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JLP Pinball Cards

Indiana Jones: The Pinball Adventure

Williams 1993
Strategy updated: June 23rd, 2026

Skill Shot

No skill shots, but top lane completion is valuable

Ruleset

Top Lanes

  • advances bonus X (2, 4, 6, 8), awards Indy friend to increase orbit value, relights in-lane for hand of fate, and lights mode start saucer

  • ❗️Bonus X carries over between balls

⭐️ Multiball

  • Shoot the E-N-T targets in center PF to open lock saucer, lock ball, repeat twice to start MB

  • Goal is to collect 3 jackpots - progress carries across MBs

  • left ramp lights JP, right ramp or lock saucer collect JP (20M, 25M, 30M)

  • re-locking a ball in saucer will hold for 15 seconds, qualifying double JP

  • re-locking a 2nd ball within 15 seconds will reset timer and qualify triple JP

  • After 3 JP collected, super JP is collected as a hit to the captive ball (base SJP starts at 80M, 90M, 100M) - located in the lane to the right of E N T targets

  • After Super JP collected, collect 3 JPs again to repeat

12 Modes:

  • Left scoop is always mode start if no mode or MB is running

  • Modes can be brought into MB

  • Starting a mode awards 5M on end of ball bonus - don’t tilt if several modes played!

  • All scoring in a mode is added to end of ball bonus

After an in-lane, the opposite ramp is lit (yellow triangle) for 8 seconds to collect Dogfight markers (green) and opposite orbit to collect loop jackpot

  • Light all six to start Dogfight 20-sec hurry up (40M and counts down)

  • Collect at raise JP target or lock saucer, both behind E N T drop targets

indiana-jones.jpeg playfield