Stages 1–16
Worlds 1–4
Learn the game's language, cross water and night courses, then solve the first castle maze.
- Prerequisite
- Start a new 1- or 2-player game.
- Objective
- Reach the flag while learning blocks, running jumps, pipes, and basic enemies.
- Stomp or jump over the first Goomba, then hit the question-mark block above the next gap for the first Super Mushroom.
- Use the stair shapes to practice running jumps. Pause for Piranha Plants and keep a shell's rebound path in view.
- Take the last usable pipe for a coin room if time is comfortable; otherwise stay above ground and use the final staircase to reach the flag.
Main danger: Kicking a Koopa shell between pipes can send it back toward you.
- Prerequisite
- Clear 1-1.
- Objective
- Cross the underground course and exit through the final pipe.
- Use the low ceiling to practice controlled jumps; break bricks only when powered and avoid trapping yourself beside Goombas or Buzzy Beetles.
- At the rising and falling lifts, jump from an upward-moving platform toward the exit ledge.
- For the normal route, enter the end pipe. For the secret route, ride a lift to the ceiling and run above the exit pipe into the Warp Zone.
Main danger: A full-speed jump under a low ceiling can rebound into an enemy or pit.
- Prerequisite
- Clear 1-2 without warping.
- Objective
- Cross suspended platforms and moving lifts without falling.
- Favor center landings on narrow mushroom tops and let red Koopas turn at edges instead of contesting them.
- Wait until horizontal lifts close the gap, then jump with enough momentum to land beyond their midpoint.
- Use the final moving platforms one at a time; reaching the staircase safely matters more than collecting exposed coins.
Main danger: There is no safe floor beneath most of the course.
- Prerequisite
- Clear 1-3.
- Objective
- Cross fire bars and lava, then touch the axe behind Bowser.
- Time each rotating Fire-Bar separately and wait on full blocks, not narrow edges.
- Use the ceiling and floor gaps to avoid Bowser's fire as it travels left.
- If powered, fireballs can defeat the disguised Bowser; otherwise wait for a jump, pass him, and touch the axe.
Main danger: Lava and Podoboos defeat immediately regardless of form.
- Prerequisite
- Clear 1-4 or warp from 1-2.
- Objective
- Cross the ground course, using hidden blocks or the spring to pass the final wall.
- Take the early power-up before committing to shell attacks between walls.
- A vine in the overhead brick formation leads to Coin Heaven; a later pipe reaches a coin room.
- At the final wall, use the spring or reveal a hidden block above the nearby two-block step, then jump across.
Main danger: A kicked shell can ricochet rapidly inside the early block corridor.
- Prerequisite
- Clear 2-1.
- Objective
- Swim through the underwater channel and enter the exit pipe.
- Tap jump for short upward strokes and use the Control Pad to drift between coral and enemies.
- Stay low under Bloopers when your form fits, but never settle over a drain opening.
- Approach the final pipe from its centerline and keep enough height to avoid the last current and enemies.
Main danger: Floor drains pull downward; fighting the current for nearby coins is optional.
- Prerequisite
- Clear 2-2.
- Objective
- Cross short bridge sections while Cheep-cheeps leap from below.
- Watch one fish arc before moving, then clear each short bridge as its own jump.
- Use fireballs only when they do not distract from the landing; airborne fish can collide from below.
- Slow down at narrow islands and take the final staircase deliberately.
Main danger: Random-looking fish arcs punish long blind sprints.
- Prerequisite
- Clear 2-3.
- Objective
- Cross the lift chamber and reach the second disguised Bowser.
- Wait for Podoboos to fall before landing on blocks above lava; the early question block holds the only course power-up.
- Move to each lift's outer edge before jumping so the low ceiling does not cancel the leap.
- At Bowser, use fireballs, pass beneath a jump, or use the raised block to jump over only when the arc is clear.
Main danger: Fire breath reaches left from the boss room into the lift approach.
- Prerequisite
- Clear 2-4.
- Objective
- Pass the first Hammer Brothers and use the springboard near the end.
- Keep a shell between you and grouped ground enemies, but stop before it rebounds from a pipe or stair.
- Approach each Hammer Brother slowly enough to read a throw, then run underneath during a jump.
- Hold jump as the springboard compresses to clear the final wall and land on the staircase.
Main danger: Hammer arcs overlap if you wait between two Brothers.
- Prerequisite
- Clear 3-1.
- Objective
- Use open ground and shells to cross a fast night course.
- Build speed only after checking the full lane for a returning shell.
- Stomp a Koopa from behind, then kick its shell forward to clear aligned enemies.
- Preserve momentum over the final gaps, releasing B before the staircase if precise alignment is needed.
Main danger: Chasing a shell too closely lets it rebound off scenery into you.
- Prerequisite
- Clear 3-2.
- Objective
- Cross mushroom platforms and linked lifts.
- Center every landing; the dark palette makes narrow platform edges easier to misread.
- On linked scale lifts, jump onward before your side sinks too far. Standing still can pull the partner platform out of reach.
- Take the final moving lift from a stable position and jump to the flag staircase.
Main danger: Falling platforms and open pits leave no recovery route.
- Prerequisite
- Clear 3-3.
- Objective
- Navigate the night castle and reach the third disguised Bowser.
- Wait outside each Fire-Bar's circle, then move through immediately after it sweeps past.
- Use short hops beneath low ceilings so Mario does not rebound into lava.
- Read Bowser's fire height, pass during a jump, and claim the axe.
Main danger: Stacked fire timing leaves little room for a rushed recovery.
- Prerequisite
- Clear 3-4.
- Objective
- Keep moving through Spinies and reach the flag before the timer pressure builds.
- Advance steadily so thrown Spiny eggs land behind you; do not fight every enemy.
- Use high blocks to attack Lakitu from above only when the landing is safe.
- Carry momentum across the final gaps, but check the staircase for surviving Spinies.
Main danger: Stopping under Lakitu fills the route ahead with Spinies.
- Prerequisite
- Clear 4-1 or warp from 1-2.
- Objective
- Complete the underground course or deliberately choose one of its two Warp Zones.
- For the no-warp route, move through the Buzzy Beetles and low block formations toward the end lifts.
- A hidden-block staircase beneath three overhead bricks lets you strike the left brick and grow a vine to the surface Warp Zone.
- Ignoring the vine and running over the final ceiling reaches a separate single-pipe Warp Zone; taking the ordinary exit continues to 4-3.
Main danger: Breaking the wrong bricks while powered can block access to the vine setup.
- Prerequisite
- Clear 4-2 without warping.
- Objective
- Cross giant mushroom platforms and linked scale lifts.
- Use controlled running jumps between mushroom caps and avoid contesting red Koopas near their edges.
- On each scale lift, transfer before your side reaches the bottom; jumping raises the abandoned side only briefly.
- At the final gap, commit from the platform's stable center and steer toward the flag staircase.
Main danger: Waiting too long on one scale platform can leave both useful landings out of position.
- Prerequisite
- Clear 4-3.
- Objective
- Solve two path checks, then pass the fourth disguised Bowser.
- At the first split, take the top route. The lower route loops the puzzle.
- At the three-way split, take the bottom route. Either higher route returns you to the hall's start.
- Cross the boss bridge Fire-Bar, then use fireballs or pass Bowser and touch the axe.
Main danger: A wrong route silently loops in the NES version; All-Stars and Deluxe add success/failure sounds.