Surf 'N Safari

Gottlieb, 1991 — shot-by-shot rules and strategy guide.

Open Surf 'N Safari in the Pinball Genie app →

Surf 'N Safari is built around one thing, and once you see it the machine makes sense: a five-by-five grid of lights above the flippers. Five major shots each own a column. Filling a column starts a timed round. Filling a row switches on a feature — an outlane award, a multiball lock, an extra ball, a scoring target. Everything else serves that grid, and Rodney the crocodile tells you when a column is one light from finishing.

The five slides

The inlane rollovers are marked Advance Random Slide and give a free column advance when lit. On your first grid both are lit; after that only one is, and slingshot hits swap which. Columns also cannot be advanced during multiball or any timed round except Double, so building the grid while a round runs is wasted effort.

What each row does

The rounds

Each completed column starts its own short timed round. The Pipeline column lights the Three Million target for nine seconds at 3M a hit. The Boomerang column lifts the spinner from 50K to roughly 250K a spin, also for nine seconds, so shoot it hard — the award is per spin. The Whirlpool column lights two random slides for twelve seconds and pays an extra ball if you hit both, so reading the playfield matters more than shooting fast.

The Splash column starts Safari, the best round on the machine. Four animals light for nineteen seconds — the toucan on the Rapids, the elephant on the Boomerang, the monkey on the Whirlpool and the lion on the Arcade target — and taking them in any order pays 1M, 2M, 3M and then a Special. The Rapids column instead lights the Pipeline for multiball as a hurry-up starting at 5M. That one is urgent: if the hurry-up expires you lose the multiball, not just the points.

Multiball

Lock at the Pipeline and multiball begins. Lock the ball and then make the skill shot and you get three balls; every other route, Instant Multiball included, gives two. Two random slides light — drawn from Pipeline, Rapids, Boomerang, Whirlpool and Arcade, never the Splash or Souvenirs — and hitting both lights the Rapids for a 5M jackpot. Collect it and all five light; clear those and the Rapids goes up for a 30M Super Jackpot, then it repeats. When multiball ends the Rapids lights briefly to arm the Whirlpool Million, where every swirl is a full million with no cap.

Double, and the Plunge

D-O-U-B-L-E is the single most valuable thing here. Once the Pipeline column is complete, Pipeline shots briefly light Adv. Double for a letter — and after collecting one you must hit another target before the Pipeline will relight it. The Plunge saucer can also award letters or complete the word outright. Finish it and everything doubles until you lose the ball: scores, extra balls, specials, even grid advances. Letters cannot be collected during multiball or a timed round, so build the word first and then go and start something expensive.

The Plunge is lit whenever you are not in multiball or a round, and its table is deep: 5K to 5M, extra ball, special, instant multiball, a lit Souvenirs target, a catch-up score, five free Whirlpool swirls, Double letters, or Award Everything — which completes the grid but skips the bonus rounds you would have earned. Shoot it on sight.

Long-game and consolation rules

Every completed grid is worth 5M on your end-of-ball bonus, plus 10K for each lit light. From the second grid onward the Special is lit, and after odd-numbered grids Extra Special lights too — but it goes out if you lose the ball before finishing the next grid. Once the Rapids column is done, consecutive Rapids shots count toward Go For The Record; beat it for your initials and a Special at the Rapids, and in Double round the counter climbs two at a time. The game is also kind to bad players: start your last ball under about 10M and the Souvenirs target is already sitting on Extra Ball, and if you have not had multiball by then, the Plunge simply gives you one.

Goals in Surf 'N Safari

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

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