The "Spy Hunter" pinball machine, produced by Bally in 1984, is themed after the popular video game of the same name. Designed by Greg Kmiec with artwork by Tony Ramunni, the game features a distinctive spy and adventure motif.
Quickie Version:
Lit saucer all day.
Go-to Flipper:
Bias Right (backhands)
Risk Index:
High; watch for drains at the lower left below the bumper!
Skillshot(s):
Time your plunge to go over the switch when lit for 50K (the value cycles). This qualifies the right saucer for “bonus value.”
Full Rules:
In the upper playfield, complete the 7 standups to score 70K, then 140K. Getting at least 4 of them lights the captive ball. Captive ball shots award 25 plus 2X playfield, then 50K plus 3X playfield, then 100K. Keep the ball up here as long as you can, but don’t bother to go back up once the ball leaves. Completing the four drop targets on the main playfield scores 10K and goes up 10K each time thereafter up to 70K. It also increases your bonus multiplier and opens the gate on the left. The gate closes when used; get the drops again to reopen it. Don’t bother actively shooting at these targets; you may get them by accident. The saucer and the top are worth more. The saucer, once qualified by the 50K skill shot or completing the S-H-O-T targets, awards 25K to 250K, going up in value each time it’s scored. Completing SHOT also lights the spinner in front of the saucer, but only for one shot through it. This saucer is your go-to shot! You’ll do well if you can hit the saucer, trap the kickout from it on the right flipper, backhand the saucer again and repeat that ad nauseum. When the ball goes in the upper left “warehouse” area, nudge to hit as many different rollovers as possible. The right flipper button serves as a rollover lane change for these. The lit rollovers are your end of ball bonus, 10K for each up to 90K; the multiplier applied to this from the drop targets goes up to 5X for 450K potential. Playfield weirdnesses: First, the upper flippers are offset with the right one higher than the left. Second, the curved area above the upper left flipper vs. linear area above the upper right. Third, that whole upper left warehouse area. Fourth, no right inlanes or outlanes. Fifth, no left return lane, just an always-outlane and an outlane with a gate you can open. And last, the whole skewed positioning of the game, with your focus right of center.
via Bob's Guide