Black Knight 2000

Williams, 1989 — shot-by-shot rules and strategy guide.

Open Black Knight 2000 in the Pinball Genie app →

Williams, April 1989 · Steve Ritchie design · System 11B · one production model (no editions)

The big idea

BK2K is a split-level game. The plunge delivers the ball to the Upper Deck (back ~40% of the table), where a single downgrade-mounted right flipper shoots the Sky Loop, the Drawbridge 1-2-3 targets, and the Drawbridge ramp into the Black Knight's Castle lock. The only way off the upper deck is through the W-A-R lanes, whose wireform feeds the lower right flipper. The core axiom: "Avoid the lower playfield — while the ball is on the upper playfield, you can't lose it." The game's defining skill is the Skyway one-touch: the instant a ball drops off the upper deck to the right flipper, flip it straight back up the Skyway ramp.

Scoring engines

Multiballs

Wizard mode: King's Ransom

Spot R-A-N-S-O-M letters by shooting the open Drawbridge within ~20 s of completing the W-I-N lanes (or via the Wheel). Letters carry over between games on the machine. Completing the word starts a ~20-second 3-ball frenzy with unlimited ball save: bonus X jumps to 5X and stays held for the rest of the game, first Skyway = 1M + Extra Ball, WAR = 1M repeatable, U-Turns = 250K, Jackpot lit. Park a ball in the plunger lane as the timer ends for a de-facto extra ball.

Multipliers and bonus

Bonus X (2X-5X) advances only via W-I-N completions and resets each ball unless held by two consecutive loops (or permanently by King's Ransom). The bonus pool is 2K × your cumulative game total of U-Turns + loops — it never resets, so loops and U-Turns made early pay bonus on every ball. There is no playfield-X or mid-ball bonus collect.

Lower deck support systems

Extra balls

Loops (2-in-a-row lights EB on the Skyway, escalating requirement), first Skyway in King's Ransom, the Wheel's EB slot, Special, beating the Loop Champion, and the replay level (default 4.8M). Factory cap: 3 per game.

Behavioral variance

Behavioral variance between individual machines comes from operator adjustments (drawbridge re-close difficulty, timer lengths, WAR memory, free spins), not editions.

How Black Knight 2000 plays

A knight-themed split-level game where the upper deck is your safe haven. Winning means spelling R-A-N-S-O-M to start King's Ransom, a 3-ball frenzy with unlimited ball save and 5X held.

The loop

  1. Plunge to the upper deck and use the upper flipper to shoot Sky Loops and U-Turns for escalating values.
  2. Complete W-A-R lanes to light a Hurry-Up on the Skyway, then shoot the Skyway to collect and advance the ladder.
  3. Complete W-I-N lanes to advance bonus X and light Ransom on the Drawbridge, then shoot the Drawbridge to spot a RANSOM letter.
  4. Clear both KNIGHT drop target banks to spot a BLACK letter and relight Kickback and Magna-Save.
  5. Lock three balls in the Castle for multiball, then collect Jackpots at the Drawbridge.

Reading the lights

  • W-I-N Lanes (letters) — lit: Completing all three letters advances the bonus multiplier and lights Ransom on the Drawbridge for about 20 seconds. · then: Shoot the Drawbridge while Ransom is lit to spot a RANSOM letter. · control: Both flipper buttons: Both flipper buttons rotate the lit letters to steer an unlit lane under the ball. (While the ball is in the W-I-N lanes area.)
  • W-A-R Lanes (letters) — lit: Completing all three letters lights a Hurry-Up on the Skyway. · then: Shoot the Skyway to collect the Hurry-Up and advance the ladder. · control: Both flipper buttons: Both flipper buttons rotate the lit letters to steer an unlit lane under the ball. (While the ball is in the W-A-R lanes area.)
  • B-L-A-C-K Letters (letters) — lit: Completing both KNIGHT drop target banks spots one BLACK letter and relights Kickback and Magna-Save. · then: When BLACK is complete, shoot the Skyway for the 1,000,000 Skyway Million.
  • Lightning Wheel (mode) — lit: The Lightning Lane is lit at ball start and briefly after the left inlane; shooting it spins the backbox wheel for one of 16 awards. · then: Take the wheel award, which can include points, Extra Ball, Special, or lighting outlane saves.
  • Skyway Awards (shot arrows) — lit: The Skyway is lit for Hurry-Up after completing W-A-R, Extra Ball after two consecutive Sky Loops, or the Skyway Million after spelling BLACK. · flashing: The Hurry-Up value counts down from 200K, flashing as it decreases. · then: Shoot the Skyway to collect the lit award and return the ball to the upper deck.
  • Drawbridge Ransom & Jackpot (shot arrows) — lit: The Drawbridge is lit for Ransom after completing W-I-N, for Jackpot during multiball, or for locking balls when the drawbridge is down. · flashing: Ransom is lit for about 20 seconds, flashing during that window. · then: Shoot the Drawbridge to spot a RANSOM letter, collect a Jackpot, or lock a ball.
  • U-Turn Ladder (ladder) — lit: Consecutive U-Turn shots within flashing time windows escalate the value from 50K up to 250K and light the Challenge Lane. · flashing: The time window for the next U-Turn shot flashes. · then: Shoot the Challenge Lane when lit to start Double Knight's Challenge.
  • Sky Loop (shot arrows) — lit: Two consecutive Sky Loops hold the bonus multiplier for the ball and light Extra Ball on the Skyway. · then: Shoot the Skyway to collect the Extra Ball.
  • Outlane Saves (status) — lit: Both the Kickback and Magna-Save start lit; each is used once then unlit, and both are relit by completing all six KNIGHT targets. · then: Keep both saves lit by completing KNIGHT targets to protect against drains. · control: Action button: The yellow cabinet button fires the Magna-Save magnet to pull the ball out of the right outlane. (When the ball is heading toward the right outlane and Magna-Save is lit.)
  • Bonus Multiplier (multiplier) — lit: Each W-I-N completion advances the bonus multiplier from 2X to 5X; two consecutive Sky Loops hold it for the ball. · then: Build the multiplier at W-I-N, then hold it with two Sky Loops before the ball drains. · control: Both flipper buttons: Both flipper buttons rotate the lit W-I-N letters to steer an unlit lane under the ball. (While the ball is in the W-I-N lanes area.)

Lane change: the flipper buttons move the lit lane. Both flipper buttons rotate the lit letters on the W-I-N and W-A-R lanes to steer an unlit lane under the ball.

Start scoring

The Magna-Save on Black Knight 2000

Right cabinet wall, just above the right flipper button (the separate yellow button).

BK2K gives you one extra button and it is pure insurance. The yellow button on the right side of the cabinet switches on a magnet mounted above the right inlane, guarding the right outlane the way the kickback guards the left. It is a limited resource: one save, then the button is dead until you relight it, so half of playing BK2K well is keeping that light on.

Goals in Black Knight 2000

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

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