Robocop pinball rules and strategy
The Strategy
Robocop uses the spinner and top lanes to finish three color arrests without forcing the standups. Lock each completed color at the jump ramp, start three-ball Multiball, then rip the spinner to build the Jackpot and collect it at the ramp.
The goal
Use the spinner and top lanes to finish the three colors without direct target shots. Lock three balls. Build the jackpot to 1,000,000, then collect at the jump ramp.
Lane-change before the plunge. Put an unlit color insert under the lane between the two flashing guides.
- Skill shot: The guided lane scores 100,000 times the ball number. An unlit color insert also spots one target of that color.
From the right flipper, repeat the left spinner. Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall. the ball into an unlit top lane for an unfinished color.
- Green needs four standups. Yellow needs three. Red needs the captive ball. Unlit top lanes can spot these targets.: Green needs four standups. Yellow needs three. Red needs the captive ball. Unlit top lanes can spot these targets.
- Completing a color lights one arrest at the jump ramp and raises the spinner value, up to 3,000 per spin on default settings.
When an arrest is lit, make the right jump ramp to lock one ball. Repeat the spinner and lane route for all three arrests.
Lock the third ball at the jump ramp to start three-ball multiball.
- The jump ramp is lit for one jackpot. Normal scoring raises its value from about 500,000 to a 1,000,000 cap.: The jump ramp is lit for one jackpot. Normal scoring raises its value from about 500,000 to a 1,000,000 cap.
During multiball, rip the spinner and let incidental standup rebounds raise the jackpot to 1,000,000. Then make the jump ramp.
After the jackpot, hit five green, yellow, or red standups during multiball. Then shoot the ramp for Special when it is set to 1,000,000 points.
- The target count is operator-adjustable. It is the only planned time to shoot standups directly.: The target count is operator-adjustable. It is the only planned time to shoot standups directly.
Alternative route: Spinner farm
Use this when the jump ramp fails or drops into the bumpers.
- Repeat the left spinner from its right-flipper sweet spot.
- Use unlit top lanes to finish colors and raise the spinner to 3,000 per spin.
- Continue while the bumper exit stays safe. Take a lit arrest only when the ramp is reliable.
Need to know
- Main route
- Use the spinner and top lanes to finish the three colors without direct target shots.
- Long goal
- Tie the stored Jumpmaster record with successful jump ramps.
- Safer fallback
- Spinner farm: Use this when the jump ramp fails or drops into the bumpers.