Super Mario Bros. · NES walkthrough
World 1
The opening kingdom. Learn stomping, ? blocks, pipes, and the first castle axe. Four stages. Previous and next stage links sit under each area.
World 1-1
Reach the flagpole. This is the first overworld course.
How to progress
- Run right. Stomp the first Goomba. Hit ? blocks — one early low-left block in the first trio holds the Super Mushroom.
- The last tall pipe in the opening stretch drops into a coin room and returns you near the end of the course.
- A hidden 1-Up sits above ground near that last pipe. Invisible blocks are real; PixelQuest is not listing every coordinate.
- Clear the staircase pits and grab the flagpole.
Hazards that matter
- Goombas
- first Koopa Troopa
- pits near the staircases
Notes
- First Super Mushroom / Fire Flower sequence is in ? blocks, as the NES booklet describes.
World 1-2
Reach the exit pipe to the flagpole, or take the intended Warp Zone instead.
How to progress
- Enter the start pipe into the underground. Piranha Plants hide in pipes — wait them out.
- A mid-course pipe leads to a coin room. Optional.
- At the moving lifts near the end, the normal path drops into the exit pipe to the flagpole.
- Warp Zone (intended): ride the lifts to the ceiling, run right past the exit pipe, and drop into the Warp Zone room. Pipes skip to Worlds 2, 3, or 4.
Hazards that matter
- Goombas
- Koopa Troopas
- Piranha Plants in pipes
- low ceiling
Notes
- Minus World is a NES cartridge overflow glitch from clipping the 1-2 exit, not an intended world. Nintendo Classics behavior is UNKNOWN. This walkthrough does not publish a glitch method.
World 1-2 Warp Zone — World 2, World 3, World 4.
World 1-3
Cross treetop platforms and moving lifts to the flagpole.
How to progress
- This is a treetop course. Standing room is limited.
- Red-shelled Troopas stay on their platform; Goombas will walk off edges.
- Horizontal lifts need timing — wait until they are close, then jump.
- Flagpole ends the course. Collecting every coin here is one of the documented conditions for a later hidden 1-Up in World 2-1.
Hazards that matter
- Narrow platforms
- falling
- Koopa Troopas on islands
- first Koopa Paratroopa
World 1-4
Reach the axe on the far side of the bridge.
How to progress
- This is the first castle. Fire-bars rotate over the path. Time runs when bars are horizontal or vertical, then move.
- A ? block over a fire-bar holds a power-up. Skip it if you are still learning the bars.
- At the bridge: Worlds 1–7 use an impostor, not the final King. Hitting the axe still drops the bridge and clears the castle.
- If you have Fire Flower, fireballs can also end the fight. Otherwise jump over or run under when the impostor jumps, then hit the axe.
Hazards that matter
- Fire-bars
- lava pits
- Podoboos later in other castles
- bridge fight
Notes
- A Toad is rescued. The princess is not here. That pattern repeats through World 7.