Overview
Based on the 2010 Disney movie, TRON Legacy was released by SLAMT1LT for Future Pinball in 2011. Though Stern released a pinball machine with the same name that year, this digital table is a completely different game.
The rules follow the events in the movie.
The GRID:
Enter the Grid by completing T-R-O-N to open the Arcade. Shoot the kicker under the TRON Arcade Cabinet to enter the Grid.
ID Disc:
Shoot the ramp 4 times to open the Armoury and then shoot the Armoury Kicker to aquire your ID Disc. You can now proceed to games.
Disc Wars:
Complete L-E-G-A-C-Y and shoot the Games Kicker to start Disc Wars. A virtual upper playfield will appear. Get the ball to the end without touching the sides of the Arena to win. Knock down all the Disc Warriors to get a big bonus. If you fail you wil have to restart the mode again. The Disc Wars game mode will remain active until the Light Cycle Mode is activated, meaning you can compete as many times as you like for massive points.
Light Cycle Battle:
Complete 5 End of Line Orbits and then shoot the Games Kicker to start the Light Cycle Battle. The entire playfield will change to the Light Cycle Arena (the backglass art also changes). 6 Balls will be launched into play. The objective is to knock the balls into the Armoury Kicker or the Games Kicker to destroy the bikers. The 2nd to last ball must also be destroyed, not drained, to win.
Zuse:
Find Zuse by locking a ball into each kicker - TRON Arcade Kicker, Armoury Kicker and Games Kicker. This starts a 3 ball multiball mode and plays the famous Daft Punk dance theme. Targets will appear on the playfield, knock them down for Jackpots and shoot the ramp to increase the Jackpot multiplier.
The Portal:
60 second multiball based on Indy's Eternal Life Mode. Hit the lit targets for 1 Million points each. Get them all for 1 Billion points and finish the game by entering the Portal.
CLU Ball:
Hit the 3 CLU targets to start the CLU Power Discs ( the Bumpers). Hit the Power Discs a certain number of times to light the CLU Start Light. Hit the Armoury to Start CLU Ball. The normal play ball is held captive while a new ball (CLU) is launched onto the playfield. Hit the CLU Targets again to start the CLU Power Discs. Hitting the Power Discs a certain number of times will light the Games Kicker. Hit it to aquire Flynn's Disc and gain a massive points bonus. CLU Ball can be activated at anytime after you enter the Grid.
BIT Multiplier:
Hitting all the BIT targets and rollovers will increase the Bonus Mulitplier. When Bonus x 10 is reached, a random Bonus Feature is awarded. These awards range from 10 Million Points to an Extra Ball. This Bonus Award feature will continue until the ball is lost and the Multipliers are reset.
SkillShot:
Obtained when the ball is first launched. Get it by hitting the ball with the left upper flipper and completing an End of Line Orbit. When in Grid mode, the lights in the plunger lane will determin the amount of the SkillShot value. They will move faster with each new ball.
PowerShot Kickback.
Hitting the 2 targets by the ramp entrance (not shown in this vid), will activate the PowerShot Kickback for 15 seconds. Careful aiming is required when hitting the PowerShot Targets; once lit they can be deactivated with another hit. Each target must be lit order for the PowerShot Kickback to activate as indictaed by flashing lights.
Randomizer:
With each new ball the Randomizer will start. Each character from the film will start to flash in a random sequence (impossible to predict). Good characters (Flynn, Quorra, Sam and Gem) will provide a bonus. Bad characters (CLU, Jarvis, Zuse) will provide a penalty.













