Each Evil feature begins after four shots at its location: Mini-Me at the far-left lane, Fat Bastard at the toilet, Big Frickin’ Laser at the left ramp, Time Machine at the center disk, Subterranean Drill at the right ramp, and Evil Henchmen at the far-right lane. Starting all six opens Virtucon; finishing all six opens Moonbase Multiball.
Ball one should advance Mini-Me and Fat Bastard together. Put the far-left lane and toilet one shot from ready, start Mini-Me, freeze it with a spinner shot, then start Fat Bastard so four balls shoot the table while Mini-Me’s timer pauses.
Track these six places: far-left lane, toilet, Laser ramp, Time Machine, right ramp, and far-right lane. Finished features stay solid and matter later because Virtucon pays double jackpots on finished-mode shots.
Find your shots
Shot map
Time Machine
The middle ramp sends the ball to a spinning disk with a hole. Four counted hole shots start two-ball Time MachineMultiball. Each counted hole shot gives one later ball return; uncounted disk hits and finished-mode shots do not.
How to try it: Hold the ball still on the right lower flipper. Aim into the opening at Time Machine, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.
Fat Bastard toilet
The short ramp just left of center drops into the toilet. Four toilet shots start Fat Bastard Multiball with four balls. If it ends before you finish it, start it again with four more toilet shots.
How to try it: Hold the ball still on the right lower flipper. Aim at the dark opening of Fat Bastard toilet, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Big Frickin’ Laser ramp
The tall left ramp is the Laser. Four trips ready the mode; the fifth loads the cannon. If the cannon misses Austin’s scoop, shoot this ramp quickly to reload. Two reloads are allowed; the third miss ends it.
How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Big Frickin’ Laser ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
How to try it: Hold the ball still on the right lower flipper. Aim at the flat scoring face of Dr. Evil, not at the nearby plastic or gaps. Expect the ball to rebound toward the middle after contact.
MOJO targets
Left-side MOJO position and its inserts. Return plastics obscure the standing target faces; the lit shapes are not targets.
Complete the low-left target row to spell MOJO. Then shoot Austin’s scoop to start MOJO Multiball.
How to try it: Hold the ball still on the right lower flipper. Aim at the flat rectangular faces in MOJO targets, one target at a time; do not aim at the gaps or the plastic above them. Expect the ball to rebound toward the middle after contact.
Mini-Me / left orbit
Four full far-left lane trips through the spinner start Mini-MeHurry-Up. It is also a major Virtucon and Moonbase shot. The orbit can be backhanded from the left flipper on the VPX version shown in GameClubCentral’s video.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Mini-Me / left orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Top two lanes; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
Evil Henchmen / right orbit
Four far-right lane shots start Evil Henchmen Round-Up. In the timed round, hit each of the six big shots once. Very fast repeat right-orbit shots can fail to count, so watch the display.
How to try it: Hold the ball still on the left lower flipper. Aim through the open channel at the bottom of Evil Henchmen / right orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
Subterranean Drill / right ramp
Four right-ramp shots start Subterranean Drill. Finish it by hitting both ramps four times each before the clock expires. Start it before multiball; the timer pauses while multiple balls are active.
How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Subterranean Drill / right ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Austin scoop
The low-right scoop pays Mystery, starts lit MOJO Multiball, and is the Laser cannon’s target. Watch the kickout because it can send the ball to the right flipper or the middle.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Austin scoop, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
A-P targets
Right-side A-P position and nearby inserts. The target faces are obscured beneath the return plastics.
How to try it: Hold the ball still on the left lower flipper. Aim at the flat rectangular faces in A-P targets, one target at a time; do not aim at the gaps or the plastic above them. Expect the ball to rebound toward the middle after contact.
S-H-A-G lanes
The four lower lanes spell S-H-A-G. Completing the word can light awards including extra ball. If the finishing letter is an outlane with one ball active, the machine gives that ball back.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of S-H-A-G lanes; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
Play the left side first. The far-left lane and toilet use the same setup: flip later for the lane, earlier for the toilet. The toilet is harder, so take it whenever the ball is settled.
It can send the ball to the right flipper or the middle.
Every launch
Skill shot
Move the flashing top-lane light before launch. Roll through the flashing lane for 6 million plus bonus-multiplier value, and a 6X multiplier to start the ball.
Your first useful run
First route
First routeadvance Mini-Me and Fat Bastard together, then start Mini-Me before the multiball.
Launch through the flashing top lane. If the ball returns to the top lanes later, use lane change to finish both lanes.
From the left flipper, shoot three far-left lanes and three toilets. Stop there so both features are one shot from starting.
Start Mini-Me with the fourth far-left lane. Shoot the spinner once to freeze the countdown value. Then start Fat Bastard with the fourth toilet shot.
After the multiball, continue the setup for unfinished features. Start all six Evil modes for Virtucon. Finish all six for Moonbase.
This route uses the proven Mini-Me and Fat Bastard pairing, moves toward both finales, and keeps the Laser from becoming your first-ball bottleneck.
Complete Evil-mode reference
The six rounds
Evil modes
Each Evil light shows not started, started, or finished. Started-but-unfinished modes need their start shots again. Finished features stay solid and score Groovy points instead of starting again.
Two balls. Earn six jackpots, counting down from six to one. The sixth pays the Super Jackpot and relights all six.
Finishing raises the jackpot value from 3 million to 3.75 million, but removes the free-ball-back protection. Unfinished mode rebuilds with four more Time Machine shots.
Drill
Four right-ramp shots.
Hit both ramps four times each before the timer expires.
Start it before a multiball. Its clock stops while multiple balls are active; Laser cannot start during Drill.
This is the final multiball. Jackpot values climb, and Moonbase can light Special. Shot order is not verified here, so do not assume it works like Virtucon.
Can award MOJO ready, extra ball, or Special. Settings from Extra Easy to Extra Hard change behavior.
More turns and more points
Extra balls
Four things can light an extra ball: starting your fourth Evil mode, spelling S-H-A-G, finishing all six Fat Bastard Super Jackpot shots, or earning it from Mystery.
Lighting it is only the setup. To earn it, shoot the lit award shot the display calls out. If the ball ends first, check the lights and display on the next launch.
Roll through both top lanes to raise Bonus X. Special, which usually means a free game, can be lit by Mystery or Moonbase. Machine settings can change what Special, replay, or extra ball awards give.
What plays at the same time
playing two features at the same time
Start timed modes before a multiball. Once multiple balls are active, do not expect new Evil modes to advance or start. The best play at the same time is Mini-Me or Drill first, then Fat Bastard, Time Machine, or MOJO.
Hit Dr. Evil, then the Time Machine. Do not assume the big shots are advancing anything while MOJO runs.
Score higher
Scoring
Finale progressionStart all six Evil modes for Virtucon. Finish all six for Moonbase.
Safe priority: Mini-Me into Fat Bastard, then finish Time Machine, then complete the remaining Evil modes. Avoid making Laser your first plan because the left ramp is the hardest repeated shot on this installation’s reviewed video.
For bigger scoring, finish at least one mode before starting Virtucon. In Virtucon, finished-mode shots pay double jackpots repeatedly while you earn the other five jackpots and relight the lap.
Bring far-left lane and toilet to three hits. Start Mini-Me, freeze a value, then start Fat Bastard and finish both while the timer is stopped.
Wizard route
Finish Mini-Me and Drill inside multiballs. Finish Time Machine by earning all six jackpots. Start all six for Virtucon; finish all six for Moonbase.
Virtucon exploitation
Before you start your sixth mode, finish at least one mode whose shot you can repeat. In Virtucon Multiball, that shot pays double jackpots every time while you hit the other five to relight the lap.
From the video
Video notes
GameClubCentral confirms the practical first route: advance Mini-Me, then start MOJO or Fat Bastard so multiball stops the Mini-Me clock. District 82 footage shows Fat Bastard being finished and a finished mode light staying on.
Show the video tips and exact timestamps
1:03–1:10: press a flipper button to move the flashing top lane, then launch cleanly through it.
3:40–4:20: advance Mini-Me, start it, then start MOJO or Fat Bastard Multiball so its clock stops.
4:30–4:52: the toilet and the far-left lane can both be hit from the left flipper; let the ball roll a little farther before flipping for the far-left lane.
5:20–5:35: the Austin scoop can spit the ball toward the right flipper or straight down the middle; be ready to catch it or knock it away.
9:04–9:20: the Laser ramp is the hardest shot on the table to repeat; do not base your first game on it.
2:43–2:50: the flipper buttons move the flashing skill-shot lane before you launch.
3:39–4:31: Fat Bastard Multiball being finished; a finished mode’s light stays on.
4:53–5:15: MOJO Multiball, once ready, starts at the scoop; then Dr. Evil rises and you hit him.
From the video
Video moments
1:03: move the flashing top lane before you launch.
3:40: start Mini-Me first, then MOJO or Fat Bastard, so the multiball stops its clock.
4:30: the toilet and the far-left lane, both from the left flipper.