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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

OverworldTimer 400

Reach the flagpole. Do not eat mystery mushrooms blindly.

How to progress

  1. 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.
  2. Pits are tighter than SMB 1-1. Luigi’s extra jump helps and his landing slip does not.
  3. Flagpole ends the course. This is still World 1, not a warp tutorial.

Hazards that matter

World 1-2

UndergroundTimer 400

Reach the exit pipe to the flagpole, or use an intended warp if you accept skipping World 9.

How to progress

  1. Underground with Piranha Plants. Wait them out. Low ceiling.
  2. 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.
  3. Exit pipe to the flagpole is the main path.

Hazards that matter

Notes

Lost Levels Warp Zones (including reverse) — Later worlds if you take the ceiling path.

World 1-3

AthleticTimer 300

Cross the athletic platforms to the flagpole. Wind may shove the jump.

How to progress

  1. Treetop / athletic. Standing room is thin. Red Troopas stay; Goombas walk off.
  2. 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.
  3. Flagpole.

Hazards that matter

World 1-4

CastleTimer 400Impostor Bowser

Reach the axe. First impostor Bowser.

How to progress

  1. Fire-bars and lava. Time the bars, then move.
  2. Axe drops the bridge. Impostor, not the final king. Fireballs help if you have them.
  3. Toad, not the princess. Same lie as SMB Worlds 1–7.

Hazards that matter

← All 52 stages · Hub