Super Mario Bros.

Gottlieb, 1992 — shot-by-shot rules and strategy guide.

Open Super Mario Bros. in the Pinball Genie app →

Gottlieb's Super Mario Bros. is a busier machine than it first looks. Three flippers — the third sitting on a raised platform at the top — four sinkholes, two ramps, a loop that feeds the bumpers, and a revolving blue castle in the top right corner. The stated goal is to rescue the princess by destroying seven castles, and the game does something almost no other machine does: destroyed castles carry over between games, so a well-played machine may only need one more.

Becoming Super Mario

Every serious decision on this playfield routes through one question: are you Super? Advance S-U-P-E-R at the right ramp while it is lit, or at the left and right holes while they flash. Then hit the left ramp standup target while it is flashing fast — a slow flash on that target is worth 5M, a fast flash turns you Super.

Being Super changes four things at once. Round awards double, and that includes extra balls. The right ramp goes from 100K to 500K. Multiball becomes three balls instead of two. And the castle flashes for destruction, which is the only way to knock one down. Protect the state — once the kick save on the left outlane has been used, draining down that lane knocks you back to ordinary Mario.

Shells, then the key

Rounds are the mode structure, and every one costs the same two things. Light three turtle shells by hitting spot targets or ramps that have shells lit, then collect the key by dropping the ball into one of the three holes with the key lamp lit. The bumpers and slingshots toggle which shots carry shells, so outside a round you actively want the ball rattling around the middle rather than trapped up.

Once you have the key the machine offers two rounds at random and gives you about two seconds to pick with the flippers. Hesitate and it takes the left flipper option for you. Six rounds exist:

Multiball

Light 1-2-3-4 in order and then drop into the left hole. The sequence is the left ramp, the Yoshi target on the upper playfield, the right loop that feeds back into the bumpers, and the right ramp taken from the upper flipper. Plan two and four together — if you get up to the platform for the Yoshi target, the right ramp is right there.

Two balls normally, three if you are Super. The objective is simply to get balls into the castle, and each one is a jackpot: 5M, then 10M, then 20M, then 40M.

The parts people miss

Quick Shot is the cheapest extra ball on the machine and almost nobody chases it. Roll the right inlane and the left ramp starts flashing; hitting it collects from a ladder of 1M, 2M, 5M, 7M, an extra ball, then 10M.

Yoshi bonus is a slow burn worth knowing about. Every Yoshi target hit adds 500K to a total that is paid when you drain and carries into your next ball rather than resetting. Two hits in a row outside a round lights the target for three million on the next one, and a Yoshi hit also briefly flashes the feather target for 5M.

Bonus Chance is a three-reel gamble at the left hole, lit by the cave targets outside a round. Most results are small — 200K for nothing, a million or two for cherries or mushrooms, 5M for any three of a kind. Three sevens pays two hundred million. The mystery award at the right hole, lit by the rollover under the right plastic ramp, can hand you three bonus chances at once, along with extra shells, extra balls or an instant Super Mario.

Video mode, and the trick inside it

Four bullet lamps sit in front of the castle and each roll of the left inlane lights one. Fill them and the next castle shot drops you into a side-scrolling run where the right flipper jumps and the left flipper sprints. Finish it and you get 10M — but hold the left flipper down so Mario runs rather than walks, and a completed run pays 30M instead.

The same trick has a second life. After your last castle falls and the ball drains, the game plays a short run toward the castle. Make him jump during it and that pays 30M rather than 10M as well. Finish all six rounds in one game, meanwhile, and the castle flashes for special — briefly, so be ready for it.

Goals in Super Mario Bros.

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

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