The Uncanny X-Men

Stern Pinball, 2024 — shot-by-shot rules and strategy guide.

Open The Uncanny X-Men in the Pinball Genie app →

Designer: Jack Danger. Editions: Pro / Premium / LE (811 units). Code is young (~0.98) and being overhauled, so exact values drift.

Layout

Six primary "city" shots left→right: X-Jet orbit, Downtown, Uptown ramp, Midtown center ramp, Subway, Highway ramp. The signature Danger Room mini-playfield sits lower-left (mini-flipper, spinner, 3 standups, feed ramp, exit ramp) where a left outlane would be. Center Sentinel head (bash + lowering-mouth scoop + front magnet); Prem/LE add a rising Sentinel body with attacking hands. The Cerebro post above the left flipper handles virtual ball locks.

Core scoring engine — Danger Room Training

Feed the X-Jet orbit (or the spinner/targets/ramp) to fill the training bar. Lvl 1 (green) = next mission 2x; Lvl 2 (yellow) = -1 Sentinel in The Future; Lvl 3 (red) = Future Sentinels count double + values 2x; Lvl 4 = Cyclops perk (wider combo timers). Bank levels before every mission and multiball — they reset after a mission but multiball-jackpot inflation persists.

Missions (8, selectable)

Four easy "corner" Tier-1 missions (Rescue the Innocent, Bitter Rivalry, Smuggled Cargo, Stopping a Juggernaut) and four hard Tier-2 (Sentinel Facility Raid, A Fiery Assault, Mayhem in Midtown, Genosha Under Siege). Qualify by hitting white shots, then start at the blue strobing Midtown center ramp or Subway loop. Easy completion → The Future; hard completion → Escape Nimrod; both grant persistent hero perks. Complete 3 and 7 missions for extra balls.

Four multiballs

Combos & money loops

Lit "X" shots chain for combos (200k → +200k → cap 1M; lit shots alternate to prevent farming one ramp). 6 combos light Sentinel Attack hurry-up (~20M). Named combos: 5-Way Time Loop (Downtown x5 → left ramp, +15s ball save) and Fastball Special (right inlane → left ramp 500k → Sentinel 2.5M). Universal money loop: score a Super Jackpot then combo the Danger Room exit ramp for a 2x super that resets jackpots at a higher base — richest in Berzerker MB.

Multipliers

Gambit bumper (every 3 hits or an alley pass) = next mode/MB shot 2x (3x with the Smuggled Cargo perk). Bonus X is built at the Cerebro bonus targets near the left flipper and via skill shots. Danger Room Lvl 1 doubles the next mission.

Wizard modes

Save Senator Kelly (mini-wizard) = complete all 8 missions; escalating green→yellow→orange→red phases started at Midtown/Subway, highest combo multiplier reached multiplies the rest of the mode. Master Mold is the intended Sentinel-themed final wizard but is a placeholder not yet fully implemented in shipped code.

Editions

All editions share the Danger Room, articulated Sentinel head (magnet + mouth), Cerebro, and crossing-shot layout. Prem/LE add the rising/fighting Sentinel body (extended hands that attack the ball / block ramps) and the elevated Beast's Lab captive-ball vari-target (a leaper/standup on Pro). Note: this 2024 game has NO physical ball lock, no Magneto Multiball, and no Dark Phoenix mode — those belong to the older X-Men (2012).

How The Uncanny X-Men plays

The Uncanny X-Men pits the team against the Sentinels and Magneto across eight X-Man-led missions. Train in the Danger Room to multiply your missions, topple the towering Sentinel head, and assemble the team through Cerebro on the way to Save Senator Kelly.

The loop

  1. Divert a hard X-Jet orbit shot into the secluded Danger Room and bank a training level so your next mission scores doubled.
  2. Qualify a mission with white shots and start it at the blue center ramp, choosing which of the eight with the Bishop button and the flippers.
  3. Clear the mission and escape the future to keep its permanent upgrade, since the payout is back-loaded.
  4. Bash the Sentinel head for Sentinel Multiball, and after any super jackpot combo the Danger Room exit ramp to double it and reset the ladder higher.
  5. Complete all eight missions to light Save Senator Kelly.

Reading the lights

  • Mission Shots (mode) — lit: White shots qualify a mission, then the blue center ramp -- or the Subway from the left flipper -- starts the one you have selected; each of the eight wears a different X-Man's colors and carries its own upgrade to the rest of your game. · then: The payout is back-loaded: clearing a mission only sends you into the future, and the upgrade stays out of reach until you fight your way back out of it. Complete all eight to light Save Senator Kelly. · control: Action button: the Bishop lockbar button and the flippers together let you pick which of the eight you start, so you shop for the upgrade you want rather than taking whatever is lit (when missions are lit and waiting)
  • Danger Room Training (ladder) — lit: Hitting the X-Jet orbit hard enough diverts the ball into the secluded lower-left mini-playfield; cradle on its mini-flipper, pick off the three standups to climb the training bar, then take the exit ramp out to lock the level in. · then: Level 1 doubles your next mission and Level 3 doubles the credit each Sentinel gives while padding out your mode timers; the level wipes when a mission starts, but the game keeps a running total, and enough finished levels brings Cyclops in for good with longer combo timers.
  • Sentinel Head & Berzerker (shot arrows) — lit: Bashing the giant head spawns the Sentinel -- the magnet flings the ball as it appears -- and further hits open its mouth; only the open mouth starts the multiball, and it doubles the super jackpot too. · then: Level the Danger Room first so Sentinel Multiball, the top scorer, launches with fat jackpots. Every Sentinel you destroy across modes and multiballs also feeds a running count -- reach thirty-five to start Berzerker Multiball at the left ramp.
  • Cerebro & the Team (status) — lit: Five hits on the purple Nightcrawler standups (or a Cerebro skill shot) light the Cerebro lock post above the left flipper; advancing and collecting it three times at the Uptown or Highway ramp starts the team multiball. · then: To Me, My X-Men pays blue jackpots that spawn all twelve X-Men, with supers at the left ramp. The same Cerebro area near the left flipper is where you build your end-of-ball Bonus X, so work it between locks.
  • Save the City (status) — lit: Put three hits on all six primary shots in single-ball play to qualify the multiball; the later cycles ask for four then five hits per area, so early progress matters. · then: Start it at the lit Midtown or Subway ramp, then once all five city jackpots are in take the X-Jet to arm the Danger Room spinner and rip it for a million per spin -- bounce the Kitty Pryde lane to add time to that clock.
  • Danger Room Exit Ramp (multiplier) — lit: The exit ramp is the universal jackpot multiplier and super-reset shot; it relights the jackpots at two times, then three times, and doubles a super rather than just paying it once. · then: In every multiball, take the super at its home shot, then immediately combo the exit ramp to double it and reset the jackpot ladder at a higher base -- no other shot on the machine repays practice this richly.
  • Gambit & Bishop Bumpers (multiplier) — lit: Every third hit on the Gambit bumper -- or an alley pass through the right inlane -- arms the next mode or multiball shot at two times, while the Bishop bumper charges the lockbar button, and a red flash means a use is banked. · then: Bank the Gambit two-times onto your biggest shot or a super rather than wasting it small, and hold up to three Bishop charges to spot the most valuable lit shot (never the Sentinel or the Danger Room) or, with the Rogue perk, add a ball.
  • Standup Perks & Beast's Lab (status) — lit: The right-side X-Mansion target arms the right-outlane save at four hits and earns a perk at ten, while Beast's Lab climbs its award levels off the back of combos rather than single stray hits. · then: Climb Beast's Lab past its mystery and ball-save awards until the extra ball is lit, then collect it off the right inlane; farm the Nightcrawler and Jean Grey standups on purpose for their perks and the outlane save.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Take the Cerebro skill shot -- it cradles the ball on the left flipper and spots a step toward the team multiball. Send two shots up the X-Jet to lock in the green training level so your first mission runs at two times, then qualify an easy mission and start it at the blue center ramp. The Downtown ramp keeps feeding the same flipper for the repeatable Time Loop, and a sixth shot after five buys fifteen seconds of ball save. — Cerebro Skill Shot, Opener A — Danger Room Engine First, 5-Way Time Loop Combo
  • Building — Climb the Danger Room to Level 3 so Sentinels count double and timers stretch, and arm the Gambit bumper's two-times for your biggest shots. Poke the Sentinel head to the open mouth for Sentinel Multiball, the top scorer, and drop a banked Facility Raid add-a-ball into it. Take every super at its home shot, then immediately combo the Danger Room exit ramp to double it. — Danger Room Training Ladder, Gambit Shot Multiplier (2x/3x), Sentinel Multiball, Opener B — Sentinel Multiball Rush
  • The big one — Complete all eight missions to light Save Senator Kelly, a single-ball gauntlet whose final score rides on the highest combo multiplier you build before it. Sentinel Multiball is the biggest points source when it is fed by a leveled Danger Room, and defeating thirty-five Sentinels opens the Berzerker super-jackpot farm. The intended final wizard, Master Mold, is not yet finished in the current code. — Save Senator Kelly, Sentinel Multiball, Berzerker Multiball, Master Mold (Final Wizard)

The Bishop (Action Button) on The Uncanny X-Men

Center of the lockdown bar.

The left pop bumper — sitting where a left sling would normally be — charges Bishop's power into the lockdown bar button. Flashing red means a use is banked, and you can hold three at once. Perks earned from missions change how fast it charges and what else it can do.

Goals in The Uncanny X-Men

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

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