Super Mario Bros.: The Lost Levels · walkthrough
World 1
Looks like Super Mario Bros. It is not. Poison mushrooms and nastier jumps start immediately. Previous and next stage links sit under each area.
World 1-1
Reach the flagpole. Do not eat mystery mushrooms blindly.
How to progress
- Run right. Stomp Goombas. If a mushroom comes out of a block you did not expect, treat it as poison until you see it is safe. On this 8-bit listing, poison is not the All-Stars blue mushroom.
- Pits are tighter than SMB 1-1. Luigi’s extra jump helps and his landing slip does not.
- Flagpole ends the course. This is still World 1, not a warp tutorial.
Hazards that matter
- Poison mushrooms
- Goombas
- pits
World 1-2
Reach the exit pipe to the flagpole, or use an intended warp if you accept skipping World 9.
How to progress
- Underground with Piranha Plants. Wait them out. Low ceiling.
- A Warp Zone can appear if you run over the ceiling past the exit — same idea as SMB 1-2, different room. Using it forfeits World 9 on the no-warp rule.
- Exit pipe to the flagpole is the main path.
Hazards that matter
- Piranha Plants
- low ceiling
- pits
Notes
- Taking this warp counts against World 9. Reverse-warp exception is documented on the Warp Zones page.
Lost Levels Warp Zones (including reverse) — Later worlds if you take the ceiling path.
World 1-3
Cross the athletic platforms to the flagpole. Wind may shove the jump.
How to progress
- Treetop / athletic. Standing room is thin. Red Troopas stay; Goombas walk off.
- If wind is blowing, it changes jump distance. Lean with it on wide gaps; fight it on tight landings. PixelQuest is not publishing a per-tile wind table.
- Flagpole.
Hazards that matter
- Wind
- narrow platforms
- falling
World 1-4
Reach the axe. First impostor Bowser.
How to progress
- Fire-bars and lava. Time the bars, then move.
- Axe drops the bridge. Impostor, not the final king. Fireballs help if you have them.
- Toad, not the princess. Same lie as SMB Worlds 1–7.
Hazards that matter
- Fire-bars
- lava
- impostor Bowser