Austin Powers
Stern, 2001 — shot-by-shot rules and strategy guide.
Open Austin Powers in the Pinball Genie app →Austin Powers is a mode game built on six main shots, it tells you what to do through one thing: the stack of five lights under each of those shots. Most players never look, start four modes they never finish, and wonder why the score does not move.
Read the light stacks first
- The four lower lights count down what you still owe that shot. One flashing with three dark means four more hits; three solid with the fourth flashing means the next hit starts the mode.
- The red light at the top is dark if you have never started that mode.
- The red light is lit while the counter is still running if you started that mode and failed it. The mode is available again at the same price.
- All five solid means you finished it. Shooting it again pays a flat million and does nothing else — stop feeding it and go somewhere useful.
This matters because the display badly undersells modes. Starting one is around ten million and completing one around fifteen, neither announced. A successful laser shot reads as three million and is worth closer to thirty. Play for completions, not for the numbers you can see.
The six modes and what each wants
- Mini Me — four completions of the counterweighted spinner starts a hurry-up. One more spin locks the value in, then keep shooting to collect against it.
- Fat Bastard — four ramps start a four-ball multiball with a long ball saver. All six main shots need four hits each, and only the fourth hit on a shot pays the super jackpot.
- Big Frickin' Laser — four left ramps arm it, a fifth loads the ball into the cannon on the apron. Fire it at the Austin hole with the lockdown bar button. Each miss can be bought back with a quick ramp, but the third miss kills the round.
- Time Machine — four shots up to the spinning disc start a two-ball multiball. Six shots are lit for jackpots and an unlit one is worth nothing, so look before you shoot.
- Sub-Drill — a timed round asking for four shots on each ramp.
- Henchmen — one shot each at all six main shots against a clock, the red light above each staying on until you make it.
Stacking, and what blocks what
The best scoring decision here is what you have running when a multiball starts. Mini Me and Sub-Drill both want repeated hits, and both have their timers frozen during multiball. Start one immediately before Fat Bastard and you spend it with four balls in play and a long saver underneath you.
The exclusions are worth memorising. Fat Bastard and Time Machine lock out everything else. Henchmen blocks nearly everything. The laser's retry timer blocks other modes and, annoyingly, blanks the S-H-A-G lights so you cannot see which letters to shift the lanes for. Mini Me blocks nothing at all, which is exactly why it is the mode to leave running.
The things that are not on the six-shot map
MOJO multiball comes from spelling MOJO on the left standups, and its only job is bashing Dr. Evil ten times. He drops, the six shots open, and a Time Machine shot pays a super jackpot and pops him back up for another ten. He starts at a million and climbs about a hundred thousand a hit. Elsewhere, S-H-A-G lives in the lanes — S and G on the outlanes, H and A on the inlanes — and the two top rollovers advance the bonus multiplier at roughly a million a step, which is why the Bonus 6X skill shot is worth taking seriously.
Two ball saves the playfield never mentions
- Drain immediately after scoring the Time Machine in single-ball play and the game makes one attempt to relaunch you. The corollary matters more: once Time Machine is no longer available, that shot loses its saver and becomes genuinely dangerous.
- Complete S-H-A-G with an outlane letter during single-ball play and you get the ball back. It has to register as single-ball play — two balls draining into opposite outlanes at once does not count.
- On multiball, the shoot-again light stops blinking well before the save actually expires. The music runs in an ABAC pattern and the save ends near the start of the C section. Listen rather than watch.
The end of the road
Start your fourth mode and the extra ball lights. Start your sixth and Virtucon opens: a multiball with an unusually long saver where each of the six shots pays a jackpot on its first hit and all six relight once cleared. Here is the payoff for having actually completed modes rather than merely starting them — a completed shot pays a double jackpot every single time you hit it, with no need to leave. If you finished Time Machine, you can simply stand there and shoot the disc.
Above Virtucon, the backglass shows a Moon Base multiball almost nobody has seen. It is understood to need all six modes completed rather than started, which is a far harder bar, and nothing on the playfield counts it down for you. One last practical note: this game is known for missing switch registrations, especially at Mini Me and the Time Machine. Watch the light stack, not the shot — if the counter did not move, the hit did not happen.
Goals in Austin Powers
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Lit Lane Skill Shot
One of the two top rollover lanes is lit at the start of every ball. Plunge into the lit one and you take Bonus 6X, which is worth well over six million once the bonus pays — far more than the display suggests while you are collecting it.
Reward: Bonus 6X, worth 6M and up
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Reading The Mode Lights
Every main shot carries a stack of five lights that tells you exactly how much work is left on that mode. Learning to read the stack in a glance is the single biggest improvement most players can make on this machine, because it tells you which shot is one hit from starting a ten-million round.
Reward: Knowing which shot to take next
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Mini Me Hurry-Up
Four full spins of the Mini Me spinner start the hurry-up. The next spinner shot locks in a value, and further shots collect against it — the flashing lights under the lane count down what you still owe.
Reward: Locked hurry-up value
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Fat Bastard Multiball
Four Fat Bastard ramps start a four-ball multiball with a generous ball saver. The job is to hit all six main shots four times each; only the fourth hit on a shot pays the super jackpot, and hits past four on an already-finished shot pay nothing at all.
Reward: Super jackpot on the fourth hit of each of six shots
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Big Frickin' Laser
Four left ramps arm the laser. One more ramp loads the ball into the cannon on the apron, which swings out to aim; you fire it with the lockdown bar button and try to drop the ball in the Austin hole. You get three attempts in total, and each retry has to be bought with another quick ramp.
Reward: Roughly 30M for a successful shot
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Time Machine Multiball
Four shots up to the spinning disc start a two-ball multiball. Six shots are lit for jackpots; a shot with its lights out pays nothing, so check before you commit. Clearing all six relights all six.
Reward: Jackpot on each of six lit shots
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Sub-Drill
A timed round asking for four shots on each ramp. The flashing lights beneath each ramp count what you still owe. It locks out the laser but leaves everything else available, and its timer pauses during multiball.
Reward: Mode start and completion credit
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Henchmen
One shot each at all six main shots against a timer. The red light above each shot stays lit until you make it, so the playfield tells you at a glance what is left. It locks out most other modes while it runs.
Reward: Mode start and completion credit
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MOJO Multiball
Spell MOJO on the left standups and you get a two-ball multiball whose only job is to hit Dr. Evil ten times. When he drops, the six main shots open up, and the Time Machine pays a super jackpot and sends him straight back up for another ten.
Reward: Super jackpot per cycle, plus a climbing Dr. Evil value
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The Dr. Evil Ladder
Dr. Evil is worth a million on the first hit and climbs by roughly a hundred thousand each time after. It sounds slow, and it is — thirty bashes come out around forty-five million — but during MOJO Multiball it is free points while you are waiting for a shot to open up.
Reward: 1M rising by about 100K per hit
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S-H-A-G Hurry-Up
The four letters live in the inlanes and outlanes: S and G on the outlanes, H and A on the inlanes. Completing the word starts a hurry-up, and there is a hidden mercy rule attached to the outlane letters.
Reward: Hurry-up value
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Build The Bonus Multiplier
The two top rollover lanes advance the end-of-ball bonus multiplier, and each step is worth about a million on its own. That is real money for a shot you take by accident every time the ball wanders up top.
Reward: About 1M per multiplier step
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Virtucon Multiball
Start six modes and Virtucon opens up. It has an unusually long ball saver, and each of the six shots pays a jackpot on its first hit with all six relighting once cleared. The payoff for having actually completed modes is that a completed shot can be hit over and over for a double jackpot.
Reward: Jackpots on all six shots, double jackpots on completed modes
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Moon Base
The backglass shows a multiball above Virtucon that almost nobody sees. It is understood to need every one of the six modes completed, not merely started — which is a far harder bar than Virtucon, and why it stays a rumour on most machines.
Reward: Unconfirmed
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Stack Before The Big One
The best scoring decision on the machine is what you have running when Fat Bastard starts. Mini Me and Sub-Drill both want repeated hits on shots, and both have their timers frozen during multiball — so start one of them right before the four-ball round and spend it in relative safety.
Reward: Mode progress paid for with multiball balls
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The Ball Saves Nobody Sees
Two rescues are built in that the playfield never mentions. Drain straight after scoring the Time Machine in single-ball play and the game tries once to relaunch you. Complete S-H-A-G with an outlane in single-ball play and you also get the ball back.
Reward: A free ball, twice per situation
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Know The Machine's Quirks
This game has some well-known switch problems, and playing around them costs nothing. Mini Me and the Time Machine sometimes fail to register a good shot, and the left ramp can skip the switch that spots your S-H-A-G letter.
Reward: Fewer wasted shots
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