Super Mario Bros. (pinball): Difference between revisions

m
mNo edit summary
Tag: Mobile edit
Tag: Mobile edit
Line 21: Line 21:


==Rules and gameplay==
==Rules and gameplay==
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 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 in 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. After doing 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 descriptions 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 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 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 will also stay lit for the rest of the ball, being worth 20 million points.
*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.  
*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).  
*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.
*! 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.  
*Castle Extra Ball round – The player must enter the castle during this round to collect an extra ball.  
Line 39: Line 39:


===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 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]] and castle seen at the end. The right flipper is used to jump, while the left is 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 this sequence, they will also receive 30 million points instead of the normal 10 million.
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 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 this sequence, they will also receive 30 million points instead of the normal 10 million.


==Staff==
==Staff==
29,274

edits