Guardians of the Galaxy Pinball Rulesheet (WIP)


#1

Rules based on v0.90. Code currently isn’t complete, so expect the rules to become more complex for now. I’m just going to leave the rules listed on the introduction card here as a placeholder for now.

Skill Shots

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?).

Multiballs

Groot Multiball

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, 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 100,000 and increase by 25,000. After the 9th and 18th Jackpot, Groot will light alone for a Super Jackpot worth 1,000,000. 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 openinh and closing. Collecting the Double Super Jackpot will complete Groot MB and the Jackpots will relight.

Progress during Groot MB is saved.

Orb Multiball

Shoot the drop target a number of times to lower it, then shoot the standup target behind it to collect an Orb. 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 3,000,000 (+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. Using a Hadron Enforcer (see below) will automatically spot the drop target hit.

After the ball is relased, 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.

Add-A-Ball

During any multiball, 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.

Modes

At the start of a ball, if a mode is not running, you choose to start any incomplete mode using the flipper buttons.

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. Any mode that has been started but not completed will be blinking. Any mode that is completed will be lit solidly.

Shoot the lit shots to complete the mode. 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! 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. 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 the current code, this is a Super Feature that lasts until another mode is started (end of ball or manually shooting the scoop) or until the number of shots are completed. Once a Super Feature is exited, it cannot be returned to.

Antiquities Shop (cyan)

Duration (v0.85): 60 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.

Knowhere (red)

Duration (v0.85): 90 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 (v0.85): 90 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 (v0.85): 150 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)

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 finishing 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).

Sanctuary (yellow)

Duration (v0.85): 65 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 in this mode.

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.

Sibling Rivalry (green)

Duration (v0.85): 100 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 gives you Super Spinner for 100 spins on the Premium/LE and nothing on the Pro.

Yaka Arrow (white)

Duration (v0.85): 60 seconds
Hit 8 white shots to complete the mode. Shooting into the pop bumpers (orbits divert) lights a new shot and spots mode advancement. 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.

“Abobally bo bo, abobally bo!” ~ Yondu says the best quote ever made for a pinball machine in this mode

Miscellaneous Features

Hadron Enforcer

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!

Nova Corps

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. After completing the rollovers, shoot a pulsing shot to light it for 2x scoring for the rest of the ball.

Guadrians 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 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.

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.

Combos

Making combos will score 2x the value of a shot.

Extra Ball

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.

Wizard Modes

Cherry Bomb Multiball

Complete 4 modes (not including multi-balls) to light the right scoop for Cherty Bomb. Shoot the red-pulsing right scoop to start the wizard mode.

This is a 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 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.

Immolation Initiative

Start and make some minimum threshold of 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.

Save Xandar

Complete all modes and both multiballs to light the mode inserts solidly. Shoot the right scoop to start the wizard mode.


#2

Added some feature notes (including some of their Aerosmith copies) and answered some questions on the rulesheet!


#3

On v.72 I ran into a slight bug. I drained down the left outlane just as time was expiring on ball saver. The display indicated ball was saved but it was not saved and went into end of ball bonus.


#4

We’re going to be streaming Guardians of the Galaxy LE tonight with the v.85 code. At this point in code development, obviously Groot MB is how you score points on the game but we’ll be focusing on better understanding modes and other features in order to contribute to this Wiki.

If anyone wants to tune in and help us figure out the nuances and extrapolate strategy, we’ll be live at 7pm Mountain Time: https://www.twitch.tv/coloradopinball


#5

Added some approximate mode duration observations, as of v0.85


#6

This is a setting. 0.85 default setting is progress saved I think, but this makes groot MB way too easy


#7

What is the advice on Hadron enforcer usage. I was defaulting to “use it at end of multiball”. Now I am thinking that is completely wrong, and trying to learn the modes better and figure out when a good Hadron will unblock the mode by getting one of the hard shots out of the way.

Any advice on when Hadron is best used?


#8

Mostly I burn it when i have 3x Playfield and my next Groot JP isn’t a Super/Double Super. Too valuable to not burn otherwise, especially if it can clip some mode shots.


#9

Grootians of the Grootaxy is no more, it seems. Huge updates to Groot in the 0.87 code update, with the jackpots being reduced by 5x to compensate for the 5x mode boosters. Super jackpots are not boosted. Groot requires 3 shots/shot, and all Supers are at Groot.

Maximum of 3 Groot ball locks per MB, so plan your 2x/3x carefully.

Orb hurry up (aka your Jackpots) starts at 3M.


#10

Now when you say this, do you mean each individual ball counts, or 3 different times you can access Groot ball locks during the MB?


#11

Each individual ball counts against your total.

You can have 1 3x Playfield and 1 2x Playfield, or 3 2x Playfields per Groot MB.

If you’re going 3x Playfield, it might be worth it to take some time in 2x Playfield to lengthen out your multiplier time before attacking Groot for 3x.


#12

Stern took all the points from groot and put them into orb. Orb all day is the new groot all day.

Rampage is now achievable for mortal players. You are now spotted “RAMP” and need three shots to start 2x PF instead of seven.


#13

Bingo bango bongo, bish bash bosh. Just replace “Groot” with “Orb” and revel in even more unbalanced Supers with Orb and Hadron.


#14

I like that they made Groot’s mouth open and close for the final double super. I somehow jammed a ball on top of his jaw the other day, jaw couldn’t close, then comboed it in with another ball. No dirty pool award.

Saw somone get to Immolation Initiative. There is definitely some value there. Not an especially innovative immolation initiative, but the points are there.


#15

Groot to get Hadron Enforcers safely. Orb to drop nuclear mics on people. Always be getting 2x on the Orb shot.


#16

^ Ideally spacing out your Hardon Enforcers after each non-orb shot too. Until the possible inevitable code update that makes multipliers not apply to whatever your base jackpot gets set at, at least.


#17

Nice. So no mini wiz mode, just lots of orb MB’s and smart bombs?

I brought a bunch of smart bombs (what I call hadron enforcers) into the mini wiz mode the other day and it was very profitable. I got II champ at 780M. The best way to play the mode is painful, but profitable. Very much like the wiz mode in Avatar.


#18

That’s actually one Orb MB, with all of the shots to the Orb itself spotted using Hadron Enforcers. You can also spot the Super Jackpot this way - shot multipliers, combo multipliers, Playfield multipliers, and everything.

Super JP was 1.192B with the Hadron Enforcer in combo, with Rampage and 2x Shot multiplier for reference.


#19

holy crap. wow!


#20

Maybe I missed it somewhere in the thread but can you save up your smart bombs (hadron enforcers) from ball to ball? Can you bank as many as you want?