Captain America

> "On your feet, soldiers. We've got a job to do."
>
> - Captain America

***Captain America*** is a *Marvel* pinball table, originally released as a standalone table in 2011 for *Pinball FX2*. The table takes influence from Ed Brubaker's 65th anniversary *Captain America* comic, chronicling his exploits as a super soldier battling the Axis Powers in the heat of World War II with his Howling Commandos.

## Missions

Help Captain America rally the Allied forces and defeat powerful villains who work with the Axis Powers through six missions of two different types. **Captain America missions** can be started by shooting the left ramp three times and then shooting the upper sinkhole, while **Red Skull missions** can be started by hitting the vari-target with a strong shot, then shooting the sinkhole under the right ramp. Missions of both types can be selected with the flippers, and must be completed successfully without draining the ball within 45 seconds per mission. Missions cannot be replayed until the **wizard mode** has been won, and starting missions scores a value starting at 500,000 points + 500,000 points per mission started.

### Captain America missions

* **Resistance**: Search for two resistance members in two of the table's five sinkholes, with each member scoring 2 million points. Then, storm Baron Zemo's castle by shooting the left ramp and using the flipper magnets to hit all 12 targets lining the tunnel walls; the timer will reset for this phase. Winning the mission scores 6 million points.
* **The Archives**: Break into the archive and find three pieces of the Red Skull's intel by shooting the leftmost sinkhole, then making a skill shot to the flashing hole for 2 million points, with the third skill shot scoring 6 million points and ending the mission. Progress for this mission is saved across balls.
* **Dig Site**: Destroy the Axis' dig site by planting and detonating explosives. To set the two explosives, the player must make 2 shots to both of the ramp sinkholes for 2 million points each. After setting the explosives, the timer will reset, and a strong shot to the vari-target will detonate the explosives for 6 million points, ending the mission.

### Red Skull missions

* **Adhesive X**: Destroy Baron Zemo's supply of Adhesive X by making two shots to three of the table's ramps - the left ramp, right ramp, and skill shot ramp - for 3 million points per canister destroyed. Until they have been destroyed, the canisters will spill puddles of Adhesive X that will slow the ball down. Progress for this mission is saved across balls.
* **Death Ray**: Cap has been disarmed by the Red Skull's death ray! Help him regain his strength by hitting 20 bumpers. Once the gauge fills completely, the player must shoot make three shots - the left ramp, the upper orbit, and the right ramp - for 1 million points each, to help Captain America deflect the Death Ray attacks.
* **Sparring**: To defeat the Red Skull head-on, the player must hit the vari-target or the captive ball a total of five times to score 2 million points each, while avoiding the table's five sinkholes. Every time a sinkhole is hit, 888,999 points will be scored and the Red Skull will attack Captain America - and after five hits, the mission will end in failure. This mission is untimed.

### Final Clash

Completing all six missions and having at least one **Howling Commando** in Captain America's squad will qualify **Final Clash**. The four phases of the Final Clash are all played as a 3-ball multiball, though multiball isn't required to finish any of the four phases, and can each be started by shooting the Cosmic Cube. Once a phase is completed successfully, the flippers will be disabled, any remaining balls will drain, and the next shot to the Cosmic Cube will start the next phase. If the ball drains during a phase, that phase will have to be restarted on the next ball.

* **The Sleeper:** The Red Skull dispatches the Sleeper to fight Captain America. To defeat the Sleeper Robot, the player must hit any Cosmic Cube target 10 times for 1 million points per shot. Every 30 seconds, however, the Sleeper will attack Captain America, requiring the player to complete the targets quickly. Winning this phase scores 10 million points.
* **The Cage**: Free Captain America from the Cosmic Cube's force field by shooting the captive ball 3 times. Winning this phase scores 25 million points.
* **Captive Shield**: The Red Skull uses the Cosmic Cube's power to steal Captain America's shield. Break the telekinetic hold by shooting all 10 targets on the rotating Cosmic Cube platform once each. Winning this phase scores 35 million points.
* **Final Clash**: Captain America engages in one final battle against Red Skull. To defeat him, the player must shoot any lit lane 15 times. The Red Skull will occasionally fire a ray in front of either the left or right ramp, momentarily sending a ball to the plunger. Winning this final phase scores 50 million points and resets the progress made on missions and Howling Commando members.

## Side modes

* **Commando Search**: Captain America has a squad of soldiers who work closely with him called the Howling Commandos. To obtain each Commando, the player must first hit the two left standup targets, then shoot the left sinkhole to start a 45-second side mode where one of the five flashing shots will award the next Commando and end the mode, while shots to the ramp sinkholes will start the **Ambush** feature described later in this subsection. Each of the five Commandos listed below has a different perk, and the player can change the currently active Commando by hitting the captive ball when no **missions** are running. Obtaining a new Howling Commando does not change the one currently being used unless the player had none prior. After all five Commandos have been collected, further completions of the two left standup targets will light **Supply Drop** at the left sinkhole for 10 seconds.
	+ **Bucky Barnes**: When selected, there is a 30% chance that if the ball drains with no Ball Saver active, the ball will be saved regardless.
	+ **Dum Dum Dugan**: When selected, bumpers scores are quadrupled.
	+ **Gabe Jones**: When selected, combos are worth more points.
	+ **Jim Morita**: When selected, hurry-up countdowns will decrease slower.
	+ **Jacque Dernier**: When selected, all targets earn 30x more points than usual.
* **Ambush**: During the **Commando Search**, shooting under either ramp will begin a minigame where Captain America can demonstrate his bullet-deflecting skills. His figure will jump to the ambush mini-playfield, and the player adjusts the angle of his shield with the flippers, watching the flashing yellow lamps that indicate the direction of incoming bullets. The player must deflect the onslaught of bullets with the shield, without getting hit twice, to win the mode for 2 million points.
* **Supply Drop**: At random times during play, or after all five Commandos have been collected and the two left standup targets are completed, the left sinkhole will light for 10 seconds to start the Supply Drop mini-game. This plays identically to the **Ambush** described above, but along with the 2 million points for completion, a random award is collected, determined by the flashing insert. These awards are:
	+ **Extra Ammo**: Awards an **extra ball**.
	+ **Resupply**: 10 million points.
	+ **Regroup**: Collects a Howling Commando (but does not select him).
	+ **Assault Plan**: Starts the **Assault** side mode.
	+ **New Intel Report**: Starts **Red Skull Multiball**.
	+ **Secure Supply Lines**: Holds the **bonus multiplier**.
	+ **Medical Pack**: Activates the **ball saver**.
	+ **Tactical Support**: Qualifies the **Cosmic Cube**.
* **Assault**: 7 shots to the crossramp spell ASSAULT, starting a hurry-up mode. The first shot to the left ramp under a 30-second time limit sets in the hurry-up value, which starts at 150,000 points; and the player can score this value for every target hit using the flipper magnets in the left ramp tunnel. After hitting all 12 targets, the side mode will end and 10 million points will be scored.

### Multiball modes

* **Sleeper Multiball**: Every time one of the **Cosmic Cube** target banks is completed, one of the table's three main ramps will raise its entrance to reveal a sinkhole where a ball can be locked. Locking a ball in all three sinkholes summons the Sleeper robot, and starts the 3-ball Sleeper Multiball. Jackpots worth 500,000 points can be collected by hitting the captive ball; they can be increased by 500,000 points per Cosmic Cube target bank hit during the multiball, and multiplied up to 3x by locking balls under the crossramp. The jackpot value resets with each jackpot collected.
* **Red Skull Multiball**: 8 shots to the skill shot ramp will spell RED SKULL and start a quick 2-ball multiball, where the Red Skull activates his jetpack to attack Captain America from above. Jackpots worth 1 million points are lit at either the left or right ramp, alternating every 15 seconds. The jackpot value resets each time one is collected, and can be increased by 100,000 points per spinner hit.

## Perks

* **Skill Shot & Save Bucky**: At the start of each new ball, plunging the ball into the flashing hole on the skill shot ramp scores 300,000 points and, if Bucky hasn't been collected (see **Commando Search**), starts a hurry-up at the right ramp for 15 seconds starting at 300,000 points. Shooting the ramp before time runs out collects Bucky and scores the value.
* **Ball Saver**: A 30-second ball saver activates at the start of each ball and multiball mode. Once it expires, it can be reactivated randomly from **Supply Drop**.
* **Kickbacks**: Spelling BUCKY at the return lanes, which alternate with the flippers, lights the left kickback followed by the right kickback.
* **Bonus Multiplier**: Completing the three standup targets from the upper flipper increases the bonus multiplier by +2x to a max of 10x. The bonus multiplier can be held between balls as a random award from **Supply Drop**.
* **Cosmic Cube**: If the player hits the 3 exposed targets on the Cosmic Cube pedestal, it will lower, allowing access to the Cosmic Cube. More target bank completions are required to light the Cosmic Cube further times on the same ball. The Cosmic Cube spots whatever the game believes to be the most important shot currently; if no shots are considered important, it will award credit for the left standup target bank, the left ramp, or the vari-target, but mission shots take priority otherwise.
* **Super Jets**: During normal play, every 4 bumper hits adds a letter to the phrase SOLDIER, SYMBOL, SAVIOUR, FRIEND. Completing all four words lights the bumpers to score 100,000 points per hit for the rest of the ball. Super Jets can only be activated once per game.
* **Extra Balls**: Extra balls can be lit at the left sinkhole by maxing out the **bonus multiplier**, or awarded instantly as a **Supply Drop** random award.

## Tips

* Completing all four phases of the Final Clash typically averages around 150 million points. While this is one of the highest scoring features on the table, it can also be worthwhile to prioritize repeatedly playing the Sleeper & Red Skull Multiballs, as these add 10 million per multiball to end-of-ball bonus. Both strategies score just as much in the long run, so play however you like.
* If you fail the skill shot, reset the table. Bucky's perk makes this table one of the easiest in the game, and can result in very long ball times.
* The random nature of the Supply Drop makes it difficult to go for, so you should ideally focus on completing the bonus multiplier targets, as they help light an extra ball along with contributing to the massive end-of-ball bonus.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin
* Official table soundtrack