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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Spider-Man

It took us this long to get a proper rule sheet for this table y’all… for years I’ve been using the Pinball News article and some other pages to try and figure out this table’s rules. Turns out that, while they’re mostly complete, there are a few details that weren’t quite fleshed out or described properly. This rule sheet was created to try and fix some of those errors up while going more in-depth on some of the challenges further within the game.

Arguably one of Steve Ritchie’s best games, Spider-Man puts players in the role of the friendly neighborhood superhero as he battles four of his biggest and baddest villains. The game has a fast and aggressive layout that encourages combos, with rules that allow novice players to gain just as much enjoyment as more advanced players.

Any mode names referenced in this rulesheet refer to the original 2007 “movie-based” edition. The Vault Edition based on the comic book series uses alternate names for all the villain modes and two of the timed Spider-Man modes.

Layout:

Skill Shot:

Battles :

Throughout the game, the player is encouraged to shoot certain areas of the playfield in order to start a battle against one of the four villains. All battles can be stacked and played together (although progress towards the next Doc Ock battle can only be made after the current battle ends). Awards are given after completing waves of battles: completing the first wave lights Extra Ball at the left orbit, completing the second wave lights both orbits for Battle Royale, and completing the third wave lights the light lock target for a Special. Below is a description of all four of the battle types, going clockwise from the inserts above the flippers.

White Arrows & Shot Multipliers:

At any time during play, six major shots (both orbits, the three ramps, and Doc Ock) will have their white spider arrows lit. Shooting any shot with a white arrow scores 150k + 12.5k per shot, with the last of the six shots being worth 350k. After shooting all the white arrows, all of the arrows will begin strobing; the next shot made will award a 2x multiplier for all values until the ball ends (which can be increased to a 3x multiplier if the ensuing timed mode is completed).

Timed Modes:

The other benefit of completing sets of white arrows is that they will light both orbits to start one of five timed modes, listed above the flippers between the villain inserts. All five modes are 40 seconds, although time can be added through the lit Spider Sense lane. Completing any of the timed modes will boost the previously multiplied shot to 3x; this can be big if you decided to multiply a shot like the right ramp or side ramp! Starting all five of the timed modes is a requirement in order to qualify Super Hero.

Black Suit Multiball: The traditional multiball in the game. Virtually lock three balls by hitting the Lite Lock target (# of hits varies based on difficulty settings and how many BSMB you’ve already played that game) until locks are lit at the orbits. Shoot either green-lit orbit three times to immediately begin BSMB.

Two jackpots are lit at each major shot. Jackpot value starts at 250K at the beginning of ball 1, and increases throughout the entire game by 500 points per pop hit, up to a max of ??? 750K? After shooting all 12 jackpots, there are 2 sets of Super Jackpot pairs lit at the left ramp and the side ramp. The left ramp SJP are each worth 4x the jackpot value, and the side ramp SJP are each worth 8x the jackpot value. After completing all 4 SJP, you begin the regular jackpot sequence again.

Stacking

Spider Sense:

Completing the 3-bank of Spider Sense targets lights the Spider Sense lane for an award based on an active mode, villain, or multi-ball. Spider Sense awards can stack, and will stay lit until collected or until the end of ball. Shoot the Spider Sense lane to collect all lit awards.

Notably, Spider Sense can award an Add-A-Ball during multi-ball modes, once per multi-ball. Each completion of the Spider Sense targets will add one award for an active mode/villain to the Spider Sense lane. The awards are added in order from the earliest-started-mode to the latest. If all awards are already lit, “Big Points” is added instead.

This means you need to complete the Spider Sense targets at least once during a multi-ball to earn Add-A-Ball from Spider Sense, and sometimes multiple times. For example, if you start Green Goblin, and then Doc Ock multi-ball, completing the Spider Sense targets once will light it for a Green Goblin award, and completing a second time before collecting will light it for a Doc Ock Award + Add-A-Ball.

It’s possible to earn two separate Add-A-Balls if you’ve stacked Doc Ock and Black Suit mutli-balls.

Collecting the Spider Sense award for a timed mode will add more time to the mode. For most modes, earning points in a mode while Spider Sense is lit for that award will add value to the award.

Unfortunately, the currently lit awards are not listed in the status report. The awards are only briefly displayed on the screen when you complete the targets.

Battle Royale:

Completing the second level of the four villains will light the orbits to start Battle Royale. Battle Royale is a multi-ball mode where all shots are lit, and you must shoot the four villain shots to light the Royale Jackpot on the right ramp for a cumulative value. Collecting the Royale Jackpot jackpot will continue to the next round and award an add-a-ball for the first two rounds.

Every shot has a base value of 250,000. This increases by 25,000 each round and can be multiplied by web arrows. Whenever you make a shot, this value is added to the Royale Jackpot value (after multiplication).

Villains are worth 750,000 for the first shot. This increases by 50,000 each round. After the first shot, they score the normal shot value (250,000 +25,000 per round.) This value is also added to the Royale Jackpot.

Venom may be shot via either the left ramp or side ramp for the first two rounds, but must be hit via the side ramp for the following rounds. (The left ramp will still score the normal shot value.)

Once you hit all villains, the Royale Jackpot lights on the right ramp and all villains except Venom will stop scoring points. You can still score the 250,000+ shot value on all other shots. Shooting the left orbit repeatedly is a good way to grind out points and bonus X.

When the Royale Jackpot is lit, shooting the right ramp scores the normal shot value of 250,000+, adds it to the Royale Jackpot, and then scores the Royale Jackpot (all of which can be multiplied). This will reset the Royale Jackpot, advance to the next round, and add-a-ball (for the first two rounds). This means the Royale Jackpot is a minimum of 3,250,000 for the first round (750k × 4 + 250k).

Additionally, completing every red spider shot will add an additional 1,500,000 to your Royale Jackpot. This value increases by 250,000 per round (whether you hit all of the shots or not).

The villain shots max out at 1,250,000, and the other shots max out at 500,000.

One additional add-a-ball and 500,000 points are available by completing the Spider Sense targets and rolling over Spider Sense.