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Super Mario Bros. · NES walkthrough

World 5

Bullet Bills, a Hammer Bro course with a sky-or-swim choice, and long fire-bars. Four stages. Previous and next stage links sit under each area.

World 5-1

Overworld Timer 300

Reach the flagpole. First heavy Bullet Bill stretch. No mushroom/flower on this course.

How to progress

  1. Bullet Bills fire from cannons. Like Piranha Plants, they are less likely to attack if you stand very close to the cannon.
  2. A Star is in the center of a three-block set in mid-air.
  3. A mid-air pipe leads to a coin room. The timer is only 300 — do not linger.
  4. Flagpole.

Hazards that matter

Notes

World 5-2

Overworld with optional swim or vine Timer 400

Reach the flagpole. Optional swim pipe or beanstalk — not both.

How to progress

  1. Cannons sit on stairs. Time jumps.
  2. Hammer Brothers occupy a block set. After they throw, they often retreat — that is the window.
  3. Choice: a ground pipe leads to a swim bonus, or a beanstalk leads to a coin sky. You cannot take both on one pass.
  4. Flagpole.

Hazards that matter

World 5-3

Athletic / treetops Timer 300

Same layout family as 1-3, with Bullet Bills and smaller platforms.

How to progress

  1. Treat it like 1-3, but Bills keep firing. Bills are easier to avoid on islands than on lifts.
  2. A large island gap needs a running jump.
  3. Flagpole. Coin-complete here is a documented condition for a later hidden 1-Up in World 6-1.

Hazards that matter

World 5-4

Castle Timer 300

Clear the long fire-bar, then the axe.

How to progress

  1. The first long fire-bar covers the whole block set. You cannot stand safely on those blocks — time a jump through.
  2. Later bars sit close together. Clear them one at a time.
  3. Impostor + axe. A platform exists over the fight but ceiling blocks and Podoboos make it risky.

Hazards that matter

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