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

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

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

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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