Spider-Man

Stern, 2007 — shot-by-shot rules and strategy guide.

Open Spider-Man in the Pinball Genie app →

Spider-Man is one of Steve Ritchie's fastest layouts and one of the most welcoming rulesets Stern has shipped. A beginner can flail at it and still start battles; an expert can stack four things at once. The structure is unusually clean — four villains, three levels each, a reward at the end of every wave. Learn which shot feeds which villain and you get to choose what your game looks like.

Two skill shots, and one of them matters more

The standard skill shot is a full plunge into the flashing WEB lane. It pays 250k rising by 25k, doubles the pop bumpers for the ball, and — the part people miss — adds five to your bonus multiplier. The super skill shot is a soft plunge that dies on the upper right flipper, followed by the side ramp: 500k rising by 50k, plus 100k on the Venom Value and progress toward a Venom battle. On ball three the standard skill shot doubles your end-of-ball bonus and the super triples it, once each per game. The save after a super skill shot is very short.

The three waves

Four villains, each with three battles. Beating all four once lights the extra ball at the left orbit; twice lights both orbits for Battle Royale; three times lights the Light Lock target for a Special. That ladder is the spine of the game.

White arrows and shot multipliers

Six major shots carry white spider arrows: both orbits, all three ramps and Doc Ock. Sweep the set and every arrow starts strobing — the very next shot you make gets a 2x multiplier for the rest of the ball. This is a decision, not an accident, so pick deliberately. Putting it on the side ramp is enormous, because the third Venom battle is eight side ramp shots and the biggest Black Suit Supers are there too. Completing the arrows also lights both orbits to start one of five forty-second timed modes, and finishing that mode upgrades your multiplied shot from 2x to 3x.

Black Suit Multiball

Hit the Light Lock target until the locks light at the orbits, then shoot a green-lit orbit three times. Two jackpots sit at each major shot, twelve in total. The jackpot value starts at 250k on ball one and grows 500 points per pop bumper hit across the whole game, not per ball, which is why feeding the pops is never wasted time here. Clear all twelve and Super Jackpot pairs light: two at the left ramp at four times value, two at the side ramp at eight. Anything you start before or alongside your third lock comes into the multiball with you.

Spider Sense is your add-a-ball

Completing the three Spider Sense standups arms the lane behind them with an award tied to whatever you have running — mode time, added value, or an add-a-ball during multiball. Awards stack and stay lit until collected or until the ball ends, and one trip through the lane takes everything. The detail that matters is ordering: awards are assigned to your active modes oldest first, so if you started Green Goblin and then a Doc Ock multiball, the first completion arms a Green Goblin award and you need a second completion before the add-a-ball appears. The lane sits behind the upper right flipper and only opens with that flipper raised.

Venom Value, and why the spinner matters

Two of the three Venom battles pay a running number called the Venom Value on every shot. It starts at 250k, caps at 750k, and holds from ball to ball. Every spinner rotation adds 1,250, every super skill shot 100k, every completed Venom battle 25k. A plain side ramp shot collects it any time. Building it early turns the eight-shot third battle from a chore into a scoring round — especially with a 3x multiplier on that ramp.

Battle Royale

The reward for the second wave, and the best scoring in the game. Every shot is lit at 250k, the four villain shots pay 750k the first time each, and everything you collect is added into a Royale Jackpot waiting at the right ramp. Completing every red spider shot adds another 1,500,000. Round one pays at least 3,250,000, and cashing it advances the round and adds a ball for the first two. Grind the left orbit to pad the jackpot first. From round three Venom must be shot via the side ramp. One last kindness: when Battle Royale is ready both outlanes flash, and a drain is replunged as a Last Chance.

Goals in Spider-Man

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

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