Playing tips for Black Knight 2000

General

The Lightning Wheel shot, even when unlit, is still a good way to get the ball from the lower playfield back to the upper playfield.

General

Both U-Turn and Hurry Up awards increase per completion, but U-Turn resets after the lights go dark; Hurry Up can be restarted infinitely.

General

Play upper PF. Complete W-A-R for hurry-up. Hurry-up is worth 200K and steps up to 1.5M on the Skyway. Ram it back up to the upper PF.

General

Magna-Save can be hard to get used to. If the ball goes wild anywhere on lower PF, just punch it immediately - it has a long timer.

General

When a Skyway shot comes around to the upper flipper, shoot the loop for a 100K ramp-loop combo bonus. First ever combo shot in pinball!

General

Two upper-playfield loops lights Extra Ball on the Skyway. After it's collected, it takes one more loop to light Extra Ball again.

Multiball

Outside of tournament play, don't plunge the last ball that feeds to the plunger for King's Ransom. Free extra ball for later.

Multiball

Shoot u-turn to light Double Knights Challenge at the far right saucer on the lower pf, trap up on the left and spell WAR repeatedly for 1M

Multiball

When plunging, 90% power will go into WIN, full power goes into the flippers. Full plunges when starting multiball make for an easy cradle.

Wizard

Complete W-I-N then shoot the drawbridge for a RANSOM letter. Shoot Skyway for 1M and get drawbridge Jackpots during King's Ransom.

Playing tips sourced from Pintips.