Field guide

Austin Powers

Start the six Evil features, finish all six, then reach Moonbase Multiball.

Start with one useful run
Austin Powers — restyled cabinet backglass

The whole game

Objective

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

Austin and Vanessa race through London in the Union Jack Jaguar while Felicity rides alongside.

Time Machine

Time Machine on the table

The middle ramp sends the ball to a spinning disk with a hole. Four counted hole shots start two-ball Time Machine Multiball. 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

Fat Bastard toilet on the table

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

Big Frickin’ Laser ramp on the table

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.

Dr. Evil

Dr. Evil on the table

This target rises right of center during MOJO Multiball. Hit Dr. Evil ten times, then shoot Time Machine after he drops for the Super Jackpot.

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.
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

Mini-Me / left orbit on the table

Four full far-left lane trips through the spinner start Mini-Me Hurry-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.

Austin Powers rendered playfield reference viewed from above
The real machine, seen from above. The list beside it names every shot, left to right.
Open full-size playfield reference →

Top two lanes

Top two lanes on the table

One top lane flashes at launch. Roll through it for the skill shot, 6 million, and 6X bonus multiplier. Roll through both top lanes to raise Bonus X.

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

Evil Henchmen / right orbit on the table

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

Subterranean Drill / right ramp on the table

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

Austin scoop on the table

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.
Right-side A-P position and nearby inserts. The target faces are obscured beneath the return plastics.

Complete the right-side A-P target bank to light Mystery at the Austin scoop.

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

S-H-A-G lanes on the table

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.

Show every shot, return path, and rules job
ShotWhere it isWhat it does for you
MOJO targetsLow-left standing targets.Spell MOJO, then shoot Austin scoop to start MOJO Multiball.
Mini-Me / left orbitFar-left lane with a spinner.Four trips start Mini-Me. If it times out, it is started but not finished; four more far-left orbit shots retry it.
Fat Bastard toiletShort ramp left of center.Four shots start four-ball Fat Bastard. It ends at one ball; unfinished progress must be rebuilt with four more toilet shots.
Big Frickin’ Laser rampTall left ramp.Four shots ready Laser. The fifth loads the cannon. Two quick reload retries are available after misses; the third miss ends it.
Time MachineMiddle ramp into spinning hole.Four counted hole shots start two-ball Time Machine. Each counted hole shot grant one drain return; uncounted and finished shots do not.
Dr. EvilRising target right of center.Hit him ten times in MOJO, then shoot Time Machine for the Super Jackpot.
Austin scoopLow-right hole under Austin.Awards Mystery, starts lit MOJO, and catches the Laser cannon shot.
Subterranean Drill / right rampBig right ramp.Four shots start Drill; then alternate the two ramps, four shots each.
Evil Henchmen / right orbitLong far-right lane.Four shots start Henchmen; then shoot all six big shots once.
A-P targetsRight-side target row.Complete it to light Mystery at the Austin scoop.
S-H-A-G lanesFour lower lanes.Spell S-H-A-G for awards; a completing outlane letter can return a single active ball.
Top two lanesTwo upper lanes above the bumpers.Flashing lane pays the skill shot; both lanes raise Bonus X.

Aim, timing and recovery

Aiming

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.

ShotCabinet noteRisk
Left orbitLeft-flipper backhand; let the ball roll slightly farther out than the toilet shot.Spinner clips can return fast.
ToiletLeft-flipper backhand a touch earlier than the left orbit.Rejects can head for the middle.
Laser rampRight-flipper forehand across the table.Hardest repeat shot; weak shots roll back fast.
Time MachineHard, straight middle shot into the spinning hole.Only a counted shot gives the one-ball return protection.
Right rampLeft-flipper forehand across the table.Use it before multiball for Drill, then alternate ramps.
Right orbitLeft-flipper forehand, wider than the right ramp.Fast repeats after Henchmen starts can fail to count.
Austin scoopShoot for accuracy, then watch the kickout.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

Austin chases a chrome pinball through spy training while Vanessa vaults a barrier and Felicity works the controls.
First routeadvance Mini-Me and Fat Bastard together, then start Mini-Me before the multiball.
  1. Launch through the flashing top lane. If the ball returns to the top lanes later, use lane change to finish both lanes.
  2. From the left flipper, shoot three far-left lanes and three toilets. Stop there so both features are one shot from starting.
  3. 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.
  4. During Fat Bastard, shoot all six big shots four times: far-left lane, toilet, Laser ramp, Time Machine, right ramp, and far-right lane. The fourth hit at each pays a Super Jackpot.
  5. 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.

Animated female spy go-go dancing
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.

ModeStartFinish or scoreKey rule
Mini-MeFour far-left lane trips through the spinner.Shoot the spinner once to freeze the countdown, then keep hitting spinner shots before time runs out.If it times out, it remains started but unfinished. Four more far-left orbit shots retry it. Its timer pauses during multiball.
Fat BastardFour toilet shots.Four balls. Hit each of the six big shots four times; the fourth hit on each is a Super Jackpot.It ends when only one ball remains. If unfinished, start it again with four more toilet shots.
LaserFour Laser ramp shots ready it; the fifth loads the cannon.Press Fire when the display says Fire and land the cannon ball in Austin scoop for 3 million.Two quick Laser-ramp reloads follow missed cannon shots. The third miss ends it. No other mode starts during the reload window.
Time MachineFour counted shots into the Time Machine hole.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.
DrillFour 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.
HenchmenFour far-right lane shots.Hit each of the six big shots once before time runs out.Most other starts are blocked. Very fast far-right repeats can fail to count, so check the display.

Everything else that pays

Multiballs

Vanessa helps Austin escape a glowing time portal while Felicity operates the time machine.
Time Machine Multiballearn six jackpots before returning to one ball; the sixth is the Super Jackpot.
FeatureStart or lightWhat to shootWhy it matters
MOJO MultiballComplete MOJO targets, then shoot the Austin scoop. Mystery can also make it ready.Hit Dr. Evil ten times; when he drops, shoot the Time Machine for the Super Jackpot. Repeat while two balls last.Dr. Evil starts near 1 million and rises 100,000 per hit. No known restart or add-a-ball here. On some older real machines, Dr. Evil could stay up if the Time Machine Super Jackpot landed as MOJO ended.
VirtuconStart all six Evil modes; they do not need to be finished.Four balls. Each big shot pays a jackpot once, then all six relight.Finished mode shots pay double jackpots repeatedly while you shoot the lap.
MoonbaseFinish all six Evil modes.Four balls. Follow the red jackpot lights and display for Moonbase Jackpots and Super Jackpots.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.
S-H-A-GRoll through all four lower lanes.Earn the countdown award at the Austin scoop.Spelling S-H-A-G can light extra ball. During Laser reload, S-H-A-G lights go dark but letters still count.
MysteryComplete the A-P targets.Shoot the lit Austin scoop.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.

Show which features can play at the same time
If this is runningWhat else can startWhat that means for you
Mini-MeAny other one-ball mode, and Fat Bastard, Time Machine or MOJO Multiball once they are readyIts clock stops during multiball. Start Mini-Me, then start the multiball right after.
DrillMost things except Laser, and any multiball once it is readyIts clock stops during multiball. Fat Bastard gives you four balls to shoot the two ramps with.
Laser, while the cannon can still reloadNothing new, and the S-H-A-G lights go darkLetters still count, but either land the cannon shot or let the reload window run out before chasing lanes.
HenchmenAlmost nothing; MOJO Multiball is uncertainForget everything else and hit the six shots.
Fat Bastard / Time MachineNo new modesStart a timed mode before the multiball, not after. You cannot advance or start one once the balls are out.
MOJODo not expect your mode shots to countHit Dr. Evil, then the Time Machine. Do not assume the big shots are advancing anything while MOJO runs.

Score higher

Scoring

A giant chrome pinball crashes into Dr. Evil’s control desk as the spies storm his lair.
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.

Safe progress route

Advance the ramps and long lanes one shot at a time. Start four modes for an extra ball. Finish Mini-Me inside Fat Bastard while ball save is active.

Tournament route

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.

Animated female spy go-go dancing

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. 1:03: move the flashing top lane before you launch.
  2. 3:40: start Mini-Me first, then MOJO or Fat Bastard, so the multiball stops its clock.
  3. 4:30: the toilet and the far-left lane, both from the left flipper.
  4. 5:20: watch the ball come out of the Austin scoop toward the right flipper or the middle.