Banzai Run

Williams, 1988 — shot-by-shot rules and strategy guide.

Open Banzai Run in the Pinball Genie app →

Banzai Run's upper playfield does not sit above the lower one — it stands vertically, on the backglass, which is why the machine towers over everything around it. Play up there is short and frantic because the slope is brutal, and that shapes the strategy: everything below is preparation for a trip lasting a few seconds.

Laps first, always

The ramp is the best shot on the machine and it is not close. It scores a lap, feeds your bonus, raises the value of the lower captive ball, advances you toward multiball, and eventually lights an extra ball — all from one shot. Roll the left inlane before you take it and the ramp is worth two laps instead of one. You begin every game with one lap already banked.

Challenge, then pass

You start the race in sixth place, and five opponents have to be lit and then passed. The first four each own a bank of three targets on the lower playfield: Green Machine on the top rollovers, Blue Beard and Red Hot on the left, and Yellow Belly through the middle. Completing a bank challenges that racer, and the Hill lights while any challenged racer is still unpassed. Actually passing them means hitting their shot on the upper playfield — the loops on either side, the target in the middle, or the Red Hot hole up in the corner.

The Bumper Saucer is the most useful hole on the machine and it does most of this work for you. It spots whichever opponent target best helps you finish a bank, relights the left outlane kickback, and later becomes the Time Lock. It can be shot straight on through the gap in the Yellow Belly targets rather than only from inside the bumpers.

Do not pass everyone at once

This is the counterintuitive part. Clearing every flashing racer on one trip closes the Hill until you challenge somebody new down below, which costs you access to the whole upper playfield. A better plan is to leave one challenged racer standing and spend your Hill time on Cycle Jumps instead.

The Cycle Jump lives at the Red Hot hole. It starts at 75,000 and climbs 25,000 every time you collect it, and the value carries between balls. Completing the A-B-C targets first — the A inside the left loop, the B and C inside the right — doubles the jump for that trip only and also extends the timer on the centre post protecting your lower flippers. Red Hot also drops you back to the lower playfield, so it ends the trip; take it last.

Multiball and the King

Defeat all four racers and the Lock Shot on the Hill lights immediately. That timing is worth planning around: if the last racer you beat is one of the ones up there, you can lock straight away, but if you finish with one of the lower three you have to make another whole trip. Get Red Hot out of the way early to avoid that.

Once you have locked, the second ball goes to the plunger and the ramp is lit for two laps for the entire multiball. The fifth opponent is the King of the Hill, and beating him is a two-stage job. First put a ball in the Bumper Saucer to start the Time Lock, then get up the Hill and hit the captive ball inside about twenty seconds. The timer pauses while a ball is actually on the Hill, so a failed trip usually leaves room for two or three more attempts before the second ball is released. Collect A-B-C and then the captive ball on the same trip and you get a million plus an extra ball.

After the King is down, the ramp is lit for the rest of multiball for two laps and a 250,000 Victory Lap, with no cap on how many you can take. This is where a serious score actually comes from, so protect both balls and keep feeding that ramp.

An honest bonus

There is no hidden number and no multiplier. Your end-of-ball bonus is 10,000 per lap plus 20,000 per racer defeated, and that is the whole formula — you can count it yourself as you play. Racers you beat carry between balls until multiball happens, then reset; the ones you already beat still pay on that ball, which is why they slide over to the Prior Race side of the standings instead of vanishing.

One last thing worth knowing on location. If the magnet that lifts balls to the Hill has failed, the game compensates: each shot to the Hill entrance spots a challenged racer, locks a ball when lock is lit, or defeats the King during multiball. You lose the Cycle Jumps and everything that only exists up top, so scores drop hard, but the game is still finishable.

Goals in Banzai Run

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

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