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Super Mario Bros. · NES walkthrough

World 8

Longest overworld, cannons and Lakitu, Hammer Brother gauntlet, then the true Bowser maze. Four stages. Previous and next stage links sit under each area.

World 8-1

Overworld (longest) Timer 300

Survive the longest overworld on a 300 timer. Death sends you back to the start of 8-1.

How to progress

  1. This is the longest surface course. Timer is 300. After a death you restart 8-1, not a midpoint.
  2. Sprint the early gaps. A 1-Up is documented in bricks between pipes if you arrive without having been hit.
  3. A pipe before two floating coins leads to a coin room. Optional — watch the timer.
  4. A Star in a later brick row helps the remaining pits. Twin pits near the end need a running jump or a two-step jump on the middle ledge.
  5. Flagpole.

Hazards that matter

World 8-2

Overworld Timer 400

Clear Lakitu, cannons, and pipe-pit jumps to the flagpole.

How to progress

  1. Lakitu and a Paratroopa share the opening stairs. Lakitu leaves after the first brick ceiling.
  2. A springboard helps reach a 1-Up brick in that ceiling set.
  3. Cannon rows and pipe pits need running jumps. A later pipe leads to a coin room (optional).
  4. Flagpole.

Hazards that matter

World 8-3

Overworld / castle approach Timer 400

Pass Hammer Brother pairs and a floating staircase to the last flagpole before 8-4.

How to progress

  1. This is the last overworld. Hammer Brothers are the main gate.
  2. There is a power-up in bricks after the first Hammer pair — worth taking; 8-4 is stingy.
  3. Kick Troopas into later Hammer Brothers if you can, or run-jump the gaps.
  4. The last staircase floats. Over-jump and under-jump both fall. Flagpole.

Hazards that matter

World 8-4

Final castle maze Timer 400

Take the advancing pipes (wrong pipes send you back), swim the underwater hall, then axe the real Bowser.

How to progress

  1. Five zones. Wrong pipes return you to the beginning. Timer is 400.
  2. Zone 1: skip earlier pipes. After the lava, use the barely visible platform in the lava if you need it. The pipe immediately after that floating block set advances. Going past it loops.
  3. Zone 2: bump a hidden coin block left of a pipe and use it to enter the floating pipe. That floating pipe advances.
  4. Zone 3: underwater-speed Cheep-Cheeps can drop from above. The pipe immediately after the lava advances.
  5. Zone 4: short underwater hall (Blooper). The pipe you entered from can hide a Piranha Plant if you back up — more obvious in All-Stars than on NES. Exit pipe advances.
  6. Zone 5: a Hammer Brother, then lava, then the real Bowser. This is the booklet’s King. Fire and hammers. Axe still wins. Jumping the fight is harder; running under a jump or fireballs are the usual NES options.

Hazards that matter

Notes

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