Collect the 5 Badges shots to setup MB while playing through Shotgun Shell Modes and taking advantage of a lit Magna Force at the right orbit as often as possible, setting up a shot at the side ramp to advance Ranking, ramp value, and light Warehouse. Watch for Safe house to be lit to start a scoring feature.
Choose the “Ramp Shot” as the skill shot, you will get right loop for Magna Force points (10M) and shoot the side ramp with the upper flipper another 10M for the skill shot. If you then shoot the HQ scoop on the left you will earn an additional 10M and start a mode.
Shotgun Shell Modes: Modes qualified by shooting a lit loop (orbit), modes are started at the HQ scoop on the left when flashing.
Barroom Brawl: 25 seconds to shoot ramps. Best to shoot Magna force (right orbit) and then hit side ramp. Awards Magna Force points + side ramp JP.
Car Chase: 4 shots to loops (orbit) or side ramp to complete.
Warehouse Raid: 25 seconds to Shoot Warehouse as much as possible
Letter Bomb: Shoot the Safe house 4 times to defuse the bomb. All switches score a base of 100K, each Safe house shot adds 100K to that value.
Meet the Mob: Shoot both ramps and both loops within 20 seconds
Scorpio: Shoot flashing shots on a timer, hitting a shot lights another and restarts the timer. Shoot the Safe house to add another flashing shot. Ramps are worth 15M, HQ stops the mode and is worth 10M + the total ramps points earned.
Playing all 6 qualifies Crime Wave wizard mode, a 6-ball MB where the goal is to collect as many badge shots as possible
Multiball: Shoot the 5 major badge shots around the playfield, collecting all 5 badges to qualify MB.
Once qualified, start MB at the left side ramp (JP base worth 25M) or the Warehouse shot (JP base worth 20M)
Gun is loaded to get one shot at the left ramp for Super Jackpot, then MB begins
During MB, right ramp is Jackpot and left side ramp is Super Jackpot, hitting Warehouse during MB raises JP value
Picard maneuver is valuable: left orbit → side flipper → side ramp
Ranking: Successful side ramp shots advance your Ranking and increase bonus. Getting to Chief rank (21 shots) increases the side ramp value to 50M per shot for the remainder of the ball. Ranking is preserved ball-to-ball until Chief, where ball drain resets to Rookie.
Rankings: Rookie (0), Officer (1), Sergeant (3), Detective (6), Lieutenant (10), Captain (15), Chief (21)
The playfield X, see Bullet Awards, is based on your rank: 2X, 2X, 3X, 4X, 5X, 5X
Each rank achieved qualifies the Safe house to start a mode.
Bullet Awards: Complete the 8 bullet stand up targets (or shoot ramps to spot a target) to light the Warehouse to collect a Bullet Award
Magnum Jets: Pops worth 2M for remainder of ball
Magnum Bullets: Bullet targets worth 1M for remainder of ball
Extra Ball lit: Skipped in tournament mode. Collect at HQ scoop
Shootout: Both outlanes are lit, draining starts a 20 second continuous MB where the goal is to shoot all 8 bullet targets. At completion or when time expires all balls drain and ends the ball.
Playfield Promotion: Playfield is multiplied for 20 seconds based on your Ranking (2X, 2X, 3X, 4X, 5X, 5X)
Safe House Awards: Shoot unlight Safe house when in single ball play, or increase Ranking, to qualify mode start at the Safe House shot.
Bank Robber: left orbit hurry-up starting at 50M
Warehouse: Warehouse shot hurry up stating at 25M, completing begins a 2-ball MB where the goal is to shoot the Warehouse on repeat.
Extra Ball lit: Skipped in tournament mode. Collect at HQ scoop
Super Loops: 20 second hurry-up to shoot either orbit for 5M + increase 5M for next loop
Alcatraz: 4-ball MB, shoot roving lit orbit or ramp (10M) all switches increase JP value.
Feel Lucky: Choose between points or shooting a target with the gun, always select assured points.
Magna Force & Collect Ransom: Roll through left inlane to qualify Magan Force collection at the right orbit (10M). Roll through the right inlane to light Collect Ransom at the HQ scoop for 5 seconds.