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Spider-Man

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Spider-Man is a pinball machine manufactured by Stern Pinball Inc. in 2007.Concept by Steve Ritchie, Lyman F. Sheats Jr.. Design by Steve Ritchie. Mechanics by John Rotharmel. Art by Kevin O'Connor, Mark Galvez, Margaret Hudson. Code by Lyman F. Sheats Jr.. Sound by David Thiel. Music by David Thiel. Animation by Mark Galvez.
Primary manufacturer:
Stern Pinball Inc.
Year:
2007
OPDB Group ID:
5D94
Remake manufacturer:
Other manufacturer:
Game type:
Solid State
Display type:
DMD
Players:
4
Current Avg. Value:

Flyers & Other Media

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Concept:
Steve Ritchie, Lyman F. Sheats Jr.
Mechanics:
Animation:
Sound/Music:
Sound:
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Music:
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Callouts:
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Spider-Man Pinball – Quick Rules (3M’s and Extra Ball)

Learn the quick rules to Spider-Man Pinball by Stern. Get an idea of the 3M’s (Modes, Multiballs, and Multipliers) as well as how to get extra balls.

Modes:

There are really two separate mode sets for Spider-Man. Each of the villains has three battles associated with them. Then there are the other modes associated with the white lit shots.

Villain Battles

  • Hit the villain shots enough times to start
  • Hit the villain again enough times to finish
  • Each villain has 3 levels to it

Modes

  • Hit all of the 6 lit white shots
  • The white inserts will start flashing
  • Hitting the next white flashing shot will multiply that shot 2X
  • Hitting one of the white lit orbits will start the mode

Every mode is timed and finishing the required shots will give you a 3X multiplier at your next white lit shot.

Multiballs:

Black Suit Multiball is the 3 ball multiball.

  • Hit the Lite Lock target
  • Hit either orbit to virtually lock a ball
  • Repeat hitting the Lite Lock target and orbit until 3 balls are locked
  • Jackpots are at the major shots
  • Completing two jackpots at each major shot lights super jackpots at left ramp and side ramp

The Doc Ock modes are all multiballs as well and are different per level.

Multiplier:

The shot multipliers are available after completing all of the white lit shots for modes. When flashing you can hit the shot you want to multiply 2X. After completing a mode then you can hit another flashing shot to multiply it 3X. The shot multipliers only last for the ball in play.

Extra Balls:

Collect an extra ball at the left orbit by doing the following

  • Complete all level 1 villain modes

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  • Shooting all flashing white arrows lights a mode (started at either orbit), and also lights a shot multiplier - whatever major shot you hit next will be doubled for the rest of the ball.
  • The best shots to multiply are the left orbit/spinner, side ramp, and Doc Ock. They’re all good regardless of what else you have going on.
  • Finishing a mode lights a shot tripler which should be put on whatever of those three isn’t already doubled.
  • Four villains are around the table. Hit them a bunch to start “villain modes,” where you just wail on them for solid points. You can start villain modes anytime, which are worth considerable value.
  • Black Suit multiball has locks lit by hitting the “Light Lock” target next to the spinner, with locks collected on the loops. Black Suit is not worth very much; shoot for villains instead.
  • Doc Ock’s villain modes are all multiballs. Shoot him a bunch to start a multiball, which is likely more valuable than Black Suit.
  • Multiball prevents you from lighting modes/multipliers. Try to light those before you start a multiball since having a multiplied shot is more important than playing any multiball. Keep in mind what shots you’re missing - be careful you don’t accidentally force yourself into a multiball when you just want to light a mode.
  • Beating every villain twice lights Battle Royale, a lucrative multiball where you need to hit the villains for points and collect a super jackpot at the right ramp. Make sure you have the right ramp multiplied if you’re close!
>Read the Full Game Tutorial<

Gameplay Discussion & History