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
- Sentinel Multiball — bash the Sentinel head (~3 hits +2 each subsequent) to open its mouth, then defeat it to start; top scoring MB (100-200M+).
- Save the City Multiball — hit all six primary shots 3x in single-ball play, start at lit Midtown/Subway.
- To Me, My X-Men Multiball — light Cerebro (Nightcrawler purple targets 5x or a Cerebro skill shot), then advance it 3x at Uptown/Highway ramps.
- Berzerker Multiball — defeat 35 Sentinels cumulatively across modes, then start at the Uptown ramp.
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
- Divert a hard X-Jet orbit shot into the secluded Danger Room and bank a training level so your next mission scores doubled.
- 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.
- Clear the mission and escape the future to keep its permanent upgrade, since the payout is back-loaded.
- 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.
- 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.
- Button flashing red during a mode: Spots the most valuable lit shot, but never the Sentinel head or anything in the Danger Room.
- Escape Nimrod running: Dead for the whole mode — every shot in it has to be made by hand.
- Multiball, Rogue perk earned: Hold it while flashing green for an add-a-ball, once per ball.
- Missions lit and waiting: Works with the flippers to choose which of the eight you start.
- Rescue the Innocent completed: Fewer bumper hits recharge the button from then on, so presses come around faster.
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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The competitive-favorite plunge: the left/Uptown-ramp Cerebro skill shot settles the ball safely on the left flipper and spots one shot's worth of progress toward To Me, My X-Men multiball.
Reward: One Cerebro advance toward To Me, My X-Men multiball
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Super Skill Shot (X-Jet → Danger Room Exit)
Full-plunge the X-Jet orbit for +3 Bonus X, then immediately catch the feed into the Danger Room exit ramp to upgrade it to a Super Skill Shot.
Reward: +3 Bonus X upgraded to a Super Skill Shot bonus
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The only truly repeatable loop: hit Downtown late off the right flipper up to 5 times for escalating awards; the 5th completion lights the left ramp for a 6th shot that adds +15s to the ball-save timer.
Reward: Escalating loop awards + 15s ball save
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A named 2-shot combo lit at the right inlane after completing standup-target sets: strobing left ramp then combo into the Sentinel, which also advances the Sentinel one defeat stage.
Reward: 500k + 2.5M and advances the Sentinel one stage toward Sentinel MB
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The richest money loop on the game: collect five 5M major jackpots, take the X-Jet super (~30M), then combo the Danger Room exit ramp for a 2x super that resets the jackpots at a higher base.
Reward: ~30M super (60M at 2x), then repeats at a higher base
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Bump jackpots to orange/red at the Danger Room exit ramp, bank four major jackpots, then cash the super at the Sentinel head — doubled if you hit the open mouth.
Reward: Super = sum of the wave's jackpots, 2x on the open mouth
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During To Me, My X-Men MB, chain six blue jackpots, take the Uptown-ramp super (5M base), then combo the Danger Room exit ramp for the 2x super.
Reward: 5M+ super, doubled at the Danger Room exit ramp
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After collecting all five city jackpots, shoot the X-Jet to light the Danger Room spinner, then rip it for 1M per spin on a ~10-15s timer.
Reward: 1M per spin for ~10-15 seconds (extendable via Kitty Pryde lane)
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The top-scoring multiball: bash the giant Sentinel head to spawn it (~3 hits, +2 each subsequent time), damage it until the mouth opens, then keep hitting to start.
Reward: 100M-200M+ when well played
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Qualify by hitting each of the six primary shots 3 times in single-ball play, then start at the lit Midtown or Subway ramp.
Reward: ~70M+ even poorly played; supers 50M+
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Light Cerebro via 5 Nightcrawler purple targets (or a Cerebro skill shot), then advance/collect Cerebro 3 times at the Uptown or Highway ramp to start.
Reward: Blue jackpots spawning all 12 X-Men; supers at the left ramp
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A gated mini-wizard reward: defeat 35 Sentinels cumulatively (fastest via Sentinel Facility Raid, The Future, Escape Nimrod, and Sentinel MB), then start at the Uptown ramp.
Reward: 3-ball MB, 5M+ jackpots, ~30M supers (60M at 2x)
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The Sentinel mode triggered by completing an easy Tier-1 mission: destroy 6 Sentinels at flashing shots, then shoot Midtown/Subway to return to the past and claim the hero perk.
Reward: Hero perk + Sentinels toward Berzerker
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A Tier-2 Rogue mission where shots move left-to-right and each destroys a Sentinel (up to 7-8); hitting the Sentinel head pauses the moving shots. Its add-a-ball is a key competitive lever.
Reward: Up to 7 Sentinels toward Berzerker + an add-a-ball usable in any multiball
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The challenging Magneto Tier-2 mission: red shots defeat Magneto/Avalanche and roving green shots defeat Toad at 2x; earn the Magneto perk (+10s to all game timers).
Reward: Magneto perk (+10s to all timers)
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The mode triggered by completing a Tier-2 challenging mission: hit 3 random red major-ramp shots, then take either the Midtown ramp or the Subway on a fresh timer to earn the perk plus 4 Sentinels.
Reward: Hero perk + 4 Sentinels toward Berzerker
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Gambit Shot Multiplier (2x/3x)
Charge the Gambit bumper (every 3 hits, or an alley pass to the right inlane) to make the next mode or multiball shot worth 2x (3x with the Smuggled Cargo perk). Time it onto the biggest shot.
Reward: Next mode/MB shot at 2x (3x with perk)
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Build the end-of-ball bonus multiplier at the Cerebro bonus targets near the left flipper and on the two plunges that pay it — a soft plunge for +1 and the X-Jet feed to X-Mansion for +3.
Reward: Higher end-of-ball bonus multiplier
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The mini-wizard mode: complete all 8 missions to light Midtown + Subway, then clear escalating green→yellow→orange→red phases. The highest combo multiplier you reach multiplies the rest of the mode.
Reward: Highest combo multiplier reached multiplies all remaining mode scoring
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The intended Sentinel-themed final wizard mode. It is a placeholder not yet fully implemented in current code, with no confirmed qualification path or ruleset documented.
Reward: TBD — not yet coded
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Opener A — Danger Room Engine First
The safe scoring foundation: take the Cerebro skill shot to cradle, feed the X-Jet twice to bank Danger Room Level 1 (2x next mission), then qualify and start an easy mission at 2x.
Reward: Next easy mission scores at 2x
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Opener B — Sentinel Multiball Rush
The highest-ceiling line: Cerebro skill shot, one or two Danger Room feeds to inflate jackpots, then poke the Sentinel head to Sentinel MB and drop the Facility Raid add-a-ball into it.
Reward: Fast route to the biggest multiball with inflated jackpots
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Opener C — Combo / Ball-Save Greedy
The risk-tolerant line: chain the Downtown 5-way Time Loop into the left ramp for +15s ball save, then immediately bank Danger Room Level 1 and start an easy mission at 2x.
Reward: +15s ball save plus a 2x mission
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Bank all three Danger Room training levels: feed the X-Jet orbit to send balls into the mini-playfield, work the standups with the mini-flipper, and exit cleanly. Level 1 doubles the next mission, and the top level makes Sentinels count double and stretches mode timers.
Reward: 2x mission scoring at Level 1; doubled Sentinel credit and extra mode time at Level 3
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Standup Perks — Nightcrawler and Jean Grey
Farm the two standup banks on purpose. The purple targets light Cerebro at 5 hits and pay off a perk at 20; the right-side mansion target lights the right-outlane save at 4 hits and a second perk at 10.
Reward: Both standup perks plus a lit right-outlane ball save
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Beast's Lab award levels climb with combos — mystery first, then ball save, then extra ball. Keep comboing into the lab, then collect the lit extra ball off the right inlane.
Reward: Extra ball
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Away from the Danger Room and the Sentinel fight, the cabinet keeps a quieter menu tucked behind its attract loop. Holding both flipper buttons while the machine idles brings it up, and the choice made there governs the whole game before a single ball is plunged.
Reward: Standard, Competition, and a DJ Mixer jukebox
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Eight Missions, Eight Upgrades
Missions are not just points on this machine. You choose which one you play, and each one is fronted by a different X-Man and attached to a different upgrade to the rest of your game. The catch is the payout is back-loaded: clearing the mission only buys you a trip to the future, and you have to get back out of the future before the upgrade is actually yours.
Reward: A different upgrade for every mission you complete and escape
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Train Enough to Bring Cyclops In
Danger Room training feels disposable, because your level gets wiped the moment you start a mission. It is not. The machine keeps a running count of the training levels you finish over the whole game, and once enough of them stack up Cyclops turns up for good and gives you more room to keep combos alive.
Reward: Longer combo timers for the rest of the game
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