The Uncanny X-Men Rulesheet

Quick Links:

[Official Rulesheet]

Game Information & Overview:

  • Lead Designer: Jack Danger
  • Code/Rules: Waison Cheng
  • Lead Mechanical Engineer:
  • Artwork: Jeremy Packer (Zombie Yeti)
  • Display and Animations: Chuck Ernst
  • Sound Design: Jerry Thompson, Charlie Benante
  • Release Date: September 2024
  • Wiki Rulesheet based on Code Rev:
    • Edit the Code revision, if applicable, when you make changes

The Uncanny X-Men is Jack Danger’s second retail pinball machine following 2023’s Foo Fighters and was similarly designed from the ground up as an evolution of prior pinball machines. The machine is based on the “Days of Future Past” story arc from the comics. Players will complete missions and objectives to enable Cerebro for time travel, allowing them to save the future by changing the past.

Rules Overview:

Layout:

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Premium/LE:

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Pro:

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Modes of Play:

These modes are accessible by holding both flipper buttons during attract mode until a menu appears. The following options are available:

  • Standard:

See below for full rulesheet.

  • Competition:

  • DJ Mixer

NOT a gameplay mode. This mode operates like a jukebox, allowing you to play the music featured in the machine, including a number of specific playlists.

  • Competition Install

Not from the gameplay menu, but the following is changed if a Competition Install is performed from the utilities menu:

Skill Shots:

  • Hit the X-Jet shot to feed the highway ramp. Then hit the danger room exit for a super skill shot.
  • Hit the downtown shot repeatedly for up to a 5-way time loop combo.
  • Hit the left ramp for a Cerebro skill shot.

Xavier's Monitor / Missions:

Hit three white shots to start the next mission. Missions can be started at either the left ramp, right ramp, or danger room exit.

Four missions are available at the start of the game. More can be accessed by completing missions and travelling to the future.

Modes are listed clockwise.

Tier 1s:

  • Rescue the Innocent: 3 red shots to rescue each innocent citizen. Shots unlight when made.
  • Bitter Rivalry: Hit four yellow shots to defeat Sabretooth. Blue shots score more.
  • Smuggled Cargo: 6 red shots to recover the cargo. Eventually the left and right loops around sentinel will light for bonuses.
  • Stopping a Juggernaut: Hit three red shots to defeat Juggernaut. Combos score more.

Tier 2s:

  • Sentinel Facility Raid:
  • A Fiery Assault:
  • Mayhem in Midtown: Hit the lit red shots from right to left for hurry-up awards. The yellow shots increase the value of red shots.
  • Genosha Under Siege: Red shots defeat Magneto, and green shots defeat Toad for bonus scores (but move around from left to right).

The Future:

The Future is a “marathon” mode qualified after completing any mission, qualifying at least one X-Man in the process. When lit, it will start at Cerebro.

In the future, Sentinels have taken over and other modes cannot be started. All shots are lit to score awards but can be blocked by Sentinels’ lit inserts if the player takes too long; depending on how many X-Men the player has qualified for the future, the mode will be easier to complete.

Head back to the past by shooting any Cerebro ramp when flashing, or keep going by pressing the action button to deactivate Cerebro. It can be activated again by pressing the action button.

Multiballs:

Sentinel Multiball:

Hit the Sentinel 3 times (+2 per multi) to spawn it. While the Sentinel is active, decrease its integrity with more direct hits to it. Eventually, it’s mouth will open up; defeat the Sentinel by hitting it enough times to start the multiball.

Save the City Multiball:

Every shot on the playfield has a unique label. Make a full set of every shot to light Save the City multiball.

To Me, My X-Men Multiball:

Hit the purple targets to light Cerebro to advance towards this multiball. To Me, My X-Men starts when Cerebro has been lit and collected three times for the first multiball.

Hit six lit shots to score jackpots and increase the super jackpot value, scored as the sixth jackpot.

Other Scoring:

Danger Room:

The danger room is accessed by hitting the X-Jet shot to feed it, or the ball can fall into it on its own. Exit the danger room by hitting the exit ramp.

The scoring in the danger room can be increased by ripping the spinner.

Bishop:

Hitting the left pop bumper enough times will build up Bishop’s power. When the action button is flashing red, press it to spot the most valuable shot while in a mode.

Kitty Pryde:

There is a hidden lane below the entrance to the downtown ramp. Shots to this lane that fall in accidentally score a value that starts at 500k and increase by 250k with each shot to the target gating it.

Beast's Lab:

Hit the captive ball in Beast’s Lab with enough strength to collect a context-sensitive award. It will:

Gambit:

Hit Gambit’s bumper three times to increase the value of the next mode shot to 2x.

Extra Balls:

Complete two missions to light extra ball at the right inlane.

End-of-Ball Bonus:

Wizard Modes:

1 Like

Wikified.

Looking forward to playing this, seems like some really interesting geometry. Nice job @DEADFLIP :slight_smile:

The Danger Room is like gold wings