PINBALL FIELD GUIDES
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Techniques Dictionary
Spider-Man Classic — original cabinet backglass

Stern · 2007

Spider-Man

Fight four villains twice to unlock Battle Royale, the final multiball. White arrows start five timed challenges and place permanent score multipliers.

Learn the goal →

What you are trying to do

The goal

The four villains are Green Goblin, Venom, Sandman, and Doctor Octopus. Finish two fights against each villain. The two outside lanes then flash; shoot either one to start Battle Royale, a multiball in which you hit all four villains and finish at the right ramp.

There are two other paths. Complete the six white spider arrows to start one of five 40-second challenges and give one shot a 2× score multiplier. Black Suit Multiball is a separate three-ball feature started by lighting and taking three locks at the outside lanes.

Where to aim

Shots

Spider-Man swings through a city above a pinball

Left orbit and spinner

Far-left orbit with spinner

The far-left lane begins behind a spinning blade. It carries the ball around the top to the WEB lanes. When a green lock arrow or white start arrow flashes here, this lane can lock a ball or start a timed challenge.

How to shoot it: Use a normal shot from the right flipper. A left-flipper backhand also reaches and can be safer once learned because a miss tends to stay on the left side.

Light Lock target

White Light Lock target between the left orbit and side ramp

This single white target sits between the left orbit and the entrance to the upper side ramp. Hit it to make both outside lanes flash green for a Black Suit lock.

How to shoot it: Use the right flipper and aim just to the right of the left-orbit entrance. The target can send the ball straight back, so attempt it from a stopped ball or during multiball.

Sandman

Three Sandman targets and center hole

Sandman is the three yellow targets in the center. Completing all three lowers them and exposes two more targets, the Sandman figure, and a center hole.

How to shoot it: Either lower flipper can reach the bank. Aim at the target you still need. Expect a direct rebound; stop the ball before the next hit. When the bank is down, aim between the two inner targets for the center hole.

Installed Spider-Man playfield viewed from the flippers
Tap to enlarge. The villain names and white spider arrows are printed on the table.

Upper flipper and Venom side ramp

WEB lanes above the upper-right flipper and the cross-table route to the Venom side ramp

The small upper flipper is on the right side, below the WEB lanes. Its only intended shot is the narrow side ramp that crosses toward Venom on the upper left. Side-ramp shots start and advance Venom fights.

How to shoot it: Let the ball roll from the WEB lanes toward the upper-right flipper. Press the right flipper button as the ball reaches the middle of that flipper and shoot across the table. If the ball has passed the tip, let it fall to the lower flippers; a late swing is unlikely to reach the ramp.

Right ramp

Right ramp beside Sandman

The right ramp is the raised lane immediately right of Sandman. It returns the ball to the right flipper. Battle Royale ends each round here after all four villain shots are complete.

How to shoot it: Use the left flipper and shoot across the table. Do not begin by backhanding it from the right flipper; the direct left-flipper shot is more consistent on this installed table.

Doctor Octopus and right orbit

Doctor Octopus hole and far-right orbit

The Doctor Octopus hole is on the right, below the toy. The far-right lane runs beside it and around the top. The hole starts Doctor Octopus multiballs; the outside lane starts timed challenges and takes Black Suit locks when its arrows flash.

How to shoot it: Shoot the far-right lane from the left flipper, or use a right-flipper backhand. The Doctor Octopus hole is also reachable by a controlled right-flipper backhand and is often safer that way than a cross-table shot.

Spider-Sense targets and lane

Three Spider-Sense targets and the narrow lane behind the upper-right flipper

Three small targets sit on the far right. The narrow Spider-Sense lane is behind the upper-right flipper, beside the vertical SPIDER SENSE lettering. Hit all three targets to place an award in that lane.

How to shoot it: Hold the right flipper button so the upper-right flipper rises and exposes the lane. From a stopped ball on the lower-left flipper, shoot across the table into the opening behind the raised flipper. An unsuccessful shot can reach the right drain lane, so wait for control.

Two useful launches

Launch

Regular skill shot

Three WEB rollover lanes at the top right

The W, E, and B lanes are three narrow channels at the top right, above the round bumpers. A rollover is the flat switch the ball crosses inside a lane. Before launching, use the flipper buttons to move the flashing letter. Launch the ball through that lane for 250,000 points, five extra bonus multipliers, and doubled bumper points for the rest of the ball.

Super skill shot

Launch softly so the ball stops short of the WEB lanes and rolls down to the upper-right flipper. Use that flipper to shoot the cross-table Venom side ramp. A successful shot scores 500,000 points, raises the Venom value by 100,000, and moves you closer to a Venom fight. The drain protection after this shot is brief.

A simple first plan

First game

  1. Try the regular skill shotAim the launch at the flashing W, E, or B lane.
  2. Start a Green Goblin fightHit each of the five green targets on the far left, then hit any green target once more.
  3. Start Black Suit MultiballHit the white Light Lock target, then shoot either outside lane while its green arrow flashes. Repeat until the third lock starts three-ball play.
  4. Use multiball for dangerous targetsWhile several balls are moving, attack Sandman, the Light Lock target, and the three Spider-Sense targets.
A chrome pinball follows a red-lit route through a comic-book city toward an elevated side ramp.
First routeSoft-launch to the upper-right flipper for Venom, then work villain progress and the Light Lock target.

Four fights

Villains

Each villain has three fights. Finish the first fight against all four villains to make an extra ball available at the left orbit. Finish the second fight against all four to unlock Battle Royale.

Green GoblinFar-left green targets

Hit each of the five green targets, then hit any one again to start a fight. The first fight needs six flashing green-target hits. The second needs eight. The third needs twelve.

SandmanCenter targets, then center hole

Complete the center three-target bank to lower it. Hit the two inner targets or the Sandman figure; the figure gives credit for two hits. The first fight needs six hits, the second eight, and the third twelve. Then shoot the center hole to finish the fight.

VenomCross-table side ramp

One side-ramp shot starts the first fight. Shoot either the left ramp or the upper side ramp four times before the falling value expires. Later Venom fights require four side-ramp shots to start. The second fight needs six shots to either Venom ramp. The third needs eight shots to the upper side ramp.

Doctor OctopusRight-side hole and toy

The first Doctor Octopus shot starts a two-ball fight. Make five flashing jackpot shots, then shoot the Doctor Octopus hole for the larger award. The next fight needs three Doctor Octopus shots to start. Hit the ball held by the magnet to release three balls, make all flashing shots, then return to the Doctor Octopus hole.

White spider arrows

Timed challenges

Six major shots have white spider arrows: the two outside lanes, the left ramp, the upper side ramp, the right ramp, and Doctor Octopus. Shoot each white arrow once. All six arrows then flash. The next major shot you make scores twice its normal value for the rest of that ball. Both outside lanes also flash; shoot either one to start a 40-second challenge.

Finishing the challenge changes the selected 2× shot to 3×. Starting all five challenges is required for the later Super Hero feature.

New Goblin

Shoot either lower ramp six times. Alternating left ramp, right ramp, left ramp raises the value, but alternating is not required.

Daily Bugle

Hit the three Spider-Sense targets. Then shoot any one of the six major white-arrow shots. Repeat that target-then-major-shot sequence three times.

The Amazing Spider-Man

Shoot each of the six major white-arrow shots once.

Bonesaw

Make 100 scoring contacts anywhere on the table before time expires.

Rescue MJ

Make eight shots where an arrow is flashing. The flashing choice moves after a successful shot or after a short delay.

The main three-ball feature

Black Suit Multiball

  1. Make a lock availableHit the white Light Lock target between the left orbit and upper side ramp. Later multiballs require more target hits.
  2. Take one lockShoot either outside lane while its green arrow flashes. The machine records the lock and returns the ball.
  3. Repeat for three locksThe third outside-lane lock immediately starts three-ball play.
  4. Finish the first scoring roundEach of the six major shots has two jackpots. Make all twelve. Then make the left ramp twice and the upper side ramp twice for the four larger awards.
Several chrome pinballs race through a comic-book city while white jackpot arrows glow across the playfield.
Black Suit MultiballLight and take three locks at the outside lanes, then shoot the flashing white-arrow jackpots.

Targets first, hidden lane second

Spider-Sense

Hit all three small Spider-Sense targets on the far right. This places one award in the narrow lane behind the upper-right flipper. The award depends on what is currently active: it can add time or points to a timed challenge, help a villain fight, or send another ball into a multiball.

Several active features can place separate awards in the lane. Complete the three targets once for each award you need. Hold the right flipper up and shoot the lane from the lower-left flipper. One successful lane shot gives every award currently waiting there. If no award is waiting, the lane gives only small points.

Using two features at once

What can play together?

The main final challenge

Battle Royale

Finish two fights against each of the four villains. Both outside lanes then flash. Shoot either outside lane to start Battle Royale with several balls.

  1. Hit Green GoblinShoot the flashing green targets on the far left.
  2. Hit VenomFor the first two rounds, use either the left ramp or upper side ramp. Later rounds require the upper side ramp.
  3. Hit SandmanShoot the center Sandman targets or figure.
  4. Hit Doctor OctopusShoot the right-side Doctor Octopus hole or lowered figure.
  5. Finish at the right rampAfter all four villain shots are complete, the right ramp flashes for the Royale Jackpot. The first two successful right-ramp finishes send another ball into play.

Complete the three Spider-Sense targets during Battle Royale, then shoot the Spider-Sense lane to send one additional ball into play.

A comic-book city showdown with four villain stations converging on a bright final ramp.
Battle RoyaleFinish two fights against every villain, shoot an outside lane, then complete the four villain shots and the right ramp.

Check your plan

Quiz

Make the call

How do you attempt the Venom side ramp?

Rules and shot advice checked against

Sources

Spider-Man rulesheet · Kineticist strategy guide · Stern game page