Read the changing terrain of Subcon
Use representative original NES levels to recognize grassland, desert, ice and fortress routes.
The international 1988 NES Super Mario Bros. 2, later released in Japan as Super Mario USA. This is the Subcon game with four playable characters, not the Japanese 1986 sequel known internationally as The Lost Levels. SNES All-Stars and Game Boy Advance remake additions are excluded.
Illustrated reference

World 1-1
The opening grassland gives you approachable enemies, pluckable objects and a first Birdo fight. Use it to practice a complete lifting and throwing sequence.
Actual original NES World 1-1 screenshot.

World 2-1
This desert course asks you to manage sand and enemies together. Plan a way out before digging down, and prepare a projectile when an enemy constrains the route.
Actual original NES World 2-1 screenshot.

World 4-1
An icy course where stopping distance matters. Give your character room to settle after landing and check the next safe platform before making another jump.
Actual original NES World 4-1 screenshot.

World 7-2
The final fortress connects several enclosed areas before Wart. Carry Keys with a route in mind and conserve health through encounters that precede the final chamber.
Actual original NES World 7-2 screenshot.
Build your routine on World 1-1

The first course gives you grass, ordinary enemies and changes in height before the exit encounter. Use its clear ground to learn how a lifted enemy behaves and how far your selected hero jumps. Then carry that routine into enclosed areas. A calm first course is also a useful place to rehearse taking a Potion into Subspace before later worlds demand more attention.
Adjust to sand and slippery ground

World 2-1 introduces a desert setting with sand that can be dug away and enemies that narrow your working space. Lift deliberately so you do not expose a deeper danger without a way back up. World 4-1 changes the problem to ice: leave extra space to settle movement before jumping again. Select the next landing point before building speed over slippery ground.
Plan the fortress as connected rooms
World 7-2 is the final course, with doors, enclosed routes and encounters that ask you to carry an object through several decisions. Look for the route forward before picking up a Key. Preserve health while moving between rooms, and prepare a throwable object for enemies that ordinary contact cannot solve. Reaching Wart is easier when you treat navigation and combat as one continuous task.
When the ground changes, make one cautious landing before restoring full running speed.
Picture details
Game artwork belongs to its respective rights holders.
