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World 8

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World 8 covers courses 8-1 to 8-4 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 8-1 – The long way without a power-up

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World 8-1 Spriters Resource
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Move the map sideways to view the entire level and the side rooms.

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World 8 has no checkpoints within levels. Therefore, start with a calm rhythm, even if the time limit pushes you to move forward. A Buzzy Beetle leads the first line of Goombas. Cross the pipes and small gaps in the floor with a running start, but jump carefully over the larger breaks.

There is a 1-Up block hidden between two early tubes. A later tube leads into a coin room and back to the next tube. In the limited Koopa Paratroopa area, an invisible block helps to get to the multi-coin block above. Behind the following gaps there is a star in the third tile from the left.

The back section again contains rows of enemies, pipes and a staircase. The large pit with a tiny intermediate island is particularly dangerous. Don’t brake too late before starting: land specifically on the intermediate piece and jump straight away. After the last stone pillars you reach the flag.

Tip: There is no normal Mushroom or Fire Flower block in 8-1. Keep a power-up from World 7; the star is the only temporary combat aid on the way.

World 8-2 – Lakitu, cannons and big gaps

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View map World 8-2 in original size

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

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At the start, two Koopa Paratroopas come down the broken stairs while Lakitu throws Spinies. Don’t jump blindly from step to step. You can use the springboard to hit the brick directly above it: A 1-Up then runs over the top row of bricks.

After the first gaps the cannons start. There is a power-up in the right block of the first group of bricks behind the first cannon. Keep your eyes on the edge of the screen while collecting. Buzzy Beetle and Bullet Bills resist fireballs; jump over them or use a carefully aimed stomp.

Behind the second tube there is a wide pit with two narrow islands. Take a running start on solid ground and use the islands as individual jumping stations. The tall tube after that leads into a coin room; the exit is immediately further to the right. Cannons, enemies and a final staircase follow to the goal.

Tip: Only pursue the 1-Up as long as you have safe landing spots. There is no benefit to losing a life for a 1-Up Mushroom.

World 8-3 – Through the Hammer Bros. Barrage

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World 8-3 · Spriters Resource
View map World 8-3 in original size

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

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After two cannons, a Koopa Paratroopa and the pipe, the first pair of hammer brothers waits for two rows of bricks. There is a power-up in the second block from the right of the top row. Knock a brother out of his block from below or use the free shooting path as Fire Mario.

The second pair follows the stairs, cannon and stone pillars. Here the power-up is in the second top block from the left. Get it before you cross the adjacent pipe. This gives you a better chance for the final section of ground.

There are more Hammer brothers standing directly on the ground in front of the castle walls. Wait out of their reach for a break in the throw and overcome them one at a time; a wide jump across the entire group is unreliable. Fireballs are particularly helpful here. At the end of the last background wall lies an invisible coin block. The small stone platforms behind it lead to the flag.

Tip: Don’t stand close to a Hammer Bro for long. As soon as a free window appears, move past it decisively without jumping into the next volley of hammers.

World 8-4 – Tube Maze and Bowser Finale

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View map World 8-4 in original size

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

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In the first room, go past the early pipes and cross the lava using the moving platform. Enter the first pipe directly behind this lava opening. Other tubes or simply continuing to run lead to loops.

In the second room look for the tube that is floating high. To the left of it there is an invisible coin block hidden as a step. Activate it from below, jump onto it and climb into the high pipe. In the third room, fish jump up from below. Cross the lava again and take the first pipe immediately behind it.

Now follows the water room with bloopers and rotating Fire Bars. Swim in a controlled manner through the free rotating windows and into the horizontal exit tube on the right. In the last room go past a Hammer Bro and a fire bubble to Bowser. As Fire Mario, you defeat him in five hits. Without Fire Flower, use a free phase under his jump to get to the axe. Peach is waiting behind.

Tip: The final section does not contain any power-up to save you. After the credits, a more difficult second round can be started; it is not another set of new worlds.