take advantage of
    the Koopa Stomp, Kick & Run maneuver to earn many points. The one-block gap in
    the middle of the wide gully is dangerous, as is the gap-filled final
    staircase. Take it slowly, even if you have less than 100 seconds remaining on
    the timer (and you may!).
    
    8-2: Here we have two of the most persistent enemies in the game: Lakitu and
    Bullet Bill. The first staircase can be dangerous, with its Paratroopa and the
    endless Spiny Eggs. Jump on the Springboard to make a 1-Up appear. Dodge the
    Paratroopas and follow the 1-Up mushroom to the right, being careful to keep it
    on screen. This is where the Bullet Bills come into play. Hit the second brick
    if you need a power-up. Another brick by the high cannon has a ten-coin block,
    but the Buzzies and Bullet Bills make it too dangerous to use. Just ahead is
    the hardest jump in the game. Jump from the pipe onto the leftmost block-wide
    piece of land. Stand on its far left edge and begin running. Make your jump
    from the far right edge of the other space. If you do it properly, you won't
    fall through the gap. Enter the pipe after this jump for a coin room.
    Afterwards, there'll be a few more Bullet Cannons, as well as the final
    staircase, which is guarded by a tough Paratroopa.
    
    8-3: You'll probably agree with me that this is the most difficult level in the
    game. After a couple of Bullet Cannons and Paratroopas, you'll reach the first
    pair of Hammer Bros. Unless you're Fiery, wait for them to jump to the middle
    or upper level, then pass by. You may prefer to defeat them by bonking them
    from below and taking the Power Booster (on the upper row, in the second block
    the right). After an intermission of a Bullet Cannon, there's another set of
    Hammer Bros., but this time the power-up is in the second block from the left.
    You might want to use the Koopa shell to take out the next Hammer Bros., but
    watch out for the rebound after the second brother. Also, shells won't always
    defeat them, especially if they jump at the wrong time. If you're Fiery, just
    use fireballs to take out the Hammer Bros. The last set is really tough if you
    don't have firepower. Either jump over the Hammer Bros. when they're not
    throwing, or run under them when the jump. Neither operation is easy, so you
    really need to get the two power-ups found earlier in the level. There's a
    well-hidden ten-coin block at the end here, which blends in with the castle
    background. After you've come this far, be careful on the "staircase" - it's
    easy to fall!
    
    8-4: This is it - the final castle! First walk to the bottom step of the
    staircase, then jump over the lava. Keep going right until you come to some
    lava. Use the moving platform in the lava to cross safely, and then enter the
    pipe to Room 2.
    
    Keep going right until you see a high pipe. Wait for the Paratroopas to hop
    away (or shoot them with fireballs), then jump up to the left of the pipe,
    revealing an invisible block. Use it to reach the pipe, which leads to the next
    room.
    
    This room has a few of those blasted flying Cheep-Cheeps, but they're not
    particularly hazardous. Go down the first pipe found after the lava pit.
    
    You're underwater! If you have firepower, use it to dispatch all the Bloopers.
    Otherwise, just stay on the ocean floor and you'll be safe. Wait for the Fire-
    Bars to spin away before passing. Enter the pipe to the final room!
    
    Of course, Bowser's set up a nasty guard here - a Piranha Plant/Hammer
    Bro./lava pit/Podoboo mix. If you can't shoot the Hammer Bro. with fireballs,
    you have two options: You can run under the violent turtle when he jumps, or
    you can jump from the pipe over the meanie. If you choose the latter, it may be
    easier to just stomp the Hammer Bro., because it'll be hard to maintain the
    momentum needed to cross the lava. After this obstacle is the final Bowser -
    and like Coca-Cola Classic, this is the real thing! Grab the ax and rescue the
    Princess! You've finished the game, but you can now play a much tougher version
    of the game.
    
    Several things are different in the Second Quest. First of all, you can now
    press B on the opening screen to cycle through the worlds in which you begin
    the game. Enemies are now faster and more aggressive, Goombas are now Buzzy
    Beetles, and more Fire-Bars appear, and some are longer. Bullet Bills appear
    randomly in more Pod Worlds, more Bloopers appear in 2-2, and lifts are
    smaller. Some of these changes make earlier levels identical to their later
    brethren (2-2 and 7-2, for example).
    
    ===============================================================================
    Enemy List                                                           [ENEMY]
    ===============================================================================
    Here are the descriptions of every enemy in the game, along with methods of
    defeating them.
    
    ---Goomba---
    The ubiquitous mushroom guy, Little Goomba isn't very dangerous. Stomp him,
    fireball him, or bowl him over with a Koopa Shell.
    
    ---Red Koopa Troopa---
    The familiar turtles of the Mario series walk back and forth along a ledge. If
    you stomp one, it'll hide in its shell. Kick a shell and follow it if you'd
    like to squash a whole bevy of enemies!
    
    ---Green Koopa Troopa---
    Green Koopas are much like their red-shelled brethren, but these will charge at
    Mario without regard to cliffs or other dangers.
    
    ---Red Koopa Paratroopa---
    Green Paratroopas float back and forth across a set area. They're not usually
    too dangerous. If you stomp one, you'll clip its wings and convert it into a
    standard Red Koopa.
    
    ---Green Koopa Paratroopa---
    This Paratroopa bounces straight forward and is more dangerous than the Red
    Paratroopa. It too will become a standard Koopa after a stomp.
    
    ---Buzzy Beetle---
    These hard-shelled little critters appear mostly in underground levels. If you
    stomp them, you can kick their shells and squash a truckload of baddies.
    
    ---Hammer Bros.---
    The most dangerous enemies in the game, these Koopas pelt Mario and Luigi with
    hammers. If you don't have fireball power, you'll have to either jump over them
    between their hammers or sprint under them when they jump.
    
    ---Lakitu---
    Lakitu is a bespectacled Koopa that flies in a cloud and throws Spiny Eggs at
    you. Sometimes you can get up high enough to stomp Lakitu, but usually it's
    best to keep moving at a high rate of speed to stay ahead of him.
    
    ---Spiny Egg---
    Lakitu throws Spiny Eggs unceasingly, and these can hurt you if you touch them!
    When a Spiny Egg hits the ground, it hatches into a Spiny.
    
    ---Spiny---
    Spiny has a very sharp shell, so don't even think about trying to stomp it.
    Fireballs or a rolling Koopa Shell will work, however.
    
    ---Piranha Plant---
    These insatiate plants reside in many of the pipes found throughout the
    Mushroom Kingdom. When they retreat into their pipes, you can stand next to or
    on top of the pipes and the Piranha Plants won't emerge.
    
    ---Cheep-Cheep---
    The Mushroom Kingdom's vexing fish use two different strategies as they try to
    get the bop on Mario. On bridges, you may face hordes of them flying into the
    air and trying to hit you. These are best dealt with by speed. In underwater
    areas, Cheep-Cheeps swim fairly slowly and can easily be dodged or fireballed.
    
    ---Blooper---
    Blooper, also known as Bloober, appears exclusively underwater. This squid is a
    little unpredictable, but usually it usually begins with a lunge toward Mario
    and thereafter travels in the same direction as Mario; it will chase you, or
    you will chase it. If you walk on the bottom of the sea, you'll be completely
    safe from Blooper.
    
    ---Bullet Bill---
    Most Bullet Bills fire out of the cannons found in many levels, but some appear
    randomly from the edge of the screen in Pod Worlds. You can stomp them, but
    it's not always easy to do so. Bullet Bills are dangerous because they're
    speedy and never stop coming.
    
    ---Podoboo---
    These sizzling balls of fire fly out of the lava in castle levels. Wait for
    them to fall back into the lava, and then you can pass by safely.
    
    ---Fire-Bar---
    Exclusive to castle levels, Fire-Bars rotate slowly, but they can be pretty
    dangerous. Watch the way they move and run past when they spin away. Like
    Podoboo, there's no way to defeat them.
    
    ---Bowser---
    The King of the Koopas has kidnapped the Princess and is Mario's longtime
    nemesis. Not all Bowsers are real, though; in fact, most are imposters. To beat
    Bowser, real or fake, you'll have to run under or jump over him and grab the
    ax, cutting the bridge and making him fall into the lava. Some Bowsers throw
    hammers or have Podoboo bodyguards.
    
    ===============================================================================
    Frequently Asked Questions                                           [QUEST]
    ===============================================================================
    Q: What are the controls:
    A: The controls aren't too complicated:
    
    A button: Jump (or swim, in two levels)
    B button: Accelerate/throw fireballs (if Fiery)
    Control Pad Left/Right: Move
    Control Pad Down: Enter a pipe while standing on it - not all work, though
    START: Pause game
    SELECT: Choose between one- (Mario) and two-player (Luigi) games on opening
    screen
    
    Q: I ran out of lives and I don't want to have to start the game all over
    again. What can I do?
    A: After the Game Over screen appears, you'll return to the opening screen.
    Hold down the A button and press START and you'll start on the first level of
    the last world you played.
    
    Q: Why don't invisible 1-Up Mushrooms always appear?
    A: If you collected all of the coins in the third level of the previous world,
    the 1-Up will appear. In the case of 2-1, it seems you can miss a couple of
    coins in 1-3 and the 1-Up will still appear. You'll always be able to get the
    1-Up if you reached the current level by Warp Zone. These 1-Ups can only be
    collected once, so if you lose a life and return to the same spot, you won't be
    able to collect them again.
    
    Q: How do I get to the Minus World?
    A: The Minus World was a programming glitch found only in the original version
    of Super Mario Bros. (not included in the Super Mario All-Stars remake). To
    enter this legendary land, you must be Super or Fiery Mario. At the pipe in
    World 1-2 that leads to the exit, bash the second and third blocks from the
    right. Then stand on the edge of the pipe, face left, crouch, and jump toward
    the wall. If you do it just right, you will mysteriously travel through a solid
    wall. Quickly enter the left pipe (normally World 4) to enter World -1. The
    Minus World isn't a particularly optimistic place, though. This goofy
    underwater level is similar to 2-2, but it repeats endlessly and there's no
    exit. You'll have to press the Reset button or wait until you run out of Marios
    if you want to leave.
    
    Also, if you enter the second pipe after executing the Minus World glitch,
    you'll emerge in 5-1. If you're trying to get a speed-run through the game,
    it's best to use the standard warp to World 4 and warp to World 8 in 4-2, but
    this tip is still worth noting. Credit goes to Xandrick for this note.
    
    Q: What's the Small Fiery Mario glitch?
    A: As Super or Fiery Mario, touch Bowser and the ax used to beat Bowser at the
    exact same moment. It's tricky to do. If done properly, you'll be flashing as
    you walk to rescue Toad. In the next level, you'll be regular-sized. Collect
    two power-ups and you'll be small Mario with fireball power. Lose a life and
    your status will return to normal.
    
    Q: What's the unlimited 1-Up trick?
    A: In World 3-1, get to the staircase at the end of the level. Stomp the second
    Koopa on the second step from the bottom, and jump on the left side of his
    shell. If done just right, you'll start earning points and eventually 1-Ups.
    
    Q: How can I get the most points?
    A: If you're playing for points, try to play through the levels as quickly as
    possible, and don't get hung up trying to stomp Goombas and collect out-of-the-
    way coins; these points aren't worth as much as the points you'll lose from
    your time bonus at the end of the non-castle levels (50 points per second
    remaining on the timer). Power-ups, however, are usually worth grabbing, and
    coin rooms and ten-coin blocks are worth the effort. Try to fireball the end-
    of-world Bowsers if possible, and never miss a chance to use Koopa shells to
    bowl over a large group of enemies (seen in several overworld levels, most
    notably 3-2). Lastly, try to get as many points as possible on the flagpoles by
    hitting the top of the pole.
    
    Q: What other notes and tips do you have?
    A: Here are a few random tips, notes, and observations about this game:
    * My best score is 800,600, which I achieved without repeatedly playing a level
    (such as 3-2) to accumulate points.
    * If you collect more than 10 lives, the first digit of your lives counter will
    be replaced by a strange crown-like symbol.
    * The first level in every world is a standard overworld level. x-2 is usually
    an overworld level, but it may be underground or underwater. The third level is
    usually a Pod World, and level four is always a castle.
    
    ===============================================================================
    Version History                                                      [VERSN]
    ===============================================================================
     Date    | Version | Size |
    ---------|---------|------|----------------------------------------------------
     9- 3-08 |  0.7    | 45KB | Began guide.
     9- 4-08 |  1.0    | 46KB | Proofread and finished guide.
    10-12-09 |  1.1    | 47KB | Fixed two typos, fixed a few errors and omissions,
             |         |      | and added a tip from a reader.
     2- 4-10 |  1.15   | 47KB | Corrected a small mistake in 6-2.
     8-16-10 |  1.2    | 47KB | Clarified the question about invisible 1-Up blocks.
    
    ===============================================================================
    Copyright                                                            [COPYR]
    ===============================================================================
    (c) 2008-2010 Vinny Hamilton. All rights reserved.
    
    All copyrights mentioned in this guide are the property of their respective
    holders.
    
    You can print this guide out for your personal use.
    You can download this guide to your computer for your personal use.
    You can translate this guide into a foreign language (British, Southern,
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    You can't post this guide on your Web site and then say you wrote the guide
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    You can't post this guide on your Web site if you're going to change anything
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    If you don't comply with these guidelines, your hard drive will be reformatted
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    Heed this warning.
    
    ===============================================================================
    Contact Information                                                  [CONTC]
    ===============================================================================
    If you have any questions or comments about this guide, please send an e-mail
    to VHamilton002@gmail.com. That's zero-zero-two, by the way. Remember that not
    all e-mail messages will be read. Please follow these guidelines:
    
    Do include "Super Mario Bros." in the subject line.
    Do send polite suggestions for ways to make this walkthrough better.
    Do tell me about any errors or omissions you find.
    Do send information about any glitches, tricks, or codes you find.
    Do ask any questions you have about Super Mario Bros. gameplay. I will respond
    eventually if you follow all of these rules.
    Do make a reasonable effort to use decent spelling, grammar, usage,
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    Do use patience. I check my messages quite sporadically.
    Do not send spam, pornography, chain letters, "flaming," or anything that
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    And lastly, a public service message: Fight for and affirm the rights of all
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    anyway.