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"You want to protect the world, but you don't want it to change..."

- Ultron

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Avengers: Age of Ultron is one of the three Marvel pinball tables available in the Cinematic Pack for Pinball FX 3, originally released as a standalone table for Pinball FX 2 and Zen Pinball 2 shortly before the film's release. The table depicts the events of the 2015 MCU film of the same name, following the Avengers' efforts to stop a rogue AI originally created by Tony Stark to defend the world.

Table overview[]

Under Construction

This article or section is in the process of an expansion or major restructuring.

You are welcome to assist in its construction by editing it as well.

Objective and missions[]

Help the Avengers pursue Ultron across the world in hopes of defeating him by playing seven missions, then take Ultron down for good in the Redemption wizard mode after completing the missions.

Prologue[]

After selecting the desired difficulty setting, the player will be able to choose whether or not they want to start the optional Stark's Mistake prologue mode. This mode is a 2-ball multiball played with the Iron Man & Hulk balls, depicting the initial creation of Ultron through the two scientists' ingenuity. All major shots during this mode will increase the jackpot value by 10,000 points per shot, but the player must focus on shooting either spinner a total of 150 times in 60 seconds to construct Ultron, with each spin adding .5% to the completion percentage shown on the scoring display; shooting the spinners using the Iron Man ball will add 1% per spin instead. Once Ultron has been assembled, the player must lock one ball back into Avengers Tower to win the mode. No penalties are given for failing the mode, and both balls will drain if the 60 second timer for the mode expires. The mode can also end if either ball is lost.

Missions[]

Each mission must be started by spelling a word (or two) at one of the major shots on the playfield, and must be won by making the required shots while keeping the ball in play. Each non-multiball mission has a 30 second timer (+10 seconds if the Assault hurry-up was completed) that resets for each lit shot, and some missions have other methods of extending the timer as well. The value for completing each mission starts at 15 million (25 million on medium, 35 million on hard), adding 10 million for each successive activation of the wizard mode, and the shots are worth 1/10th of the completion value; repeating a mission that has already been completed before starting the wizard mode will reduce all scoring in the mission by 1/10th to prevent exploiting the mission.

The seven missions, listed from the Roman numerals I to VII, are:

  • I - Black Market: Iron Man & Black Widow team up to fight against Ultron. This 2-ball multiball mission starts after spelling MARKET at the left entrance to the mini-loop. The player must keep both balls in play, making 15 lit shots to defeat Ultron's forces within 60 seconds, then lock a ball at Avengers Tower to finish the mission. Four shots will be lit blue and four will be lit red; shooting a lit shot with the corresponding ball will double the value of the lit shots. The mission ends in failure if the player drains either ball or the timer runs out.
  • II - Widow's Mission: Spelling WIDOW at the left ramp with 5 shots will start a mission representing Black Widow's motorcycle run through Seoul. Three Ultron sentries will spawn in front of three randomly selected shots; to complete the mission, the player must shoot 5 flashing shots while avoiding the sentries, as hitting three sentries will end the mission in failure. The sentries change positions with every lit shot made. After the third lit shot has been collected, Cap's shield will spawn as an item that can be collected with the ball for 500,000 points at the Avengers Tower shot.
  • III - Besieged: Cap, Hawkeye, and Black Widow must rescue trapped civilians in Seoul following Ultron's destruction of the city. Spelling CAPTAIN at the right entrance to the mini-loop will begin this mission, lighting all eight major shots; only one of the lit shots will hide a trapped civilian, and after rescuing them, they must be saved by shooting the Avengers Tower shot. Shooting the right ramp during this mission will add 12,500 points to the values for each shot, while shooting lanes that were already shot will add 4 seconds of time. Rescuing 3 civilians will finish the mission in success.
  • IV - A God's Wrath: Completing the two drop targets in front of the center sinkhole will allow the player to collect letters in THOR. Spelling THOR will start this mission where Thor must fight waves of Ultron sentries attacking a train and the Quinjet by shooting the left ramp and reverse scoop, respectively. If the timer expires and a shot hasn't been made, the sentries will destroy one of the shots, which must be fixed by shooting it with the ball again; if both shots are destroyed, the mission will fail. Defeating 10 total sentries, then shooting the Avengers Tower shot, will finish the mission.
  • V - Science Bros: Collect 60 spins at the spinner in front of the right orbit, and make 30 bumper hits to fill up the letters in IRON MAN and HULK and start this 2-ball multiball mission. Iron Man must put an end to the enraged Hulk's destruction. Shots can only be lit during this mode by shooting them with the Hulk ball, then the Iron Man ball must be used to collect the flashing shots. After making 8 flashing shots, the player can lock one of the balls at Avengers Tower to finish the mission.
  • VI - Hawk's Nest: Hawkeye uses his archery skills to fend off the Ultron sentries. Spelling HAWKEYE with seven shots to the right ramp will start a video mode mission, where the player must use the flippers to aim the bow and press the launch button to fire at approaching sentries. The player only has 12 ammo (11 on medium, 10 on hard) to defeat a total of 9 sentries and win the mission, meaning if they miss enough shots, they won't be able to finish the mission successfully.
  • VII - Machine vs. Machine: Synthetic body Vision assists in using JARVIS to block Ultron from conquering the world. Shooting the reverse scoop six times to spell JARVIS will begin a mission where 5 random shots will light to make progress in the mission, changing positions and decreasing by 1 each time a lit shot is made - so only one shot will be lit for the fifth, final shot of the mission. Shooting unlit shots will increase the value of the lit shots by 12,500 points. Making all five lit shots will end the mission in success.

Redemption[]

Redemption starts automatically as soon as the player finishes the last mission they needed to complete. This 4-ball multiball wizard mode represents the Avengers' final victory over Ultron, and requires the player to make twelve flashing lane shots to defeat Ultron. Once the player has made all twelve shots, the mode will transition into a victory multiball where all shots are constantly lit for jackpot, and random teal flashing lanes are lit for super jackpots worth 2x the jackpot value. Shooting a flashing lane with the corresponding ball will enhance the jackpot value by 100,000 points. Redemption ends when the player returns to single-ball play; a brief cutscene will be seen before the player returns to playing through the seven missions again, and an extra ball will be lit if the player won the first phase wizard mode.

Side modes[]

The two side modes on this table are Assemble Hurry-Ups and Invasion. The former awards various perks to make certain features score higher and make playing through the game easier, while the latter is a quick and easy way to increase the jackpot value.

Assemble Hurry-Ups[]

Shooting the spinner between the entrances of the center orbit will fill up the word ASSEMBLE on the scoring display. Once ASSEMBLE has been filled, with 30 spins total, one of the hurry-up modes listed below will start. Assault will always be the first hurry-up mode qualified at the start of a new game; to change the qualified hurry-up mode to the next listed one, the player can shoot Avengers Tower. Each completed Assemble Hurry-Up also increases the bonus multiplier by +1x - and every 5 Assemble Hurry-Ups light the Avengers Tower to hold the bonus multipliers on a 10-second hurry-up timer. Perks granted from completed Assemble Hurry-Ups can't be stacked.

The available hurry-ups are:

  • Assault - Shoot a random flashing shot to help Black Widow defeat a sentry. Increases the timer for main missions by 10 seconds.
  • Take Off! - Shoot Avengers Tower to launch the Quinjet. Increases the timer for locking balls for Invasion by 5 seconds.
  • Calm the Rage - Shoot the bumpers to calm down the Hulk. Reduces the number of spins required to start an Assemble Hurry-Up to 15 spins.
  • Worthy - Shoot the center sinkhole to pick up Mjolnir and become worthy. Increases the kickback timer by 10 seconds.
  • Neural Override - Shoot the right mini-loop entrance and the right orbit to strengthen Vision and increase the ball save timer by 5 seconds.
  • Retribution - Shoot the bumpers from the upper platform to strike down Ultron, and increase the skill shot value by 50,000 points.

Invasion[]

Spelling ULTRON at the return lanes, whose inserts cycle with flipper button presses and cancel out if the ball rolls over an already lit return lane, will light the Avengers Tower to lock a ball for 10 seconds (+5 seconds if the Take Off! hurry-up was completed). The Tower can lock 4 balls total, and needs to be relit by spelling ULTRON for each lock; if the timer runs out before the player locks a ball, or after they lock the fourth ball, Invasion will start and Ultron's sentries will swarm the table. Shooting the sentries with the ball(s) will award jackpots, and increase the jackpot value by 50,000 points for every jackpot collected. Invasion ends after the 30 second timer runs out. Defeating 30 sentries across multiple attempts at this mode will light an extra ball.

Perks[]

The following perks can be activated on this table:

  • Ball Save: A 15-second ball saver (20 seconds if the Neural Override hurry-up was completed) is active at the start of every new ball and Multiball mode. Once the timer expires, it can be reactivated by spelling VISION at the top rollover lanes, whose inserts cycle with flipper hits.
  • Kickbacks: Hitting the two drop targets blocking the center sinkhole and the two blue standup targets will light both kickbacks for 20 seconds (30 if the Worthy hurry-up was completed). Thor will throw his hammer at balls saved via the kickbacks, but they otherwise behave as standard kickbacks that send the ball above the slingshots and towards the flippers. If a ball is in the bumpers while the kickbacks are lit, the kickback timer will freeze until the ball exits the bumpers. Each kickback can only be used once before having to be qualified again with target hits.
  • Bonus Multiplier: Every completed Assemble Hurry-Up mode increases the bonus multiplier by +1x, which maxes at 10x bonus. After every 5 completed Assemble Hurry-Ups, shooting the Avengers Tower within 10 seconds will hold the bonus multipliers for the next ball.
  • Random Award: Balls that fall into the bumper eject or far right kickout count down to scoring a random award at every 6 shots. Random awards include: jackpot, super jackpot, activating the ball save, increasing the bonus multiplier, or lighting the extra ball.
  • Jackpot Value: At the start of the game, the jackpot value is 500,000 points. The jackpot value can be increased by 50,000 points in several ways throughout the game, primarily through defeating sentries during Invasion or making jackpot shots with corresponding balls in the Redemption wizard mode.
  • Combos: Shooting any major lane repeatedly during single-ball, non-multiball play scores combo points worth 50,000 points times the number of shots made in the combo. Reaching a 10-way combo lights an extra ball.
  • Extra Ball: Extra balls can be lit at the Avengers Tower by winning the Redemption wizard mode, defeating 30 sentries during Invasion in a single game, maxing out the bonus multiplier to 10x, making a 10-way combo, or lighting it off the random award.

Tips[]

  • Whenever you need to make the Avengers Tower as the final shot during a mission or if it's lit to score an extra ball, remember, you can always shoot the right mini-loop entrance to get credit for the shot. This is generally far easier than shooting the right ramp and attempting to make the Tower from the upper right flipper.
  • Science Bros. is arguably the toughest of the main missions to complete, due to having to control two balls and make certain shots at certain times. Certain shots can be repeatedly made to send the ball to a single flipper and finish the mission more easily - these shots include the left ramp, the right orbit, and the right ramp. Don't play this mission the way you would a normal, high-scoring multiball.
  • The difficulty doesn't matter that much, but medium difficulty is the recommended option; on hard difficulty, the left mini-loop entrance is very difficult to make, making the Black Market mission a road block on the way to starting Redemption. Medium difficulty's physics are more forgiving, and the scoring isn't nearly as low as on easy difficulty.
  • If you accidentally started a mission before reaching Redemption, time it out by holding the ball on either flipper and waiting for the mission's timer to expire. The missions are very difficult on this table, and the low points for repeating them before starting the wizard mode aren't worth the risk. A God's Wrath can be especially painful in this regard, as you might accidentally start it while going for Assemble Hurry-Ups.

External links[]

Marvel
A-Force · Ant-Man · The Avengers · Avengers: Age of Ultron · Blade · Captain America · Champions · Civil War · Deadpool · Doctor Strange · Fantastic Four · Fear Itself · Ghost Rider · Guardians of the Galaxy · The Infinity Gauntlet · Iron Man · Moon Knight · Spider-Man · Thor · Venom · Wolverine · World War Hulk · X-Men
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