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{{italic title|''Super Mario Bros.'' (pinball)}}
{{italic title}}
{{Infobox Arcade Game
{{game infobox
|title=Super Mario Bros.
|image=[[File:Super Mario Bros Pinball-Full View.JPG|250px]]
|image=[[File:Super Mario Bros Pinball-Full View.JPG|230px]]
|developer={{wp|Gottlieb}}
|developer=[[Nintendo]], [[Wikipedia:Gottlieb|Gottlieb]]
|publisher=Gottlieb<br>Taito (JP)<ref name="jamma92"/>
|publisher=Gottlieb
|release={{flag list|USA|April 25, 1992|Japan|1992<ref name="jamma92"/>}}
|release={{releasedate|USA|April 25, 1992}}
|languages={{languages|en=y|jp=y}}
|genre=Fictional / License
|genre=Fictional<br>Licensed theme
|modes=Four players
|modes=Four players
|cabinet=Cabinet made of plywood.
|cabinet=Cabinet made of plywood
|monitor=[http://www.ipdb.org/glossary.php#D Dox Matrix Display]
|monitor={{wp|Dot-matrix display}}
|arcade system=
|input=Pinball
|input=Pinball
|ports=
|notes=
}}
}}
{{LLQuote|The [[Super Mario Bros.|hit video game]] comes to pinball!!!|Marketing slogan for ''Super Mario Bros''.}}
{{quote|More money, please!|[[Mario]]|source=in-game sound effect}}


<i>'''Super Mario Bros.'''</i> is a pinball machine licensed by [[Nintendo]] and developed by [[Wikipedia:Gottlieb|Gottlieb]]. It was released in the U.S.A on April 25, 1992 and a total of 4,200 units were manufactured.<ref>[http://www.ipdb.org/machine.cgi?id=2435 Internet Pinball Database: Super Mario Bros]</ref> The machine is designed by Jon Norris, with artwork by David Moore and Constantino Mitchell. It was the first pinball machine produced by Gottlieb to use the [http://www.ipdb.org/glossary.php#D Dox Matrix Display]; a screen on the bottom of the lightbox which keeps track of the current score and can also display various animations during gameplay (such as [[Mario]] running towards a [[Castle]]). Despite the name <i>"Super Mario Bros."</i>, the machine appears to share a majority of its artwork with ''[[Super Mario World]]'', released two years before. A second pinball machine in the ''Super Mario Bros.'' series was released in June later in the year under the name ''[[Super Mario Bros. Mushroom World]]'', which seems to be based on ''[[Super Mario Bros. 3]]''. This release mainly focused on commercial use rather than private buyers, as it was given redemption features.<ref>[http://www.ipdb.org/machine.cgi?gid=3427 Internet Pinball Database: Super Mario Bros. Mushroom World]</ref>
'''''Super Mario Bros.''''' is a pinball machine developed by {{wp|Gottlieb}} and licensed by [[Nintendo]]. It was released in the United States on April 25, 1992, and a total of 4,200 units was manufactured.<ref name=IPDB>[http://www.ipdb.org/machine.cgi?id=2435 Internet Pinball Database: Super Mario Bros.]</ref> Taito handled the machine's Japanese release and showed it off at JAMMA '92.<ref name="jamma92">[https://onitama.tv/gamemachine/pdf/19921001p.pdf#page=18 "Few Hot Products At JAMMA '92, Chiba"]. Game Machine. Amusement Press. Published October 1, 1992.</ref> The machine was designed by Jon Norris, with artwork by David Moore and Constantino Mitchell. It was the first pinball machine produced by Gottlieb to use the {{wp|dot-matrix display}}, a screen on the bottom of the lightbox that keeps track of the current score and can also display various animations during gameplay (such as [[Mario]] running towards a [[castle]]). Being one of America's top 10 best-selling pinball games of 1992, the game received a Gold Award from the American Amusement Machine Association.<ref>''Play Meter'' Volume 19 no. 5. April 1993. [https://archive.org/details/play-meter-volume-19-number-5-april-1993/Play%20Meter%20-%20Volume%2019%2C%20Number%205%20-%20April%201993/page/n137/mode/2up ACME '93: Play Meter, AAMA present awards]. Pgs. 74–76.</ref> Despite the name "''Super Mario Bros.''," the machine appears to share a majority of its artwork with ''[[Super Mario World]]'', released two years before. A second pinball machine in the ''Super Mario Bros.'' series was released in June later in the year under the name ''[[Super Mario Bros. Mushroom World]]'', which seems to be based on ''[[Super Mario Bros. 3]]''.<ref>[http://www.ipdb.org/machine.cgi?gid=3427 Internet Pinball Database: Super Mario Bros. Mushroom World]</ref>


==Playfield layout==
==Playfield layout==
[[File:SMB Pinball-Lower Playfield View.jpg|thumb|left|280px|View of the lower playfield.]]
[[File:SMB Pinball-Lower Playfield View.jpg|thumb|left|280px|View of the lower playfield]]
The pinball machine contains many <i>Mario</i> themed interactive features, such as on-field artwork that lights up during gameplay and the main objective of rescuing [[Princess Peach|the princess]]. There are three flippers; the third found at the top of the playfield on a raised, separate [[Yoshi]]-themed area. Underneath this raised area is [[Luigi]]’s cave. A blue revolving castle is located at the top of the playfield, which the player is able to "destroy" by shooting at it while "[[Super Mario]]". This can be achieved by lighting up the letters that spell S-U-P-E-R, located near the middle of the playfield. The castle has an artwork of [[Bowser|King Bowser]] on the top. A kick save is found on the left outlane. Yellow and blue [[Warp Pipe]]s on either side of the middle act as slingshots, which powerfully eject the ball soon after it enters. Four sinkholes are seen throughout the playfield, most providing points or a bonus, depending on the situation. Two are seen either side of the field just below the slingshots, one above the third flipper on a raised platform at the top of the playfield and one just in front of the castle. This sinkhole has a plastic tube that runs down to the bottom right hole just above the right slingshot. A wireform ramp leads from the top sinkhole and drops the ball into the left inlane. A few of the sinkholes are able to light up one of the letters that spell S-U-P-E-R. There are three pop bumpers on the top half of the field. These pop bumpers toggle the lights to different types of bonuses the player may receive on the five spot targets.
The pinball machine contains many ''[[Super Mario (franchise)|Mario]]''-themed interactive features, such as on-field artwork that lights up during gameplay and the main objective of rescuing [[Princess Peach|the princess]]. There are three flippers, the third found at the top of the playfield on a raised, separate [[Yoshi]]-themed area. Underneath this raised area is [[Luigi]]'s cave. A revolving blue castle is located at the top of the playfield, which the player is able to "destroy" by shooting at it while "[[Super Mario (form)|Super Mario]]." This can be achieved by lighting up the letters that spell "SUPER," located near the middle of the playfield. The castle has an artwork of [[Bowser]] on the top. A kick save is found on the left outlane. Yellow and blue [[Warp Pipe]]s on either side of the middle act as slingshots, which powerfully eject the ball soon after it enters. Four sinkholes are seen throughout the playfield, most providing [[point]]s or a bonus, depending on the situation. Two are seen on either side of the field just below the slingshots: one above the third flipper on a raised platform at the top of the playfield, and one just in front of the castle. This sinkhole has a plastic tube that runs down to the bottom right hole just above the right slingshot. A wireform ramp leads from the top sinkhole and drops the ball into the left inlane. A few of the sinkholes are able to light up one of the letters that spell "SUPER." There are three pop bumpers on the top half of the field. These pop bumpers toggle the lights to different types of bonuses the player may receive on the five spot targets.<ref>Doug's Home Arcade Collection (December 6, 2016). [https://youtube.com/watch?v=zAmJsgrqMTw SUPER MARIO BROS. PINBALL MACHINE - BY GOTTLIEB 1992]. ''YouTube''. Retrieved March 1, 2020.</ref>
{{br|left}}
{{br|left}}


==Rules and gameplay==
==Rules and gameplay==
The aim of the game is to become Super Mario by spelling S-U-P-E-R, which then allows the player to shoot for the castle. Destroying seven castles in seven different worlds will rescue the Princess and the player is then able to enter their name and score. They will receive a replay if the high score to date is beaten. All castles destroyed will be carried over to the next game. This makes it possible to begin a game with six castles, and the player will only need to destroy one to win. But the score would be significantly lower in comparison to gameplay throughout all seven worlds. The player is initially given three balls, but more may be gained during play.
The aim of the game is to become Super Mario by spelling "SUPER," which then allows the player to shoot for the castle. Destroying seven castles in seven different worlds rescues the princess, and the player is then able to enter their name and score. They will receive a replay if the high score to date is beaten. All castles destroyed will be carried over to the next game. This makes it possible to begin a game with six castles, and the player will need to destroy only one to win. However, the score would be significantly lower in comparison to gameplay throughout all seven worlds. The player is initially given three balls, but more can be gained during play.


===Bonus rounds===
===Bonus rounds===
[[File:SMB Pinball-Yoshi Area Detail.jpg|thumb|250px|The [[Yoshi]]-themed area seen in the upper playfield.]]
[[File:SMB Pinball-Yoshi Area Detail.jpg|thumb|250px|The [[Yoshi]]-themed area seen on the upper playfield]]
The game consists of six different rounds, which provide temporary objectives in the game that can reward points for completing certain tasks. In order to play a round, the player must light three [[Green Shell|Shell]]s, which can be done by hitting spot targets or ramp shots where shells are lit. Once done so, the player must obtain the [[Key]] by getting the ball in one of the three sinkholes when the Key light has been lit. The player can then select with the flippers which round they wish to play. If it is not selected within a few seconds, the system will choose whichever round the player is currently selecting. The six rounds and their description are as follows:
The game consists of six different rounds, which provide temporary objectives in the game that can reward points for completing certain tasks. In order to play a round, the player must light three [[Green Shell|shell]]s, which can be done by hitting spot targets or ramp shots where shells are lit. After doing so, the player must obtain the [[Key]] by getting the ball into one of the three sinkholes when the Key light has been lit. The player can then select with the flippers which round they wish to play. If it is not selected within a few seconds, the system will choose whichever round the player is currently selecting. The six rounds and their descriptions are as follows:
*Bomb round – The player must light the [[Bob-omb]] fuse by hitting the left ramp spot target while the bomb insert is flashing. After doing so, the player must shoot the ball into any of the sinkholes to gain 30 million points. The upper playfield sinkhole also stays lit for the rest of the ball, being worth 20 million points.
*Mega Bumpers round – The player simply needs to hit each pop bumper to score a bonus one million points.
*Yoshi's Countdown round – The player must hit Yoshi's spot target on the raised upper playfield to collect the countdown value, which begins at 24 million and slowly decreases. The value does not count down during multiball (see below section).
*! Round – The player needs to hit the "!" targets to collect increasingly higher scores. The scores range from 1, 2, 3, 5, and finally 10 million.
*Castle Extra Ball round – The player must enter the castle during this round to collect an extra ball.
*Cave Count-Up round – The player needs to hit the spot targets within the area known as Luigi's cave. The player collects a count-up value with each hit, which stops at 48 million.


*Bomb round – Light the [[Bob-omb]] fuse by hitting the left ramp pop bumper while it is flashing. Once done so, shoot the ball into any of the sinkholes to gain 30 million points. The upper playfield sinkhole will also stay lit for the rest of the ball, being worth 20 million points.
Entering a round as Super Mario doubles the value of that round, including extra balls. Each round lasts for only about a minute. Once a round has been completed, it cannot be played again during the same game. Completing all six rounds in a game lights Castle Special.
*Mega Bumpers round – Simply hit each pop bumper to score a bonus 1 million points.
*Yoshi’s Countdown round – Hit Yoshi’s spot target on the raised upper playfield to collect the countdown value, which begins at 24 million and will slowly decrease. The value does not countdown during Multiball (see below section).
*! Round – Hit the "!" targets to collect increasingly higher scores. The scores range from 1, 2, 3, 5 and finally 10 million.
*Castle Extra Ball round – Enter the castle during in this round to collect an extra ball.
*Cave Count-Up round – Hit the spot targets within the area known as Luigi’s cave. The player collects a count-up value with each hit, which stops at 48 million.
 
Entering a round as Super Mario doubles the value of that round, including extra balls. Each round will only last for about a minute. Once a round has been completed, it cannot be played again during the same game. Completing all six rounds in a game lights Castle Special.


===Multiball===
===Multiball===
To achieve multiball, the player must light 1-2-3-4 in sequence. Each number is situated within a different area of the playfield; "1" is on the left ramp, "2" is the Yoshi target on the raised area, "3" is the right loop shot that feeds the ball back into the bumpers and "4" is the shot made from the third flipper on the raised platform. Once these shots have been made, the player must hit the ball into the bottom left sinkhole to gain the multiball. There are two types of multiball; 2-ball and 3-ball. The latter can be played by being Super Mario when multiball is gained. The object of multiball is to get as many balls in the castle as possible. Each ball in the castle earns a jackpot, which begins at 5 million. As multiple balls enter the castle, the jackpot increases to 10, 20 and finally 40 million. Additionally, this total is increased during 3-ball.
To achieve multiball, the player must light 1-2-3-4 in sequence. Each number is situated within a different area of the playfield: "1" is on the left ramp, "2" is the Yoshi target in the raised area, "3" is the right loop shot that feeds the ball back into the bumpers, and "4" is the shot made from the third flipper on the raised platform. Once those shots have been made, the player must hit the ball into the bottom left sinkhole to gain the multiball. There are two types of multiball: 2-ball and 3-ball. The latter can be played by being Super Mario when multiball is gained. The object of multiball is to get as many balls into the castle as possible. Each ball in the castle earns a jackpot, which begins at five million. As multiple balls enter the castle, the jackpot increases to 10, 20, and finally 40 million. Additionally, this total is increased during 3-ball.


===Video mode===
===Video mode===
The game’s video mode is shown after the ball has entered the castle and the [[Bullet Bill]] sequence is complete. The Dot Matrix Display seen on the light box will show what appears to be a classic <i>Super Mario Bros.</i> game, where the player runs and jumps across gaps in the ground with a [[Goal Pole]] and castle seen at the end. The right flipper is used to jump, while the left is to run faster. 10 million points is awarded for making it to the end. But if the player is to hold the left flipper in for the whole level, the game will deal 10 million points instead. When the last castle has been destroyed and the ball has drained, Mario will run across the screen towards the castle. If the player is to make him jump, they will receive 30 million points instead of the normal 10.
The game's video mode is shown after the ball has entered the castle and the [[Bullet Bill]] sequence is complete. The dot-matrix display seen on the lightbox shows what appears to be a classic ''Super Mario Bros.'' game, where the player runs and jumps across gaps in the ground with a [[Goal Pole|flagpole]] and castle seen at the end. The right flipper is used to jump, while the left one is used to run faster. 10 million points are awarded for making it to the end; if the player holds the left flipper in for the whole level, the game will award 30 million points instead. When the last castle has been destroyed and the ball has drained, Mario runs across the screen towards the castle. If the player makes him jump during that sequence, they will also receive 30 million points instead of the normal 10 million.
 
==Staff==
===License and supervision===
*[[Nintendo]]
 
===Production===
*{{wp|Gottlieb}}<ref name=IPDB/><ref>[https://pinside.com/pinball/machine/super-mario-bros Super Mario Bros. Pinball Machine (Gottlieb, 1992)]. ''Pinside''. Retrieved September 6, 2024.</ref>
 
====Design====
*Jon Norris
 
====Artwork====
*David Moore
*Constantino Mitchell
 
====Dots and animation====
*Rand Paulin
*Daryl Moore
 
====Software====
*Allen Edwall
*Rand Paulin
 
====Voice====
*Craig Brolley<ref>{{file link|Zabriskie_pinball.jpg|Dave Zabriskie email correspondence}}</ref>
 
====Music====
*Dave Zabriskie


==Gallery==
==Gallery==
===Logos and flyers===
===Logos and flyers===
<center><gallery>
<gallery>
File:SMB Pinball-Logo.PNG|Product logo
File:SMB Pinball-Logo.PNG|Product logo
File:Super Mario Bros Pinball-Front Flyer.jpg|Front of flyer
File:Super Mario Bros Pinball-Front Flyer.jpg|Front of flyer
File:Super Mario Bros Pinball-Back Flyer.jpg|Back of flyer
File:Super Mario Bros Pinball-Back Flyer.jpg|Back of flyer
File:SMB Pinball-Instruction Manual Front.jpg|Front cover of manual
File:CaptureSMB Pinball-Instruction Cards.PNG|Instruction card
File:CaptureSMB Pinball-Instruction Cards.PNG|Instruction card
</gallery></center>
</gallery>


===Machine cabinet===
===Machine cabinet===
<center><gallery>
<gallery>
File:SMB Pinball-Backglass Artwork Sheet.JPG|Backglass artwork
File:SMB Pinball-Backglass Artwork Sheet.JPG|Backglass artwork. [[Wart]] appears here, and "Bowser" is really a design based on King Koopa from the [[DIC Entertainment|DiC Entertainment]] television cartoons.
File:SMB Pinball-Cabinet Front.jpg|Front of cabinet
File:SMB Pinball-Cabinet Front.jpg|Front of cabinet
File:SMB Pinball-Backbox Right.jpg|Backbox view of cabinet
File:SMB Pinball-Backbox Right.jpg|Backbox view of cabinet
File:SMB Pinball-Cabinet Right.jpg|Side view of cabinet
File:SMB Pinball-Cabinet Right.jpg|Side view of cabinet
</gallery></center>
File:SMB Pinball-Front screen-litup.jpg|Full view of the front
</gallery>


===Playfield===
===Playfield===
<center><gallery>
<gallery>
File:SMB Pinball-Lower Playfield Detail.jpg|Detail of lower playfield
File:SMB Pinball-Lower Playfield Detail.jpg|Detail of lower playfield
File:SMB Pinball-Upper Playfield View.jpg|View of the upper playfield
File:SMB Pinball-Upper Playfield View.jpg|View of the upper playfield
File:SMB Pinball-Castle View.jpg|View of the Castle
File:SMB Pinball-Castle View.jpg|View of the castle
File:SMB Pinball-Yoshi Ramp.PNG|View of the [[Yoshi]] ramp
File:SMB Pinball-Yoshi Ramp.PNG|View of the [[Yoshi]] ramp
File:SMB Pinball-Right Slingshot Detail.jpg|Detail of the right slingshot
File:SMB Pinball-Right Slingshot Detail.jpg|Detail of the right slingshot
File:SMB Pinball-Bowser Playfield Detail.jpg|Detail of [[Bowser]] artwork
File:SMB Pinball-Bowser Playfield Detail.jpg|Detail of [[Bowser]] artwork. He has blue eyes in this illustration.
File:SMB Pinball-Princess Toadstool Detail.jpg|Detail of [[Princess Peach|Princess Toadstool]] artwork
File:SMB Pinball-Princess Toadstool Detail.jpg|Detail of [[Princess Peach|Princess Toadstool]] artwork
File:SMB Pinball-Shell Detail.jpg|Detail of [[Green Shell]] artwork
File:SMB Pinball-Shell Detail.jpg|Detail of [[Green Shell]] artwork
</gallery></center>
</gallery>
 
===Promotional artwork===
<gallery>
File:SMB Pinball-Mario Riding Yoshi Art - Copy.PNG|[[Mario]] riding Yoshi
File:SMB Pinball-Luigi Art.png|[[Luigi]]
File:SMB Pinball-Toad Art.png|[[Toad]]
</gallery>
 
==Glossary==
:''For a glossary on pinball terms, see {{wp|Glossary of pinball terms|here}}.''


==References==
==References==
<references/>
<references/>
{{BoxTop}}
 
{{Super Mario games}}
{{Arcade}}
{{Arcade}}
[[Category:Mario Games]]
[[Category:Super Mario games]]
[[Category:1992 games]]
[[Category:1992 games]]
[[Category:Arcade Games]]
[[Category:Arcade games]]

Latest revision as of 19:16, September 27, 2024

Super Mario Bros.
Super Mario Bros. (pinball) machine full view
Developer Gottlieb
Publisher Gottlieb
Taito (JP)[1]
Release date USA April 25, 1992[?]
Japan 1992[1]
Language(s) English
Japanese
Genre Fictional
Licensed theme
Mode(s) Four players
Cabinet Cabinet made of plywood
Monitor Dot-matrix display
Input Pinball
“More money, please!”
Mario, in-game sound effect

Super Mario Bros. is a pinball machine developed by Gottlieb and licensed by Nintendo. It was released in the United States on April 25, 1992, and a total of 4,200 units was manufactured.[2] Taito handled the machine's Japanese release and showed it off at JAMMA '92.[1] The machine was designed by Jon Norris, with artwork by David Moore and Constantino Mitchell. It was the first pinball machine produced by Gottlieb to use the dot-matrix display, a screen on the bottom of the lightbox that keeps track of the current score and can also display various animations during gameplay (such as Mario running towards a castle). Being one of America's top 10 best-selling pinball games of 1992, the game received a Gold Award from the American Amusement Machine Association.[3] Despite the name "Super Mario Bros.," the machine appears to share a majority of its artwork with Super Mario World, released two years before. A second pinball machine in the Super Mario Bros. series was released in June later in the year under the name Super Mario Bros. Mushroom World, which seems to be based on Super Mario Bros. 3.[4]

Playfield layout[edit]

Lower playfield view
View of the lower playfield

The pinball machine contains many Mario-themed interactive features, such as on-field artwork that lights up during gameplay and the main objective of rescuing the princess. There are three flippers, the third found at the top of the playfield on a raised, separate Yoshi-themed area. Underneath this raised area is Luigi's cave. A revolving blue castle is located at the top of the playfield, which the player is able to "destroy" by shooting at it while "Super Mario." This can be achieved by lighting up the letters that spell "SUPER," located near the middle of the playfield. The castle has an artwork of Bowser on the top. A kick save is found on the left outlane. Yellow and blue Warp Pipes on either side of the middle act as slingshots, which powerfully eject the ball soon after it enters. Four sinkholes are seen throughout the playfield, most providing points or a bonus, depending on the situation. Two are seen on either side of the field just below the slingshots: one above the third flipper on a raised platform at the top of the playfield, and one just in front of the castle. This sinkhole has a plastic tube that runs down to the bottom right hole just above the right slingshot. A wireform ramp leads from the top sinkhole and drops the ball into the left inlane. A few of the sinkholes are able to light up one of the letters that spell "SUPER." There are three pop bumpers on the top half of the field. These pop bumpers toggle the lights to different types of bonuses the player may receive on the five spot targets.[5]

Rules and gameplay[edit]

The aim of the game is to become Super Mario by spelling "SUPER," which then allows the player to shoot for the castle. Destroying seven castles in seven different worlds rescues the princess, and the player is then able to enter their name and score. They will receive a replay if the high score to date is beaten. All castles destroyed will be carried over to the next game. This makes it possible to begin a game with six castles, and the player will need to destroy only one to win. However, the score would be significantly lower in comparison to gameplay throughout all seven worlds. The player is initially given three balls, but more can be gained during play.

Bonus rounds[edit]

Detail of the Yoshi area
The Yoshi-themed area seen on the upper playfield

The game consists of six different rounds, which provide temporary objectives in the game that can reward points for completing certain tasks. In order to play a round, the player must light three shells, which can be done by hitting spot targets or ramp shots where shells are lit. After doing so, the player must obtain the Key by getting the ball into one of the three sinkholes when the Key light has been lit. The player can then select with the flippers which round they wish to play. If it is not selected within a few seconds, the system will choose whichever round the player is currently selecting. The six rounds and their descriptions are as follows:

  • Bomb round – The player must light the Bob-omb fuse by hitting the left ramp spot target while the bomb insert is flashing. After doing so, the player must shoot the ball into any of the sinkholes to gain 30 million points. The upper playfield sinkhole also stays lit for the rest of the ball, being worth 20 million points.
  • Mega Bumpers round – The player simply needs to hit each pop bumper to score a bonus one million points.
  • Yoshi's Countdown round – The player must hit Yoshi's spot target on the raised upper playfield to collect the countdown value, which begins at 24 million and slowly decreases. The value does not count down during multiball (see below section).
  • ! Round – The player needs to hit the "!" targets to collect increasingly higher scores. The scores range from 1, 2, 3, 5, and finally 10 million.
  • Castle Extra Ball round – The player must enter the castle during this round to collect an extra ball.
  • Cave Count-Up round – The player needs to hit the spot targets within the area known as Luigi's cave. The player collects a count-up value with each hit, which stops at 48 million.

Entering a round as Super Mario doubles the value of that round, including extra balls. Each round lasts for only about a minute. Once a round has been completed, it cannot be played again during the same game. Completing all six rounds in a game lights Castle Special.

Multiball[edit]

To achieve multiball, the player must light 1-2-3-4 in sequence. Each number is situated within a different area of the playfield: "1" is on the left ramp, "2" is the Yoshi target in the raised area, "3" is the right loop shot that feeds the ball back into the bumpers, and "4" is the shot made from the third flipper on the raised platform. Once those shots have been made, the player must hit the ball into the bottom left sinkhole to gain the multiball. There are two types of multiball: 2-ball and 3-ball. The latter can be played by being Super Mario when multiball is gained. The object of multiball is to get as many balls into the castle as possible. Each ball in the castle earns a jackpot, which begins at five million. As multiple balls enter the castle, the jackpot increases to 10, 20, and finally 40 million. Additionally, this total is increased during 3-ball.

Video mode[edit]

The game's video mode is shown after the ball has entered the castle and the Bullet Bill sequence is complete. The dot-matrix display seen on the lightbox shows what appears to be a classic Super Mario Bros. game, where the player runs and jumps across gaps in the ground with a flagpole and castle seen at the end. The right flipper is used to jump, while the left one is used to run faster. 10 million points are awarded for making it to the end; if the player holds the left flipper in for the whole level, the game will award 30 million points instead. When the last castle has been destroyed and the ball has drained, Mario runs across the screen towards the castle. If the player makes him jump during that sequence, they will also receive 30 million points instead of the normal 10 million.

Staff[edit]

License and supervision[edit]

Production[edit]

Design[edit]

  • Jon Norris

Artwork[edit]

  • David Moore
  • Constantino Mitchell

Dots and animation[edit]

  • Rand Paulin
  • Daryl Moore

Software[edit]

  • Allen Edwall
  • Rand Paulin

Voice[edit]

  • Craig Brolley[7]

Music[edit]

  • Dave Zabriskie

Gallery[edit]

Logos and flyers[edit]

Machine cabinet[edit]

Playfield[edit]

Promotional artwork[edit]

Glossary[edit]

For a glossary on pinball terms, see here.

References[edit]

  1. ^ a b c "Few Hot Products At JAMMA '92, Chiba". Game Machine. Amusement Press. Published October 1, 1992.
  2. ^ a b Internet Pinball Database: Super Mario Bros.
  3. ^ Play Meter Volume 19 no. 5. April 1993. ACME '93: Play Meter, AAMA present awards. Pgs. 74–76.
  4. ^ Internet Pinball Database: Super Mario Bros. Mushroom World
  5. ^ Doug's Home Arcade Collection (December 6, 2016). SUPER MARIO BROS. PINBALL MACHINE - BY GOTTLIEB 1992. YouTube. Retrieved March 1, 2020.
  6. ^ Super Mario Bros. Pinball Machine (Gottlieb, 1992). Pinside. Retrieved September 6, 2024.
  7. ^ Dave Zabriskie email correspondenceMedia:Zabriskie_pinball.jpg