Apollo 13

Sega, 1995 — shot-by-shot rules and strategy guide.

Open Apollo 13 in the Pinball Genie app →

Apollo 13 is a crowded playfield with narrow shots, almost none of them further than halfway up. Balls come off the ramps fast, the post between the flippers pops up constantly, and the whole game plays as catch-and-shoot rather than flow. The upside is that you are rarely punished for taking a moment to think.

The orbits are the real game

Collecting a lit orbit advances the Odyssey around the moon and back toward Earth, and each stage of that journey hands you a mode. Both orbits start the game lit solidly. After that, the inlanes relight the opposite orbit for a few seconds each — left inlane lights the right orbit and vice versa. The switches sit low in the lanes, parallel to the flippers, so an inlane pass registers easily and immediately gives you something to shoot at.

You do not need to complete the circuit. Anything lit is collected by the switch inside the lane, and a slow ball that trips it again on the way back down credits two orbits from one shot. The journey pays out in stages: Video Mode, Power Down, Power Up, then Splashdown.

The skill shot is a choice, not a shot

Before you launch you pick from three awards: Start Mission, Mystery, or a Multiball Countdown step. There is no aiming involved. Early on, take Mystery until it gives you the two-orbit award — two free orbits are worth an entire spacecraft mode. After that, switch to Start Mission.

Missions

Nine missions start at the right saucer, which stays lit in normal play until you have seen them all. Pop bumper hits rotate which one is flashing, and turning the plunger handle locks it in — but that lock evaporates when you plunge your next ball, so do not bank one for later. While a mission runs almost everything else shuts off, bar the Rocket ramp and a lit BLASTOFF letter.

Play all nine and Master Alarm lights — a forty-second frenzy where every target is a million and adds a million to a Blastoff ramp jackpot. That jackpot does not reset when you take it. Once Master Alarm is reached, the mission saucer only relights after a spinner shot.

Shoot The Moon and the spinner

The M-O-O-N standups must be taken in flashing order, leftmost first. Finishing them lights a hurry-up on the Blastoff ramp that counts down slowly enough to set up properly — but collect it, because an uncollected one falls back to twenty million. Every pop bumper hit adds the bumper's current value to the Moon total, which is why long games see hundreds of millions here.

That connects to the top lanes: completing the 1 and 3 rollovers adds 250K to both the bumper and spinner values, each capped at two million. The spinner backhands, so a maxed one is easy repeat money — and it is the only shot CO2 uses.

Multiball, and then thirteen of them

The LED under the Rocket ramp counts your shots down: three start the first multiball, five the second, seven the third. When it reads one, the next Rocket shot launches three balls with no ball saver and four jackpots at the left orbit, spinner lane, right orbit and mission saucer. Clear all four for a Super at the ramp — or complete M-O-O-N during multiball to light it early.

Collect the eight BLASTOFF letters and the next multiball becomes 13-Ball instead. Three or four balls launch, then eight more arrive at once about five seconds later. The Rocket is lit for jackpots typically worth 100 to 250 million. Be warned: the centre post does not rise after a 13-Ball jackpot, so the returning ball heads straight down the middle. Letters come from the yellow ramp lamp at the start of each ball, from Mystery, and from a ramp combo.

Bonus

The bonus counts four things and nothing else: Rocket ramp shots, Blastoff ramp shots, orbits collected, and missions started. All four count equally, so a safe late ramp shot is worth as much as a hard orbit. Double Bonus doubles the lot, and Hold Bonus carries the count into your next ball.

How Apollo 13 plays

Apollo 13 is a rescue flight to bring the crippled Odyssey home. Steer the craft around the moon and back toward Earth through its mode ladder, run the emergency missions up to Master Alarm, and count the Rocket ramp down into multiball.

The loop

  1. Choose your award before every plunge - keep taking Mystery until the two-orbit prize turns up, then start swapping over to a mission instead.
  2. Roll a return lane to relight the far orbit, then collect that orbit to nudge the Odyssey one stage along, and each stage you reach hands you a fresh mode.
  3. Let the bumpers rotate to the mission you want, lock it in with a twist of the plunger handle, and commit to the right saucer to start it.
  4. Count the Rocket LED down and shoot the Rocket to launch multiball; finish the BLASTOFF letters and the next one becomes a thirteen-ball.
  5. Play all nine missions to light Master Alarm and bring the craft the whole way home for Splashdown.

Reading the lights

  • Spacecraft Orbits (shot arrows) — lit: A lit orbit advances the spacecraft one notch; both start the game lit, and after that each return lane relights the orbit on the opposite side for a few seconds - it is the roll through the lane, not a flipper tap, that arms it. · then: Alternate an inlane and the far orbit to keep the Odyssey moving; a slow ball that trickles back over the same orbit switch can even bank two. Each stage reached opens a mode - Video Mode, Power Down, Power Up - and the final leg brings the craft home for the Splashdown multiball.
  • Mission Select (mode) — lit: The right saucer stays lit for a mission through normal play, and the flashing mission cycles every time the ball rattles a bumper. · then: Rotate to the mission you want, lock it with the handle, and commit fully to the saucer since it rejects a lazy shot. Grinding through all nine lights Master Alarm at the same saucer, a frenzy whose ramp jackpot has no ceiling. · control: Plunger: twisting the plunger handle locks whichever mission is currently flashing, but the lock only lives for the ball in play - a fresh plunge wipes it, so there is no banking one for later (with a mission flashing, before you launch the next ball)
  • BLASTOFF Letters (letters) — lit: The yellow lamp over the Blastoff ramp marks a BLASTOFF letter waiting to be taken; you open the game already holding one, and the lamp relights at the start of each ball. · flashing: The red lamp over the same ramp means a Shoot The Moon hurry-up is standing by to collect. · then: Spell all eight letters and the next multiball arrives as a thirteen-ball instead of a plain three. When the yellow lamp is dark a letter can still be stolen as a ramp-into-ramp combo, depending on which way the diverter is pointing.
  • Shoot The Moon (letters) — lit: The M-O-O-N standups only count in the order they flash - the leftmost first, and every hit slides the flash to the next one along. · then: Finish the word in order to light the red hurry-up at the Blastoff ramp, then collect it before it decays. Every bumper hit meanwhile has been piling its value onto that total, which is why a long game turns Shoot The Moon into a monster.
  • Rocket Multiball Counter (status) — lit: The LED under the Rocket ramp shows how many Rocket shots are left before multiball; when it reads one, your next Rocket launches it. · then: Feed the ramp to run the counter down, using the pop-up post between the flippers to catch the magnet-fed return rather than swinging at it. Multiball lights four jackpots across the orbits, spinner and saucer, with a Super waiting at the Blastoff ramp.
  • D-O-C-K Mystery (shot arrows) — lit: Clearing the D-O-C-K standups lights Mystery at the spinner lane, but the award itself is not paid there. · then: Take the lit spinner lane and let the ball ride up to the top saucer to collect. Hold out for the two-orbit award - it is worth a whole spacecraft stage - though a fifty-million Washing Machine turns up now and then.
  • Spinner And Bumper Value (multiplier) — lit: The 1 and 3 rollovers at the top complete 13; every completion steps both the spinner value and the bumper value upward toward their ceiling. · then: Finish 13 whenever it comes around early, then cash the higher number on the backhandable spinner lane, which an entire CO2 mission is played through. A maxed bumper value also makes Shoot The Moon climb far quicker.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Pick your skill-shot award every plunge and steer the spacecraft off the two lit orbits, relighting the far one with inlane passes. Complete 13 at the top rollovers early so the spinner and bumpers are worth real money later. — The Skill Shot Choice, Advance The Spacecraft, Build The Spinner
  • Building — Run missions from the right saucer and count the Rocket LED down for regular multiball. Chase the spacecraft mode ladder through Power Down and Power Up, both of which pour out hundreds of millions when cleared. — Running The Missions, Regular Multiball, Power Down, Power Up
  • The big one — Master Alarm is the ceiling - play every mission to light it, then feed the Blastoff ramp for a jackpot that never ratchets back down. Splashdown crowns the spacecraft journey with an orbit-jackpot multiball, and completing BLASTOFF turns a multiball into a thirteen-ball worth hundreds of millions a shot. — Master Alarm, Splashdown, 13-Ball

Does Apollo 13 have an action button?

No button, but do not ignore the plunger handle — it is a control in its own right here. Twist it during the lunar landing to kill your sideways drift, and twist it before a plunge to lock in the flashing mission. The landing itself is flown on the flippers: one at a time to thrust sideways, both at once to thrust upward.

Goals in Apollo 13

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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