Venom Rulesheet

Quick Links:

Game Information:

  • Lead Designer: Brian Eddy
  • Code/Rules: Dwight Sullivan, Raymond Davidson
  • Lead Mechanical Engineers: Tom Kopera and Kevin Kolodziej
  • Artwork: Zombie Yeti
  • Display & Animations: Paul Chamnankit
  • Music & Sound: Mark Tremonti, Jerry Thompson
  • Release Date: August 2023
  • Wiki Rulesheet based on Code Rev: 1.01
    • Edit the Code revision, if applicable, when you make changes

Designed by Brian Eddy with rules and software by Dwight Sullivan, Venom depicts the chaotic symbiote attaching to hosts and thwarting Carnage’s attempts to revive Knull, the deity behind the symbiotes’ creation. The game was designed from the ground up with Insider Connected support and features many rules that carry over between games for registered players.

Rules Overview:

  • Choose a host at the start of the game… and at the start of each ball… and before playing a mode. Venom can attach to any host at almost any time, drastically changing game rules!
  • Shoot the flashing yellow, blue, and white shots to complete mini-modes, level up, and fill out the grid to light battles at the center ramp. Bonuses are awarded for completing full squares of grid inserts.
  • Shoot the green “lock” shots to lock balls for Mayhem Multiball, another way to defeat minor bosses outside of battles.
  • Lock Carnage back in Ravencroft prison by shooting its captive ball to light Carnage Multiball and other modes.
  • Shoot the red targets to defeat the Infected and shoot for Doppelganger at the left loop (Pro) or flyaway targets (Prem / LE).
  • Complete the bottom lanes enough times to light mystery.
  • Loop the center ramp, then combo into the lit bell tower target to increase your playfield multiplier.




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:
    Same as Standard but with elements of randomness removed.
  • Cooperative:
    All players are on the same team. All scores, completed mini-modes, and XP are shared between players.
  • Team Play:
    Adds the scores of two different sets of players for team play. The highest score wins.
  • Impossible:
    Extra balls are disabled, game rules are set to “very hard”, and flippers cannot be held for over 2 seconds. For the best of the best players.
  • Monster:
    Player 1 plays in impossible mode; everyone else plays with regular rules.
  • Challenge:
    Practice defeating Knull at different levels and with different boxes on the grid completed.
  • 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.

Host Selection / Skill Shots:

At the start of each ball and at the left ramp following the completion of a column of mini-modes, the player will be prompted to select a host, as Venom cannot exist without a being to feed off of. Hosts change the rules of the game, making certain rules easier or more difficult, changing the layout (Prem / LE exclusive) and also change the game’s large selection of music. The four hosts available at the start of the game are:

Name Perks Skill Shots Mayhem Locks Lit Combo Level Signature Combo Shot Positions (Prem / LE)
Eddie Brock Mayhem Multiball is more valuable Left loop (spot mini-mode), right orbit (points) 2 Average Center ramp - left ramp - left loop - right orbit 180 ramp shot, right loop feeds back sinkhole
Flash Thompson Sleeper unlocked, extra-wide bell tower, million plus pops access (Prem / LE) Scoop (light mystery), right orbit (spot mini-mode) 0 Poor Right loop - scoop - left ramp - scoop Target in place of left loop, right loop feeds left orbit entrance
Gwen Stacy 2x infected defeated, more valuable doppelganger attacks, Quick Doppelganger Multiball access (Prem / LE) Left loop (spot mini-mode), right loop (start doppelganger) 1 Good Left loop - center ramp - left loop - left ramp Same as Pro
Peter Parker Miles Morales unlocked, Carnage modes easier and more valuable Left loop (spot mini-mode), scoop (light mystery) 1 Good Left orbit - left ramp - left loop - scoop 180 ramp shot, right loop feeds left orbit entrance

Additional hosts can be unlocked by winning the final battle against Knull, and are not available in competitive play to prevent unfair advantages between players. These hosts correspond to two lines on the grid instead of one.

Name Perks Skill Shots Mayhem Locks Lit Combo Level Signature Combo Shot Positions (Prem / LE)
Venomized Hulk Action button lit for HULK SMASH!, extra-wide bell tower, million plus pops access (Prem / LE) Scoop (light mystery), right orbit (spot mini-mode) 0 Poor Right orbit - scoop - left orbit - left ramp Target in place of left loop, right loop feeds left orbit entrance
Venomized Captain America Mystery always awards “all of the above”, more valuable battle modes Scoop (light mystery), right orbit (spot mini-mode) 1 Poor Left loop - center ramp - left orbit - left ramp Right loop feeds left orbit entrance
Venomized Wolverine Longer ball save timers, 2x infected defeated, Quick Doppelganger Multiball access (Prem / LE) Left loop (spot mini-mode), scoop (light mystery) 2 Average Left orbit - left ramp - scoop - center ramp Same as Pro

All hosts also have the standard skill shot option of plunging into the flashing rollover lane for +2 bonus X. It can be changed with the other options with the right flipper, and if the host is changed during a ball at the left ramp, either skill shot listed in the above grids can be scored as a “bonus shot”.

Plunge the ball into the saucer at the apex of the orbit for a Secret Hideout Skill Shot worth 3M +500k per skill shot and +4x bonus. This hidden skill shot is available for all hosts, but disables all other skill shot opportunities.

Mini-Modes & The Grid:

After selecting a host, three mini-modes (or villain combos) are available. These are simple, two-shot combos marked by the flashing arrows - colored, from top to bottom, yellow, blue, and white. Shoot any flashing arrow, then quickly shoot the shot of the same color that times out.

The mini-modes for each host are:

Host Yellow Blue White
Eddie Brock Left ramp - left loop Center ramp - left orbit Right orbit - scoop
Flash Thompson Left orbit - left ramp Right loop - right orbit Scoop - center ramp
Gwen Stacy Right loop - left orbit Left ramp - scoop Left loop - center ramp
Peter Parker Center ramp - left ramp Left loop - scoop Right orbit - left orbit
Venomized Hulk Right orbit - right loop Scoop - left orbit Center ramp - left ramp
Venomized Captain America Left ramp - right loop Left loop - right orbit Scoop - center ramp
Venomized Wolverine Center ramp - left loop Scoop - left orbit

“Default” hosts only need to complete one column of mini-modes to qualify their battle. “Unlockable” hosts need to complete two.

Each mini-mode completed progresses the host’s path seen above the flippers and lights a lock for Mayhem Multiball. After completing all three inserts on the path by playing all three mini-modes, the player will be able to change hosts at the left ramp, or - if at level 10 - start a battle mode by shooting the center ramp.

Additional bonus awards are listed between the grid inserts and are made available if the player completes a square of four inserts, then disabled whenever the grid is reset (whenever a battle mode ends). From top to bottom, left to right, these are:

  • Extra Time (longer timers)
  • +1x Playfield
  • 2x Web Combos (combo level increments by 2 instead of 1)
  • Flamethrower (if three adjacent shots are lit, flamethrower will light at the center shot and count all three)
  • Extra Ball Save (longer ball save timers at the start of the ball and multiball modes)
  • 2x Experience

Battle Modes:

Battles are the main objective of Venom. After completing a path of mini-modes and getting to at least level 10, Battle Modes will become available at the center ramp and the player will be able to change hosts at the left ramp.

Battle modes require the player to deplete the boss’ two health bars by making the flashing shots, with certain shots doing more damage than others and the scoop available for Special Attack (5x damage) through different methods in each battle. More time can be added by shooting the bell tower. The second phase will always be the same as the first phase, but with increased difficulty (ie. less shots, stricter timers, etc). Timers for each phase also lower as you unlock more and more hosts.

  • Riot: Red shots and blue shots move from left to right, and right to left, respectively. Shoot both to deal damage, or make shots when both colors are lit to deal large damage and light Special Attack.
  • Agony: Make two shots to the flashing red shots for large damage and lit Special Attack, and try to prevent the green shots from taking over by shooting them when one lights. Shoot the bell tower to relight shots.
  • Phage: Left ramp and right orbit are lit – the left ramp starts a combo sequence to deal large damage, while the right orbit lights the bell tower to shift into shooting the three center shots for damage. Special Attack – make all three center shots.
  • Lasher: Shoot the left and right orbits, with the shots near them doing smaller damage. Lasher leaps between orbits so keep track of where the symbiote is. Special Attack – make enough shots to either orbit.

Each boss can also be defeated by bringing them into Mayhem Multiball and scoring the super jackpot.

Defeat all four minor bosses to qualify Hybrid.

Defeat one minor boss and level up to level 20 to qualify Grendel as the next Battle Mode; or level up to level 30 to enable the final fight against Knull.

Doppelganger Attacks:

Shoot any flashing red target and then quickly shoot it again to defeat the Infected, but watch out, as right before your eyes, Doppelganger might attack on the right side of the playfield.

On the Pro model, Doppelganger is defeated virtually by shooting the left loop. On the Premium / LE models, Doppelganger is represented by a 3-bank of flyaway targets. The first time Doppelganger spawns, only one target needs to be hit to defeat it; then two targets, then three.

Defeat three Doppelgangers to light Rampage mode.

(In competition mode, Doppelganger attacks are not random, instead occurring at set intervals of Infected targets. The flashing flyaway target is also predetermined.)

Quick Doppelganger Multiball (Prem / LE):

On Prem / LE models with changing playfield mechanics, Doppelganger has his own multiball. If the player’s host is either Gwen Stacy or Venomized Wolverine, 8 shots to the right loop during single-ball play will lock the ball at the entrance to the left loop. Once the ball has been locked there, quickly shoot the 180 ramp with the new one that launches to score a jackpot and start multiball.

All Doppelganger targets are lit to score a hurry-up value locked in as soon as any of the targets are made. Four shots then light to score jackpots worth the locked-in value. Collect all four jackpots to light the super jackpot at the scoop, worth 4x the value.

Carnage Modes:

Carnage modes are started by shooting the captive ball enough times to lock Carnage into Ravencroft. Once the captive ball has been sent all the way back, the center ramp will light to start a Carnage mode, awarded in the following order:

  • Carnage Multiball: Lock Carnage in Ravencroft again by shooting the captive ball to light the super jackpot at the scoop. Making other shots and completing the infected targets score jackpots and increase the super jackpot value.
  • Carnage Hurry-Up: Get Carnage all the way back to Ravencroft to score a hurry-up value that can be increased by shooting any ramp, or the captive ball.
  • Blood Lust: Unlike the other modes, this is mutually exclusive. Shoot the blue shots for big points, and maintain your flips by either looping the center ramp followed by a shot to the captive ball (up to three times), or shooting the bell tower, to add more flips to the constantly decreasing counter. Carnage will attack the player if enough time runs out without making a shot, and subtract a large amount of flips.

Mayhem Multiball:

After completing a mini-mode (one more required for each lock, up to three), the two ramps are lit to lock balls. Each canister on the playfield corresponds to a set of awards, with the number of locked balls and their position determining which perks will be in effect for the multiball – you can get credit for any of the four battle modes this way, get 2x experience points, or +1x playfield multiplier. Hold the action button down to abort multiball and lock up to 6 balls if you want to keep going for perks.

Mayhem Multiball is played in two stages:

  • With only one ball in play, alternate between the left ramp and the scoop for quick jackpots, worth XP and spotting a jackpot during the second phase. The balls will keep releasing from alternating canisters to allow more quick jackpots to be collected. Once a quick jackpot times out, the player misses a shot, or 9 quick jackpots have been scored, the mayhem will truly begin…
  • All shots are lit to score jackpots with the perks listed above active. Make all the lit jackpot shots to score a super jackpot and instantly complete one of the battles brought into multiball (in the order that they were locked in). For subsequent super jackpots, each shot needs to be made twice for double jackpots, then three times for triple jackpots.

If the player lights a super jackpot and fails to collect it before Mayhem Multiball ends, the super jackpot will remain lit for a few seconds before it disappears.

Other Scoring:

Experience Points:

As the player completes tasks throughout the game, they score experience points and level up. The player’s current level is remembered if they have a registered Stern Insider Connected account, and after beating Knull in the final battle, their level will automatically be reset to 1. Levelling up enough allows the player to take on the more difficult battle modes, and deal more damage to bosses. The maximum level is 99.

Leveling up increases the player’s damage output during battles.

XP gained can be doubled from one of the grid awards and by locking 3 balls for Mayhem Multiball in the left ball lock (for that multiball only).


At the start of any multiball or battle mode, alongside changing their host, the player will be able to use the flippers and action button to select any team-ups they have available. No team-ups are available at the start of the game; they must be unlocked by achieving the following features.

  • Hybrid – Beat all four battle modes in a game, whether properly or by scoring super jackpots during Mayhem Multiball to gain credit for them. This lights the action button to collect all lit playfield shots and adds +2x to the playfield multiplier for a short time.
  • Sleeper – Unlocked after defeating every 10 Infected and if Flash Thompson (Agent Venom) is chosen as a host. Press the action button with Sleeper active to either add a ball if multiball is running, or add more time during a timed battle mode. (During Toxin Team-Up, add-a-ball will be prioritized.)
  • Miles Morales – Available by default if Peter Parker (Black Suit Spider-Man) is chosen as a host, or can be unlocked by scoring a 4-way combo. While active, all combos increment by 2 instead of 1.

If a team-up was qualified but not used and the player was signed into Stern Insider Connected, the team-up will remain available for the next game. However, whenever a team-up is used, it will be disqualified and must be qualified to be used again.


Shoot any of the five red targets on the playfield, then shoot the same target again quickly to defeat an Infected and advance towards awards – but look out for potential Doppelganger attacks! Doppelganger will attack at seemingly random intervals every few Infected defeated.


This video mode is lit at the scoop after defeating enough of the Infected (20 the first time). It can also be started from a mystery award. 10M is awarded upon starting video mode and is awarded in the total even if no Infected are defeated during the video mode. The mode points are also affected by web combos.

Carnage has sent the Infected to attack Scream. Use the left or right flipper buttons to defeat the ones that spawn on either side, with a 10M bonus for defeating them all and bonus experience points for each one defeated. Scream can defeat multiple Infected at once if they are in close proximity to each other and on the same side.

Try targeting faster-moving Infected before slower-moving ones.

Bell Tower & Playfield X:

To light the bell tower target in the middle of the playfield, make repeated shots to the center ramp. The first lit bell tower requires two ramp shots, then three for the second, etc. Shooting the lit bell tower adds +1x playfield for a limited time, up to a max of 7x playfield. Even if unlit, more shots to the bell tower will add more time.

Two hosts, Flash Thompson and Venomized Hulk, can also shoot the left loop in place of the bell tower to collect any playfield X advances there.

If the player shoots the center ramp at least four times before shooting the lit bell tower, Bell Tower Frenzy will start, a fast scoring mode (5k + 500 per switch). Two additional center ramp loops are required to start subsequent Bell Tower Frenzies.

Untimed playfield X can also be gained through the following:

  • +1x Playfield grid award (as long as the square remains full)
  • Locking 3 balls for Mayhem Multiball in the right ball lock, only during your next Mayhem Multiball


If the player is in danger (ie. any mode is currently running), hold the action button to enable your Spider-Sense and light a random shot white for a short time. Making this random shot will score a hurry-up starting at 25M and help progress any currently active mode, in the following ways:

This rule is completely absent for Venomized Hulk. Instead, the action button can be pressed to score every shot in the game, once per ball. (As of 0.92, this action takes priority over Hybrid’s super bomb, though the 7x multiplier from the super bomb still applies).

Combos, Shot X & Host Hurry-Up:

Shoot flashing shots in sequence, at any time, to score combos and boost the shot’s corresponding multiplier up to 5x (if a 10-way combo has been reached). Making shots as combos during battle modes deals additional damage.

After playing Toxin Team-Up, host combos will be enabled. Each host has a signature combo listed in the linked grid and marked by unique colored shots that, when completed, lights the scoop for Host Hurry-Up. During Host Hurry-Up, complete the signature combo again before time runs out to score the currently displayed value for each shot. The value starts at 20M and each hurry-up increases by the value of the last.

Each host’s signature combo can only be completed once per game.


Mystery is lit at the scoop by completing the bottom lanes three times (completions also increase the Carnage Hurry-Up value). Every subsequent mystery award requires two more bottom lane completions than the last. If doppelganger is active, then mystery awards can’t be collected.

Mystery lists three awards, with the fourth award always being “all of the above”, from the following pool:

(In competition mode, mystery awards are scored in a set order.)

Million Plus Pops (Prem / LE):

If the player’s host is either Flash or Hulk, 8 shots to the target below the U-turn ramp will start a timed period where all pop bumper hits are worth 1M x the current playfield multiplier until time runs out. While million plus pops is running, all orbits send the ball to the bumpers as well.

Extra Balls:

Extra ball is lit at the scoop by:

End-of-Ball Bonus:

Bonus is calculated from the Infected defeated that ball + points corresponding to the experience points collected that ball, all multiplied by the bonus X which can be increased by completing the top lanes, defeating Infected, or through certain skill shots.

Wizard Modes:

Toxin Team-Up (Mini Wizard-Mode):

The scoop lights to start Toxin Team-Up after:

This mode starts as a single-ball mode, with three random shots lit to award two jackpots (starting at 1M and increasing by 1M per shot) that can be multiplied by 2x or 3x by shooting Carnage – but only for a short time as its position will slowly reset. Scoring all six jackpots lights the super jackpot at the scoop for 25M, and collecting the super jackpot adds another ball to play, turning the mode into 2-ball multiball. Subsequent super jackpots add 25M to the value.

The mode ends if the player drains during the first part of the mode, or whenever the multiball ends.

Rampage (Mini-Wizard Mode):

Rampage mode is enabled at the center ramp after defeating three Doppelgangers.

The player will be given a few seconds to shoot as many blue shots as possible to increase the value for defeating Doppelganger, who will spawn whenever the time for the first phase runs out. Shoot Doppelganger as many times as possible within the time limit to score the built-up value. Each shot to Doppelganger will briefly pause the timer.

There is no grace period for this mode - as soon as the timer runs out, the mode ends.

Major Boss Battles:

Two more difficult battle modes can be enabled if the player has already defeated one minor boss, and has reached level 20 (for Grendel) or level 30 (for Knull). They are started the same way as normal battle modes – shoot the center ramp.

  • Grendel: Shoot any lit shot to light the other shots – excluding the one that was made – for three levels of damage and more time, which can also be added at the bell tower. Shooting any lit red shot, or dealing a large enough amount of damage, lights special attack. If Grendel attacks the player, the flippers will be reversed, and a flashing blue shot must be made to return them to normal. During the fourth health bar, the mode will shift to 2-ball multiball; if one of the balls drains, sudden death will start and the player can no longer add time with bell tower shots.
  • Knull: Shoot the blue, yellow, and red shots to deal small, medium, and large damage respectively and more time, which can also be added at the bell tower. Shooting any lit red shot lights special attack. For the fifth health bar, 2-ball multiball will begin; if one of the balls drains, sudden death will start and the player can no longer add time with bell tower shots. Defeating Knull increases the player’s hero level, allows the player to unlock an additional host and resets their accumulated XP. Beware – at any time during a phase, Knull can screw with the player, turning all shots green and requiring additional shots; dimming the entire playfield; or, worst of all, completely removing the power from a flipper!

Klyntar Multiball (Final Wizard Mode):

The center ramp lights for Klyntar Multiball after completing all major objectives in the game:

Klyntar Multiball is a timed 2-ball multiball with unlimited ball save until the mode ends. The left and center ramps, scoop, and right orbit are lit to score 4-stage hurry-up values that increase in value by the last hurry-up awarded. Each shot also dims the playfield, with the final shot being the only insert flashing on the playfield. Once all 16 hurry-up shots are scored or time runs out, the mode ends, with a bonus for seconds remaining if the mode was completed.


Wikified. Thanks as always, @CaptainBZarre.

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Does anyone understand what the Flash Thompson “extra wide Bell Tower” perk means? With the concept of the game physically changing I find this confusing since that’s just a standup. Perhaps it extends the shot to the Life Foundation mechanism/lane?

Played this last weekend in San Diego and @Binkley was absolutely shredding this game to pieces. I think he might be the first civilian to beat the game so far. Thanks for the pinball lesson!


I think I figured out my own question about the “extra wide Bell Tower”. In the Deadflip Venom Premium stream from last week you can see Jack light the bell tower and hit the Mystery scoop (21 minutes in) to start it. This starts a 30 second timer and each shot to the standup or scoop adds 10 seconds. (At 22:30 Jack actually hits the standup and it bounces into the scoop to add 20 seconds.)

Also, I think the wiki is wrong in the Playfield X section. I’m fairly certain locking 3 balls into the RIGHT ball lock gives you the PFx+1 perk.

On Pro, this will allow the left side of the horseshoe loop to collect whatever is lit at the bell tower. On the Premium / LE this function is served by the raised ramp which holds the ball before releasing it.

Ah yes, not the scoop. Totally mistyped what I was thinking. I see the raised mech with the up-post clearly is the correct “width”. Thanks for the clarification.

Yeah that’s been my experience as well.

I think this is a bug and I submitted it as such…the labeling on the “canisters” is wrong for the 2x XP and +1 PF awards. They should be switched. (Maybe also the graphic that shows you what awards/bosses you are working towards when you lock balls)

I have just started to play this game and it looks like there are two major bugs in the current code.

  1. Team-ups are not having to be requalified after you use them. So in the case of Hybrid, you can use him to spot all shots and turn on 7x playfield and then you can reuse him again in the next available mode w/o having to requalify.

  2. You can stay in Grendel forever in the latter portion of phase 4 where you have to lock enough balls. I think as long as you lock one ball, you can either timeout the ball lock phase and get it to restart, or in my case, it seemed like it was almost impossible to lose my ball b/c as long as I locked one ball, if I drained my last ball in play w/o the ball saver on, the locks would empty and restart the MB with a ball saver again.

I had 7x running for a while, so I was able to get 8 billion points in that mode but then completed it after I failed to keep my 7x going. Feel like there should be a high score reset and not sure if it’s possible to just reset the scores only for the Insider Connected for Venom but leave the achievements and progress intact.

My 8 billion on Grendel is nothing compared to what others have been doing with these current exploits. This probably has already been reported but wanted to post it here just in case, and I’ll tag @Dwight and @raydaypinball

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Added info about the Sneaky Hideout Skill Shot which unfortunately the 0.91 code has broken this skill shot.

Another issue I noticed: (On the Pro version)

In Rampage, when you’re at the 2nd phase to shoot Doppelganger, it appears you have to wait for the shot award screen to almost be about ready to disappear on the display before you can register another shot at Doppelganger. If you try shooting the Doppelganger shot before that, it doesn’t appear to count/register.


It seems like there’s a bug where you can’t switch hosts twice on the same ball. Anyone else experienced this?

Yes, I’ve encountered it multiple times.

I’m not clear from reading the rulesheet. What are mini-modes? Do they have goals?

they’re really not “modes” at all. It’s just hitting a sequence of shots of the same color (2, on default) to light up one of the dots on the grid


Ah, thanks. Weird name then


It’s like a two-shot combo, but you have a lot of time to hit the second shot

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Shooting the yellow mini mode arrows as a combo will qualify locks for Mayhem Multiball.

This is correct, I think they’re only called “mini-modes” because Dwight wanted to maintain that terminology. I think wildfire on GOT and cleaning up slime on Ghostbusters were considered the same thing.