The Godfather pinball rules and strategy
The Strategy
The Godfather turns target, major-shot, and slingshot hits into Soldiers, which supply the timer for each Job. Targets add three Soldiers, major shots add two, and slingshots add one; shoot Don's Office when it lights to start a Job. Separately, shoot each lit Venture and then a lit orbit for Turf War locks, while spinner shots charge a Weapons playfield multiplier that starts with the action button.
The goal
Build the Job timer to start a Job, complete lit Ventures and orbit locks for Turf War Multiball, and charge Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. before starting playfield X with the action button.
How to start a mode
Build the Job timer by hitting targets, major shots, or slingshots; targets add 3 Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer., major shots add 2, and slingshots add 1. When Don's Office lights, Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. the ball. Tap a flipper until the Job before the one you want is displayed (the selector advances once more), then shoot Don's Office to start the Job.
Recommended mode: Take the Cannoli
Choose it because its cashout adds a ball to Compound Multiball.
How to play it
Make two lit shots, hit the right-inlane target, and defeat the Bad Guy. Return to Don's Office and use the action button to cash out.
Start Turf War Multiball
Shoot each lit Venture shot. When the lock lights, shoot either lit orbit to lock a ball; the second lock starts the first Turf War Multiball.
Start Weapons playfield X
Shoot the spinner to charge Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x.. When a playfield multiplier is ready, press the action button to start it.
Alternative route: Compound Multiball
Use this when the Compound lock is safer than the lit Venture shots and orbit locks.
- Shoot the Compound lock to lock a ball. Shoot the Compound lock again to lock the second ball and start Compound Multiball.
Need to know
- Main route
- Choose Venture points score 2x. Bad Guys are easier to defeat. Job awards score 50% more. Influence builds more slowly..
- Long goal
- Defeat the four level-2 Bad Guys.
- Safer fallback
- Repeat the safest main multiball: Use this plan when Don's Office, the Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk., or the required Job shots are unsafe.
The Godfather lets a Job continue into Compound or Sicily Multiball, and Weapons playfield X can multiply its cashout or a large Super Jackpot. Choose Cuneo, then hit targets, major shots, or slingshots to collect Soldiers and light Don's Office. Shoot Don's Office to start a Job, prepare Compound or Sicily while the Job remains active, then start Multiball. Charge Weapons with spinner shots and press the action button before the Job cashout or a large Super Jackpot.
The goal
Choose Venture points score 2x. Bad Guys are easier to defeat. Job awards score 50% more. Influence builds more slowly..Build a Job and prepare Compound or Sicily together.Continue the Job while its required shots are controlled.Start the Multiball, activate Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. playfield X, and cash out the Job or collect a large Super Jackpot under the multiplier.
- Choose Venture points score 2x. Bad Guys are easier to defeat. Job awards score 50% more. Influence builds more slowly. before the plunge. Soft-plunge into the Fountain gate for Sicily progress or the Compound gate for Compound progress.
Cuneo, Fountain skill shot, and Compound skill shot rules
- Venture points score 2x. Bad Guys are easier to defeat. Job awards score 50% more. Influence builds more slowly.: Venture points score 2x. Bad Guys are easier to defeat. Job awards score 50% more. Influence builds more slowly.
- Fountain skill shot: A soft plunge into the bumper lane advances Sicily Multiball.
- Compound skill shot: A soft plunge into the Compound advances Compound Multiball.
- Hit targets, major shots, and slingshots to collect Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer.. When Don's Office lights, Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. the ball and use the other flipper to stop one Job before the one you want because the selector advances once more. Shoot Don's Office to start the selected Job.
Soldiers and Job selection rules
- Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer.: Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer.
- The display advances one position after the flipper input. Stop one Job before the Job you want.: The display advances one position after the flipper input. Stop one Job before the Job you want.
- Choose Make two lit shots. Hit the right-inlane target. Defeat the Bad Guy. Its cashout adds a ball to Compound Multiball. while preparing Compound Multiball, or Loop the left ramp twice. Shoot under the ramp. Its cashout adds a ball to Sicily Multiball. while preparing Sicily Multiball. Cashing out either Job adds a ball to its matching Multiball.
Take the Cannoli, Delivery, Shakedown, and Hung Jury rules
- Make two lit shots. Hit the right-inlane target. Defeat the Bad Guy. Its cashout adds a ball to Compound Multiball.: Make two lit shots. Hit the right-inlane target. Defeat the Bad Guy. Its cashout adds a ball to Compound Multiball.
- Loop the left ramp twice. Shoot under the ramp. Its cashout adds a ball to Sicily Multiball.: Loop the left ramp twice. Shoot under the ramp. Its cashout adds a ball to Sicily Multiball.
- Make 20 switch hits. Hit the Compound target. Its cashout adds a ball to Turf War Multiball.: Make 20 switch hits. Hit the Compound target. Its cashout adds a ball to Turf War Multiball.
- Make an orbit or Hideout shot. Then shoot Don's Office. Its cashout lights all Five Families Jackpots at the start.: Make an orbit or Hideout shot. Then shoot Don's Office. Its cashout lights all Five Families Jackpots at the start.
- Complete the displayed Job objective. At the first Don's Office cashout, use a flipper to continue the Job and increase its value, or press the action button to collect the value and completion perk.
Job cashout and Blue Job award rules
- Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk.: Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk.
- Completing a blue Job makes the next normal Job use unlimited Soldiers.: Completing a blue Job makes the next normal Job use unlimited Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer..
- While the Job runs, prepare Compound or Sicily Multiball. Use the Compound lock for Compound, or complete the three bumper-region targets and shoot the target under the left ramp for Sicily.
Compound qualification and related rules
- Lock one ball in the Compound. Lock the next ball there to start the multiball. Hit the Compound target, then the nearby drop target, to increase the Jackpot before the start.: Lock one ball in the Compound. Lock the next ball there to start the multiball. Hit the Compound target, then the nearby drop target, to increase the Jackpot before the start.
- Complete the three bumper-region targets. Collect each lit region. Shoot the target under the left ramp after all three regions are collected.: Complete the three bumper-region targets. Collect each lit region. Shoot the target under the left ramp after all three regions are collected.
- All four main multiballs can run together. Qualification progress continues during another multiball.: All four main multiballs can run together. Qualification progress continues during another multiball.
- Charge Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. with spinner shots. Start the prepared Multiball. Press the action button repeatedly to activate and extend the highest available playfield multiplier before a Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk. or a large Super Jackpot.
Weapons and Multiplier rule rules
- Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x.: Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. raises the future maximum from its initial 4x limit toward 10x.
- The Job cashout applies playfield X and the current Shot X even though the multiplied value is not shown before collection.: The Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk. applies playfield X and the current Shot X even though the multiplied value is not shown before collection.
- In Compound Multiball, shoot the blue Jackpot arrows. After the displayed Jackpot count, shoot the Compound lock for the Super Jackpot. Use the Job add-a-ball before the multiball falls to one ball.
Compound Super Jackpot setup and scoring
- The first cycle needs three Jackpots. Each later cycle needs one more. The Super scores the current Jackpot total.: The first cycle needs three Jackpots. Each later cycle needs one more. The Super scores the current Jackpot total.
- In Sicily Multiball, hit the region targets to build the Super Jackpot. On each ball release, be ready at the upper-left flipper. Shoot the Hideout as soon as it lights for the Super.
Sicily Super Jackpot setup and scoring
- The Hideout above the upper loop collects the built target value. A Pursuit cashout reduces the later qualification requirement. A Delivery cashout adds a ball.: The Hideout above the upper loop collects the built target value. A Pursuit cashout reduces the later qualification requirement. A Loop the left ramp twice. Shoot under the ramp. Its cashout adds a ball to Sicily Multiball. cashout adds a ball.
- Activate Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. immediately before the best available collect. Prefer a multiplied Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk. when it is ready. Otherwise multiply the multiball Super Jackpot.
- Repeat the safe Job and multiball cycle. Do not continue a Job past a controlled cashout when its next required shot is the drain shot on this copy.
Builds toward: Baptism, Honor, and Kiss the Ring
- Defeat the four level-2 Bad Guys. Shoot behind the center drop to start Baptism.
- Play all eight Jobs, all four Job Award modes, and all four main multiballs. Shoot Don's Office to start Honor.
- Collect Rings in Job Award modes. One Ring gives the next Job unlimited Targets add 3. Major shots add 2. Slingshots add 1. The stored total, up to 100, is the Job timer.. Three Rings double the next Continuing keeps the Job active and builds its value. Cashing out awards the stored value and its completion perk.. Six remove the Influence combo timer for the ball. Twelve reset all Super Skill Shots.
- Start Baptism and Honor. Collect the displayed Ring requirement. Collect all 17 territories. Use Spinner shots charge the lit weapon. The action button starts its timed playfield multiplier. More button presses extend it. Using Weapons raises the future maximum from its initial 4x limit toward 10x. at 10x. Reach Presidential Influence.
- Shoot Don's Office to start Kiss the Ring.