The Angry Birds Movie 2 Pinball

Please be advised that this article contains spoilers for the recently released The Angry Birds Movie 2.

This article attempts to describe a possible way to design a pinball adaptation of The Angry Birds Movie 2, drawing upon its characters and plot elements.

The upper half of the table
The upper half of the table is framed by a large icy orbit that is shaped like the spiral ammunition track for Zeta's superweapon. The left entrance of the orbit has a flag shaped like the badge of Zeta's eagle guards, while the right side of the orbit has four bar-shaped lamps, colored purple, red, orange and yellow. This orbit encloses several lanes dedicated to most of the members of the Bird-Pig special forces who were commissioned to destroy it, with the left half dedicated to the Birds and the right half dedicated to the Pigs. A figure of Zeta stands in front of her orbit's apex. The ten-minute countdown timer that counted down towards the moment Zeta had enough ammunition to destroy both Bird Island and Pig Island, as it was seen in the movie, appears above the scoring display, directly right below the backglass.

For the Birds' side, there is a looping crossramp representing Silver, in reference to her looping ability in Angry Birds 2, that travels over the left side of Zeta's orbit. A figure of Silver stands at the back left corner of the table. The crossramp leads into a habitrail that crosses diagonally down to the right inlane, and is lined with her trademark super string. Between that ramp and the bumper area is a varitarget that can be hit with a cross shot. Below Silver's crossramp is another ramp dedicated to her brother, Chuck, which leads into a habitrail that drops the ball into the left inlane.

At the apex of the left orbit is a dropdown to a bumper area representing Bomb below the loop of Silver's crossramp, with four bumper rollovers spelling his name. Balls that pass through this bumper area exit down this same left orbit. To the right of Chuck and Silver's ramp is a spindisk representing Red and his reckless actions during the mission to defeat Zeta, in his desire to keep his hero status. To the right of the spindisk is a short one-way lane that drops the ball into the middle of Bomb's bumper area, providing an alternate way to access it.

For the Pigs' side, there is a ramp dedicated to Leonard next to Bomb's ramp that connects with Silver's crossramp, which travels down to the right inlane. (The connection between Silver and Leonard's ramp indicates the cordial friendship when the two first met each other.) A magnetic trap is positioned precisely where Leonard's ramp intersects with Silver's crossramp. Next to that ramp is another spindisk dedicated to Garry, which is wrapped around by a miniloop representing Courtney, emblazoned with her trademark pink headphones, and her name. At the left end of the loop, there is a spinner flag that represents the two flags flown on the Pig Submarine, with the Bird flag on the side facing out of the miniloop and the submarine flag on the side facing into the miniloop. At the right end of the miniloop is a green mini-flipper that can be used to access Silver's crossramp, with a hidden magnetic trap underneath it that can hold the ball briefly beside it during certain modes. The outer wall of the miniloop has the name Willow that can be lit as a single lamp. There is also a very short habitrail originating from a hole behind the miniloop that brings the ball to the mini-flipper as well, where the ball would travel out to if the player shoots the Hatchling sinkhole while Hatchling Inspiration is not available (see below). A figure of Leonard stands near that short dropping habitrail.

In front of all these lanes, there is a pop-up compartment where a toy model of Leonard's submarine will rise up with its hatch open, where a ball can be locked inside. Throughout the upper half of the table, there are also eleven target posts that can be hit that spell MIGHTY EAGLE, Zeta's lover, as shown below:

The lower half of the table
Around the top curve of the Chuck ramp, there is the left entrance of the Zeta orbit and another sinkhole leading to the Hatchling mini playfield beneath the middle of the main playfield. At the right side of the table, there is a sinkhole where balls for the Destruction Multiball can be locked inside, as well as a habitrail ramp loop marked with the word FREEZE. (The ramp entrance's left wall, facing the player, is also marked with the name Dahlia, lit as a single lamp.) The end of the loop ramp connects to the end of the crossramp, which drops the ball into the right inlane. A figure of Debbie, Zeta's daughter, stands inside the loop. Below the left entrance to Zeta's orbit, there are two magnetic saucers that can lock balls for Speed Dating Multiball, with a figure of Red standing nearby.

At the bottom of the table, there are four return lanes (two outlanes and two inlanes), two rebounds and a pair of flippers, one red and one green. The rollovers above all four return lanes spell the word "TEAM" with each letter being able to be lit in red or green, symbolizing the alliance between Birds and Pigs. Kickbacks are present in either outlane to save the ball from draining there once. Zeta's pet dog Baby sits on the right rebound, frozen in ice, and his lover, a white female seal, sits on the other one.

The mini-playfield
The mini-playfield is dedicated to the Hatchlings and their misadventures, a side plot in the film that ultimately connects with the conclusion of the final battle against Zeta. It is symmetrical, with two one-way arcing ramps whose exits crisscross each other around a circular, enclosed area, representing an island where a certain snake lives, containing Zoe's unborn sisters, with an victory exit sinkhole in front of them. There is also an orbit that wraps around that area, which is also sealed off with a gate that can be knocked down. A pair of flippers are provided at the bottom of the playfield, with no outlanes. Two small rebounds are also present. Pop-up targets can appear to block the entrances of lanes in this mini-playfield, and there are four target posts that spell EGGS. The ball enters the playfield through a hole at the lower-left corner, before rolling to the left flipper.

The plunger
The plunger is modeled off of the actual cannon portion of Zeta's superweapon and a figure of Glenn stands on the right apron nearby it, ready to fire. The cannon will launch the ball into play through Zeta's orbit, with an immediate 10-second opportunity to perform a flipper-assisted skill shot. A pressure gauge is placed next to the cannon to help the player choose how powerful the shot should be. A medium-weak shot will drop the ball into the right flipper for a chance to make a skill shot into any of the left Bird lanes, while a full-strength shot will make a full counter-clockwise shot through Zeta's orbit and into the left flipper for a chance to make a skill shot into any of the right Pig lanes, plus a chance to make a Super Skill Shot right through Silver's crossramp if the ball immediately reaches the mini-flipper, either by 1) a left Bird skill shot into the Hatchling sinkhole that pops the ball down Courtney's miniloop or 2) a right Pig skill shot into the left end of Courtney's miniloop. The magnetic trap in the right end of the mini-loop will activate if either lane is shot to give the player a chance to make the super skill shot. Each Super Skill Shot made will instantly award an Achievement Award from Silver.

Aesthetic details
The table is played inside the gadget lab aboard Leonard's submarine. The special forces sent to stop Zeta's plan to destroy Bird Island and Piggy Island could be playing the pinball table to pass the time while riding the submarine to Eagle Island. The decoy eagle Harvey and a few cans of Garry's prototype invisi-spray are left on the floor surrounding the table.

Most of the interior of the table should be designed to be set inside Zeta's lair, with the table walls having a rocky texture towards the back, but becoming icier towards the front, reflecting the rocky, interior walls of the superweapon's shaft and ammo track. Four tubes leading up into the cannon's lava injector would be placed to the rear portion of the table's right wall. The floor in front of Zeta's orbit (where the figures of Silver, Zeta and Leonard stand), however, would be icy like the actual cannon floor.

Rules
The goal of the pinball table is to complete all main missions that advance the film's plot, then beat the wizard mode to help the Birds and Pigs destroy Zeta's superweapon to save their homelands, all with a traditional supply of three balls. The player must successfully complete every mission to unlock the wizard mode, and each mission must be completed without draining the ball, although if the player turns on the mission saver, the loss of a ball will not restart the current mission.

Main modes
To start a main mode, the player must lock the ball inside the toy model of Leonard's submarine in front of the Bird and Pig lanes, but the player first needs to raise the submarine from under the playfield by spinning the flag through clockwise miniloop shots 30 times. Once the submarine is raised up from the playfield, the player can then shoot the ball through the submarine's open hatch to lock the ball onboard, then select a mission with the flippers and press the launch button to confirm. (Unless otherwise noted, the submarine remains hidden during a mission. If the ball is drained while the submarine is raised on the playfield, the submarine is automatically lowered back down and the player must repeat the same necessary actions to bring it up again, as the submarine will interfere with the next ball's skill shot.)

The following five missions, each representing a key scene from the film, must be completed to unlock the wizard mode:
 * Prank Wars: The movie begins with the last battle between the Birds and the Pigs. The player helps the Birds defend their home turf by hitting the Pigs with whatever they've got, shooting lit Pig lanes 5 times to attack them.  After that, the Pigs will drop a wave of crabs that crawl towards the flippers and the player must hit them all with the ball before any of them reach the flippers.  The effects of Pig lanes are disabled at the beginning of a session until this mission is completed (since the Pigs are hostile prior to the team-up), so it is recommended that the player plays it first.
 * Flock Together: After the battle and a truce between the Birds and Pigs, Red travels across Bird Island with Leonard to introduce Red's friends to him, whom Red believes will be the best Birds for the mission to stop the new threat that is Zeta. The mission begins with the ball being brought into the slingshot saver mechanism and the player uses it to shoot the ball back into the playfield (in reference to how Red and Leonard start off the recruitment by using a transit slingshot), which does not count as a use of the slingshot saver.  Once the ball is back in play, the player recruits Bomb, Chuck and Silver by completing three different tasks: 1) Enrage Bomb, who is grounded in the basement of his house, so that he can bust out and join the team, by hitting his bumpers 30 times.  2) Get Chuck out of his house by taking him through his speedy morning routines, by shooting his ramp and then quickly shooting three lit lanes in any order within 30 seconds; if time runs out, the player must shoot his ramp and try again.  3) Finally, recruit his sister Silver just as she finishes her presentation at Avian Academy by shooting her crossramp once, finishing the mission.
 * Hatchling Misadventure: Zoe, the daughter of Terence and Matilda, wants to make sure her friend Sam can best experience the reenactments of the war between the Birds and the Pigs while role-playing Red, by bringing Zoe's yet-to-be-born sisters along as the eggs to protect. Unfortunately, the eggs get lost in the water and now Zoe, Sam and Vincent must work together to find and save them!  The player helps the Hatchlings save their eggs by completing the following procedure as the ball is sent to the mini-playfield: 1) The hatchlings must maneuver a makeshift raft to the eggs, so the player shoots the crossramps alternatingly 4 times to row the raft.  2) A whale's spout blasts the eggs onto a cloud.  Zoe is then inflated so that they can fly up to reach it, which the player helps out by shooting the orbit 5 times.  3) The eggs land onto a desert island right on a sleeping snake.  The hatchlings must knock out the snake to finally take the eggs, which the player achieves by hitting the gate blocking the eggs 3 times, then shooting the now-unlocked exit sinkhole in front of them.  The player has three tries to complete this procedure, with each try lost every time the ball is drained in the mini-playfield.  The mission fails once all tries are lost, but spelling EGGS on the target posts will award an extra try, which can be stacked to a maximum of 5.
 * Emergency Exit: Red and Leonard's newly formed team is meeting at Mighty Eagle's cave to discuss a plan to stop Zeta, but she interrupts it by firing an ice ball directly there, forcing them to flee! The player helps the team evade the deadly missile by keeping the ball in play and rapidly flapping the flippers 50 times so that Mighty Eagle carries them to safety.  After that, however, he crashes and the team must then parachute to safety using a map of Eagle Island.  The player gets the team gliding to safety by quickly shooting lit left and right lanes alternately within brief time limits, before shooting Silver's crossramp to get her to patch up the parachute once a hole rips through it, completing the team's safe descent.
 * Submarine Ride: Leonard takes the team to Eagle Island undetected with his submarine. A new ball is shot into play, and the player calls up the submarine by shooting his ramp once.  As the submarine rises from the playfield, it opens its hatch so that the player can bring the ball inside it to bring the team aboard.  After the submarine sinks back into the playfield, another new ball is shot into play and the player must then use it to shoot a sequence of four lit lanes to guide the submarine forward.  After that, the player must lock the ball into Garry's spindisk to help the team gather the necessary equipment to begin the assault, then the player must shoot another sequence of four lit lanes, with the last lane being Leonard's ramp again, to bring the submarine to the coast of Eagle Island.

Wizard mode
Once all five missions are finished, the player gains access to the Wizard Mode, a sixth and final time-limited mission called The Final Countdown, activated by shooting Silver's crossramp once (where it will stop at the magnetic trap briefly as the wizard mode's intro plays on the score display) instead of raising the submarine and locking the ball inside it. Based on the movie's climatic battle scene, particularly Silver's successful plan to lead the team in defeating Zeta after freeing herself and Red, this mode is split into multiple phases:
 * Phase 1 - Distract Security: The superweapon is heavily under guard by eagles loyal to Zeta. With Red and Silver trying to reach  the bubble-freezing machine undetected through air ducts, Chuck and Bomb set out to distract the eagles, with the former disabling all surveillance systems and the latter inviting all the guards to Regal Eagle at some other part of Eagle Island.  The player shoots all unique lanes to help Chuck block out the cameras, while helping Bomb distract the eagles by hitting his bumpers 30 times.
 * Phase 2 - Plan X: Red and Silver make it to the bubble-freezing machine at the top of the spiral track of the superweapon and leap into it to freeze themselves in an ice ball so that they can roll it down the cannon's spiral ammunition track and crush the superweapon's cannon with it with enough speed. The player freezes Red and Silver in an ice ball by shooting Red's spindisk (which then locks for the rest of the mode), then shoots a new ball that Silver throws into play through Zeta's orbit clockwise to spin its flag 65 times so that the ice ball gains the minimum speed of 65 MPH to deliver the impact needed.  (The player should avoid shooting the ball counter-clockwise through the orbit, as this would inject lava into the ice ball, causing this second step to restart.)  In the process, the player must also shoot a lit Pig lane three times to get the Pigs to the cutoff switch on the ammunition track.  Once both tasks are done, the player must finish this phase by shooting Silver's crossramp (where the ball will stop at a magnetic trap midway through it) to throw the ball off the spiral ramp so that it would presumably crash down on the cannon...
 * Phase 3 - Last Resort: ...but it apparently doesn't work and Zeta is now ready to unleash a destructive volley of lava-ice balls to raze Bird Island and Piggy Island within seconds! Silver, however has one final bid to beat Zeta by calling on Chuck to tie her super string across the cannon's muzzle.  After the magnetic trap releases the ball so that it finishes rolling down Silver's crossramp, the player carries out her new plan by shooting Chuck's ramp once, then shooting Zeta's orbit in any direction.  The superstring traps Zeta's missiles just as she shoots the weapon, but it begins to tear apart!  Only the Hatchlings, who happen to be nearby where it rips, can keep the string from ripping, so the player must shoot the ball into the Hatchling sinkhole to secure the line, so that the missiles drop right back into Zeta's cannon, destroying the superweapon to save the day!

The player has a total of 10 minutes to complete phases 1 and 2 of the wizard mode (as this is how long it takes for Zeta's superweapon to be ready to launch the barrage in the movie, indicated by the countdown above the scoring display), plus 30 seconds to complete the final phase, and if time runs out, or if the ball is drained with no mission saver active, the wizard mode will end in failure as Zeta destroys both Bird Island and Piggy Island. Completing the wizard mode successfully will trigger a 4-ball victory multiball, (plus an extra bonus score amounting to how much time was left in the first two phases of the wizard mode) with opportunities to shoot lit lanes for jackpots, whose amount depends on how many times MIGHTY EAGLE was spelled on the target posts. There are at least 3 jackpot lanes active at a time, but there can be more jackpot lanes available depending on how many of the 3 experiments in Garry's Lab (described in the side modes) were completed successfully. The player is normally only allowed one attempt at the wizard mode (but can try again if the ball is drained with the mission saver turned on and the time limit has not been reached yet) before having to complete all missions successfully again to reach it, so the player must put their best pinball skills to use and leave no room for error to emerge victorious!

Side modes
There are several side modes that can be activated for an opportunity to earn extra points. (Note: If the submarine was raised from the playfield when a side mode starts, it will be temporarily lowered back under the playfield to allow the side mode to play properly as it blocks most lanes.)
 * Chuck Time: Shooting Chuck's ramp five times starts a hurry up mode where the player must shoot randomly lit lanes as a countdown starting at 1 million rapidly ticks down. Each target lane hit awards points depending on how much of that 1 million remains at the time the ball exited that lane.
 * Red's Hatchling Inspiration: During the war with the Pigs, Red has been regarded as a hero to Birds young and old, including the Hatchlings! If the player hits the spindisk 6 times while Hatchling Misadventure is not active, the Hatchling sinkhole will allow access to the mini-playfield.  There, the player must hit pop-up targets representing the Hatchlings playing as the Pigs stealing the eggs four times to open the gate blocking the eggs, then shoot the ball into the sinkhole in front of them to save the eggs and emerge victorious! (Alternatively, the player can unlock the gate without beating the Pigs by spelling EGGS on the target posts to slip past the Pigs.)
 * Garry's Lab: Garry has coordinated the construction of various inventions that he believes will be crucial for the mission. Shooting his spindisk 5 times will start a testing session of one of three of his gadgets, which is essentially a mini-mission in of itself.  The three mini-missions, each tied to a certain gadget and chosen at random, are listed below:
 * Invisi-Spray: Garry has invented an invisi-spray that will grant invisibility, but the problem is, there is no known way to reverse the effect. The player must help out by shooting lit lanes within one minute while the ball and flippers become nearly invisible.  Each time a lit lane is shot, the ball and flippers slowly become more visible.  The ball saver will remain on for the duration of this mini-mission.
 * Eagle Detector: This special device alerts users to the presence of enemy eagles with an annoying alarm. While it works, there's no easy way to turn it off.  The player must shoot three lit lanes within a time limit to hide from the eagles in question, then shoot Silver's crossramp to fix the detector so that it can turn off and stop making any more obnoxious noises.
 * Harvey: Garry has also constructed an eagle costume dubbed "Harvey" that multiple individuals can hide inside and pilot to impersonate an eagle and get inside Zeta's base. The player assembles the suit by shooting lanes representing four of its drivers (Chuck, Bomb, Leonard and Courtney), then shoots a sequence of three lit lanes in a given order to put together a break dance sequence with the Harvey suit that would amuse eagles to the point where they'd forget what they're supposed to do.
 * Sneak Past The Guards: Bomb needs to sneak past some guards and distract them during Silver's plan to destroy Zeta's ice cannon. If the player spells BOMB on the bumper rollovers (whose lit positions cycle with flipper buttons), a side mode will begin in which the player helps Bomb sneak past Eagle guards by shooting a sequence of 5 lit lanes without shooting the wrong lanes or hitting target posts within a time limit.  Making a wrong shot will trigger a hurry-up in which the player must shoot any sinkhole to hide and stay in stealth; failure to do this ends the mode.  After five correct lanes are shot, the player must shoot any sinkhole to finish the mode.  Completing the mode successfully will grant a score reward.
 * On Ice: After Red's failed plan to destroy the ice cannon results in him and Silver getting captured, they are "put on ice" with their extremities frozen to inflatable recliners. However, Silver quickly figures out that she can deflate the recliner and break free with one twirl of her crest braids.  In this hurry-up side mode, which is started by shooting the right ramp 6 times to spell FREEZE, the player carries out her escape within a time limit by spinning Zeta's flag 20 times (which makes Silver spin her head around), then shooting Silver's crossramp once (which hooks the crest-braids onto the air cap to pop it open), within a time limit while the entire playfield is frozen, causing the ball to move very fast.  After the spinner is spun enough times, a magnetic trap will be available at the right end of the miniloop that can hold the ball above the mini-flipper for a chance to line up a shot through the crossramp to win the mode.  Successfully completing these actions will immediately end the mode and return the playfield to normal with an increased score bonus, amounting to how much time was left and how many further times the flag was spun.  If time runs out before the mode is completed successfully, Red and Silver's allies will arrive to automatically rescue them with a low score bonus.  If the ball is drained during this mode, it will end prematurely in failure with no points awarded.  Completing this side mode for the first time awards an extra ball.

Multiball
There are also three multiball modes that can be activated. Once started, a multiball mode triggers a 30-second ball saver (with the slingshot saver being disabled) and the mode will continue until only one ball remains.
 * Speed Dating Multiball: If the player locks two balls into the two Speed Dating magnetic saucers at one side of the table, a quick multiball will begin. One of three speed dating pairings will be chosen at random (Red and Silver, Chuck and Dahlia or Bomb and Willow), before the two locked balls are released back into play.  The way how jackpots are earned in this mode depends on which pairing is chosen, as shown below:
 * Red and Silver: Jackpots are awarded when the player shoots Red's spindisk or Silver's crossramp. The jackpot is raised when both lanes are shot a total of 5 times.
 * Chuck and Dahlia: Jackpots are awarded when the player shoots Chuck's ramp or the Freeze ramp, with the latter having Dahlia's name lit on the left wall of its entrance. The jackpot is raised when the player brings both balls into both ramps within a very brief period of time.
 * Bomb and Willow: Jackpots are awarded when the player brings the ball into Bomb's bumper area or shoots Courtney's mini-loop, the latter which has Willow's name lit on its outer wall. The jackpot is raised every time Bomb's bumpers are hit 50 times and the submarine flag is spun 50 times total in either direction.
 * Teamwork Multiball: Birds and Pigs work together to accomplish the mission of saving their islands and no one can do it alone. After all lanes are shot once, except the large orbit and the freeze ramp, a lock for Teamwork Multiball will be available at the Hatchling sinkhole.  Locking three balls this way starts a multiball mode where lanes representing heroes (either a Bird or Pig lane, and not Zeta's orbit or the Freeze ramp) award jackpots, while Silver's crossramp grants Super Jackpots.  Jackpot amounts increase when the submarine flag is spun.
 * Destruction Multiball: This multiball mode offers the player the chance to play as the villain Zeta and inflict destruction and chaos on Bird Island and Piggy Island with her superweapon. If the player spins the flag at the left entrance to Zeta's orbit 50 times, the Destruction Multiball sinkhole will be lit, allowing a ball to be locked there.   If the player shoots Zeta's orbit counter-clockwise four times to light and fill up the four lava tubes at the table's right walls, lighting each bar-shaped lamp indicator on the orbit's right side for each tube loaded, the cannon's lava injector will be activated for the next 30 seconds, and if a ball is locked into the lit Destruction Multiball sinkhole while the lava injector is active, it will be emulsified into a lava-ice ball.  After a ball is locked in the sinkhole, Zeta will throw a new ball back into play.  Once three total balls are locked in that hole, Zeta's superweapon becomes primed for destruction and the multiball begins, launching the three locked balls back into play as Zeta's ice ball missiles.  The player then shoots lit lanes to earn jackpots from inflicting destruction on both the Birds and Pigs with those three balls, with the jackpot increasing every time all unique lanes are shot once.  If any lava ice balls were among the three balls locked, they will award a doubled super jackpot as they inflict more damage and destruction.

Perks
The player can also earn the following perks while playing:
 * Team Synergy Score Multiplier: The Birds and Pigs need to really work together to beat Zeta, which calls for synergy. The player can help build up that synergy by incrementing the score multiplier from 1x to 10x, which is done by lighting the TEAM rollovers at the bottom of the table twice (or just once if Teamwork Level 4 is reached), once to turn the letters red and again to turn the letters green.  (Operating the flippers will cycle the positions of the lit rollovers.  If the ball is drained, the rollovers will reset and hitting a previously lit rollover will darken it again, unless the Teamwork Level is raised to 2 to activate rollover protection.)  Increasing the score multiplier past 7x (the number of active members in the team) will grant an extra ball.  Multiplier increases are only good for the current ball unless the player raises the Teamwork Level to 3 (described below).
 * Teamwork Level and Team Combos: The player can further promote the teamwork between the Birds and Pigs by executing "Team Combos", which is simply alternately shooting Bird and Pig lanes within a brief period of time. This kind of combo extends every time a Bird and a Pig lane are alternately shot back to back and it will expire after 7 seconds, or if a lane associated with the villains (Zeta or Debbie's Freeze ramp) is shot.  (An example of a valid 3-way Team Combo would begin by hitting Red's spindisk (Bird), then shooting Leonard's ramp (Pig), then Chuck's ramp (Bird), then Courtney's miniloop clockwise (Pig), then Silver's crossramp (Bird), and finally Garry's spindisk (Pig) all without hesitating.  This combo consists of three alternating pairs of Bird and Pig lane shots, meaning that no two consecutive Bird or Pig lanes are shot during the combo.) Extending a Team Combo a certain amount of steps for the first time in a ball will raise the Teamwork Level (which starts at 1 at the beginning of a ball and resets when the ball is drained), where each new level unlocks certain perks for the rest of the ball, with better perks every time a new, longer combo is made for the current ball:
 * 2-way Team Combo (Teamwork Level 2; 4 shots): Rollover protection will activate, meaning that hitting a lit rollover will no longer extinguish it and losing the ball will not reset the rollovers.
 * 3-way Team Combo (Teamwork Level 3; 6 shots): Multipliers will be held for the current ball, allowing it to carry over to just the next ball.
 * 4-way Team Combo (Teamwork Level 4; 8 shots): Rollovers will be boosted, meaning that the player only needs to spell TEAM once to raise the score multiplier.
 * 5-way Team Combo (Teamwork Level 5; 10 shots): An Extra Ball is awarded the first time a 5-way Team Combo is executed during a ball.
 * Mighty Eagle's Reunion Bonus: Mighty Eagle was once the boyfriend of Zeta and he eventually seeks to rekindle that first love with her later in the movie. Every time the player hits all 11 target posts spelling MIGHTY EAGLE, the jackpot for the victory multiball increases, which remains in effect for just the next victory multiball.
 * Bomb's Kickbacks: The powerful force of Bomb's explosions were once used to get the team out of sticky situations. The player can activate kickbacks that blow the ball back into play by hitting Bomb's bumpers 30 times to turn each kickback on.  Kickbacks stay on until they are used.
 * Slingshot Saver: Near the end of the war with the Pigs, Birds have been using slingshots to get around the island quickly. If the player hits the varitarget in front of Bomb's bumper area with a cross-shot (it needs to be pushed all the way with a strong shot), the next ball saver used will become a slingshot saver, which allows the ball to be captured in a slingshot at the outhole and shot back into play from there with a more precise aim (as long as there is no multiball active).  The varitarget can be hit again to allow the player to stack up to a maximum of 3 slingshot savers.  Slingshot savers can be carried over across balls, but can only be used when a ball saver is active.  The player determines which direction to aim the slingshot with the flipper buttons, then taps the launch button to fire the ball back up into play from the outhole.
 * Silver's Achievement Award: Silver turns out to be the best leader of the team who can help them accomplish their goals of saving their islands from Zeta's plans. If the player shoots her crossramp six times (or executes a Super Skill Shot), the ball will briefly stop at a magnetic trap mid-way through the ramp while Silver grants a random award, which may be extra points, a ball saver (which can't be granted from Super Skill Shots), the appearance of Courtney's photo op, a multiplier increase, a lock for Teamwork Multiball, a kickback, a slingshot saver or an extra ball.
 * Courtney's Photo Op: Courtney likes to take pictures with her phone. If the player spins the submarine flag 50 times via counter-clockwise shots through her miniloop, a photo will appear at some part of the table that can be collected with the ball.  Collecting three of these awards an extra ball.
 * Leonard's Ball Saver: When Red and Silver can't lead the team, Leonard can hold it together. If the player shoots his ramp 7 times, a 30-second ball saver will turn on, which is also available at the start of every ball and whenever Bomb's bumpers are hit 30 times when both kickbacks are turned on.  If the ball is drained while the saver is active, the ball will return to the playfield by popping out onto the short drop habitrail behind the miniloop (or if a slingshot saver is available and there is no multiball active, the ball will be locked into a slingshot at the outhole, which the player controls with the flippers and launch button to shoot the ball back into play).
 * Mission Saver: During a mission, spinning the submarine flag 50 times via clockwise miniloop shots will activate a mission saver that allows progress of a mission to be preserved if the ball is drained. The saver is only good for one mission, cannot be stacked and will expire once the ball is drained or the mission is finished regardless of whether or not it was successful.  To turn on the mission saver during the wizard mode, however, the flag must be spun 100 times instead of 50.  Once the mission saver is active, every time the flag is spun 50 times in that same direction, the final reward for completing the mission will increase a little.  If the mission saver is used to save mission progress and carry it over to the next ball, the player may re-acquire it once the submarine flag is spun 50 times clockwise.
 * Extra Balls: Extra balls can be claimed by shooting the Hatchling sinkhole. Extra balls can be awarded by earning them from Silver's Random Award, reaching Teamwork Level 5 on the current ball, raising the score multiplier past 7x, collecting 3 photo ops from Courtney or completing the On Ice side mode successfully for the first time.

Ballout bonuses
When the ball is lost, the following bonuses will be awarded, provided that the tilt alarm was not triggered:
 * Hero bonus - 500,000 points
 * Missions won - 200,000 points per mission won
 * Number of side modes started - 100,000 points per mode
 * Number of Team Combos executed - 100,000 times number of combos during current ball
 * Photo Bonus - 500,000 points for each Photo Op collected from Courtney
 * Highest Teamwork Level - 100,000 times current Teamwork Level at end of ball
 * Jackpot bonus - the highest jackpot reached for any multiball mode during the current ball
 * Maximum score multiplier level reached - 100,000 times current multiplier level
 * Number of random awards collected - 500,000 points per award

Status report
If either flipper button is held, the following information will be displayed:
 * Current ball
 * Extra balls claimed
 * Extra balls remaining
 * Current score multiplier
 * Main missions cleared
 * Number of Photo Ops collected from Courtney
 * Lock progress for Speed Dating Multiball
 * Lock progress for Teamwork Multiball
 * Lock progress for Destruction Multiball
 * Kickback status
 * Number of Slingshot Savers available

Trivia

 * This table can be described as a "conversion kit" for Zen Studios' pinball adaptation of id Software and Bethesda Softworks' 2016 reboot of DOOM, as it borrows a number of architectural elements (such as the miniloop, spindisk, orbit, the three ramps and the 4 return lane setup) from that table.
 * The four balls used for the Victory Multiball have been gathered throughout some of the mandatory missions the player completes. Through the Submarine Ride mission, the table saves half of those balls used for the multiball when the player starts the mission by locking the ball into the submarine and crosses its halfway point by locking another ball inside Garry's spindisk.  The multiball's third ball is locked at the start of the second phase of the Wizard Mode when the player shoots Red's spindisk to begin it.  The fourth and final ball is collected in the Hatchling sinkhole, where the player makes the final shot needed to beat the Wizard Mode in its entirety.