Indiana Jones: The Pinball Adventure

Williams, 1993 — shot-by-shot rules and strategy guide.

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Indiana Jones: The Pinball Adventure is a widebody built on the same footprint as Twilight Zone, and it plays like a game that wants you to have a plan. Twelve movie modes, a raised mini-playfield you steer by tilting, a three-ball lock in a golden idol, and a captive ball you are supposed to punish. Almost nothing here is redundant, and the trap is treating it as a shoot-what-flashes game.

The layout

Going around from the left flipper: the A-D-V standup bank, the left orbit, then the Start Mode saucer — a short tunnel into a hole that is the most important shot on the machine. Above it sits the Path of Adventure, a raised playfield you tilt with the flippers. Centre-left is the left ramp; centre are the E-N-T drop targets hiding both the lock sinkhole and a small Raise Jackpot target, with three pop bumpers and the I-N-D-Y rollover lanes behind them. Right of centre: a captive ball behind its own drop target, the right ramp, the right orbit, the U-R-E standups, and the Idol, which stores locked balls and returns them to the right flipper.

There is no skill shot. The plunger is a six-shooter and it auto-launches, though the trigger is a live button used inside two of the video modes.

Modes, and how to choose one

Twelve modes, four from each film, started at the Start Mode saucer whenever nothing else is running. Each pays 5M just for starting, and mode scoring goes into your end-of-ball bonus rather than straight onto the score. Most cap near 60M, so no single mode wins a game.

Here is the edge most players miss: the queued mode advances on ramp shots, not on the pop bumpers. Count ramps and you can line up whichever mode you want before you take the saucer. Two are worth targeting deliberately, because both light an extra ball — Survive the Rope Bridge (four ramps carry Indy across, a fifth cuts the rope) and the Raven Bar video mode, where an extra ball appears among the targets after enough hits. Two more are pure value: Well of Souls is a six-ball multiball paying 2M per ball in play for every sinkhole shot, and Escape in the Cart is a video mode worth up to 55M for steering cleanly through 25 junctions.

The Path of Adventure and The Pit

Spell ADVENTURE across the three target banks and the right ramp lights for the raised playfield. You get fifteen seconds a visit to steer across the lit rollovers, worth 5M each and more if you spelled ADVENTURE repeatedly without cashing it. Clearing your first set lights the extra ball hole up there.

The Pit is a patience play. Every Path you complete without dropping into The Pit raises its value by 25M, to a ceiling of 150M — the largest single award on the machine. Bank the completions, then take it. Afterwards the lit rollovers start travelling and the Path becomes considerably harder. One related warning: do not start a multiball while the Path is lit. It stays active, you cannot steer it and juggle three balls at once, and if it times out you have thrown away the whole ADVENTURE build.

Multiball, and building it before you start it

Drop the E-N-T targets, shoot the sinkhole, repeat three times. You can lock with the targets standing — the game calls you a cheat and pays 5M anyway. In multiball the jackpots run in sequence as the Ark, the Stones and the Grail at base values of 20M, 30M and 40M. The left ramp or the sinkhole lights the jackpot and the right ramp collects it.

The real scoring lever is the raise jackpot total, a running figure added to every jackpot and super jackpot you ever collect. Build it before you lock the third ball, not after:

Collect all three jackpots and the captive ball lights for a Super Jackpot at 80M, 90M and 100M, each lit in turn from the left ramp. Supers cannot be multiplied and have no grace period whatsoever, so take the shot the moment it lights.

Quiet points and the wizard round

Two things score far more than they look like they should. Super Pops arrives after 75 pop bumper hits and makes every subsequent hit a million for the rest of the ball — it does not time out, so stacking a multiball on top is enormous. Narrow Escape pays for saving a ball out of the right outlane through the gate: 1M, then 2M, then 3M, held all game and effectively uncapped. Nudge right as the ball enters the outlane to catch the post.

Start all twelve modes — starting, not completing — and the saucer lights for Eternal Life Multiball: six balls, roughly thirty seconds, every switch except the outlanes worth 10M, and a billion for sweeping the lot. That is the reason mode selection with the ramps is the skill that actually separates good games from great ones here.

How Indiana Jones: The Pinball Adventure plays

A widebody trek through the three Indiana Jones films. Kick off all twelve film scenes one at a time from the tough Start Mode saucer, lock balls for multiball, and grow your bonus and loops as you go, then start every scene to light Eternal Life -- the billion-point wizard round.

The loop

  1. Tap the flippers to sweep the I-N-D-Y top lanes -- each sweep steps your bonus, lights a Friend, and re-arms the inlanes.
  2. Roll a lit inlane for Hand of Fate, then take the hard Start Mode saucer for a random award.
  3. Alternate the ramps to climb the ramp ladder and step which mode is queued, then start the one you want at the saucer.
  4. Drop the E-N-T targets and lock three balls in the sinkhole for multiball, building the jackpot raise total first.
  5. Start all twelve modes to light Eternal Life at the saucer.

Reading the lights

  • I-N-D-Y Top Lanes (lanes) — lit: The four lanes behind the bumpers light as the ball rolls them, and the unlit ones are all that is left to finish the set. · then: Each completed sweep bumps the end-of-ball bonus a step higher, switches on one more of Indy's Friends, and re-arms the return lanes for Hand of Fate. Reach the top step and the Start Mode saucer lights for an extra ball; past that, each sweep pays a flat maximum bonus. · control: Either flipper button: a tap of either flipper shifts the lit I-N-D-Y rollovers sideways, so you can slide an unlit lane under the ball and close the set almost for free (as the ball travels the top lanes)
  • Hand of Fate (status) — lit: Both inlanes begin every ball lit for Hand of Fate, and finishing I-N-D-Y relights them once they are used. · then: Roll a lit inlane and the Start Mode saucer briefly holds a random award, flashing four candidates before it settles on one -- points and Bonus X up through Light Extra Ball, Quick Multiball or Lock Ball. If Light Extra Ball is among the four it is always the one you get.
  • Queued Movie Modes (mode) — lit: One movie mode sits queued at a time, and every ramp shot -- never a bumper hit -- advances which one comes next. · then: Keep count of your ramps and hold off on the saucer until the mode you want shows, then take that hard saucer to begin it; every mode scores just for starting, and what it earns feeds your end-of-ball bonus. Set up the Rope Bridge scene or the Raven Bar video early, because each one lights an extra ball.
  • A-D-V-E-N-T-U-R-E Banks (letters) — lit: ADVENTURE is spelled over three target groups -- the left standups hold A-D-V, the drop targets hold E-N-T, the right standups hold U-R-E -- and once a group is done, more hits on it spot the next missing letter anywhere. · then: Finish all nine and the right ramp lights to send you onto the Path of Adventure. Drop the E-N-T bank and the small Raise Jackpot target behind it spots a letter as well.
  • Path of Adventure (mode) — lit: Once ADVENTURE is spelled the right ramp lights and diverts to the left flipper, feeding the raised Path playfield. · then: Clear a set of rollovers for points and an extra ball. Bank each completion without dropping into the Pit to raise its value, because the Pit is the largest single award on the table -- cash it only once it is maxed. · control: Either flipper button: up on the raised Path the flippers tilt the whole field left and right to roll the ball across the lit markers rather than shooting at them, with about fifteen seconds a visit (a ball is on the Path)
  • Sinkhole Locks (status) — lit: Drop the E-N-T targets to clear the way to the sinkhole and light the lock -- you only need the T down for a clean path in. · then: Lock three balls, held in the Idol on the right, to start a three-ball multiball. You can even lock with the targets standing -- the game accuses you of cheating and pays a few million anyway.
  • The Ark, Stones and Grail (shot arrows) — lit: In multiball, either the left ramp or the sinkhole arms the current jackpot -- the Ark, then the Stones, then the Grail -- which you bank at the right ramp. · then: Park balls in the sinkhole to multiply the jackpot two or three times, and build the raise total at the captive ball and saucer beforehand, since it is added to each jackpot as you take it. Collect all three to light the Super Jackpot on the captive ball.
  • Lit Loops and Friends (shot arrows) — lit: A lit orbit loop pays a base plus two million for every Friend you have lit from the I-N-D-Y lanes, and running loops back to back multiplies that base higher and higher. · flashing: A flashing Friend insert between the slingshots is lit but not yet turned solid. · then: Light every Friend, turn each one solid with lit loops, then collect the Loop Jackpot over at the right ramp -- it climbs toward two hundred million. Drain first and both the Friends and the jackpot fall back to nothing, so cash out before you risk the ball.
  • Super Pops (status) — lit: Enough pop bumper hits kicks off Super Pops, which then keeps running for the rest of the ball. · then: Every bumper hit is a million from then on, so feed the nest on purpose with orbit shots that stall at the top gate. Stack any multiball on top, because a long stay in the bumpers with Super Pops live scores hugely and quietly.

Lane change: the flipper buttons move the lit lane. Tap either flipper button to slide the lit I-N-D-Y rollovers left or right, so an unlit lane sits under the ball as it crosses the top lanes. Finishing I-N-D-Y nudges the bonus multiplier up a step, switches on one more of Indy's Friends, and relights the return lanes so you can take Hand of Fate again.

Start scoring

  • Ball one — There is no skill shot, so let the six-shooter auto-launch. Sweep the I-N-D-Y top lanes with the flippers to build bonus and light Friends, take Hand of Fate off a lit inlane, and start counting ramps so the mode you begin at the saucer is a decision rather than an accident. — Spell I-N-D-Y, The Hand of Fate, Alternating Ramps, Pick Your Mode With The Ramps
  • Building — Play toward all twelve modes, locking three balls in the sinkhole for multiball and building the jackpot raise total first. Bank Path of Adventure completions to grow the Pit, light every Friend for the Loop Jackpot, and get Super Pops running for a quiet million a bumper. — How The Twelve Modes Work, Lock Three Balls, The Ark, The Stones, The Grail, Build The Pit, Loop Jackpot, Super Pops
  • The big one — Start all twelve modes -- starting counts, not finishing, which is why picking them with the ramps matters -- to light Eternal Life at the saucer. It is a six-ball round where nearly every switch is worth ten million, and sweeping them all pays a billion. — Eternal Life Multiball

The Gun Trigger on Indiana Jones: The Pinball Adventure

The trigger on the six-shooter that replaces the plunger.

The plunger is a six-shooter and it auto-launches, so the trigger does nothing clever at the start of a ball. It becomes a real control inside the display modes, where pulling it is how you actually fire at something.

Goals in Indiana Jones: The Pinball Adventure

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

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