Special Exhibition

Super Mario Bros – Pinball

Year: 1992, Publisher: Gottlieb, Genre: Pinball

Super Mario Bros. is one of the most distinctive licensed pinball machines of the early 1990s. Developed by Gottlieb and licensed by Nintendo, the game turns the world of Mario into a colorful pinball adventure built around castles, warp pipes, Yoshi, Luigi’s cave, and the goal of rescuing the princess. Instead of using Mario only as decoration, the machine ties the theme directly into the rules and visual design.
GamePlaza logo on blue

What makes the table especially memorable is its playful structure. The main objective is to become Super Mario by spelling SUPER, then shoot the castle and destroy seven castles across seven worlds to rescue the princess. Along the way, players can trigger bonus rounds, multiball, and even a video mode on the dot-matrix display, giving the game an energy that feels very close to Nintendo’s own style.

  • Manufacturer: Gottlieb.
  • License: Nintendo.
  • Release date in the United States: April 25, 1992.
  • Production total: 4,200 units.
  • Designer: Jon Norris.
  • System: Gottlieb System 3.
  • Main goal: Spell SUPER, destroy seven castles, and rescue the princess.

For readers new to this machine, the easiest way to think about it is as a Mario-themed progression table. Every major shot helps build toward a clear objective, and the game constantly rewards players with bright visuals, changing modes, and familiar Nintendo-style ideas.

How to Play Super Mario Bros – Pinball

At its core, Super Mario Bros. is about building toward castle destruction. The player must light the letters S-U-P-E-R to become Super Mario, which then allows the flashing castle shot to destroy one castle. Repeating this process across seven worlds completes the main mission and rescues the princess.

The game also adds side objectives through bonus rounds, multiball, and a video mode. That means a strong game is not only about hitting the castle over and over, but also about learning when to collect shells, keys, jackpots, and temporary round awards.

  • Spell SUPER to become Super Mario.
  • Shoot the flashing castle to destroy a world.
  • Destroy seven castles to rescue the princess.
  • Light shells and collect the Key to start rounds.
  • Complete 1-2-3-4 to qualify multiball.
  • Finish the Bullet Bill sequence to start video mode through the castle.

Starting the game

The first priority is learning the main shot layout. The game has three flippers, including a third flipper on a raised upper section, plus multiple sinkholes, ramps, spot targets, and a loop shot. Since the machine can look busy at first, new players benefit from learning where the major progression shots are instead of just shooting randomly.

Early in the game, players should focus on lighting SUPER and understanding how the bumpers and targets change other lit features. The rulesheet explains that the pop bumpers toggle turtle shell lights and that different targets can advance shells, letters, or bonuses depending on the current mode.

  • Learn the castle shot location.
  • Watch which shots are lit for SUPER letters.
  • Notice that bumpers and other features can toggle shell progress.
  • Practice the upper playfield and third flipper as early as possible.

Becoming Super Mario and destroying castles

The machine’s signature progression is built around the SUPER letters. Certain lit shots advance one of the letters, and once all five are completed, Mario becomes Super Mario. At that point, the castle lights for destruction, and shooting it destroys one castle.

Destroying castles is the main long-term goal of the game. According to both the rulesheet and Mario Wiki summary, the player must destroy seven castles in seven worlds to rescue the princess. Interestingly, destroyed castles can carry over to the next game, making it possible to start a game close to the end, though doing so usually means a lower total score than completing all seven within one session.

  • Light all letters in SUPER.
  • Shoot the castle while Super Mario is active.
  • Repeat the process across seven worlds.
  • Rescue the princess after the seventh castle is destroyed.

Bonus rounds

One of the game’s best features is its set of six temporary bonus rounds. To start one, the player must first light three shells, then collect the Key through a lit sinkhole. Once the key is collected, the player can choose from a pair of offered rounds with the flippers, though the game will auto-select if the player waits too long.

These rounds make the game feel varied and lively. They add short-term missions that break up the castle progression and give players more reasons to shoot different parts of the playfield. Entering a round while Super Mario is active doubles the round’s value, including extra-ball awards.

  • Bomb Round: Light the fuse, then shoot a sinkhole for 30 million; the upper hole also remains worth 20 million for the rest of the ball.
  • Mega Bumpers: Hit pop bumpers for 1 million each.
  • Yoshi’s Countdown: Hit Yoshi’s target to collect a value that starts at 24 million and decreases over time.
  • ! Round: Hit “!” targets for increasing awards from 1 million up to 10 million.
  • Castle Extra Ball: Enter the castle for an extra ball.
  • Cave Count-Up: Hit Luigi’s cave targets to build a value up to 48 million.

Multiball and jackpots

Multiball in Super Mario Bros. is started by lighting 1-2-3-4 in sequence. Each number is tied to a different area of the playfield: the left ramp, Yoshi target, right loop, and the upper flipper shot. Once these are completed, the player must shoot the bottom-left sinkhole to start multiball.

There are both 2-ball and 3-ball multiballs. If the player is Super Mario when multiball is qualified, the game awards the 3-ball version. During multiball, the objective is to get as many balls into the castle as possible, with jackpots increasing from 5 million to 10 million, then 20 million, and finally 40 million.

  • Light 1-2-3-4 in order.
  • Shoot the bottom-left sinkhole to start multiball.
  • Super Mario status upgrades it to 3-ball multiball.
  • Shoot balls into the castle for escalating jackpots.

Video mode and beginner tips

The game’s video mode is one of its most charming features. After completing the Bullet Bill sequence and then entering the castle, the dot-matrix display starts a mini-game where Mario runs across gaps toward a flagpole and castle. The right flipper makes Mario jump, while the left flipper makes him run faster. Reaching the end awards 10 million, or 30 million if the player holds the left flipper throughout and finishes the course quickly.

For beginners, this machine is at its best when played with a clear plan. It may look playful and simple, but it rewards players who understand how the lit shots connect to progression and who use the upper playfield effectively.

  • Focus on learning SUPER before chasing every side feature.
  • Use bonus rounds to collect high-value opportunities.
  • Practice the upper playfield because it matters for multiball and Yoshi-based scoring.
  • Watch for kick save on the left outlane.
  • Use video mode for a fun and potentially valuable scoring boost.

History of Super Mario Bros – Pinball

Super Mario Bros. was released in April 1992 by Gottlieb and was officially licensed by Nintendo. It arrived during a period when video game characters were becoming increasingly valuable as arcade and pinball themes, and Mario was one of the strongest licenses available. That gave the table an immediate identity and helped it stand out from more generic fantasy or sports-themed games.

The machine was designed by Jon Norris, with artwork by David Moore and Constantino Mitchell, software by Allen Edwall and Rand Paulin, and music by Dave Zabriskie. Mario Wiki also notes that the game was the first Gottlieb pinball machine to use a dot-matrix display, making it an important title not just for Nintendo licensing, but also for Gottlieb’s own hardware development.

  • Designer: Jon Norris.
  • Artwork: David Moore and Constantino Mitchell.
  • Software: Allen Edwall and Rand Paulin.
  • Music: Dave Zabriskie.
  • Voice: Craig Brolley.
  • First Gottlieb pinball machine to use a dot-matrix display, according to Mario Wiki.

The machine also performed well commercially. Mario Wiki states that it was one of America’s top ten bestselling pinball games of 1992 and received a Gold Award from the American Amusement Machine Association. That gives it a stronger historical position than many licensed pinball machines that were remembered more for theme than success.

A second Mario-themed pinball game, Super Mario Bros. Mushroom World, followed later in 1992. That means this table was not a one-off experiment, but part of a broader effort to turn the Mario brand into arcade pinball.

Hardware and Playfield Features

The playfield of Super Mario Bros. is packed with distinctive theme-driven features. The machine includes three flippers, with the third placed on a raised upper playfield in a Yoshi-themed area. Beneath that raised section is Luigi’s cave, while the top of the machine features a revolving blue castle with Bowser artwork.

The game also uses four sinkholes, three pop bumpers, a left ramp, a wireform return ramp, and Mario-themed slingshot and warp-pipe artwork. These features give the machine a playful layout that looks very different from many early-1990s pinball tables.

  • Three flippers, including a raised upper flipper.
  • Yoshi-themed upper playfield.
  • Luigi’s cave under the raised area.
  • Revolving blue castle near the top of the playfield.
  • Four sinkholes across the playfield.
  • Three pop bumpers.
  • Left outlane kick save.

The castle and upper playfield

The castle is the table’s visual centerpiece and main objective shot. Although the rulesheet says the castle mainly spins for visual effect, it becomes crucial once Super Mario is active, because that is where players destroy castles, collect jackpots during multiball, and collect an extra ball during Castle Extra Ball round.

The raised upper playfield is equally important. It includes the third flipper, Yoshi target, and access to upper features that matter for both scoring and multiball progression. This gives the machine a more layered layout than many casual players expect at first glance.

Sinkholes, ramps, and kick save

The four sinkholes are used for a wide range of awards, including key collection, mystery, quick pick, and multiball start. The rulesheet also notes a left outlane kick save, which can rescue the ball and adds a little forgiveness to a table that otherwise asks for careful shot placement.

The ramps and return paths also help sell the Mario theme. One wireform returns the ball to the left inlane, while a molded plastic ramp from the raised section feeds the right inlane, creating movement that feels fast and playful.

Fun Facts About Super Mario Bros – Pinball

One of the most interesting facts about Super Mario Bros. pinball is that, despite its title, Mario Wiki says much of the artwork appears to resemble Super Mario World more than the original Super Mario Bros. game. That gives the table a hybrid visual identity that blends different parts of Nintendo’s early-1990s Mario universe.

Another standout detail is the game’s video mode. Rather than using the dot-matrix display only for score and status, Gottlieb turned it into a playable Mario running sequence with jumping and sprinting controls mapped to the flipper buttons. For 1992, that was a memorable and very thematic extra feature.

  • The machine was the first Gottlieb pinball game with a dot-matrix display, according to Mario Wiki.
  • It sold strongly enough to become one of America’s top ten bestselling pinball games of 1992.
  • It received a Gold Award from the American Amusement Machine Association.
  • A second Mario pinball machine, Super Mario Bros. Mushroom World, was released later the same year.
  • Castles destroyed can carry over to the next game, which is an unusual rules feature.
  • The left flipper can make Mario run faster during video mode for a bigger reward.

For collectors and retro gaming fans, this machine is appealing because it sits at the crossroads of two major histories: Nintendo character licensing and early-1990s American pinball design. It is colorful, easy to recognize, and filled with playful ideas that still make it stand out decades after release.

Important Info

Manufacturer:Gottlieb
Release date:April 25, 1992
System:Gottlieb System 3
Design:Jon Norris
Programming:Rand Paulin, Daryl Moore, Allen Edwall
Artwork:David Moore, Constantino Mitchell, Jeanine Mitchell
Music:Dave Zabriskie
Sound:Craig Beierwaltes
Voices:Craig Brolley
Concept:Nintendo
Production run:4,200

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