Big Guns
Load the cannons, launch into 3-ball Multiball, become INVINCIBLE, and smash the castle guards to rescue the Queen. Big Guns is a fast, theatrical System 11 game built around physical ball-launching cannons, four flippers, and one of the strangest backboxes Williams ever made.
Load the cannons. Become invincible. Save the Queen.
Big Guns is built around three cannon loads. Put balls into the left and right cannon locks, then load the center cannon to begin 3-ball Multiball. During Multiball, shoot the currently lit cannon to begin INVINCIBLE / Queen's Rescue, then knock down the six lit castle guards before time expires.
Why it works
The main strategy is extremely readable: learn the three cannon shots and you can reach Multiball repeatedly. The challenge comes from controlling a very fast four-flipper playfield and converting Multiball into Queen's Rescues.
Signature personality
Two physical cannons fire balls across the playfield, while the oversized backbox contains the King's Chamber — a five-slot bagatelle game that can eventually light Extra Ball.
How to play in five steps
Plunge through the raised horseshoe path for Tower Bonus. A clean shot can also feed the right cannon load area.
Shoot the lit left and right cannon-load saucers. Each successful load holds a ball and serves another to the plunger.
Once the side cannons are loaded, the center cannon becomes the Multiball start. Make that shot to launch 3-ball Multiball.
During Multiball, one cannon is lit. Load that cannon to begin the timed INVINCIBLE / Queen's Rescue sequence.
During INVINCIBLE, hit all six lit center guard targets before the timer expires to score Queen's Rescue. Repeat the process for additional rescues.
What actually matters
Cannons & Multiball
- Side locks: load the left and right cannons first.
- Center cannon: becomes the third lock / Multiball start after the side cannons are loaded.
- First Multiball: both side cannon locks begin available; later Multiballs qualify them sequentially.
- Multiball scoring: most normal scoring is doubled during Multiball.
- INVINCIBLE: load the currently lit traveling cannon during Multiball to begin Queen's Rescue.
Queen's Rescue & King's Chamber
- Queen's Rescue: clear all six lit guards before INVINCIBLE expires.
- Safety features: the kickback, right-side gate, and center post remain active during INVINCIBLE.
- Repeatable: after a rescue, reload the newly lit cannon to start another rescue attempt during the same Multiball.
- King's Chamber: every center-cannon load fires a mini-ball into the five-slot backbox game.
- Five shields: light all five shield positions, then another King's Chamber shot lights Extra Ball at the inlanes.
- Flipper steering: the lit shield position can be shifted with the flipper buttons before the mini-ball lands.
Tournament tips
Master the cannon loads
- Backhand the side saucers. The left and right cannon loads can often be made from their same-side lower flippers.
- Multiball is relatively accessible. You do not need to complete a separate lock qualification spellout before every lock.
- Center cannon is the key shot. Learn it from both lower flippers because it starts Multiball and fires the King's Chamber.
Turn Multiball into points
- Do not just survive Multiball. Immediately locate the traveling lit cannon and start INVINCIBLE.
- Attack all six guards aggressively during INVINCIBLE. The game's safety devices are active, so the risk of shooting is reduced.
- Restart Queen's Rescue when possible. Multiple rescues can be scored in one Multiball.
- Watch older machines carefully. Weak cannon locks and burned-out guard lamps are common condition issues and can materially change strategy.
Photo gallery
These paths are local on purpose — no third-party image hotlinking.