Super Mario Bros. · NES walkthrough
World 2
First underwater course, leaping Cheep-Cheeps, and Podoboos in the castle. Four stages. Previous and next stage links sit under each area.
World 2-1
Reach the flagpole. Optional vine to a coin sky, optional coin pipe.
How to progress
- Overworld again, with more pipes and Troopas.
- A beanstalk block on a ?-block platform leads to a coin sky (optional). You return later in the course.
- A pipe in this stretch leads to a coin room (optional).
- Near the end, a springboard can clear a high wall. A hidden coin block also lets you step over that wall without the spring.
- Flagpole.
Hazards that matter
- Koopa Troopas
- Piranha Plants
- a high wall near the end
Notes
- A hidden 1-Up in this course is documented as appearing only if you collected every coin in World 1-3 or warped into World 2-1.
World 2-2
Swim to the exit pipe. First underwater course.
How to progress
- The start pipe drops you underwater. Swimming uses jump to stroke.
- Bloopers do not reach the very bottom. Small Mario can stay low.
- Holes in the floor are drains. They pull you down — swim out hard if you dip in for coins.
- The exit pipe returns you to a short overworld run to the flagpole.
Hazards that matter
- Cheep-Cheeps
- Bloopers
- floor drains that pull you down
Notes
- World 7-2 reuses this layout with more Bloopers.
World 2-3
Cross short bridges while Cheep-Cheeps leap from below.
How to progress
- Cheep-Cheeps jump from under the bridges. Fire Flower helps; otherwise time jumps so you are not knocked off.
- Treat short bridge sections one at a time until the rhythm is comfortable.
- Flagpole. Collecting every coin here is a documented condition for a later hidden 1-Up in World 3-1.
Hazards that matter
- Leaping Cheep-Cheeps
- short bridge gaps
Notes
- World 7-3 is a harder version of this course with extra Troopas.
World 2-4
Reach the axe. First Podoboo castle.
How to progress
- Podoboos jump from lava. Time crossings.
- Lifts under a low ceiling: jump from the edge or you bonk and fall.
- Impostor on the bridge again. Axe still clears the castle. A lift over the fight is riskier here because of ceiling blocks.
Hazards that matter
- Podoboos leaping from lava
- fire-bars
- lifts with low ceiling
- bridge fight