Based on code 1.02.0
All rules based on default settings
Table of contents
- Lane Skill Shot
- Super Skill Shot
- Super Secret Skill Shot
- MXV Skill Shot
- Sauron (Mini Wizard Mode)
- Other Info
- Other Info
- Lil’ Deadpool Multiball
- Lil’ Deadpool Frenzy
- Lil’ Deadpool Bounce
- Disco Loops
- Disco Multiball
- Ninja Multiball
- Weapons Awards
- Mechsuit Multiball
- Berserker Rage
- Katanarama Time
- Playfield X
- DEADPOOL Awards
- BOOM Button
- Mr. Sinister: The Megakrakolodonus Rex
- Mr. Sinister: Clone Multiball
- Mr. Sinister: The Final Battle
Outlanes: Traditional setup. Left outlane has a “REGENERATION” light that lights solid when the feature is qualified.
D-E-A-D Target Bank: It’s a four targets bank, placed on the lower left of the playfield. Targets are stand-up on the Pro and drop on the Premium/LE.
Dazzler Spinner Target:
Disco Ball (Premium/LE only):
Colossal Jackpot Target:
Wolverine Spinner Target:
OOF Drop Target Bank:
BAM! Top Lanes: Four lanes above the bumpers. Completing all of them increases the bonus multiplier.
Bumpers: Three pop bumpers located behind Lil’ Deadpool.
Up/Down Ramp (Premium/LE only): Actuated up/down ramp that feeds the right flipper from the left orbit passing by the lower part of the Katana Sword, keeping the action continuous and fast.
P-O-O-L Target Bank: It’s a four targets bank, placed on the lower right of the playfield. Targets are stand-up on the Pro and drop on the Premium/LE.
Musics: Deadpool pinball has an entire original soundrack produced by Jerry Thompson, George Gomez and Tanio Klyce. It’s provided on an audio casette for the premium owners and on a 12-inch LP vinyl for the LE owners. It’s also freely downloadable on Stern website.
Lane Skill Shot
Plunge into the flashing BAM! lane to score this Skill Shot, worth 2.5 million + 250k for each successful attempt. You can change the flashing lane before the ball is launched, but the lane is locked in upon reaching the first sensor in the shooter lane, so your choice is locked in before your ball reaches the BAM! lanes.
Super Skill Shot
Hold the left flipper and then shoot up the right ramp to collect the Super Skill Shot value, worth 5 million + 500k for each successful attempt. This will also collect anything lit at the right ramp. If the ball falls into the shooter lane from a weak right orbit shot and the ball save isn’t active, holding the left flipper will also give you a chance at a Super Skill Shot.
Super Secret Skill Shot
Hold in left flipper then shoot the SNIKT! Shot up the Katana mini ramp. Worth 15 million and +1 temporary Playfield X.
MXV Skill Shot
Hold the left flipper then shoot the right orbit then shoot the right ramp. Worth 12.5 million.
Battle modes can be started at the scoop at the start of each ball, or after completing the D-E-A-D standup/drop target bank. Battle modes are played out like a side scrolling fighter, with the objective to deplete enemy strength and then (optional) finish off the enemy at the scoop. Deadpool will take damage at certain intervals if lit shots aren’t being made. Running out of health or draining during the battle will result in a loss. However, any progress made will be saved with a fresh Deadpool health bar on your next attempt.
Hit 4 D-E-A-D or P-O-O-L standup/drop targets to taunt Juggernaut and light all of the main shots for damage. Juggernaut will not harm you when successfully taunted. The main shots will not remain lit if you go too long without hitting one, meaning you’re back to stage 1 of hitting D-E-A-D or P-O-O-L targets. You don’t need to aim for specific targets; you can just hit any one on the bank whether or not it’s “lit”. The drop targets on the Premium/LE will restore themselves during this phase.
Center Wolverine spinner, which then lights ramps. Shooting the respective Team-Up shot (lit or not) when Mystique transforms into a partner may also deal damage. After clearing both ramps, the ramps and center Wolverine spinner light again.
Shoot either orbit or the center spinner to cause damage. Both top lanes and pop bumpers will also deal damage to Sabretooth.
Sauron (Mini Wizard Mode)
Defeating Juggernaut, Mystique and Sabretooth will light Sauron at the scoop. Sauron is a 3-ball multiball. Shoot the left ramp, right ramp, and lit Team-Up shots to collect Jackpots, then shoot the u-turn loop for a Super Jackpot.
During normal single-ball play, with no other modes (Battles, Quests, Berserker, Disco, etc) running, shooting any shot with a “Team-Up!” icon in front of it will increase that teammate character’s health meter (see the bottom left and bottom right of the screen). After two shots (increasing by one for each time the Team-Up is used), you will qualify that character’s Team-Up ability:
Dazzler: Shoot the left orbit to qualify. Increases Deadpool’s health barl and adds more time.
Colossus: Shoot the u-turn loop to qualify. Doubles all points during the Battle.
Wolverine: Shoot the center spinner to qualify. Doubles all damage given to the opponent during the Battle.
Domino: Shoot the right orbit to qualify. Awards a Super Mode that is different for each opponent. Juggernaut = Super Targets?, Mystique = Super Ramps?, Sabertooth = Super Pop Bumpers?
Collecting all four Team-Ups qualifies the Colossal Jackpot at the U-Turn target. In order to collect this award, the ball has to hit the bottom bumper out of the return from the shot. This can be doubled if the shot is made as a combo.
Completing Juggernaut, Sabretooth, Mystique and Sauron Battles wiil light Juggernaut/Sauron, Mystique/Sauron and Sabretooth/Sauron Team-Up Battles at the scoop. These Sauron Team-Up battles are basically “level 2” battles in terms of difficulty. At certain points, some shots will be lit green for a Sauron Team-Up; these must be hit to continue the battle.
Defeating the opponent will qualify the scoop for a timed Final Shot. Note that you don’t need to make this shot to finish the mode, but it can score a ton of points if you make it. The value of this shot is largely correleated with Deadpool’s remaining health. A near-full health bar will be worth roughly 30M. If you drain with the Final Shot lit, you will still get credit for defeating the opponent. However, if you tilt with the Final Shot lit, you will not get completion credit.
Chimichangas are qualified by shooting the right orbit, which lights all major shots in orange to collect them. You can also qualify chimichangas off of the “Advance Chimichanga Truck” mystery award. Collecting a certain amount of chimichangas (maximum of 8) completes your punch card and allows you to start a Quest (T-Rex or Megalodon) at the scoop. (Three chimichangas light the first Quest on default settings, increasing by one each time they are qualified.)
Completing the chimichanga punch card will light the scoop to select a Quest. Note that if you have Quest and Battle lit at the scoop, you don’t have to select a Quest - you can select a Battle instead, if you want to. Quests are complex modes similar to Metallica’s Crank It Up which ignore the Team-Ups you’ve collected but can score tons of points if played well. Both quests have completion criteria; once the requirements of the quest have been satisfied, shoot the scoop to finish the quest and earn a large bonus. Both quests save progress if failed.
Hit lit green shots to escape the T-Rex and drop the Lil’ Deadpool drop targets. Shoot the hurry up at the Lil’ Deadpool stand-up target (either by dropping targets yourself or shooting a shot) to throw bombs at the T-Rex. Making additional green shots before hitting the Lil’ Deadpool stand-up will increase the value of the hurry up. After enough shots to collect the tooth (4), shoot the scoop to collect the T-Rex Mode Jackpot and finish the mode.
Almost every shot is lit in light blue for a small amount of points/Ocean Jackpot. However, there is one strobing insert that moves around the playfield and flashes red. This shot represents the Megalodon you have to defeat during the mode. The Megalodon will only move between lit Ocean shots (in blue); collecting an Ocean Jackpot restricts the Megalodon by un-lighting that shot, while a Megalodon hit will re-light all shots. The Ocean Jackpot for restricting the Megalodon can build up rapidly, and can make the mode much more lucrative than simply going for red shots immediately. Shoot the red shot 5 times to defeat the Megalodon and qualify the Mode Jackpot, then shoot the scoop to finish the mode.
Mode Jackpots are worth a percentage of the points scored in the Adventure (perhaps 25-50%?).
Completing both quests lights Extra Ball at the scoop.
At the start of each ball, a Lil’ Deadpool mode is available. Remove one or more drop targets from center bank to expose stand-up. The target area colors will progress from blue -> blue-green -> green. Hitting the standup when the large insert is green will physically lock the ball behind the drop target bank.
After a Lil’ Deadpool mode is played, complete a Battle or Quest to qualify the lock procedure for the next Lil’ Deadpool mode. The Lil’ Deadpool modes are always awarded in this order:
Lil’ Deadpool Multiball
Starts out almost exactly like GotG Orb Multiball - a new ball is released into the shooter lane and a hurry-up starts. Hit the drop target bank to release the captured ball and lock in the hurry-up value as your jackpot. If the hurry-up expires, the ball is released for the minimum jackpot value. Lil’ Deadpool multiball consists of 3 stages:
Stage 1: Collect 5 jackpots at the Lil’ Deadpool target.
Stage 2: Collect 5 double jackpots at red shots; Lil’ Deadpool target increases jackpot value.
Stage 3: Lock ball in Lil’ Deadpool to start timed Super Jackpot spinner session (500k/spin). At the end, goes back to Stage 1 with increased scoring.
This Multiball can be started during normal play or during Battles but not during either Quest or during other Multiball modes. This Multiball can be stacked during Battles to progress through the current Battle. Once the Battle is completed (victory/defeat), additional Battles cannot be started until the current Multiball ends. This Multiball can be used to progress toward DEAD/POOL/DEADPOOL awards, Chimichangas, and BOOM button hits.
The first Lil’ Deadpool Multiball hurryup starts at 500k and counts down to 100k. The second one starts at slightly above 1M (unsure of the exact amount, or if it can vary).
Lil’ Deadpool Frenzy
It’s a 60 seconds timed mode where all switches score 100k. The Lil’ Deadpool target boosts the switch value.
Lil’ Deadpool Bounce
The D-E-A-D-O-O-F-P-O-O-L targets will cycle back and forth in order. Hit a target for a bonus depending on which target was hit - OOF = 5m, any non bottom-most side target = 7.5m, any bottom-most side target = 10m. Collecting three targets lights the Lil’ Deadpool target for a jackpot equal to the three target values awarded, and also awards +1 base Playfield X for the remainder of the ball.
After Lil’ Deadpool Bounce, the sequence resets.
Spin the left spinner a certain number of times on the left orbit (Dazzler) to light a Disco mode on your next left orbit shot. Depending on your machine, it’s possible to qualify and start the Disco mode on the same shot if you have a very low number of spins left (usually < 3).
Disco Loops (Premium/LE only)
First Disco feature awarded on the Premium/LE. In this mode, the left orbit diverter activates, allowing shots to the left orbit to return directly to the right flipper through a wireform.
First (and possibly only) Disco feature awarded on the Pro, second Disco feature on the Premium/LE. Similar to Ninja Multiball, shoot the lit shots for Disco Jackpots. Scoring for this mode is a little confusing currently, where is the Super Jackpot?
On the Premium/LE, the Disco modes cycle between Disco Loops and Disco Multiball.
Ninjas are spawned by hitting a sufficient number of pop bumpers (Firepower sound effects!), and ghosted (killed) by hitting a spotted blue-purple insert on the playfield. These contribute to your bonus at the end of the ball and also increase the initial Jackpot values for Ninja Multiball.
To collect 20 (?) Ninjas automatically, shoot the right orbit and immediately combo into the right ramp for a Ninjapocalypse bonus (and a really cool animation & sound).
At the start of the game, all 3 locks are lit on the right ramp. Otherwise, complete P-O-O-L standup bank (or Mystery award) to light locks via inner-right lane-to-ramp shot. Make right ramp to lock ball. Lock 3 balls to start Ninja MB. During Ninja Multiball, shoot all of the major shots for Jackpots. This will qualify a Super Jackpot at the right ramp, which is the sum of every Jackpot you’ve collected up to that point (can be valuable with a large multiplier). Ninja Multiball can stack into Battles and Quests.
Prior to the start of this Multiball, the player can increase their Jackpots by shooting the pop bumpers to spawn Ninjas (shown on the playfield as flashing blue-purple shots). Shooting these shots will increase the Jackpot value that will be awarded in Ninja Multiball.
Make combos to qualify the scoop to collect weapons.
Various awards are given after certain amounts of weapons are collected, and weapons also contribute to the bonus:
20 Weapons (or an adjustable number): Light Extra Ball
45 Weapons: Light (or qualify) Mechsuit Multiball
Every 100 Weapons: +1 base Playfield X for the remainder of the game
4-ball multiball started at the scoop after 45 weapons are collected. This can’t stack with anything else and can only be started after all other modes have finished up. All shots are lit for a jackpot that starts at 5M and increases by 100K for subsequent jackpots. Collecting a jackpot unlights that shot; collecting a different one unlights that shot and relights the previous shot, etc. After 5 jackpots, a Super Jackpot is lit at the scoop.
Timed spinner mode, lit after a certain number of center loop shots. Starts at center loop (flashing). Spinners award an increasing value per spin, bumpers increase it. Ball in the bumpers does not pause the timer. Other features can still be started when this mode is active, and the mode can also start during other features.
Collect diamonds via left ramp and inner-right lane (i.e. Yakuza Strike from Johnny Mnemonic). Complete 3 diamonds at both shots to begin Katanarama Time. This is a 30 second timed mode where the left orbit, left ramp, right ramp, and right orbit score a value that starts at 1 million and increases by 250K for each successful shot. If you manage to collect the third diamond at the right ramp while the third lock for Ninja Multiball is lit, both modes will start at the same time for huge scoring. Really good music and animations in this mode (check out the things that Deadpool slices using his katanas). Other features can still be started when this mode is active, and the mode can also start during other features.
Playfield X can range from 2x to 5x. Playfield X has a “base” component that starts at 1x, but can be increased by completing Lil’ Deadpool Bounce (for the rest of the ball), or by every 100 weapons collected (for the rest of the game).
Playfield X can be boosted temporarily by rebounding off the “SNIKT!” standup target up through the right katana ramp. The higher your temporary Playfield X is, the quicker it times out. At 5x playfield, the SNIKT! combo will only increase the timer.
Example of base vs. temporary playfield X (starting at 1x):
Complete Lil’DP Bounce -> 2x (+1 base).
Hit the SNIKT! combo -> 3x (+1 base, +1 temporary).
Collect 100 weapons while 3x is running -> 4x (+2 base, +1 temporary).
Hit SNIKT! again -> 5x (+2 base, +2 temporary).
SNIKT! Playfield X’s time out -> 3x (+2 base)
Ball drains, assuming it’s not your last -> 2x (+1 base from the 100 weapons, Lil’DP base is lost)
Completing D-E-A-D-P-O-O-L will light various awards on completion. The cycle of awards is:
2 completions: Mystery (at the scoop)
3 completions: Regeneration (left outlane ball save)
Mystery is lit at the scoop. Mystery will typically award an “Add-A-Ball” if available during any multiball. Other awards include:
Light Ninja Lock
Ghost X Ninjas (1 - 10)
Collect X Weapons (1 - 10)
Advance Chimichanga Truck
Light Extra Ball
There are also some “joke” awards that are never selected - e.g. “Deadpool Wuz Here”, “Infinite Balls”, “Rabbit’s Foot”.
Use flippers to cycle lower inlane inserts to spell B-O-O-M. Completing B-O-O-M will light the lock bar button yellow. Hitting the button when flashing will spot the highest value shot on the playfield (other than the scoop). Completing B-O-O-M 4 times without using the button will light the button red for “Big Boom”, which collects all of the lit shots on the playfield. Pay attention to colors of the boom button as the game does not call-out when you have earned a “Big Boom”. Current available “Booms” are displayed on the right side of the display.
Note that if no shots are lit or all shots are the same value, the game gives priority to shots on the left of the playfield.
Ghosted Ninjas worth 100K each
Chimichangas are worth 250K each, which can lead to a sizeable bonus if multiplied.
Weapons are worth 100K each.
Base bonus is 10. Not “10K”. Ten points. You only score this “base bonus” if you have absolutely none of the above.
Bonus multiplicator is increased each time the 4 top BAM! lanes are completed.
Mr. Sinister: The Megakrakolodonus Rex
Complete both quests and Sauron Multiball to qualify. In this mode you battle the Megakrakolodonus Rex. Single-ball mode with an initial ball saver. Hit blue shots to build up a jackpot and eventually reveal his weak spot at the Lil Deadpool target. While he is in a weakened state, you have 10 seconds to bash Lil’DP as many times as you can to score a 1x, 2x, 3x, etc… jackpot. Assuming he has health left, you return to phase 1 for more blue shots and jackpot building. Like any other battle, hit the Final Shot scoop to finish him off for big points. Also like any other battle, progress is saved if you drain.
Mr. Sinister: Clone Multiball
Complete Juggernaut/Sauron, Mystique/Sauron, and Sabretooth/Sauron Team-up Battles to qualify. More info needed.
Mr. Sinister: The Final Battle
Complete both Mr. Sinister modes above and Mechsuit Multiball (which you very likely would have by this point) to qualify. Let’s defeat Mr. Sinister (this time it’s personal!).
Phase 1: Timed single ball mode: 45 seconds. Collect the 4 Team-up shots. (what happens if you drain before 45 seconds are up?)
Phase 2: Timed multiball: 70 seconds. Shoot blue shots to collect jackpots until time runs out. Lit Team-Up shots double jackpot value. Hit Final Shot for big points in the last 15 seconds of the multiball. At the end, all balls drain, all modes reset, and a new ball is served to shooter lane.
The three Battles lend themselves well to stacks with Multiball features. Early in the game, it may be wise to qualify Lil’ Deadpool Multiball, then start the Juggernaut Battle. The first shots you need to make in Juggernaut are the D-E-A-D and P-O-O-L targets, which are risky shots to make in single ball play, but easy to make through rebounds during Lil’ Deadpool Multiball. The second phase of the Battle (all shots lit) also syncs up well with the Double Jackpot phase of Lil’ Deadpool Multiball.
In a similar vein, Mystique Battle combined with Ninja Multiball can lead to big scores, thanks to the right ramp scoring points during the Battle and awarding Super Jackpot during Ninja Multiball. Try to get as many Team-Ups qualified as you can in order to deal more damage.
Colossus should take priority when collecting Team-Ups, because he can make the Final Shot huge - especially with a jacked up Playfield X. Scores of over 300 million from a single Final Shot, with Colossus and even as low as a 2x Playfield X active, aren’t unusual.
The SNIKT! target-ramp combo will also collect anything lit at the right ramp, including Locks, Super Jackpots (during Ninja Multiball), and other awards. Because the Playfield X is activated as soon as the SNIKT! combo is made, the awards will also be multiplied.
Shoot the blinking lights! THEY’RE RIGHT THERE! ~ yours truly