SUPER MARIO BROS RULESHEET BY Rod Cooper _______________________________________________________________________________ This is the rulesheet for the 1992 Super Mario Bros pinball machine produced by Gottlieb in April 1992. I'll start with a brief description of the playfield from the bottom to the top. Flippers...(3) the third being at the top of the playfield on a separate raised section...but i'll get to that later. In/Outlanes...standard in/outlanes...with a Kick Save on the left outlane. Slingshots...standard slingshots. Drop Targets...Well none as such...but the shield between the flippers works on the same principle as a drop target. Sink Holes...(4) one each side of the playfield just above the slingshots....one above the third flipper on the raised platform at the top of the playfield.....and the other being just in front of the "Castle" at the top right of the playfield...this hole has a plastic tube that runs down to the bottom right hole just above the right slingshot. Pop Bumpers...(3) Ramps...(1) one ramp on the left side of the playfield...which leads to the raised platform at the top. Wireform ramp...this ramp leads from the top hole...and runs down the side of the playfield and drops the ball in the left inlane.....there's also a moulded plastic ramp which begins from the raised platform at the top of the playfield...and drops the ball into the right inlane. Spot Targets...(5)...all targets have multiple functions...and will be explained later. Loop Shot...there's a tunnel running under the moulded plastic ramp on the right hand side of the playfield....and it feeds the ball back into the pop bumpers in the middle of the playfield. Castle...A blue plastic revolving castle sits at the top of the playfield...just behind the top sink hole...it doesn't do anything besides spin around at times...but it looks pretty cool. Object of the game The main object of this game is to save the princess....which involves destroying 7 castles...each castle is destroyed by becoming "Super" in which the player then proceeds to shoot for the castle..... All castles destroyed are carried over to the next game...so it's possible to start a game with the 6 castles already destroyed...and only having to destroy one more to receive the replay and put your initials up... The game also consists of 6 "rounds"...to start a round the player must light 3 shells...by hitting the spot targets or ramp shots where the shells are lit....hitting the pop bumpers toggles the lights to different shots. Once the 3 shells are lit...the player must get the "key"...By getting the ball in one of the 3 holes with the key lamp lit. Once the key has been gathered...the player is given the option of choosing a round with the flippers....2 rounds are picked randomly by the machine...and the player must decide in a few secands...otherwise the machine will pick the round on the left flipper and start automatically. Here's a description of all the rounds..... bomb round... Light the fuse by hitting the left ramp spot target while flashing...after doing so....shoot the ball into one of the holes to score 30 million points....also...the upper playfield hole stays lit to score 20 million points for the rest of the ball! \p Yoshi's countdown round Hit Yoshi's spot target on the upper playfield to collect the countdown value....it starts at 24 million....the value does not countdown during multiball. Luigi's cave countup round Luigi's cave is located under the raised part of the playfield at the top of the table...hit the cave spot targets to collect the count up value....(stops at 48 million) Castle extra ball round Enter the castle during this round to collect an extra ball Exclamation round Hit the "!" targets to collect increasingly higher scores...the scores range from...1.2 3 5 and 10 million....the best scoring round... Mega bumper round Hit each pop bumper to score 1 million NOTE...Entering a round while super mario doubles the value of the round...including extra balls... Multiball Super Mario bros is a 3 ball game....to achieve multiball...you must light "1.2.3.4" in sequence..."1" is the left ramp...."2" is the Yoshi target..."3" is the right loop shot that feeds the ball back into the bumpers..."4" is the shot made from the upper left flipper...into the moulded ramp that feeds the ball into the right inlane......once these shots are made...you have to hit the ball into the bottom left hole.... There's 2 or 3 ball multiball...3 ball is gained by being "Super"....the object of multiball is to get as many balls in the castle as possible....each ball in the castle earns a jackpot....jackpots start at 5 million....and progress to 10,20 and finally 40 million General gameplay Below is a description of scoring values and features for all the targets/bumpers etc..... Slingshots...score 90 points and toggle turtle shells when not in a round. Pop bumpers...score 3000 or 1 million if in mega bumpers round....they also toggle turtle shells when not in a round. Upper playfield hole...scores 200,000 or 20 million when flashing...(after defeating bomb round)...also scores "!" value when in "!" round.....and finally awards "quick pick" when key is flashing. Upper playfield spot target (Yoshi)...scores 3000 points...and adds 500,000 to Yoshi bonus....(Yoshi bonus is collected when the ball is drained...and carries over to the next ball)........flash "feather" target for a time if not in a round (feather target scores 5 million)........hitting the Yoshi target twice in a row when not in a round lights it for 3 million the next time it's hit.......also hitting the Yoshi target when in Yoshi countdown round collects the displayed bonus....and last of all...advance "1.2.3.4" when 2 is lit. Right ramp...scores 100,000 when Mario is normal...or 500,000 when Mario is "Super"........complete "1.2.3.4" when 4 is flashing.....score "!" value when in "!" round.....advance S-U-P-E-R when lit. Pop bumper spot targets...score 30,000 points....score "!" value when in "!" round.....advance shells when lit. Left ramp...scores 3000 unlit....scores "quick shot" value when flashing (quickshot is activated when the ball passes through the right inlane....by shooting for the left ramp...an increasing bonus is given...the bonus increases as such....1,2,5,7 million,extra ball,10 million).....advance "1,2,3,4" when 1 is flashing....score "!" value when in "!" round. Left hole...scores 50,000......toggle turtle shells when not in a round....award bonus chance when lit....(bonus chance is a 3 wheel slot machine....and the bonus works like this....zilch scores 200,000..."? ? cherry" scores 1 million..."? cherry cherry" scores 2 million...any 3 mushrooms scores 2 million....3 of a kind scores 5 million....and three 7's scores 200 million!!)..........advance S-U-P-E-R when flashing....award quick pick when key is flashing......award multiball when lit. Left ramp spot target...score 100,000 or 5 million when flashing....become super mario if fast flashing......light fuse during bomb round when flashing. Cave spot targets...score 30,000 or award extra ball when flashing.....collect Luigi's count up bonus when in count up round....light bonus chance if not in a round. Left inlane...scores 50,000....advance bullet sequence....( the bullet sequence is a set of 4 lamps in front of the castle....by lighting the 4 bullets...an easy shot to the castle will begin video mode...see below for details) Right inlane...scores 50,000.....flash quick shot when lamp is lit. Left outlane...scores 200,000 unlit....if Mario is super and kick save has been used...go back to being normal mario. Right outlane...scores 200,000. Castle...scores 500,000 unlit....collect jackpot when in multiball....collect extra ball when in castle extra ball round....collect special when flashing...(special is gained by completing all 6 rounds...and is lit for a limited time)......destroy a castle when flashing. Right hole...scores 50,000....award mystery when lit.....(mystery consists of such things as adding shells....extra balls....becoming "Super"...and 3 bonus chances)....advance S-U-P-E-R when flashing....award quick pick when key is flashing. Right lane rollover...(under right plastic ramp)...scores 50,000....light right hole mystery when lit.....advance 1,2,3,4 when 3 is flashing....score "!" value when in "!" round....advance shells when lit. Video mode....the video mode is started when the bullet sequence is completed and the ball has entered the castle.....it's like a Mario Bros game...where you have to run and jump the gaps in the ground by pushing the right flipper to jump...and the left flipper to run faster. Secret stuff! there's a few little secrets in the game to get more points... (1) in video mode...hold the left flipper button in so that Mario runs across the screen instead of walking....that way..if you make it to the end...you'll get 30 million points instead of 10... (2) when the last castle has been destroyed and the ball has drained....make Mario jump when he runs across the screen towards the castle...and you'll receive 30 million points instead of 10 million.... there's a couple of other little tricks hidden away in the machine as well...but i can't think of them off hand...*s* THE END