Standard Skill Shot
Plunge into the flashing top lane for a Skill Shot. Scores 250,000 and increases by 50,000 for each subsequent skill shot.
Hands-Free Skill Shot
Plunge without touching the flippers (even changing modes) to earn a skill shot worth twice the value of a normal skill shot.
Super Skill Shot
Hold the left flipper and full plunge around the loop. Shoot the flashing white shot with a short time for a super skill shot. Super skill shot scores 1,000,000 and increases by 250,000(?).
You can also score a super skill shot immediately after locking a ball in Groot by holding the left flipper while the ball auto-plunges (bug?).
Shoot Groot’s mouth at the center playfield to light the lock, then shoot into Groot’s mouth to lock a ball.
1st multiball: One hit opens Groot’s mouth, lock 3 balls to start 3-ball Groot MB (6 shots total).
2nd multiball: One hit opens Groot’s mouth, lock 4 balls to start 4-ball Groot MB (8 shots total).
3rd+ multiball: Two hits opens Groot’s mouth, lock 4 balls to start 4-ball Groot MB (12 shots total).
If playing a multiplayer game and there are already balls locked inside of Groot, or if the Groot mouth mechanism has been disabled, then his mouth will not open. It will be a virtual lock instead.
During Groot MB all shots will be lit for three jackpots per shot. Jackpots start at 300,000 and increase by 25,000. After the 9th and 18th Jackpot, Groot will light alone for a Super Jackpot worth 3,000,000. If any modes have been completed prior to Groot MB, the shots they correspond to will be worth 5x the value and strobe to correlate.
You can hit Groot again during MB to open Groot’s mouth. Re-lock a ball in Groot’s mouth during MB to get 2x playfield scoring for 20 seconds. Hit Groot again and re-lock another ball in Groot’s mouth during MB to get 3x playfield for 20 seconds. When balls release from Groot’s mouth, a temporary ballsaver will save balls that drain straight from the release. Up to three balls can be locked this way per Groot MB, so you can either have one 2x->3x period and a separate 2x period, or three separate 2x periods.
When all Jackpots have been collected, a Double Super Jackpot lights at Groot’s mouth, with Groot’s mouth repeatedly opening and closing. Collecting the Double Super Jackpot will complete Groot MB and the Jackpots will relight. The Hadron Enforcer cannot be used to collect the Double Super Jackpot.
Progress during Groot MB is saved.
You may stack Groot MB onto a mode, but you cannot start a mode during Groot MB. You cannot make progress nor start Orb MB during Groot MB.
Shoot the drop target a number of times to lower it, then shoot the standup target behind it to collect an Orb, and temporarily hold the ball behind the raised drop. For Orbs 1 & 2, the ball is then released, and the under-playfield magnet will catch it and then release it wildly – get ready to nudge/save. Collect 3 Orbs to begin Orb Multiball.
For the first two Orb Multiballs, you must hit the drop target once to lower it.
For the third and subsequent Orb Multiballs, you must hit the drop target twice.
Orb Multiball will start by holding the ball behind the Orb drop target. A hurry-up will start counting down from 2,000,000 (+500,000 per subsequent Multiball, + 500,000 per Orb Super) to 500,000. Hit the drop target to lock in the hurry-up value for your Orb Jackpots, and free the ball for 3-ball multiball. If you fail to free the ball within a short amount of time, the drop target will lower and you’ll only get a 2-ball multiball. In old code (v0.90 and earlier), using a Hadron Enforcer (see below) will automatically spot the drop target hit. In new code (v0.95 and later), it will not.
After the ball is released, all of the shots will be lit for Jackpots worth the value of the Hurry-Up you collected. Shooting the Orb drop target at any time will double the next Jackpot value for ~3 seconds. Completing all of the Jackpots will light the Orb for a Double Jackpot. A Super Jackpot Hurry-Up will then begin at the Orb drop target - shoot it as quickly as possible to collect a Super Jackpot and add a ball to the Multiball (on the first Super Jackpot collect. The process of collecting Jackpots to light the Super Jackpot then restarts.
Orb Multiball is completed when you collect the Super Jackpot at the Orb.
You may stack Orb MB onto a mode, but you cannot start a mode during Orb MB. You cannot make progress nor start Groot MB during Orb MB.
During Groot and Orb multiballs, collecting a Mystery will award Add-A-Ball. This can be collected once per multiball. To light Mystery, hit the Guardians of the Galaxy standup several times (each hit will spot a letter in GUARDIANS). The “Guardians of the Galaxy” insert will slowly strobe when the Mystery is 1 shot away.
At the start of a ball, if a mode is not running, you choose to start any incomplete mode using the flipper buttons (default settings – on harder settings, you must shoot the scoop to start a mode).
Any time during play, if a mode or multi-ball is not running, shoot the right scoop to start a mode.
The eight modes are indicated on the center of the playfield, also including Groot MB and Orb MB. Unlike other recent Sterns, simply playing a mode will not give you partial credit for having started that mode – you must get approximately halfway through a mode to get credit for having played it incompletely (blinking) for progress toward Immolation Initiative mini-wizard mode. Any mode that has been 1/2 completed, but not fully completed, will be blinking. Any mode that is fully completed will be lit solidly. Completing all modes is a requirement to qualify Save Xandar wizard mode.
Shoot the lit shots to complete each mode, and in general, flashing shots will score more points or make more progress than solid-lit shots. The timer and progress bar for the currently active mode is shown at the top left of the score display. Progress is saved if the mode times out or you drain in every mode except for Sanctuary. Mode timers are tightly coupled with the length of the movie scene in question, and as such, timers DO NOT PAUSE FOR ABSOLUTELY ANY REASON WHATSOEVER! (example: no pause while in the scoop, Groot’s mouth, or the pops). The ONLY exception to this rule is your initial plunge at the start of a ball.
At any point, you may shoot the right scoop to Upgrade the mode once. Upgrade acts like Aerosmith’s Crank it Up in that it alters the mode shots, and sometimes makes them more valuable.
Completing a mode will start the 2nd level of the mode. In old code (v0.90 and earlier), this is a Super Feature that lasts only until another mode is started (end of ball or manually shooting the scoop) or until the number of shots are completed. In new code (v0.95 and later), the Super Feature will continue untimed for the rest of the ball or until the number of shots are completed. Once a Super Feature is exited, it cannot be restarted.
Completing a mode also significantly increases the end-of-ball bonus associated with that character (millions of points). The method used to calculate the character bonus isn’t clear, but it seems dependent on how well you played the completed mode (scoring during the mode, and whether you completed it on your first attempt, or after multiple attempts). Each mode completion bonus will be received on EVERY ball of the game, and these values can be multiplied by the BonusX – thinks BSD’s Bats and Rats bonus, but you can multiply them! Pay attention to your GUARDIANS target progress (which advances BonusX and lites Mystery), and make sure you complete it when its a letter away so you can pile on the end-of-ball bonus points.
Antiquities Shop (cyan)
Duration: 61 seconds
This is a switch-based mode. Shoot the random flashing shots to progress through the mode. You can also collect 20 switch hits to progress through the mode. The orbits will divert to the pop bumpers during this mode. Shots start at 500,000 and advance by 500,000 per subsequent shot.
Since this is the Broker’s mode, the Orb will always be lit as a shot. To start, the Left Ramp is also lit for one advance.
Completing Antiquities Shop starts Super Switches.
Duration: 85 seconds
Hit 8 red shots to complete the mode. Shots start at 400,000 and increase by 400,000. Collecting Upgrade during this mode lights all of the shots for one advance, making the mode easier to complete.
Since this is Drax’s mode (and he confronts Ronan), both of the orbits related to these two characters light for permanent advances.
Completing Knowhere lights Super Loops for 10 shots.
Escape Kyln (orange)
Duration: 85 seconds
Complete all of the lit lanes and Groot, then shoot Rocket to complete the mode & light a Shot Multiplier. The orbits will divert to the pop bumpers in this mode, allowing you to complete the two top lanes. Upgrade seems to advance scoring slightly.
Since this is Rocket’s mode, Rocket remains permanently lit and spots ANOTHER lit shot on the Playfield when hit. Hadron Enforcers cannot be used to directly spot Rocket.
Completing Escape Kyln awards Super Lanes for 10 shots.
Pod Chase (blue)
Duration: 154 seconds
Shoot 10 blue shots to complete the mode. Shots start at 300,000 and increase by 200,000 each shot. Collecting Upgrade during this mode lights all the shots, making it easier to complete.
Since this mode is Nebula’s mode (and is responsible for this whole Gamora chase), both of the ramps are permanently lit for mode advances at any time.
Completing Pod Chase lights Super Ramps for 10 shots.
Quill’s Quest (light orange)
Duration: 166 seconds
This is a 2-ball Multiball mode (the first time around) where 2 random shots + the right scoop (for Quill) are lit to collect a Hurry-Up value. The value increases 250k after a shot is made. Upgrading during this mode increases the base value of the Hurry-Up permanently, and completing 12 Hurry-Ups finishes the mode. Note that there is a grace period for the Hurry-Up shots. After playing this mode once, it will be a single-ball affair - although you can still stack Groot or Orb Multiball with it. Completing this mode with 2 balls still in play allows you to continue in single ball/2 ball play (similar to Stern Star Trek).
During the first playthrough’s 2-ball multiball, progress cannot be made toward either Groot or Orb multiballs. This playthough is untimed, but will end once you return to single ball play, at which point you can restart this or any other mode and make Groot/Orb progress as usual.
Completing Quill’s Quest lites the scoop for a potentially massive Hurry-Up, with a starting value of 10% of your score. The Hurry-Up can be multiplied via the usual: Shot Multiplier, Combo multiplier, and Rocket Double Scoring, as well as the Groot MB PFx multiplier (if you have the shot available to you during Groot MB). It might be worth it to play this mode later on when you have tons of points. On the contrary, this might also be a good first mode if you’re playing an unfamiliar machine as a safe opportunity to get a feel for its setup.
Duration: 68 seconds
Complete all 5 of the Hadron Enforcer targets before time runs out. Shooting the left orbit will spot the leftmost Hadron Enforcer target for you. Note that the Hadron Enforcer itself isn’t available to use in this mode. The upper gates do not divert to the pops, so be ready for a full orbit shot.
Completing Sanctuary begins Super Targets. A roving light moves around all 5 of the Hadron Enforcer targets. Shoot the flashing target to collect a Super Target award. Also, due to having hit (or been spotted) all 5 Hadron targets, you’ll also have another Hadron Enforcer awarded to you upon mode completion
If this mode is failed, it must be restarted from scratch. However, you can still get “halfway” credit (for Immolation Initiative) if you made 3 or 4 of the targets.
Sibling Rivalry (green)
Duration: 101 seconds
Shoot lit shots (generally in combo) to advance the mode. Upgrading during this mode allows more combo shots to open up; shooting any lit combo shot lights the 4 shots on the left/right side of the Playfield, whichever is more natural for the completed shot.
Since this is Gamora’s mode (vs. Nebula), the ramps are permanently lit for mode advances in the non-upgraded version.
Completing this mode allows you to shoot the right ramp to re-collect all the points at any time until the end of the ball. This shot collect can be multiplied by Rampage and Groot playfield multipliers, shot multipliers and combo multipliers.
Yaka Arrow (white)
Duration: 54 seconds
Hit 8 white shots to complete the mode. Shooting into the pop bumpers (orbits divert) lights a new shot and spots mode advancement up to four times. In order, the temporary shots are Groot (at start), left orbit, left ramp, right orbit, right ramp (?), (?). Shots start at 1,000,000 and increases by 500,000 each shot.
Upgrade will allow the left two Hadron standups to spot shots.
Completing Yaka Arrow will light Super Pops for 50 pop bumper hits, as well as light the Yondu dead-end shot for a big payoff worth the sum total of your Yaka mode points (it might only be the sum total of the particular Yaka playthrough in which you completed the mode – in other words, if you complete it in one try at unmultiplied base values, it’s worth 22M; but if you complete on a subsequent try, and it only takes you one last shot to complete, then it’s only worth 4.5M unmultiplied. The Yondu shot will immediately end Super Pops, but the Yondu shot must be collected prior to getting the 50th pop hit, at which point it goes away.
“Abobally bo bo, abobally bo!” ~ Yondu says the best quote ever made for a pinball machine in this mode
Completing the five standup targets scattered throughout the playfield will light the action button for 3 charges of the Hadron Enforcer. When the button is hit, it will spot one shot during the current mode and multiball/wizard mode. Hadrons can’t be used to collect certain mode shots or the Groot/Orb/Cherry Bomb/Immolation/Xandar Super Jackpots. The Hadron Enforcer prioritizes shots on the leftmost side of the playfield and will spot combos and shot multipliers. By far the most important feature in the game!
Complete the five red Nova Corps rollovers to light the shot multipliers. The top right rollovers, the left inlane rollovers, and the right inlane rollover are lane-changed independently (example: lane change only changes the lit insert between the two left inlane rollovers, and doesn’t change the lit insert to the upper lanes or the right inlane similar to Iron Man and Metallica). After completing the rollovers, shoot a pulsing shot to light it solidly for 2x scoring for the rest of the ball.
Guardians of the Galaxy standup
Hit the flashing Guardians of the Galaxy standup several times to advance Bonus X and light Mystery at the right scoop. Each hit spots a letter in GUARDIANS; spelling GUARDIANS will light the scoop. When the S is left, the insert will slowly pulse.
Rocket’s Rampage 2x Scoring
Hit the Rocket Raccoon shot to collect a letter in RAMPAGE. Spell RAMPAGE to activate 2x playfield scoring for 30 seconds. As of 0.87, “RAMP” is spotted for free. When the E is left, the RAMPAGE insert will slowly pulse. Hitting this shot while double scoring is active will extend its duration.
Outlane Ball Save
Hit the two stab targets to the left and right of Groot to light a virtual kickback on the right outlane. Subsequent completions of the stab targets when the save is lit adds to the value collected when the ballsave is triggered. It takes more completions to re-light the kickback each time.
Making combos will score 2x the value of a shot.
Start 3 modes to light Extra Ball at the right scoop. Groot MB and Orb MB count as modes. Extra Ball is worth 15M in tournament settings, and can be multiplied by the various scoring multiplier mechanisms. A second Extra Ball can be lit by completing 6 modes.
Cherry Bomb Multiball
A mini-wizard mode. Complete 4 modes (not including multi-balls) to light the right scoop for Cherry Bomb Multiball. Shoot the red-pulsing right scoop to start the wizard mode. As the name implies, “Cherry Bomb” will be played during the mode.
This is a 6-ball, 60 second unlimited ball-save Multiball where all shots are flashing and worth 3M (+100,000 per subsequent flashing shot). Shooting a flashing shot lights it solid; subsequent hits are worth 1M. When all 9 flashing shots are completed, shoot into the moving-mouth Groot to score a sum-of-jackpots Super Jackpot and re-light all of the flashing shots. Hadron Enforcers ignore solidly lit shots and only spot pulsing shots, and the HE cannot be used for the SJP. Balls are plunge fully around the orbit (not to the upper lanes), so the action around the flippers gets quite chaotic!
After the 60 seconds are up, the flippers are killed, all balls are drained, and a new ball is served to the plunger to continue normal play.
Make at least 50% progress on all eight modes and both Groot and Orb multiballs to light the mode inserts flashing. Shoot the right scoop to start the mini-wizard mode. Immolation Initiative starts as a 3-ball multiball. Jackpots are collected at yellow shots, and also after certain intervals of switch hits. Seems like there are lots of opportunities to add-a-ball after collecting jackpots.
Complete all modes and both multiballs to light the mode inserts solidly. Shoot the right scoop to start the wizard mode. 4-ball multiball. Collect all the purple jackpots to light the Super Jackpot at the right scoop. Shoot the right scoop when flashing to collect a huge Super Jackpot and save Xandar. Similar to Immolation Initiative, there are also lots of add-a-ball opportunities.
One Final Tip…
Due to the large number of add-a-ball opportunities in both Wizard Modes, it might be preferable to space out your uses of the Hadron Enforcer to ensure you only get as far as your next add-a-ball. Resist the temptation to blow them all immediately if you’re unsure it’ll resurrect your ball saver. The super jackpots, especially when multiplied, are HUGE.