Super Mario Bros. · NES walkthrough
World 4
Lakitu, the second Warp Zone, balance lifts, and the first looping castle maze. Four stages. Previous and next stage links sit under each area.
World 4-1
Reach the flagpole while Lakitu throws Spinies.
How to progress
- Lakitu follows you and drops Spiny eggs. Stomp Lakitu from a high ? block when you can; Spinies are safer to jump over than to linger near.
- A pipe leads to a coin room (optional).
- Flagpole.
Hazards that matter
- Lakitu
- Spinies
- Piranha Plants
Notes
- A hidden 1-Up on the ?-block platform is documented as appearing only if you collected every coin in World 3-3 or warped into World 4-1.
World 4-2
Exit to the flagpole, or take one of two intended Warp Zones.
How to progress
- Underground again. Super Mario can break bricks for headroom.
- Warp to Worlds 6, 7, or 8 (vine): near the start, reveal hidden blocks as steps to a beanstalk brick. Climb. The sky room’s pipes skip far ahead. Details on the Warp Zones page.
- Warp to World 5 (ceiling): like 1-2, ride lifts to the ceiling and run right into a single-pipe Warp Zone to World 5.
- Otherwise take the exit pipe to the flagpole.
Hazards that matter
- Goombas under a low ceiling
- Buzzy Beetles
- pits
- lifts
Notes
- This is the second intended Warp Zone area. Not a glitch.
World 4-2 Warp Zones — World 5 (ceiling), Worlds 6, 7, and 8 (vine).
World 4-3
Cross mushroom platforms and balance lifts to the flagpole.
How to progress
- Kick Troopas off small mushroom platforms before they pin you.
- Study balance-lift motion, then jump when both sides are even.
- Flagpole. Coin-complete here is a documented condition for a later hidden 1-Up in World 5-1.
Hazards that matter
- Narrow mushroom islands
- Koopa Troopas
- Paratroopas
- balance lifts
World 4-4
Take the correct hallway pair, then the axe. Wrong paths loop.
How to progress
- This castle loops if you take the wrong height.
- First hallway: take the upper path. The lower hall sends you back.
- Second hallway: take the lower path. Middle/upper here loop.
- Impostor + axe. There is no lift over this fight — jump over, run under, or use fireballs.
Hazards that matter
- Looping maze
- fire-bars
- Podoboo
- bridge fight
Notes
- Timer is 400 because this is a maze castle.