AC/DC
Stern, 2012 — shot-by-shot rules and strategy guide.
Open AC/DC in the Pinball Genie app →The playfield doesn't look complicated: a pair of ramps, a pair of loops, three standup banks, a spinner, a lane feeding the bell, and some bumpers rounding it out. What isn't obvious from the layout is Lyman Sheats's code running underneath Steve Ritchie's design — it wires nearly every one of those ordinary shots to whichever song happens to be playing, so almost nothing on this table scores the same way twice.
Starting the ball
A plunge nearly always lands in the top saucer, which kicks out into the AXE lanes — flip to move the blinking lane and land in it for the easy skill shot. Hold the right flipper as the ball exits the saucer instead, and it drops straight to the flippers for a harder, more valuable option: any major shot from there pays more and hands you two VIP passes instead of one. Passes matter more than they look — in regular play, pressing Fire just spots a hit toward your song's key feature, which is fairly minor, but during multiball it spots one of the five major shots toward an add-a-ball, and that's worth holding onto.
Choosing, and changing, your song
Twelve songs, twelve key shots, and picking one at the start of the game is not cosmetic — it decides which shot pays extra for the rest of the ball, through multiballs and everything else, until you deliberately change it. Hitting the key shot for a song you aren't playing lights it on the jukebox in the back of the cabinet; light eight of them and a shot into the top saucer — reachable off the right loop, or free on the plunge at the start of a new ball — offers you the choice to switch. Keeping your current song instead just resets the count back to zero. There is genuinely nothing wrong with picking one song, like Hells Bells or War Machine, and never touching the jukebox all game.
The Song Jackpot
Every point you score in your current song mode is quietly added to a separate running total. Spell F-I-R-E on the inlanes and outlanes three times — one shot is free at the very start of the game — and a lit cannon insert appears above the flippers. Shoot the right ramp to feed it, then press Fire to aim at the blinking AC/DC target. Land it and you bank the whole jackpot, easily worth fifteen or twenty million before any multiplier gets involved; miss, and the value holds while you spell F-I-R-E again for another try. Aiming the cannon at the bell instead, when you have the choice, is the safer play — it builds toward a playfield multiplier rather than risking the drain a target shot invites.
That risk is real. The bell is responsible for every playfield multiplier in the game — three hits light 2X for twenty seconds, three more during 2X light 3X — but it's also the riskiest shot on the layout: come up short and you're almost certainly draining, and even a solid hit doesn't guarantee safety. Build your multiplier before you cash in a big jackpot, not after.
Multiball, stacked
Three multiballs correspond to three playfield features: Jam to the ramps, Album to the three target banks, and Tour to the two loops. All three start the same way — shoot the lit right ramp — and Jam usually lights first anyway — not because it needs fewer shots (fifteen ramps is far more than one bank of targets), but because the ramps are safe, repeatable shots you can backhand and combo all day. Album and Tour share a neat trick: jackpots are named chronologically after AC/DC's albums or tours, and landing one while playing a song that actually belongs to that album or tour pays a full song bonus on top, no reset required.
You can't work toward one multiball while another is running, but you can light two or three ahead of time and start them all together the instant the right ramp comes up, for a Double or Triple Multiball. Twenty jackpots into any of them — fourteen for Album — lights the cannon for a Super Jackpot worth the lump sum of every jackpot you have scored to that point, and Triple Multiball adds its own bonus jackpot at the bell once you've landed one of each type.
Hidden depths, and the encore
Premium and LE cabinets hide a second playfield underneath the first. Any song with "Hell" in its name — Hells Bells, Highway to Hell, Hell Ain't a Bad Place to Be — drops you down there the first time you make that song's key shot. It's a minor detour, not a second game, but it's easy to miss if you don't know to look for it.
The real finale is Encore, unlocked only after completing all twelve songs — changing away from a song completes it, whether or not you ever shot its key feature — and choosing to change one final time. Three balls walk you back through the shot sequence of your entire game, song by song, re-scoring each one as you land it. It's built to reward finishing the achievement, not to compete for high score, so don't feel obligated to chase it if you're just trying to put up a number.
Goals in AC/DC
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Axe Lanes Skill Shot
The plunge nearly always kicks back out of the top saucer into the AXE lanes — flip to move the blinking lane before it lands for points, a bonus multiplier bump, and a VIP pass.
Reward: Small points, +bonus multiplier, 1 VIP pass
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The Harder Skill Shot
Keep the right flipper held up when the ball exits the top saucer, and instead of dropping into the AXE lanes it falls straight to your flippers — any major shot from there pays extra and awards two VIP passes instead of just one.
Reward: More points, +more bonus multiplier, 2 VIP passes
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Spend A VIP Pass
The Fire button doesn't only fire the cannon. Press it any time to spend a VIP pass instead, for a free hit toward whatever you're currently chasing.
Reward: One free shot toward your current song, or an add-a-ball in multiball
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Choose Your Song
Every song is also a mode with its own key shot. Whichever one you pick at the start of the game keeps running — through multiballs and everything else — until you deliberately change it.
Reward: Extra scoring on your song's key shot for the rest of the ball
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Change The Record
Key-shot hits for songs you aren't playing light them up on the jukebox in the back of the cabinet. Light eight of them and the right loop into the top saucer offers you a change.
Reward: A fresh song mode, or a reset jukebox if you decline
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Song Jackpot
All the points you score in your current song mode quietly build a separate Song Jackpot too. Spell F-I-R-E three times to light the cannon, then fire it at the blinking target to cash the whole thing in.
Reward: 1M minimum, often 15-20M or more before multipliers
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Playfield Multiplier
The bell is the only source of playfield multipliers in the whole game, and it's also the single easiest shot to drain on. Three hits light 2X for 20 seconds; three more while it's running lights 3X.
Reward: 2X, then 3X playfield scoring for 20 seconds
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Jam Multiball
Usually the fastest of the three multiballs to reach — not because the table has more ramps than loops or target banks, but because ramp shots are simply easier to repeat: both ramps backhand cleanly, so even stacking up something like fifteen ramp hits against one leftover target-bank shot, the ramps are still the faster route. A straightforward two-ball mode once it's running.
Reward: Ramp-shot jackpots for the duration
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Album Multiball
A three-ball mode built on the three target banks. Jackpots come named after AC/DC's discography in chronological order — and playing the right song when they land is worth real money.
Reward: Target-bank jackpots, plus a full song bonus if it matches your album
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Tour Multiball
A two-ball mode built on the two loops, with the same chronological song-bonus trick as Album Multiball but tied to tours instead of albums.
Reward: Loop jackpots, plus a full song bonus if it matches your tour
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Super Jackpot
Twenty jackpots into any multiball — just fourteen during Album, matching its shorter discography — lights the cannon for a Super worth the lump sum of every jackpot scored on the way there.
Reward: The lump sum of every jackpot scored on the way there
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Stack The Multiballs
You can't start one multiball while another runs, but you can light two or three ahead of time and start them all together the moment the right ramp is ready.
Reward: A Double or Triple Multiball, plus a bonus jackpot at the bell
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The Lower Playfield
Premium and LE cabinets hide a second playfield underneath the main one. Any song with "Hell" in the title drops you down there the first time you make its key shot.
Reward: Extra scoring, and a small boost to your upper-playfield mode shots
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Completing A Song
Changing away from a song completes it, whether or not you ever actually shot its key feature — and a completed song can never be picked again for the rest of the game.
Reward: A small bonus at end of ball, plus progress toward Encore
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Encore
The final wizard mode, reached only by completing all twelve songs and then changing one last time. Three balls replay the shot sequence of every song from your entire game, in order.
Reward: Every song's value, re-scored, one shot at a time
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