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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

Overworld Timer 400

Reach the flagpole under Lakitu again.

How to progress

  1. Same job as 4-1: get above Lakitu and stomp or fireball the cloud.
  2. A 10-coin brick in a mid set may require a slide if you are Super Mario.
  3. Flagpole.

Hazards that matter

Notes

World 6-2

Underground / pipe maze Timer 400

Pick one bonus path if you want it, then reach the flagpole.

How to progress

  1. Pipes everywhere. Between the first two, hidden blocks can stack a coin block and a 10-coin block.
  2. You can take a swim bonus plus a later coin pipe, or a beanstalk coin sky — not both families on one pass, per StrategyWiki.
  3. Paratroopas bounce down the final staircase. Flagpole.

Hazards that matter

Notes

World 6-3

Athletic / lifts Timer 300

Time springboards and mixed-speed lifts to the flagpole.

How to progress

  1. Springboard plus moving lift: wait until both are low, then jump.
  2. Adjacent lifts can run at different speeds. Jump when they are close.
  3. 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

World 6-4

Castle Timer 300

Reach the axe. Impostor now throws hammers.

How to progress

  1. 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.
  2. From this world on, the castle impostor throws hammers as well as fire. The lift over the fight is less safe.
  3. Axe still clears Worlds 1–7.

Hazards that matter

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