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Walkthrough & guides

World 7

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World 7 covers courses 7-1 to 7-4 in the original NES version of Super Mario Bros. Open a map to enlarge it, or scroll it sideways to follow the main route and side rooms. These directions describe the first quest.

World 7-1 – Cannons and Hammer Brothers

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World 7-1 · Spriter’s Resource Spriters Resource
View map World 7-1 in original size

Move the map sideways to view the entire level and the side rooms.

Super Mario Bros. walkthrough screenshot

There is little free ground between the cannons and pipes. There is a power-up in the left tile above the second cannon. The coins from the block to the right of the floating cannon are optional; Leave them behind if you are threatened by a Bullet Bill at the same height.

Behind the first larger pit and the pipe, two Hammer brothers are waiting on rows of bricks. As Fire Mario you can shoot from a distance. Otherwise, hit the blocks you enter from below or run under the upper brother in a free throwing phase. There is an invisible 1-Up block above the left side of the next pipe. The tube itself leads to the coin room.

After the return journey, a second pair of brothers follows. The springboard behind it takes you to a high power-up block. Finally, cross the two stone stairs and watch out for the Buzzy Beetle on the second staircase before jumping to the flag.

Tip: Bullet Bills and Buzzy Beetle are not good targets for fireballs. Maintain your footing and jump over them carefully.

World 7-2 – Underwater with more enemies

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World 7-2 · Spriters Resource
View map World 7-2 in original size

Move the map sideways to view the entire level and the side rooms.

Super Mario Bros. walkthrough screenshot

The path corresponds to World 2-2 in plan, but additional bloopers and fish restrict the free swimming lines. After the entrance tube, stabilize Mario at medium height with short button presses.

Raise a pursuing blooper and then continue swimming underneath him instead of hanging on to the ceiling. Regardless, Cheep-Cheeps come into the picture from the side. Since both opponents get through walls and pillars, you can’t stop behind an obstacle.

Gain height before each of the three openings in the floor. Swim across the suction with several quick strokes and only sink again on the other side. Deep coins aren’t worth the risk if there’s a blooper waiting right above them. The pipe at the end takes you to the normal finish stairs and the flag.

Tip: After a hit, immediately continue swimming. The short invulnerability does not protect against being sucked into an opening in the floor.

World 7-3 – Bridges with Koopas and fish

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World 7-3 · Spriter’s Resource Spriters Resource
View map World 7-3 in original size

Move the map sideways to view the entire level and the side rooms.

Super Mario Bros. walkthrough screenshot

The bridge route is reminiscent of World 2-3. Now, however, additional Koopas walk on the bridges and Koopa Paratroopas move over the gaps. A steady run helps against the jumping fish, but must be deliberately interrupted in front of a Koopa.

Jump over the ground enemies and land on an open bridge area. Only push a shell if you can follow it at a distance; A shell lying around is an additional risk on the narrow intermediate platforms. The question mark block roughly in the middle of the level contains the power-up.

In the rear part, small platforms combine with fish trajectories. Plan your next landing point before you take off, and don’t change direction unnecessarily mid-flight. As soon as you reach the end of the stone stairs, the fish will stop jumping from below. From there a final jump leads to the flag.

Tip: Only use a Koopa Paratroopa as a kick if its position is really right. The safe route can be played over the solid bridges and islands.

World 7-4 – The second castle labyrinth

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World 7-4 · Spriter’s Resource Spriters Resource
View map World 7-4 in original size

Move the map sideways to view the entire level and the side rooms.

Super Mario Bros. walkthrough screenshot

At the entrance there are two sinking platforms with a fire bubble between them. Cross it with short stops and then start the first puzzle. The three consecutive sections must be traversed at the bottom, middle and top.

For the second puzzle the order is top, middle, top. On the first upper path a Fire Bar rotates. Afterwards, stay on the middle level as you jump over their gaps, then move back up for the final part. An incorrect section resets the respective spatial sequence.

After the labyrinth, Bowser flames come towards you. Jump over the final gaps and observe the hammer-throwing fake Bowser and the fire bubble under his bridge. Fireballs or a safe run to the ax end the castle. Then prepare for World 8 with no checkpoints within levels.

Tip: For the NES version, remember: bottom–middle–top, then top–middle–top. The arcade version VS. Super Mario Bros. has other maze paths.