PINBALL FIELD GUIDES
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Techniques Dictionary
Pirates of the Caribbean — restyled cabinet backglass

Stern · 2006 · played in VPX, a pinball simulator

Pirates of
the Caribbean

Finish the eight jobs shown by the four Compass directions to reach Four Winds, or keep balls on the Tortuga disk to multiply ordinary scoring.

Start with the goal →

The whole game

Objective

Each Compass direction has two jobs. Finish both jobs for one direction, then shoot the center hole to earn that direction. Earn North, West, South, and East to start Four Winds Multiball.

For points, advance Tortuga at the left ramp. Locked balls on its spinning disk multiply everything scored by the live ball. On ball one, repeat the left ramp: it advances Port Royal, lights Tortuga locks and teaches the table’s most useful shot.

  1. North Sink a ship and finish Sword Fight with twenty bumper hits.
  2. West Beat the Kraken and earn Jack the Monkey on the right ramp.
  3. South Fill Port Royal’s seven lamps and knock down all six pirate targets.
  4. East Beat Davy Jones and earn a Heart Super Jackpot at the chest.

A completed direction only flashes. It is not earned until the center scoop awards it. Watch the four Compass arrows before choosing another setup shot.

A captain’s chart with a compass and treasure
Now find those shots on the table.

The map below shows where each shot for the eight jobs is.

Find your shots

Shots

Illustrated moonlit pirate ship surrounded by Kraken tentacles and treasure

Left ramp

Left ramp and Tortuga disk on the installed Pirates playfield

The upper-left ramp reaches the Tortuga disk. Repeat it for Port Royal, locks and the table’s main scoring multiplier.

How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Left 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.

Ship lane

Ship lane and pirate ship on the installed playfield

The opening beside the left ramp hits the ship. Sink it to begin the Kraken battle. Expect a direct return after later ship hits.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Ship lane; 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.

Installed Pirates of the Caribbean playfield viewed from the flippers
The installed playfield. Tap to enlarge.

Treasure chest

Dead Man’s Chest and KEY targets on the installed playfield

Spell K-E-Y to open the chest. Put balls inside to spell H-E-A-R-T and start Heart Multiball.

How to try it: Hold the ball still on the left lower flipper. Aim into the opening at Treasure chest, avoiding its rim and nearby posts. Watch where the machine kicks the ball back and regain control.

Right ramp

Right ramp and upper playfield entrance

Each climb spells one letter of J-A-C-K and sends the ball toward the upper playfield. The fifth quick climb awards Jack’s hurry-up.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of 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.

Lower playfield

Pirates flippers, treasure lanes and Compass inserts

The short side lanes earn treasure and can complete the advanced launch. Read the Compass lamps before choosing the next ramp, chest or scoop shot.

How to try it: This is a status area, not a shot. Read its lamps while the ball is held on a flipper, then aim for the named shot whose lamp is still dark.

Launching the ball

Launch

Choose the full plunge for control. Use the soft advanced launch when its side-lane award is worth the risk.

Launch routes and awards

The advanced launch: Super Skill Shot

  1. Pull the plunger, the spring-loaded rod you pull and let go to launch the ball, back only part of the way. This gentle plunge sends the ball just past the gate at the top of the launch lane, and it drops down toward the right flipper .
  2. As soon as it reaches the right flipper, shoot it into the short treasure lane on the far left, the small lane just above the left flipper. Not the left ramp, and not the orbit, the long lane that runs around the outside of the table. Only the short lane counts.
  3. If the ball then rolls straight across and through the right treasure lane, you get a second, bigger prize called Super Duper. That has to happen on the same trip. Hitting the two lanes at different times later in the ball does not count.

Watch the display for the skill-shot award. If the ball rolls back down the launch lane without clearing the gate, pull the plunger a little further next time. If it flies all the way up into the top of the table, pull less. Every virtual table is a little different, so there is no set amount to pull.

The simpler launch: upper playfield

Pull the plunger all the way back and the ball goes up into the raised area at the top of the table. There it can roll through the K-E-Y lanes or fall into the Parlay hole, the hole the factory map calls the skill-shot hole.

For your first game this is the better choice. You know where the ball will go, and you can settle it on a flipper and try the left ramp. If you try the harder launch and miss, just play on. Once the ball has hit anything else, the skill shot is gone for that ball; there is no second try.

See the advanced launch done in the video at 1:03 →

How much it pays: recent players report 3 million for the Super Skill Shot and 10 million for Super Duper. Older reports give a different number for Super Duper. The shots are the same either way. The points depend on the version of the game software, the ROM, so read the display on your table.

Your first useful run

First game

  1. Shoot the left ramp Every time the ball goes up the left ramp it spins the disk and lights one of seven red lights. Keep shooting it until all seven are on. That lights Timed Lock.
  2. Shoot the left ramp again to lock a ball A Lock is when the machine holds a ball for you. With Timed Lock lit, the disk keeps your ball and serves a new one into the launch lane. A ten-second countdown starts.
  3. Launch softly, then hit the left ramp before time runs out Plunge the new ball gently so it drops to the right flipper, then shoot the left ramp again. Each ball you lock before the countdown ends adds one more. Lock three and you play with four balls at once.
  4. Use the extra balls to do the risky jobs While several balls are loose, losing one is no disaster. Knock down the six pirate targets and work on the chest.

Practice the two halves separately: filling the seven lights, and the quick soft launch to the left ramp. One thing you can do every time is worth more than a wild attempt at every feature.

If the countdown beats you, keep playing. Look at which lights are on and pick the next job you can manage.

Playing two things at once

playing two features at the same time

A moonlit pirate ship battling a giant Kraken
Start Tortuga first, then the others.

The table below tells you which multiballs can play at the same time and which one to start first.

Combination What happens, and how to set it up
Tortuga + Heart Spell K-E-Y and most of H-E-A-R-T at the chest first. Start Tortuga Multiball, then shoot the chest to start Heart. Tortuga’s multiplier now applies to every lit Heart jackpot.
Tortuga + Kraken Hit the ship until it is one shot from sinking, then stop. Start Tortuga Multiball, then sink the ship. Read the warning about the ball saver below first.
Heart + Kraken Sink a ship while Heart Multiball is running. The Kraken battle can add another ball, as long as the table has one left to give.
Parlay letters + multiball Does not work. During any multiball the Parlay hole gives no letters. Spell P-A-R-L-A-Y while you have one ball.
Ordinary features + wizard modes Four Winds and the Gauntlet are the finales. Do not count on playing two features at the same time, running two features at once, shoot the way it does in the rest of the game. Just do what the finale asks for.

The combination that pays: get a ball held on the Tortuga disk, then use a loose ball to hit a lit Heart jackpot. The disk’s multiplier, the number your points are multiplied by, applies to that jackpot. Check that both lights are on, the jackpot and the multiplier, before you shoot it.

A warning about the ball saver: when a multiball starts, the machine gives back any ball you lose for a short while. Tortuga’s saver runs longer than the Kraken’s. Owners report that if you start the Kraken battle while Tortuga’s saver is still running, the Kraken’s shorter one replaces it. Their advice is to wait until Tortuga’s saver has ended before you sink the ship. This has not been confirmed on this table, so do not let a ball drain, fall out between the flippers, on purpose to find out.

Extra balls

Extra balls

Treasure, both West jobs and Liar’s Dice can light Extra Ball. Earn it at the center scoop before the ball ends.

Extra balls and ball saves

Another normal ball

An extra ball is one more ball for your game, played after your current one ends. There are three ways to light one. Earn enough treasure through the short side lanes. Finish the two West jobs on the Compass: beat the Kraken and earn Jack the Monkey. Or get lucky with Liar’s Dice, which sometimes gives one but cannot be counted on. When Extra Ball is lit, shoot the center scoop to earn it. A lit extra ball you never shoot is not yours.

At the factory settings, treasure lights the first extra ball after 25 hits and the next after 50 more. The owner of the machine can change both numbers, so the display on your game is the final word.

Keeping several balls alive

Tortuga’s timed locks at the start are the only time it adds balls; later captures on the disk only multiply your score. Starting another multiball that can run alongside it, like Heart or the Kraken, can add a ball to the action. Three other things save a ball, and they are separate from each other: the short ball saver at the start of a ball or a multiball; Parlay, which saves a ball that goes down an outlane, the lane on either side of the flippers that leads straight to the drain; and in the Gauntlet finale, knocking down the six pirate targets, which is an add-a-ball, another ball served into a multiball that is already running.

Once a Kraken or Heart multiball ends, there is no known shot that brings it back. You have to earn it again from the start.

Do not mix up West and East. West gives an extra ball. East gives Special, a free game credit, which is not a ball.

Score higher

Scoring

  1. Finish the two South jobs Fill the seven red lights on the left ramp for Port Royal, and knock down all six green pirate targets.
  2. Earn Max Jackpot at the center scoop Shoot the scoop while South is flashing. For the rest of this ball, every jackpot is worth 2 million.
  3. Get jackpots lit at the chest Spell K-E-Y and H-E-A-R-T at the chest so Heart Multiball is ready to start with its jackpot shots lit.
  4. Hold balls on the Tortuga disk, then score with the loose one Each ball held on the disk raises the multiplier. Use the ball still in play to hit the lit jackpots.

Why this works: with two balls held on the disk the multiplier is 3×. A 2-million jackpot hit while that is running pays 6 million. Set up both halves, the big jackpot and the multiplier, before you shoot it.

Know which goal you are pursuing

Decide before you launch whether this ball is for points or for the Compass. For points, protect the jackpot setup above. For the Compass, go after the job you are missing, even when an easier scoring shot like a loop, a curved lane that sends the ball around and back to you, is sitting right there. Both are good plans. Drifting between them without noticing is how a good ball gets wasted.

Recover when the setup breaks

If you keep missing the left ramp, stop adding jobs. Practice the ramp on its own until you know its return path, the path and speed the ball takes on its way to your flipper, before you take on the pirate targets and the timers as well. After you lose a ball, look at which lights are on before you repeat the plan you had. It may have changed.

Several chrome pinballs race through a moonlit pirate cove toward a treasure chest, ship, and glowing jackpot paths.
Multiball routesTortuga multiplies the loose ball’s scoring; Heart and Ship battles supply the jackpot shots.

Tap a card to open it

Features

Each card tells you how to set a feature up, how to start it, and how to earn what it pays. The two finales, Four Winds and the Gauntlet, have their own cards further down. Any count given here, like twenty bumper hits, is the factory setting; the owner of the machine can change it.

Port RoyalFill the seven red lights with the left ramp

Shoot the left ramp. Each time the ball hits the spinning disk, one of seven red lights comes on. When all seven are lit, Port Royal is done. That is one of the two South jobs on the Compass, and it also lights Timed Lock for Tortuga Multiball.

Finishing Port Royal does not earn anything by itself. Look at which lights are flashing before you spend your next shot.

Tortuga MultiballLock balls on the disk, then multiply your score

With Timed Lock lit, shoot the left ramp. The disk holds your ball and the machine serves you a new one. You have about ten seconds to get that one up the left ramp too. Every ball you lock in time joins the multiball; lock three and you start with four balls in play.

Once the multiball is running, the disk does a different job. It still holds balls, but now each held ball multiplies what the loose ball scores: one held ball is 2×, two are 3×, three are 4×. Filling the seven red lights again lets the held balls go.

The catch: once the multiball has started, holding a ball on the disk does not give you a new one. When you are down to one ball, Tortuga is over. To play it again, fill the seven lights and lock balls from the start.

earn all six piratesKnock down six green targets for South and Liar’s Dice

There are six green standing targets with a pirate on each. Hit all six. The lights show which pirates you still need. When the last one goes down you get All Pirates earned, which is one of the two South jobs, and Liar’s Dice lights at the center scoop.

Do this during a multiball if you can. The ball bounces off these targets unpredictably, and with one ball a bad bounce can cost you the ball.

Max Jackpot · SouthEvery jackpot is worth 2 million for the rest of this ball

Finish Port Royal and knock down all six pirates. South starts flashing. Shoot the center scoop to earn it. From then until you lose this ball, every jackpot on the table is worth 2 million. Doing the two jobs is not enough; you have to shoot the scoop. And only jackpots pay 2 million, not every switch, the sensors under the targets and lanes that tell the machine the ball hit something.

Treat the rest of that ball as your scoring window. Get a jackpot lit before you take any risky shot.

Unlock the chest · KEY → HEARTSpell K-E-Y to open the chest, then H-E-A-R-T inside it

The chest starts closed. Roll the ball through the lanes in the upper playfield, or hit the closed chest, to spell K-E-Y one letter at a time. With all three letters, shoot the chest and it opens. Now shoot balls into the open chest: each one spells a letter of H-E-A-R-T and lights a jackpot shot. After the T, the next ball into the chest starts Heart Multiball.

Between shots, look at the lights. The shot you are used to making is not always the letter you need.

Heart MultiballThree balls; earn the jackpots, then the Super Jackpot at the chest

Three balls are in play. Shoot the lit jackpot shots. Each jackpot you earn makes the Super Jackpot bigger, and its light goes out; earn the whole set and they all light again. To score the Super Jackpot, spell H-E-A-R-T again at the chest, then shoot the chest. Earning it also relights the jackpots.

For the Compass: the East job is to earn a Heart Super Jackpot. Just starting Heart Multiball does not count. When you are down to one ball the multiball ends and the H-E-A-R-T letters reset. There is a moment’s grace to earn as it ends, but that is not a restart.

Pick one goal before the three balls arrive. Changing your mind while a ball is coming at you fast makes both goals harder.

Sink the shipsInterceptor → Dauntless → Edinburgh Trader → Terpsichore

Shoot the ship lane. The first hits lower the ship’s sails; more hits sink it. There are four ships, in this order: Interceptor, Dauntless, Edinburgh Trader, Terpsichore. Each one takes more hits than the last. Only the first ship holds the ball for a moment when you hit it; the rest bounce it back.

Every ship you sink starts a Kraken battle. Sinking the fourth leads to the Davy Jones battle. There is a shortcut called Broadside, explained in the upper exits card.

Shoot the ship with the ball under control, and during a multiball if you can, because it bounces the ball back at you. If you are setting up two features at once, hold off on the sinking shot until the other one is ready.

Battle the KrakenTwo balls; keep hitting the ship lane until it is beaten

When a ship sinks, the Kraken appears in the ship lane and a two-ball battle starts. Every shot into that lane takes away some of its health. If you stop, its health comes back. When it is beaten, a hurry-up starts at the same shot: shoot the lane once more, quickly, to earn it.

When you are down to one ball the battle ends. Sink another ship for another go. There is no stored restart to earn later.

Once you are in the battle, hit the lane again and again without wandering off, or the health you took away comes back. Sinking the ship during another multiball can add a ball to the battle, if the table has one left to give.

Victory JigThe reward after a Kraken victory

How to start it: beat the Kraken, then earn the hurry-up that follows. Victory Jig starts with two balls in play. Beat the Kraken again later in the same game and you get another Jig.

How to play it: keep both balls alive and keep shooting. The Jig kept running for more than 45 seconds without a single scoring shot. It ended when one of the two balls was lost. Whether it has a longer hidden time limit, or ends differently while another multiball is running, is not known.

What it pays: rolling the ball through either return lane, a lane that returns the ball to your flipper, adds 5,000 points. A shot into the ship added 5,110 in all: the Jig’s 5,000 plus the ship’s own points. Other targets may pay differently, so do not assume everything is worth 5,000.

Sword FightTwenty bumper hits finishes one North job

The bumpers are the round posts that kick the ball away when it touches them. Twenty hits on them finishes Sword Fight, one of the two North jobs, at the factory setting. More bumper hits after that can raise your end-of-ball bonus multiplier; the bonus is the points the machine adds up when your ball ends.

If Sword Fight is the job you are missing, send the ball around the right orbit, or up into the upper playfield and out its middle exit, which drops into the bumpers. There is no separate button to press for the sword.

Earn Crew · NorthHit 100 things before the timer runs out

How to start it: sink a ship and finish Sword Fight. Those are the two North jobs. Shoot the center scoop while North is flashing and Earn Crew begins.

What to do: hit 100 things before the countdown ends. Every switch counts: bumpers, return lanes, targets. A multiball helps, because more balls hit more things. Earn Crew can start and run while Victory Jig is going, so beating the Kraken first is a good setup.

What it pays: the first hit is worth 25,000. Each hit after that is worth 1,000 more than the last, up to 100,000 a hit. The 100th hit showed a total of 7,650,000 on the display, while the hits themselves added up to 7,150,000. In another game Earn Crew showed a 500,000-point total without the 100 hits being reached and without any deliberate shot, so that extra 500,000 is not a prize for finishing. Whether it is paid at the start, at the end, or as a minimum is not known.

If you lose a ball: losing one of two balls ended Victory Jig but not Earn Crew. The counter stayed where it was, at 90 hits to go, the timer kept running, and the next hit scored normally. On a fresh game the display opened at 30 seconds and 100 hits to go. After hit 100 the job was complete, even though the display kept showing three seconds for a moment.

Jack the MonkeyFour right ramps spell J-A-C-K; then hit it once more, fast

Shoot the right ramp four times to spell J-A-C-K. That starts a hurry-up: a prize whose value counts down. Shoot the right ramp again before it reaches zero to take it.

Be ready the moment the fourth ramp shot comes back to your flipper; the countdown is already running. The center scoop has Jack the Monkey painted on it, but the scoop is not the shot for this hurry-up; the ramp is. Whether the Compass counts Jack as done when the hurry-up starts or only when you earn it is not settled, so earn it.

Battle Davy JonesAfter the fourth ship; three balls; hit the ship itself

Sink all four ships and this three-ball battle starts. The ship rises and rocks. Hit the ship itself to take away Davy’s health. A ball that slips underneath the raised ship hits the Kraken instead; that scores points but does no damage to Davy. His health comes back between hits.

Time each shot for where the ship is in its rocking. This is a different aim from the Kraken battle, where you fire straight through the lane. When you are down to one ball the battle ends. What progress you keep for a second try is not known.

Liar’s DiceA random prize at the center scoop

Knock down all six pirate targets, then shoot the center scoop while Liar’s Dice is lit. The machine picks a prize for you: points, progress on your end-of-ball bonus, help with a feature, sometimes an extra ball. On competition settings the machine may choose differently.

Take whatever it gives you as a bonus. Do not plan a ball around getting an extra ball from it, and do not assume this scoop adds a ball to a multiball.

PARLAYSpell it to save a ball that goes down the side

The Parlay hole is in the upper playfield. Each ball that falls into it adds a letter of P-A-R-L-A-Y. Spell the whole word and one of the outlanes, the lanes on the far left and far right that lead past the flippers to the drain, is protected: a ball that goes down it is given back. Hitting a slingshot, one of the rubber triangles just above the flippers, can move the protection to the other side. Spell it a second time and both sides are protected. Each save is used up when it saves a ball.

The catch: during any multiball the Parlay hole gives no letters, so spell it while you have one ball. It saves a ball going down a protected outlane, nothing else. It does not give you an extra ball and it does not bring back a multiball that has ended.

Rum Ramp, Walk the Plank & BroadsideThe three ways down from the upper playfield

The upper playfield has three exits, and each one sets up something different. Rum Ramp is the left exit. It drops the ball into the left return lane, the lane that returns the ball to your flipper. Shoot any lit main shot straight away for a combo, a bonus for two shots in a row. Walk the Plank is the middle exit; it drops the ball into the bumpers. Broadside is the right exit; it drops the ball into the right return lane. If the ship’s sails are down, shoot the ship right away to finish it.

The lanes at the top of the upper playfield have lights. Pressing a flipper button moves the lights along, so you can line up the one you still need. Light all of them and your end-of-ball bonus multiplier goes up.

Pick the exit you can handle, and know your next shot before the ball reaches the flipper.

Treasure, Bonus Treasure & Catch the WindWhat the two short side lanes give you

Shooting the ball through either of the two short side lanes awards treasure. Doing that can also light the Bonus Treasure targets next to the lane. When the ball rolls to you down a return lane, it can light Catch the Wind at the side lane on the opposite side of the table.

Treasure earns extra balls: at the factory setting, the first extra ball lights after 25 treasure hits, and the next lights after 50 more. The owner of the machine can change both numbers: the first from 15 to 50, the second from 30 to 80. The display shows the number that applies to your game. When Extra Ball is lit, shoot the center scoop to earn it.

Go for the side lanes when the ball is coming to you slowly or when you have several balls in play. Do not give up a good multiball shot to force a side lane.

Special · EastA free game credit, not an extra ball

Beat Davy Jones and earn a Heart Super Jackpot. Those are the two East jobs. Shoot the center scoop while East is flashing and Special lights. Earn it at whichever side lane is lit.

Special is normally a free game credit, or whatever the owner has set it to. If the machine is on free play, a credit is worth nothing, so do not risk a good ball for it.

The two finales

Finales

Four Winds MultiballFour rounds; hit the blinking shot first, then the rest

Finish all eight Compass jobs and earn all four direction arrows at the center scoop. When Four Winds flashes, shoot the center scoop once more to start it. Lighting the eight small lamps is not enough; you have to earn the arrows and then start it. You can watch the arrows being earned before Four Winds starts in this game, from 15:27 to 16:33.

In each wind one shot blinks. Hit it first: it sets a jackpot value that starts falling. Then hit every other lit shot. Clear them all and you move on to the next wind, four times in all.

Normally the mode ends when you are down to one ball, with a short grace period while it winds down. If a ball is added during that grace period, Four Winds starts again. Which shots add a ball here is not known, so do not count on it. If you lose Four Winds, the wind you reached is kept, but you have to earn a new start.

Take the blinking shot first, then go after the shots you have not made. A shot you are comfortable with that is already dark does nothing for you.

Gauntlet of PiratesFinish all four winds to reach the final challenge

The Gauntlet is the last challenge. It refills the table to four balls. Shoot the left ramp to the disk to challenge a pirate, then make the shot the game lights to defeat that pirate for a Gauntlet point. Repeat. Knocking down the six pirate targets adds a ball, as long as you are below four. Normally the mode, this challenge, ends when you are down to one ball. As with Four Winds, if a ball is added while the Gauntlet is ending, it starts again.

Alternate between the disk and the defeating shot; firing the disk over and over does nothing on its own. When you are getting low on balls, go for the six pirate targets. Gauntlet points also count toward their own score, so this is not just another Davy Jones fight.

Video notes and table provenance

From the video

Video tips

Pinball Shenanigans Pirates tutorial thumbnail 26:04 · Launch the new ball yourself during Timed Lock

Make the replacement launch useful

26:04: when Tortuga holds your ball and serves a new one, the machine will launch it for you after a moment, and that launch sends the ball all the way up into the upper playfield. Pull the plunger gently yourself first. The ball drops to the right flipper and you have more time to shoot the left ramp for another lock.

Try that soft launch on your own table. A real machine’s plunger and nudges will not match the virtual one exactly.

The videos need an internet connection. Everything else on this page works without one.

Your machine may be set differently

Your table

The rules here are for version 6.0 of the game software, the version number this table shows on its display. Two of the features above, Victory Jig and Earn Crew, were played through on this exact table to pin down how they behave. Everything in the first list below you can count on. Everything in the second is worth a glance at the display before you rely on it.

Rules you can count on
  • Victory Jig ran for more than 45 seconds without a scoring shot, ended when two balls became one, and could be earned again later in the same game.
  • Earn Crew opened at 30 seconds, ran at the same time as Victory Jig, kept going after the ball loss that ended the Jig, counted all 100 hits, and raised each hit’s value until it reached 100,000 points.
  • The treasure extra-ball numbers, 25 hits and then 50 more, are the factory settings from Stern’s manual.
Rules this guide is not sure about
  • Earn Crew: exactly when its countdown starts, whether it ever pauses, what carries over if it times out, what happens right after hit 100, and where the separate 500,000 points come from.
  • How Victory Jig and Earn Crew behave alongside other multiballs, or on different settings.
  • Whether Jack the Monkey counts for the Compass when its hurry-up starts or only when you earn it. Earn it.
  • The unusual ways into Four Winds and what adds a ball there; the exact Super Duper skill shot payout; how launch timing behaves on a given machine; and how the different ball savers interact.

These are listed so you know which numbers to watch the display for.

The shot map is Stern’s factory map. The photograph of the machine is by theKorn, from Pinball Rebel, and shows a real machine at a test location. This is a fan guide, not an official Stern or Disney publication.

Settings differ from machine to machine. Where the display disagrees with this guide, trust the display.