Quickie Version
Spinners until the saucer is worth 5K or more. At that point, saucer all day from the right flipper and transfer to the right flipper [preferred] or spinners all day from the left flipper.
Go-To Flipper
Right
Skill Shot
center saucer for 3K and open gate. 4K and 5K are okay, but opening the gate is worth the point differential. If you can, plunge so the ball hits one or both of the 500-point star rollover disks before dropping into the top saucer.
Full Rules
Use the spinners to advance bonus. Collect bonus in saucer in upper left. Once the bonus is 5000-7000 or more [higher or lower depending on your shot-making percentage and match score situation], shoot the saucer all day.
Key feed: saucer kickout. You may be able to repeat this shot several times via either one-timing it properly or live catching it on the right flipper, then shooting it again.
Hitting any of the A,B,C,D stand-ups lights the corresponding bumper; getting all four stand-ups activates Double Bonus. They’re not worth shooting at, though, IMO, due to rebound risk. But if you have collected 3 of them at some point for whatever reason, go ahead and shoot the final one.
Only shoot for the center extra ball target if extra balls are turned on, otherwise it’s too risky. If enabled, the EB light activates when bonus is maxed at 10K.
Don’t bother shooting the gate even if it’s open as you don’t have a good angle on it from the flippers but do try to nudge the ball through it if it’s in the vicinity.
With a really friendly saucer feed, it’s possible to roll the game over multiple times. You may need a couple hundred thousand for a top score.
Playfield Risk
Mostly bad feeds from the bumpers through or around the spinners, either direct center drains or balls into the slingshots. The saucer kickout is usually safe. If you shoot the A-B-C-D stand-ups, there’s rebound risk.
External Links
Machine Information

- Name
- Bow and Arrow
- Manufacturer
- Bally
- Year
- 1975
- Type
- em
- Display
- reels
- Players
- 4