One booster. A complete flight.
Follow the LED's next shot and its pulsing arrow. Your flight progress survives a lost ball. Right controls operate BOTH right flippers.
- STATIC FIRE
- Strike the captive steel ball inside the left-side test stand with the right flipper. Drive it into the top switch once to qualify launch. It is a real second ball in an enclosed cage.
- ASCENT ramp
- Use the lower-left flipper to shoot the high-right ramp. It launches the flight and starts two-ball stage separation. Its overhead wire return feeds the right inlane.
- ORBIT / TELEMETRY
- Use the right flipper to spin the exposed telemetry target below the landing scoop for twelve revolutions. One complete outside orbit also deploys the payload. A loop must enter going up and exit the other side going down with the same ball.
- BOOSTBACK ramp
- Shoot the high-left ramp across the open field. The outside wire return feeds the left inlane. The side flipper gives you another angle on the upper shots.
- RECOVERY scoop
- After Boostback, shoot the recessed left-side landing pocket for 1 million points per flight. The scoop releases into the right inlane. Repeat with a more valuable flight.
Flight support
ENGINE bumpers: Shoot through the open center to reach the upper engine bank. The L-E-O top lanes also feed the engines. These are bonus shots, not an extra mission requirement.
Complete L-E-O for bonus multipliers and six seconds of ball save. The captive ball is part of the machine: it does not use a player ball or prevent a game from ending. Progress is retained even if stage-separation multiball ends early.