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JLP Pinball Cards

Judge Dredd

Bally 1993
Strategy updated: June 23rd, 2026

Strategy

Choose Blackout mode before plunge, start mode at a yellow lit shot, during mode shoot J U D G E drop targets to progress Multiball lock qualifying. Play Manhunt and loop left ramp which should stack the MB. If you play Manhunt without MB, another good stack is with Bad Impersonator to hit lit center drop targets for mode and scoop behind them for JP. When in doubt, left ramp out (value increases to max of 5M per shot). Strategically leverage the one time double bonus at the captive ball.

Skill Shot

Select mode with left additional button, plunge with the right additional button.

When ball passes upper left flipper, shoot across the playfield to the orbit for 5M skill shot

Ruleset

❗️Mode scoring is awarded at the end of the ball, don’t tilt it away

Modes: There are 9 Chain Link Modes, shown on lower playfield inserts, mode time is 20-25 seconds. Start all 9 to qualify Ultimate Challenge mini-wizard, start as you would a Chain Link mode.

  • Pressing the additional left button on the cabinet changes the lit Chain Link Mode

  • Mode start is the yellow lit shot, either left ramp or up-kicker beneath the sniper tower toy.

  • During any mode, a one-time per mode award is given by hitting the lit blue ? standup target on the lower left of the playfield

  • 🥇Black Out: 2-ball MB with the lights out, scoring is doubled. Jackpot at the Blackout shot, just to the right of the planet toy.

  • ⭐️Manhunt: Shoot left ramp on repeat, can be looped due to return to right flipper

  • Bad Impersonator: Shoot the 2 lit drop targets on the center 5-bank as many times as you can until mode ends

  • Battle Tank: 25 seconds to shoot left orbit, Blackout ramp, and Advance crime wave stand up bank just to the right of the right ramp

  • Pursuit: Shoot left or right ramp based on which side the care on the DMD is

  • Sniper: Hurry-up at the sniper tower, complete and another hurry-up at the same shot to complete

  • Meltdown: Shoot captive ball on right of playfield, goal is to score 3 hits which can be done on one clean hit that sends the ball to the back of the lane.

  • Safecracker: Shoot the scoop behind the center drop target bank to lock in value (3-8M), then shoot the scoop 3 more times to complete

  • Stakeout: Shoot the right ramp on repeat for 5M each, ? target doubles ramp value

Multiball: 4-ball

  • Shoot center J U D G E drop targets in order to light locks. First MB lights all 3 locks, subsequent require drop target completion for each lock.

  • Lock a ball on the left ramp, locks can be virtual or physical depending on the copy, lock 3 balls to start MB

  • Shoot the left ramp to light the jackpot, score jackpot (20M) behind J U D G E drop bank. Each letter down adds 1M to JP.

  • Collect 4 Jackpots to starts Ultimate Challenge mini-wizard

Ultimate Challenge: 4-ball

  • All Crime Scene shots lit in various colors for 10M each, continues until drain down to 1 ball

  • Can stack regular MB with this if started by playing all modes

  • ❗️All Jackpots awarded at end of ball bonus

Combo loops, each combo is +3M with no max

You can double bonus 1 time during the game by making 2 full shots on the captive ball. Use this when you have completed multiple modes in a single ball

judge-dredd.jpeg playfield