Mario Andretti

Gottlieb, 1995 — shot-by-shot rules and strategy guide.

Open Mario Andretti in the Pinball Genie app →

Mario Andretti is a narrow-body racing game with one objective buried under a lot of noise: win three races in first place and you reach the World Championship. Everything else either drives your car around the track or makes the finishing awards bigger. Play it as a race and it makes sense.

The plunge is a real decision

Your plunged ball strikes a captive ball, which climbs a path over three switches into a standup at the top. Whichever switch it last touched decides your award, so plunge strength is everything. Soft gives Jackpot, medium gives Lock Ball and starts regular multiball, hard gives Race Strategy, and full force sends it into the standup for a token score and a gallon of fuel. Once you take an award it is off the menu until you have collected the others.

Laps, fuel and finishing position

Seventeen numbered car lights form the circuit. Lit yellow shots move your car, and so do the spinning cars, the slingshots and the pop bumpers — the cars spin faster as your lap progresses, which is your speedometer. The first race is one lap; every race after is two.

You start every race in first place and the playfield spends the lap trying to take it off you. Green shots pass a car; red shots are a Yield and drop you a position. While you are leading, a green shot instead adds five million to the pass bonus, which is what the end-of-ball bonus pays. Finishing first is fifty million and lights the extra ball standup; second is thirty, third is ten, fourth or worse is nothing. Only a win counts as a Victory Circle.

Checkered Flag: pick a lane

Every finished race offers two awards, one on each flipper button, and the two sides advance independently. Turn one down and it comes back next time. The left side runs Redline Round, Race Strategy, Super Jackpot, Spin Cars Round; the right side runs Multiball, Pass/Yield Round, five jackpots, Multiball. When a side reads Complete you have taken everything on it, and choosing it gives you the other side's award instead.

The Spin Cars Round is the one to steer toward. Two opening skill shots — the first awards Race Strategy, and doubled jackpots for the rest of the ball if you have not had it — then a three-ball round where every rotation of the cars is a jackpot. Feed either mouth of the hairpin and let the ball rattle. The Redline Round is the opposite: five worthless Tach hits buy fifty million a hit afterward, but the moment the Tach lights for fifty, the up post and both outlane saves switch off.

Build before you cash

Jackpots start at thirty million and super jackpots at two hundred, and both are worth raising first. A hairpin shot sets the Tach flashing; hit the Tach before it stops and the jackpot climbs five million. The super jackpot climbs a hundred million from a fast Stop Watch, and from certain Track Awards.

The Stop Watch is a two-shot puzzle. Light it at the left ramp, shoot the right loop to start a timer counting up, then shoot the loop again to stop it — touch nothing else in between or the round dies. The loop returns to the left inlane, so trap and fire immediately. Under three seconds pays the super jackpot advance; three to four gives three gallons; four to seven gives one. Beat the machine's record and it stops the game there and then to take your initials, and awards a free one.

Multiball carries over

Regular multiball walks a ladder: both sides of the hairpin and the right loop for ten million each, then those three relight at twenty with the Tach added, then the right hole joins for the jackpot tier, then the left ramp for a Super Jackpot. Where you stopped carries into your next multiball. The exception is the Super Jackpot — collect one and the next multiball starts you back at the bottom.

The ball saves are a see-saw

This is the detail that catches everyone. The left slingshot arms the right outlane diverter and disarms the left kickback; the right slingshot does exactly the reverse. You are almost never covered on both sides at once, and the ball keeps flipping which side is safe. Everything is enabled for a long spell at the start of each ball, and a right loop briefly raises the up post after that. There is also guaranteed ball time — a third ball that ends too quickly is handed back.

The championship

Three Victory Circles opens the World Championship: two skill shots at the top rollover, then a three-ball round where every major shot advances cars and every completed lap pays a Super Jackpot. This is why the Stop Watch grind matters — arrive with the super jackpot built up and each lap is worth several times more.

Goals in Mario Andretti

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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