The Uncanny X-Men |
Red (1), Blue (2) |
Yes |
When held: moves a blue shot around the playfield. When released: uses up Bishop to spot the shot. Up to 3 shots can be spotted at a time. |
During The Future, the button determines whether or not shooting Cerebro will return the player to the past. |
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John Wick |
Red (1), Pink (2) |
No |
Activates Lights Out 2x scoring for 30 seconds once YAGA has been spelled and turns off all playfield inserts. |
If Lights Out is already running and YAGA is spelled again, uses a motion sensor to reset the Lights Out timer and briefly light up part of the playfield. |
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Jaws |
Orange (1), Green (2), Yellow (3) |
Situational |
Lights the left outlane for Life Ring for a short time, lit by the far right target. The ring must be deployed before the ball enters the outlane. |
When held: During multiball modes, if a ball is being held at the mini-flipper, activates Flip-Lock for a timed period. Holding the button while the ball is locked will release it again. |
(Prem / LE) Selects the wheel award after spinning the lit steering wheel on the upper playfield. |
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Venom |
Red / Yellow (1), Orange (2), Red (3), Green (4) |
No |
If held: Activates Spider-Sense during any battle by lighting a random shot white. Hitting the shot immediately makes tons of progress on the active mode. |
If Sleeper has been brought into a mode, adds a ball or adds time. |
If Hybrid has been brought into a mode, spots all shots and boosts playfield X by +2x. |
If playing as Hulk, spots all shots in place of the Spider-Sense rule. |
Foo Fighters |
Yellow, Green, Red (1) |
Situational |
UFO button spots shots during modes and is qualified via captive ball hits. Up to 3 uses can be stacked (red button); if 2 are available it’s green, and if only 1 is available it’s yellow. |
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James Bond 007 |
Pink (1), Blue (2), Yellow (3), Green (4) |
Situational |
Activates the currently lit playfield multipliers. Flippers toggle between this and function 2. |
Uses a smart missile to spot a lit shot. Flippers toggle between this and function 1. |
If held: adds a ball to any multiball mode, once per ball. Qualified by completing Outer Space Hijack. |
(Prem / LE) If held: Swipe-a-ball releases balls during any multiball, if they were locked for Bird 1 multiball earlier. The locks must be collected again if they were used up. |
Rush |
Red (1), Blue (2), Green (3) |
Situational |
Changes the path of the ramp diverter and which direction The Weapon spots shots in. |
If held: Mode-related Weapon: spots all shots during the current mode. Qualified via making the correct combo prior. |
If held: Multiball-related Weapon: adds a ball. Qualified via making the correct combo prior. |
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Godzilla |
Cyan (1), Green (2), Red (3) |
Yes |
If held: Activates Heat Ray to spot all currently lit shots after enough center spinner hits. The amount of time it must be held increases with each use. |
Uses up Anguirus and adds a ball if the ally was collected and a multiball is running. |
Selects the background music at the start of Godzilla Multiball. |
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The Mandalorian |
Orange (1), Green (2), Red (3) |
No |
If held: Uses up the flamethrower. It spreads from right to left and all shots “on fire” score 2x for one shot only. Re-qualify by selecting it from the Foundry. |
If held: If amban rifle was selected from the Foundry, adds a ball to any multiball. |
Completes the currently active encounter level. |
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Led Zeppelin |
Green (1), Red (2) |
Situational |
Uses a Band Boost, collected by completing or changing songs. Completes the currently active combo for 5x value at the lowest value target bank. Spots an Icarus target hit towards add a ball during multiball. |
If 3 Band Boosts are stacked: Uses a super band boost worth 10x the current combo value at the two lowest value target banks. Adds a ball during multiball. |
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Avengers: Infinity Quest |
Blue (1, 2), Purple (3), Red (4) |
Situational |
Uses the Mind Gem power if available to spot a range of playfield shots depending on the level of Avenger it is on. |
If Mind Gem is placed on the drop targets: moves the currently lit grid square automatically. |
Uses the Space Gem power if available to change the positions of lit infinity stones. Hit the shot with Space Gem on it to qualify. |
During Change Gems, locks in the position of the current infinity stone. |
Teenage Mutant Ninja Turtles |
Red (1) |
Yes |
During pizza eating contest, the button must be mashed 40 times to complete the mode. The lighting turns a vibrant red when this occurs. |
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Stranger Things |
Red (1), Cyan (2) |
Situational |
Uses a Demogorgon bomb. Once per game this instantly kills the Demogorgon if one is available to defeat. |
(Prem / LE) Swipe-a-ball releases balls during any multiball, if they were locked for telekinesis multiball earlier. The locks must be collected again if they were used up. |
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Elvira’s House of Horrors |
Context-sensitive (1), Yellow (2), Red (3) |
Situational |
If the atomic raygun trunk award is available, spots a shot in a currently running mode. |
Releases the ball from the crypt kicker after defeating a Deadhead. |
Selects the Hand of Fate award when a ball drains down the lit left outlane. |
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Jurassic Park (Stern) |
Green (1), Cyan (2) |
No |
While in any paddock, uses a super tranquilizer to temporarily stop the dinosaur. Re-qualified after enough tower ramp shots. |
Changes the lit smart missile award while the ball is being held at the left inlane. |
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Black Knight: Sword of Rage |
Red (1) |
No |
Uses the Magna-Save at the right outlane to save balls that drain there. Re-qualified by completing the right drop targets. It also cashes out the super jackpot award built up from super modes. |
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The Munsters |
Blue (1), Red (2) |
Yes |
Increases the Zap meter after hitting any purple targets. Each Zap meter increase awards bonus “zap jackpots” alongside every jackpot award during multiballs. |
If held: when super jackpot is being awarded, cancels out the award so that more super jackpots can be stacked. |
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Deadpool |
Yellow (1), Orange (2), Red (3) |
Situational |
BOOM button spots a shot after completing BOOM at the inlanes / outlanes. If big BOOM is available (function 3), the button must be held to use this function. |
If Berzerker Rage is running, using the BOOM button will award the current spinner / bumper value along with spotting a shot. |
If 4 BOOM button uses are stacked, a big BOOM is used that collects all lit playfield shots. |
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Guardians of the Galaxy |
Yellow (1) |
Situational |
Uses the Hadron Enforcer to spot mode shots. Complete the yellow targets to qualify 3 uses of it at a time. |
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Star Wars (Stern) |
Yellow (1), Red (2), Orange (3), Blue (4) |
No |
Toggles the shot multipliers from being on (green) or off (red). While off, the flippers will move the shot multipliers around. |
After scoring TIE fighter hurry-up, the lighting will dim and an alarm will sound. Mash the button to destroy additional TIE fighters with each hit. |
If held: adds a ball during any multiball, after completing the FORCE targets. |
During video mode, activates the hyperspace boost and speeds up the Falcon’s speed for a short time. |
Aerosmith |
White (1), Green (2) |
Situational |
Uses a smart missile to spot a mode shot. Earn them by making hidden / super skill shots. |
When toys in the attic multiball is about to start, cancels the multiball so that more balls can be locked (up to 6). |
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Batman 66 |
Yellow (1, 2) |
Situational |
Uses a gadget, qualified at the left targets, to spot a mode shot. |
If villain multiball lock is lit and the ball is about to release from the left eject, opens the lock briefly to allow for “gadget locks”. |
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Game of Thrones |
Various |
Situational |
Every house has a unique button ability, more than can be listed in this guide! Click on the rulesheet link to view them all. |
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The Walking Dead |
Red (1), ? (2, 3, 4) |
Situational |
(Prem / LE) Fires the crossbow when a ball is loaded into it. |
(Prem / LE) If first aid is collected while prison doors are open: uses a prison bomb that spots a shot towards prison multiball or counts as a jackpot during it. |
(Prem / LE) If weapons is collected: during Horde, uses a horde bomb that can be used to kill a walker during Horde. |
(Prem / LE) If food is collected and well walker is active: uses a well walker bomb that spots a shot towards well walker multiball or counts as a jackpot during it. |
Mustang |
Context-sensitive (1) |
Situational |
(Prem / LE) Uses nitro boost to spot a mode shot. Earn them by hitting the CAUTION drop targets after completing any mode. |
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Star Trek (Stern) |
Red (1) |
Situational |
Activates proton torpedoes qualified at the right standup targets. Proton torpedoes deal 1 shot of damage to the Vengeance. |
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AC/DC |
Red (1), ? (2) |
Situational |
Uses a VIP pass, qualified via super skill shots, to spot a mode or multiball shot (or the bell shot if qualified via enough tunes 'n stuff awards). |
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