Super Mario Bros. · NES walkthrough
World 6
Lakitu returns, a busy underground with bonus choices, drop lifts, and the first hammer-throwing castle impostor. Four stages. Previous and next stage links sit under each area.
World 6-1
Reach the flagpole under Lakitu again.
How to progress
- Same job as 4-1: get above Lakitu and stomp or fireball the cloud.
- A 10-coin brick in a mid set may require a slide if you are Super Mario.
- Flagpole.
Hazards that matter
- Lakitu
- Spinies
Notes
- A hidden 1-Up before a pipe is documented as appearing only if you collected every coin in World 5-3 or warped into World 6-1 — and it may not appear if you already took a hit in the course.
World 6-2
Pick one bonus path if you want it, then reach the flagpole.
How to progress
- Pipes everywhere. Between the first two, hidden blocks can stack a coin block and a 10-coin block.
- You can take a swim bonus plus a later coin pipe, or a beanstalk coin sky — not both families on one pass, per StrategyWiki.
- Paratroopas bounce down the final staircase. Flagpole.
Hazards that matter
- Piranha Plants
- Buzzy Beetles
- Paratroopas on the exit stairs
Notes
- NES continue: after Game Over, holding A and pressing Start on the title screen continues in the same world on original NES hardware. Whether Nintendo Classics matches that is UNKNOWN here.
World 6-3
Time springboards and mixed-speed lifts to the flagpole.
How to progress
- Springboard plus moving lift: wait until both are low, then jump.
- Adjacent lifts can run at different speeds. Jump when they are close.
- The last four lifts drop. Keep moving. Flagpole. Coin-complete here is a documented condition for a later hidden 1-Up in World 7-1.
Hazards that matter
- Springboard-to-lift jumps
- lifts at different speeds
- dropping lifts at the end
World 6-4
Reach the axe. Impostor now throws hammers.
How to progress
- Layout family of 1-4, harder: fire-bars can rotate opposite directions. Jump when the lower bar comes toward you and the upper bar swings away.
- From this world on, the castle impostor throws hammers as well as fire. The lift over the fight is less safe.
- Axe still clears Worlds 1–7.
Hazards that matter
- Fire-bars (including opposite rotations)
- Podoboos
- hammer-throwing impostor