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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.
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Playbooks

Ship-Mates playfield

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