RoboCop

Data East, 1989 — shot-by-shot rules and strategy guide.

Open RoboCop in the Pinball Genie app →

An alphanumeric-era Data East game (Nov 1989, ~1,500 built; design Joe Kaminkow / Ed Cebula, code Rob Quinn) and the machine that shipped the world's first solid-state flipper. Single production model — no editions; the only variation is operator settings and ROM revision. Competitively it is famously a two-shot game: the left spinner lane and the right jump ramp. Everything else supports those two shots.

Skill Shot — 100K Top Lane

At each ball start, two of the four ball-guide lamps around the 2-0-9 top lanes flash. Plunge through that lane for 100,000 × ball number. The lane guides can't be lane-changed, but the lane inserts can — flip an unlit insert under the lit guides first and the same plunge also spots a colored target.

Prime Directives → Arrests → Multiball

The three colored objectives map to three locks ("arrests") at the ramp:

Crucially, each unlit 2-0-9 top lane spots a target of its matching color — the universal advice is to complete the colors this way and never shoot the standups directly (rebounds feed the right outlane). Each completed color lights an arrest; a made jump-ramp shot then locks the ball in the staged upper-left lock. Three locks start the 3-ball Multiball and light the Jackpot.

The Jump Ramp

The signature shot: the ball must fly a gap in a girder bridge across the top of the playfield. A made jump scores 100K and returns via catch ramp → VUK → left inlane (30K) to the left flipper. A missed jump drops into the pop nest — a notorious drain source. Two consecutive jumps start Double Scoring (2x everything, factory ~20s), and every two more consecutive jumps refresh it — the "Sweet Jump loop" (ramp → inlane → ramp) sustains ~230K per lap and is the game's peak farm.

Multiball Scoring

The Jackpot starts around 500K and everything scored during multiball builds it to a 1,000,000 cap — rip the spinner before collecting, because a made ramp jump collects it and there is only one Jackpot per multiball. After the Jackpot, hitting five targets (default) lights the Ramp Special (1M when set to points) — the only time standup-hunting is correct.

Spinner

Spinner value scales with color/lock progress (green/yellow/red spinner lamps) from base spins to 3,000/spin — about 140K per full rip. Every rip recirculates through the top lanes, spotting more targets, so the spinner farm advances locks, bonus X, and multiball qualification passively. "Rip the spinner all day."

Modes & Awards

Everything Is Lit (the wizard-equivalent)

There is no conventional wizard mode. The endgame feat is tying the machine's stored Jumpmaster jump record (default 14 successful jumps in one game, adjustable to 5): everything lights, including Special, and beating the record pays a one-time 500K.

Strategy in One Line

Skill shot every ball → max the spinner while the top lanes light your locks → take multiball, pump the Jackpot to 1M, collect on the ramp, then five targets for the Special → between multiballs, loop sweet jumps if the machine jumps clean, otherwise keep ripping the spinner — and never touch the standups outside multiball.

Goals in RoboCop

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

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