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.

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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