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JLP Pinball Cards

Spy Hunter

Bally 1984 SS
Strategy updated: July 12, 2026

Machine Setting: The saucer scoring is based on a machine setting of Skill or Random. In competition play, Skill should always be the setting choice.

Strategy

Stay in the AGENT GK area as long as possible, collecting lit letters and captive ball hits. If you hit a 50K skill shot, the saucer is lit for collection, spam this on repeat. Otherwise, complete the SHOT target bank on the right to light the saucer, and then loop the saucer collection.

Skill Shot

Lights in the shooter lane rotate automatically, when the ball passes the switch, whatever value is lit is awarded. (10K, 25K, 50K & opens the gate in the inner left outlane.

Key Rules

Agent GK Targets

  • In the top center of the playfield is an area surrounded by 7 standup targets that spell AGENT GK

  • Hitting a lit target scores 3K points and moves the light to the next target

  • Collect 4 lit targets to light the Boop-Ball captive ball

  • Completing all targets score 70K the first time, 140K the 2nd, and special for any further completions (50K)

  • Each collected standup target is worth 10K base bonus at end-of-ball

Boop-Ball Captive Ball

  • When not lit the captive ball is worth 5K points and will spot an unlit standup target

  • When lit, hitting the captive ball into the target at the end of the lane un-lights it and scores:

    • 25K + 2X playfield the 1st time

    • 50K + 3X playfield the 2nd time

    • 100K + special (50K) the 3rd time

    • And 100K for all subsequent hits

Weapons Warehouse

  • This is a bagatelle area in the upper left of the playfield, entered via a lane between the G and E standup targets

  • Light all 9 rollovers to score 90K (hard settings require two completions before scoring 90K)

  • Lit rollovers score 10K base bonus at end-of-ball

  • The slow feed from this area can easily land in one of the left outlanes

Center Drop Target Bank

  • Completing the yellow drop targets in the center of the playfield award +1 Bonus X (max 5X), opens the gate in the inner left outlane, and awards 10K points * the number of completions (max 70K)

Saucer

  • Qualify the saucer by landing a 50K skill shot or completing the SHOT target bank on the right of the playfield

  • Landing in the lit saucer scores 25K initially, then 50K, 75K, 100K, 125K, 200K, special

  • An unlit saucer scores 5K

Spinner

  • An unlit spinner scores 100/spin

  • Light the spinner by completing the SHOT targets on the right for a single rip at 1000/spin

spy-hunter-pf.jpg playfield
Playfield image by Ken (scottamus)
Backglass image by Wildman