Ship-Mates pinball rules and strategy
Strategy summary
The goal
Set the Roto-Target multiplier with the top lanes or side targets. Hit numbered Roto-Targets to light spots 1, 2 and 3 for Shoot Again.
Set the multiplier: Roll through a top lane marked 1×, 10× or 100×, or hit a side target with the same marking, to set the Roto-Target value. Read the three multiplier lamps below the rotating target assembly before collecting.
Score the target: Hit a numbered Roto-Target beneath the central sailor plastic to score its face value times the lit multiplier. The top lanes and side targets select the multiplier directly; they do not require completing a set.
Light Shoot Again: Hit Roto-Targets numbered 1, 2 and 3 to light the corresponding three spots above the flippers. Lighting all three spots lights Same Player Shoots Again for an extra ball.
Change the rotating targets: Shoot either kick-out hole beside the Roto-Target assembly to spin it. Each hole scores 5 points, or 50 points when lit, and returns the ball to play.
Control the pop bumpers: The two round buttons above the Roto-Target assembly both spin the targets and score 30 points. The right ON button lights the pop bumpers; the left OFF button switches them off. Lit pop bumpers score 10 points.
Need to know
- Lower lanes
- The two bottom side rollovers light alternately. Each scores 100 points while lit, or 10 points while unlit.