Start Light Cycle MB and either stack Quorra MB or play immediately after. Shoot Tron targets to start double scoring, super pops, and super spinners. Play all modes and multiballs to qualify Sea of Simulation.
🥇Short plunge to the Flynn's Arcade scoop for 500K
If you miss Flynn's Arcade on the short side, it should land on the right flipper, shoot the left ramp for 200K
Hold down the left flipper button during plunge to allow ball into the left orbit, shoot the side ramp across the playfield for 300K
Modes
Progress on modes is shown on the playfield inserts, the vertical line starting with Flynn and ending with Portal. Flashing means played the mode, solid means completed the mode.
Flynn, Gem, Clu, and Zuse are timed modes that can stack with other modes and multiballs
Flynn
Starts anytime the rollover in the small, angled lane on the right is tripped
Shoot the lit red shot to find Flynn and complete
Gem (25-second timed mode)
Starts by making shots (3 initially) to the upper loop
Continue to shoot the upper loop, extend time by hitting either spinner (+10 seconds) to a max of 40 seconds
Good to stack with MB
Clu (25-second timed mode)
Collect all 3 inlanes to qualify Terminate Clu at the arcade scoop
Make the 4 shots with a circular helmet insert to complete: left and right orbits, turnaround lane, and scoop
Zuse (25-second frenzy mode)
Collect ZUSE letters from the 4 standup targets around the playfield, collecting all adds +10 seconds to the mode
Spinners and Pop are good value, each letter increases value
Multiballs
Note: Light Cycle and Quorra MBs can stack together
Quorra (2-ball MB)
5 shots to the spinner in the turnaround lane (to the right of the left ramp) qualifies multiball at the Arcade scoop
During MB, turnaround lane is always a Jackpot and upper loop is always a Super Jackpot
Hit a target in the Recognizer stand up bank 3 times to add-a-ball, can be done twice
Disc (3-ball MB)
Shoot the recognizer standup bank 4 times to lower the bank and expose the Spinning Disc
Shoot the Spinning Disc until MB starts (6 shots initially)
Phase 1: Jackpots collect at the Disc, collect 6 to advance to next phase.
All major shots are mini-jackpots and increase the Jackpot value
Phase 2: Shoot the Recognizer again to lower (3 shots), then shoot the Disc for Super JP (total of all collected Phase 1 JP)
Restart as a 2-ball MB if no Jackpots collected by shooting the Disc within 10 seconds
Light Cycle (2-ball MB)
Make any of the major shots with a lit orange insert to qualify MB at the Arcade scoop (4 shots initially)
3 of the majors shots will be lit for Jackpots
If you collect a Jackpot via the left ramp:
combo the turnaround shot for Super JP
combo turnaround shot then side ramp scores a Double Super JP
Tron Targets
Complete the standup target bank on the left to start double scoring, super spinners, or super pops.
Each feature lasts 25 seconds and can be stacked
Completing bank while all 3 running will extend time to feature with the flashing insert
Draining during Double Scoring will double your Bonus
The rollover that stats the Flynn mode also starts Zen, where if you immediately hit any Tron target the entire bank is spotted
Sea of Simulation (mini-wizard mode)
If all modes have been played, the scoop is lit to start Sea of Simulation
You will play through each mode in order that was not previously completed
Shoot the right orbit and then the scoop for spot a shot at any time
If all modes have been competed, Portal MB (wizard mode) is played instead