Revenge from Mars

Williams, 1999 — shot-by-shot rules and strategy guide.

Open Revenge from Mars in the Pinball Genie app →

Revenge from Mars looks strange at first, because half the playfield is a projected video image and the targets you shoot live behind it. Look at the machine while the projector is idle and note where the centre target bank and the flat mini ramp actually sit. After that it reads like any other Williams game of the era, and a generous one — extra balls replace replays by default, so a good game runs a long time.

There is no start-mode shot

This is what confuses new players. A mode is always running. Nine of them split into three groups — Fuel, Weapons and a middle Saucer group — and you pick your starting group with the curved action buttons around the flipper buttons. Take too long and the machine picks for you. Finish a mode and the next one in that group starts immediately. The Saucer group only unlocks once the other two are done, and an unfinished mode waits for you across a drain.

Nearly every mode ends the same way. Do enough damage and the flat mini ramp in the middle of the playfield rises with a red light on it, and one shot across it flings the ball onto a shelf while the finishing animation plays. Learn that shot early — it closes modes, Martian Attack, Bonus Wave, Mothership and the wizard mode.

Flawless, and the nine saucer lights

Finishing a mode is not the same as acing one. Do exactly what the screen asked and you get a Flawless rating, worth one of nine saucer lights painted at the centre of the playfield. Finish any other way and it still ends, just without the light. In Martian Happy Hour, blowing up all three kegs ends the mode instantly and costs you the light if martians are still standing.

You do not have to ace all nine modes. Four other routes exist, and mixing them is faster:

Missiles are the quiet scoring engine

While a mode runs, the orbits and ramps hand out missiles, and missiles do damage inside whatever mode you are playing — so a red circle on a shot you already made is never wasted. Your first missile of a ball is 500,000 and each one after adds 100,000, so twelve deep into a long ball you are collecting over a million a shot. The value resets each ball, which argues for building it inside one good ball. Twenty missiles lights an extra ball at the scoop, thirty pays five million, and fifty lights another.

The skill shot worth taking

The plain skill shot rolls the launched ball into the lit top lane for 500,000, climbing 100,000 each time. The Super Skill Shot is better: hold the left flipper button while you launch, the ball skips the lanes and lands on your left flipper under control, and any ramp or orbit inside roughly ten seconds pays a million plus 200,000 on every repeat — and spots three missiles free.

Four multiballs, all different

Hypno Multiball

Not on any instruction card. It appears in the Stroke of Luck pool after two or three awards or several completed modes. The playfield goes dark and a large spiral appears with a beam integrity percentage. The centre targets grind it down over roughly fifteen hits while the smaller spirals add balls and short ball saves, then the mini ramp finishes it. First completion is an extra ball; the second is fifteen million.

Attack Mars

Four requirements: all nine saucer lights, all three Bonus Wave multiballs, and Mothership Multiball. The centre shot then starts a three-stage assault worth over a hundred million on the final shot alone, and unlike some wizard modes the balls do not drain between stages. The real difficulty is steering with the action buttons while still flipping — three ships lined up and shot in the middle, four targets steered to their destinations, then the Big Brain. Practise the buttons during ordinary modes so it is not a new skill when it counts.

Goals in Revenge from Mars

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.