Based on code 0.97.
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 Snikkt Shot up the Katana mini ramp. Worth 15 million plus 2X playfield starts.
Battle modes can be started at the scoop after completed the D-E-A-D standup 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.
Juggernaut - Hit 4 D-E-A-D or P-O-O-L standup 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 DEAD POOL 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.
Mystique - 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.
Sabretooth - Shoot either orbit or the center spinner to cause damage. Both top lanes and pop bumpers will also deal damage to Sabretooth.
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.
After playing Sauron Multiball, the Battle modes will reset with increased difficulty (in the form of more health for enemies). Additionally, at certain points, some shots will be lit green for a Sauron Team-Up; these must be hit to continue the battle.
During normal play, shooting any shot with a “Team-Up!” icon in front of it will increase that 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. Doubles Deadpool’s health pool.
- 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.
Sauron Battle (Mini Wizard Mode):
Defeating Juggernaut, Mystique and Sabretooth will light Sauron at the scoop.
Sauron is currently a 3-ball Multiball but it may change in a later code update. Shoot the left ramp, right ramp, and lit Team-Up shots to collect Jackpots, then shoot the strobing scoop for a Super Jackpot.
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. Even when the scoop is lit, you can continue collecting more shots (up to a point) for even larger scores, but you won’t get credit for completion if you drain.
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. After enough shots to collect the tooth (4), shoot the scoop to collect the T-Rex Mode Jackpot and finish the mode. Collecting eight combos immediately ends the quest (successfully) and awards the Mode Jackpot.
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 un-lights the shot while a Megalodon hit will re-light all shots. Shoot the red shot 5 times to defeat the Megalodon and qualify the Mode Jackpot, then shoot the scoop to finish the mode. As of rev 0.97, once the scoop is lit for final shot, all the other arrow shots now go away, removing the prior risk/reward decision of pressing for more Megalodon shots at the risk of losing your final shot points award.
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.
Lil’ Deadpool Modes
At the start of the game, the first 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).
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
30-second 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 three lit targets for 2.5m, 5m, and 7.5m each, then hit the Lil’ Deadpool target to end the mode for 10m. This will also award a permanent 2x playfield for the rest of your ball (it will be lit solidly; Snikt multiplier advances will then just be 3x -> 4x -> 5x).
After Lil’ Deadpool Bounce, the sequence resets.
Complete P-O-O-L standups (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. Locks can be stacked for the first Ninja Multiball only. 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.)
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 shots). Shooting these shots will increase the Jackpot value that will be awarded in Ninja Multiball.
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.
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?
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).
Making combos will award weapons at the scoop.
Hitting the scoop as the completion to a combo may award multiple weapons?
Collecting 45 weapons lights Mechsuit Multiball.
Collecting 75 weapons lights Extra Ball.
4-ball multiball started at the scoop after 45 weapons are collected. Doesn’t seem like it can stack with anything else. 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. As of 0.97, there is a Super Jackpot, but all the arrows were still lit, suggesting the Super is simply the Nth JP. Cool jackpot callouts.
New in 0.96. Timed spinner mode. Lit after a certain number of center loop shots. Start at center loop (flashing). Spinners award an increasing value per spin, bumpers increase it. Ball in the bumpers does not pause the timer. Seems to lock out the ability to start Battle/Quest modes as well as multiballs.
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).
There is a “SNIKT!” standup target to the right of the center spinner shot. When hit during normal play, it doesn’t do anything. However, if the target is hit and the ball rebounds off of the target and onto the right ramp, you will increase your Playfield X by 1x (up to 5x). The higher the multiplier, the quicker it times out, so make the most of it. Playfield X can be increased at any time during play. Advancing the multiplier will also reset the timer, and it can be extended further with every “SNIKT!” shot.
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)
- 500,000 Points
- Advance Chimichanga Truck
- 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 can be multiplied by completing the 4 top inlanes.
Sauron Battle (mini-wizard mode)
Complete the three Villians a second time to light Sauron Battle. More info needed.
Mr. Sinister Multiball (wizard mode)
Complete Mr. Sinister Battle and both Quests to light Mr. Sinister Multiball. More info needed.
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 DEAD and POOL 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.
Katanarama Time prevents Battles and Quests from being started until the mode ends. As a result, unless you’re able to make the SNIKT combo reliably or have either Multiball ready (Ninja or Lil’ Deadpool), it might be worthwhile to focus on other objectives during this mode, like collecting chimichangas or qualifying DEADPOOL awards.
Shoot the blinking lights! THEY’RE RIGHT THERE! ~ yours truly