Victory pinball rules and strategy
The Strategy
In stock Victory, shoot the left spinner while its yellow lamp is on, let the back-center kicker feed the right inlane, then repeat the spinner while its white 2x lamp is also on. Complete flashing F-I-N-I-S-H targets to store a multiplier, and repeat the spinner while that multiplier runs during each Checkpoint hurry-up.
The goal
Loop the yellow left spinner. Its return lights that spinner for 2x, so each spin scores 20,000. Build the stored It carries between balls. It does not run continuously. and run it during Checkpoint hurry-ups.
Test a It can cross the left spinner, enter the back-center kicker, and feed the right inlane. Some copies choke and fall back. and a Gives the lower flippers earlier control when the full route is unsafe.. Confirm the left-spinner loop, right-inlane return, and which spinner is yellow.
- It can cross the left spinner, enter the back-center kicker, and feed the right inlane. Some copies choke and fall back.: It can cross the left spinner, enter the back-center kicker, and feed the Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.. Some copies choke and fall back.
- Gives the lower flippers earlier control when the full route is unsafe.: Gives the lower flippers earlier control when the full route is unsafe.
When the left spinner is yellow, shoot it from the right flipper. Let the back-center kicker feed the Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin..
- Yellow spinner: Scores 10,000 per spin. The other spinner scores 500. Slings and selected switches alternate the yellow lamp.
- Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.: Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.
Use the right-inlane return to repeat the left spinner before the white 2x lamp ends. Keep looping while the feed stays controlled.
Hit each flashing FINISH standup. Complete all six to add one stored multiplier, up to 15x.
- It carries between balls. It does not run continuously.: It carries between balls. It does not run continuously.
- When a Checkpoint hurry-up runs, the stored multiplier flashes and multiplies all playfield scoring except the hurry-up itself.
Start the next Checkpoint hurry-up. During its approximately 25-second timer, repeat the 2x yellow spinner.
- middle-left rollunder, right-spinner back kicker, upper-right orbit, left inlane, lower-right target, lower-left target, right inlane, and left-spinner Finish Line.: middle-left rollunder, right-spinner back kicker, upper-right orbit, left inlane, lower-right target, lower-left target, Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin., and left-spinner Finish Line.
- First-race hurry-ups start at 100,000 times the next Checkpoint number. After one race, every Checkpoint hurry-up starts at 800,000.
- An expired hurry-up does not block progress. Make the required Checkpoint to advance and start the next timer.
Repeat races and FINISH sets. Keep the spinner as the scoring priority whenever yellow, white 2x, and the timed playfield multiplier overlap.
Alternative route: Checkpoint hurry-ups
Use this when the left-spinner loop rejects or the yellow lamp stays on the right spinner.
- Follow the eight flashing Checkpoints in order.
- Collect each hurry-up while its value remains high.
- Use upper-playfield routes to collect Checkpoints 2 through 4.
- After one race, repeat the route with 800,000 starting hurry-ups.
Need to know
- Main route
- Loop the yellow left spinner.
- Long goal
- Complete FINISH sets until the stored multiplier reaches 15x.
- Safer fallback
- Checkpoint hurry-ups: Use this when the left-spinner loop rejects or the yellow lamp stays on the right spinner.
In stock Victory, the yellow left spinner scores 10,000 per spin, and the right inlane lights it for 2x for about five seconds. Repeat that spinner loop, complete flashing F-I-N-I-S-H targets to store up to 15x, then use each Checkpoint hurry-up to run the stored multiplier on the spinner. Follow all eight Checkpoints to finish a race and raise later hurry-ups.
The goal
Loop the yellow left spinner.Its return lights that spinner for 2x, so each spin scores 20,000.Build the stored It carries between balls. It does not run continuously. and run it during Checkpoint hurry-ups.
- Test a It can cross the left spinner, enter the back-center kicker, and feed the right inlane. Some copies choke and fall back. and a Gives the lower flippers earlier control when the full route is unsafe.. Confirm the left-spinner loop, right-inlane return, and which spinner is yellow.
Full plunge and Short plunge rules
- It can cross the left spinner, enter the back-center kicker, and feed the right inlane. Some copies choke and fall back.: It can cross the left spinner, enter the back-center kicker, and feed the Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.. Some copies choke and fall back.
- Gives the lower flippers earlier control when the full route is unsafe.: Gives the lower flippers earlier control when the full route is unsafe.
- When the left spinner is yellow, shoot it from the right flipper. Let the back-center kicker feed the Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin..
Yellow spinner and Right inlane rules
- Yellow spinner: Scores 10,000 per spin. The other spinner scores 500. Slings and selected switches alternate the yellow lamp.
- Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.: Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin.
- Use the right-inlane return to repeat the left spinner before the white 2x lamp ends. Keep looping while the feed stays controlled.
- Hit each flashing FINISH standup. Complete all six to add one stored multiplier, up to 15x.
FINISH multiplier scoring details
- It carries between balls. It does not run continuously.: It carries between balls. It does not run continuously.
- When a Checkpoint hurry-up runs, the stored multiplier flashes and multiplies all playfield scoring except the hurry-up itself.
- Start the next Checkpoint hurry-up. During its approximately 25-second timer, repeat the 2x yellow spinner.
Checkpoint route, in order timing details
- middle-left rollunder, right-spinner back kicker, upper-right orbit, left inlane, lower-right target, lower-left target, right inlane, and left-spinner Finish Line.: middle-left rollunder, right-spinner back kicker, upper-right orbit, left inlane, lower-right target, lower-left target, Lights the left spinner white for about five seconds. Yellow plus white makes it worth 20,000 per spin., and left-spinner Finish Line.
- First-race hurry-ups start at 100,000 times the next Checkpoint number. After one race, every Checkpoint hurry-up starts at 800,000.
- An expired hurry-up does not block progress. Make the required Checkpoint to advance and start the next timer.
- Repeat races and FINISH sets. Keep the spinner as the scoring priority whenever yellow, white 2x, and the timed playfield multiplier overlap.
Builds toward: 15x timed playfield and repeat races
- Complete FINISH sets until the stored multiplier reaches 15x.
- Complete one race so later Checkpoint hurry-ups start at 800,000.
- During every timed multiplier window, loop the 2x yellow spinner.
Sources and references10 references10 source links and outbound references.
- Original playfield image
- Victory tutorial and gameplay
- Victory tournament rules discussion
- Eric Stone at Free Play Florida 2019 Classics — Finals
- Victory v1.3 tournament ROM notes
- Ed Giardina on Victory at the NEPL Season 28 Finals
- Left-spinner repeat loop technique reference
- Checkpoint 2 upper feed technique reference
- Shooter-lane save technique reference
- Physical caution reference