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JLP Pinball Cards

Black Knight

Williams 1980 SS
Strategy updated: August 16, 2026

Magna-Save Buttons: A second set of flipper buttons control the Magna-Save magnets. Qualify them by completing drop target banks. Activation lasts about 5 seconds and should catch the ball and drop it into the inlane for 10K points and 5 bonus advances.

Strategy

Due to playfield multipliers MB is the best scoring opportunity, try to start from locking 3 balls in the upper playfield. During MB hit re-lock in upper playfield, shoot hurry-ups from inlanes in lower playfield, which also put the balls back to the upper playfield.

Skill Shot

Hold right flipper on plunge or be ready to fire quickly with the upper right flipper, and get control

Key Rules

Multiball

  • MB locks start over every ball, regardless of how many balls may be in the lock already

  • If locks are lit (green arrows are flashing on upper playfield), shoot behind the upper left drop targets via the lane around the upper right drop target bank

  • If locks aren’t lit, shoot the turnaround on the lower playfield to light them (between left ramp and center drop targets)

  • Start multiball with 3 locks in upper PF loop, or 1 or 2 in upper PF and 1 in lower PF saucer to the right of the center drop bank (draingerous)

  • During MB playfield multipliers are number of balls in play

  • Keep balls in upper playfield as long as possible and re-lock for 5K times multiplier on kickout

  • When balls fall to the lower playfield, best shot is the combo from right inlane to left ramp for 2.5K/spin spinner rip (multiplier applies)

  • If any balls are locked on your last ball and you drain via the outlanes, the balls will be kicked into play for Last Chance (no playfield multiplier will apply)

Drop Target Banks

  • Two banks of drop targets on each playfield level. Left are denoted by blue lights, right denoted by red lights.

  • Once you hit any drop target, must hit the remaining 2 within 9 seconds or the bank resets

  • Completing a bank scores 10K, 3 bonus advances, and lights a manga-save on lower playfield (right magna-save always activates before left)

Hurry-ups (~5 seconds)

  • When making the right inlane, the spinner is lit briefly for 2.5K per spin, is multiplied during MB

  • When making the left inlane, the shorter right ramp roll-under switch is lit briefly for a mystery between 20K-99K, is also multiplied during MB

Bonus & Bonus X

  • Shots to the turnaround lane (between left ramp and center drop targets) advance +1 Bonus X (Max: 5X)

  • A single shot will also qualify all 3 locks if the locks are not already lit

black-knight.jpeg playfield
Playfield image by Ken (scottamus)