16/10/2024, 06:28
Witam. Czy ktoś posiada dokładną instrukcję do wyżej wymienionych stołów? Chodzi mi o dosłownie wszystko czyli co dają poszczególne trafienia w odpowiednie miejsca oraz jak aktywować i wykonywać "misje".
Instrukcja do WC94 i Indiana Jones
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16/10/2024, 06:28
Witam. Czy ktoś posiada dokładną instrukcję do wyżej wymienionych stołów? Chodzi mi o dosłownie wszystko czyli co dają poszczególne trafienia w odpowiednie miejsca oraz jak aktywować i wykonywać "misje".
16/10/2024, 09:52
WORDL CUP SOCCER
Bally's WORLD CUP SOCCER v 1.0 by Greg Dunlap gdd@rci.ripco.com Special thanks to Bowen Kerins for clearing up a lot of questions, making corrections and being an all around swell guy! These rules are probably pretty stable at this point as the game comes close to going into production. Playfield Layout This is sort of left to right Left Outlane Has a kickback which is relit by hitting Light Kickback Target. Left Inlane Has a rollover which lights the Light Magna-Save target. Magna-Save Ah yes! The return of the Magna-Save. But not quite the same implementation as in Black Knight or Jungle Lord or the other 70s Williams two-levels. The Magna-Save is just above the tip of the left flipper, and is set to save a STDM drain. By punching an extra button at the left, you activate the Magna-Save which sucks the ball into place above your flipper so you can catch it. At least thats the theory. Slingshots The return of the standard slingshot, no more of this trapezoid shaped junk like Demo Man or ST:TNG. Light Kickback Target This is lit by rolling through the right inlane. Hitting it lights the kickback. Left Spiral This is your standard spiral. When a city is lit, it scores the city and sends the ball all the way around and shooting out the other side. Otherwise a one-way gate drops down and the ball falls into the rollovers / pop bumpers. Left Ramp This ramp normally shoots the ball around in a loop and back to the right flipper. If you hit a second consecutive ramp shot, a diverter closes and sends the ball over to the left flipper. The left side of the ramp holds the locking mechanism, implemented here in excellent fashion. If lock is lit, the ball always goes to the left ramp lock area from either ramp. I should also note that around the spot where the ramp is about to curve back towards the right flipper, there is a little hole so that if you don't shoot your ball strongly enough, your ball will fall down into the pop bumpers without scoring the ramp. The ramps are used to lock balls, collect tickets, relight jackpots, and for points during Ultra Ramps. Striker Targets Striker is this little dog who is the mascot of World Cup Soccer and he has three standup targets on the game. One on each side of the left ramp, and one in front of the jet bumpers at the upper right. Hitting a dog target lights a letter in the word "STRIKER." When you light all seven letters, you get 10M and the Striker Scoop is lit. Light Free Kick This is a saucer. Falling in it lights the Free Kick standup target. Tackles This is a row of three standup targets (think about Cousin It / Superdog and you get the idea.) Hitting one of them when lit scores 10M. Assist Another saucer, at the upper left, just in front of the goal. When the ball falls into the Assist saucer your goal gets lit (or nothing changes if its already lit) and you can shoot the ball straight in by punching a flipper. Pretty great. Star Rollovers There are four rollovers (yes rollovers!) leading towards the goal. Light a rollover by rolling over it. Light all four and goal is lit. GOAL! This is really great. At the upper left corner of the playfield there's this wide hole (picture ST:TNG's Neutral Zone if it was as wide as all three targets.) In front of it is this plastic goalie who moves back and forth. You shoot the ball past the goalie and into the goal. Its tougher than it sounds - he's good! When you hit the goal the machine yells "GOAL!" and there's a great animation and the crowd cheers! Hitting the goal when its not lit will score the Striker Scoop award when you haven't collected a Striker award yet. 4 lit Goals lights a TV award. There are also a couple of modes which run along a theme of hitting the goalie, which I find really amusing. Goal also serves as the multiball jackpot. Striker Scoop This is a small little scoop in the back middle of the playfield, to the right of the goal. Hitting it when lit serves up a seemingly random Striker Award. This also serves as the Extra Ball shot. Jet Bumpers / Rollover Lanes Three bumpers and two lanes. Lighting both lanes lights the left spiral to collect a city. Jet Bumpers are pretty standard three-in-a-triangle-shape. During normal play, the jets are worth 1OOK a pop and add one thousand fans for each pop. At 25,OOO fans, the jet value becomes 1M / pop for the rest of the ball. Soccer Ball Theres this great big half-a-soccer ball which spins at super speed when the goal is lit and during multiball. The thing is, the ball is made of RUBBER! This causes A) much bounciness on the upper part of the playfield and B) some pretty extreme spins on the ball. Free Kick Target When lit from one of the Free Kick saucers, this target awards 10M. It stands right in front of the spinning soccer ball. TV Award / Final Draw scoop When lit for TV award, this gives out a TV Award. There are currently four TV Awards. Also serves to start multiball when lit for Final Draw. Right Ramp Same as left ramp, except this ramp always feeds the left flipper and there are two holes which can drop your ball to the bumpers instead of just one. Serves same purposes as left ramp. Light Free Kick saucer There is another Light Free Kick Saucer to the right of the right ramp. See above. Light Magna Save target When lit, hitting this target lights the Magna-Save. This target is lit by rolling through the left inlane. Right Inlane Rolling through this inlane lights the Light Kickback target. Right Outlane There is a special light here, which is lit at the end of multiball (see MULTIBALL below.) Plunger / Skill Shot First off, this game has a real plunger. You remember...you pull it back and it springs the ball out? The skill shot is like one of those loops on roller coasters. You shoot the ball up the loop, and it falls into one of three dividers which each have a light. When you start they are all flashing. Falling in one of the flashing ones the first time scores 5M. Then only two are flashing. Hitting another flashing one scores 10M. When you hit the last flashing one you spot a city for 30M! Rules GOALS For some reason, hitting goals is the funnest thing in the world. You start each ball with the goal lit (at least you do on the machine I play.) Shooting a goal scores 10M, adds 5M to fun with bonus and starts an "Ultra" round. There's some great sounds here. When the goalie blocks a kick you get "What a great save!!!" The voice reminds me a lot of the voice in Banzai Run. You relight the goal by lighting four stars on the playfield. There are two ways to light a star: A) Hitting the dog target in front of the pop bumpers (called the "Header" target) lights an unlit star B) By rolling over them! Yes, first the return of Magna-Save, now the return of rollovers! What a great game. After each goal, you are awarded an "Ultra" mode. There are four Ultra modes (explained below) and each one lasts for the length of your ball or until you score 30M on the mode, at which time you are given a 10M bonus and the mode ends. The modes you currently have lit are indicated by four lightning bolt-shaped lights on the right side of the playfield. These modes do not add to your score during the normal game, they are only used for fun with bonus. Utlra Ramps - About what it says. Shoot ramps for 5M per ramp. Utlra Spinner - Ditto, to the tune of 1M a spin. Ultra Jets - This is a pop bumper bonus. Pop bumpers are upped to 2M a pop. Utlra Goalie - Nail the goalie! One of two Hit the Goalie modes, these are completely hilarious. Hitting the goalie scores 5Ma shot. TV AWARDS Shooting four goals lights the TV award. Hitting the TV Award scoop awards it. Currently there are four TV Awards. A TV Award is a timed mode (these were 20 or 25 seconds) for bonus scoring. Simply starting any TV Award is worth a cool 25M. They are awarded in order as opposed to randomly. Big Goal Round - Shoot three goals within the time limit for 15M, 15M and 30M. Extra Ball Round - Extra Ball lit for 20 seconds. If you hit the extra ball, then the Striker scoop is worth 50M for the rest of the time limit. Hit The Goalie! - Same as above except timed. Hitting the goalie is worth 10M, shooting the goal raises the goalie value by 10M. Still totally great. Where's Striker - Shoot any of the dog targets to try and find Striker. First hit scores low points, second scores medium points, third finds Striker and scores big points. I still haven't gotten this yet so I can't be more specific. STRIKER AWARDS Hitting a Striker dog target scores 1M and adds a letter to the words "STRIKER." Spelling the word Striker awards 10M and lights the Striker scoop. It is also lit at the start of the game. The first Striker award may be collected from the goal if the goal is not lit. Shooting the Striker scoop gives out a random award. The ones I've seen are set forth below. Extra Ball - Guess. Multiball - Starts multiball at rank 15 (see below.) 20 million - Another toughie. Super Free Kick - Makes the free kick target worth 10M + 5M per consecutive hit for a certain amount of time. Penalty Kick - Gives you a shot at the goal with the goalie not moving and leaning out of the way. hit the goal for 30M. Three Cities - Gives you your next three cities (see below.) Unlimited Kickback - Kickback lit for the rest of the ball! Three Goals - Adds three goals to your total, complete with three Ultra rounds too. MULTIBALL OK, there are four spots with flashing arrows labeled "BUILD" in front of them - left spiral, left ramp, right ramp and Striker scoop. There is also a big soccer ball painted on the playfield with the words Strength, Stamina, Skill, Speed and Spirit on it. Shooting a build shot lights one of the words on the ball on the playfield. When you light all five, lock and multiball are lit. Shoot a ramp to lock the ball, shoot the Final Draw scoop to start multiball. Now when you start multiball you are given a team to play, based on your rank. Your rank is determined as follows - Every two shots to a lit goal advances you 1 rank, and if you lock a ball before starting multiball you advance 4 ranks (since multiball is lit as soon as lock is lit.) You beat a team by shooting the goal (this is your jackpot,) and then get to play the next team by shooting a ramp (relighting jackpot.) There are fifteen teams, with the following ranks and jackpot values: #15 USA 20M #14 Russia 20M #13 South Korea 25M #12 Saudi Arabia 30M #11 Morocco 35M #10 Austria 40M #9 Canada 45M #8 Holland 50M #7 Italy 55M #6 Great Britain 60M #5 Sweden 65M #4 Spain 70M #3 Australia 75M #2 France 100M #1 Germany 250M If you drain before hitting a jackpot, shooting a ramp or the Final Draw scoop will restart multiball where you left off. If you start Multiball again, you are advanced two ranks. For your match against #1 ranked Germany, the Special is lit on the right outlane, the jackpot is worth 250M and after you hit it, the ramps and goal are lit as Victory Laps worth 50M a piece! After five laps, the Victory Laps switch off between left ramp and goal. One more thing, the Assist saucer works during multiball, but best of all, its programmed not to miss. CITIES There are eight cities on the World cup tour - Chicago, Dallas, Boston, New York / New Jersey, Orlando, Washington DC, San Francisco, Detroit and LA. There are three different ways to collect cities. Left Spiral - Shooting both ramps or lighting both rollovers lights the left spiral with a yellow arrow labeled "TRAVEL." Shooting the spiral at this time awards your next city. Actually, scoring the spiral doesn't award the city, setting off the spinner does. And you CAN score it backwards! I have had two cities lit, shot the spinner for the first one, and when the ball didn't make it all the way up it fell back down and lit the second one! Striker Award - There is a Striker award which gives you your next three cities. Skill Shot - Hitting all three flashing lights awards your next city. Chicago, Dallas and Boston are worth 10M. New york, Orlando and Washington are worth 15M. San Francisco, Detroit and LA are worth 20M. Travelling to any city also lights the Tackle target, worth 10M when hit. Several cities have modes associated with them, as outlined below. Boston - Boston Tea Party Mode - A hurry up. Starts at 40M and counts down to 10M. Shoot spinner to collect. Washington D.C. - Extra Ball - Lights Extra Ball L.A. - World Cup Final - After traveling to L.A., shoot the Final Draw hole to start the Final Match against Germany! This is really great. 5 ball timed multiball against Germany for 45 seconds. You plunge the balls yourself (manual plunger remember) and goals are worth 75M. Every once in a while Germany will score a goal. If you end the 45 seconds with more goals than Germany you get a bonus of 500M!!!! Yowza! If you end in a tie, overtime is started and the first team to score a goal wins. BUY-IN You can buy an extra ball for 1 credit up to three times. When you buy in, all four ultra modes begin lit! There are separate high score tables for x number of buy-ins, but I haven't sorted them out yet. Hell, I haven't even sorted out the ones for ST:TNG yet. BONUS Bonus is awarded as outlined below 5M per goal Ultra Modes are scored however you did. 5M per city. Strategies / Tips My strategy these days comes down to two things - Cities and Extra Balls. The two kind of go together. First off Cities. Getting all the cities takes you to the final round, potentially worth endless points. Anything more than five goals against Germany will pretty much guarantee a win, and 5 goals + a win gains you 875M! WHOAH! So get good at that left spinner shot. Also get good at the right ramp, since you can't light TRAVEL without it (unless you go to the rollovers.) There are also lots of opportunities for extra balls - three so far, and none of them is that tough. You're gonna need them so pick them up ASAP. The final thing is if you've ever wanted a game on which to practice slap saves and/or outlane nudging, this is it. About 7 of 10 balls are lost down the middle, making constant slap saves a necessity. And the outlanes are nice and bouncy, perfect for practicing getting down just the right push to save a ball. BTW bangbacks are possible from the left, but they're not easy. Rumor has it the biff bars are getting raised in the production version too, which will make it even tougher. I can't see how you would bang back from the right - there's way too much hardware over there and you would hurt your hand way too badly. And thats about the size of it. I think the reason I like this game so much is its lack of gadgets / new technology. Its sort of a step back from the more recent pins. A real plunger, Magna-Save, and rollovers. Think about this, when was the last time you played a WMS pin WITHOUT an upper flipper?? Well, okay I forgot about Indiana Jones, but I never played it very much. This freaked me out the first few times, every time I hit a spiral I was looking for another combo shot from an upper flipper. Also, since the game's modes are only secondary really, you spend more time planning out your game and really PLAYING as opposed to Piano -> Slot -> Piano ad infinitum. Most of all, the game is challenging and yet still fun as all hell, I'm sure it will be a big earner for Williams, kudos for everyone on the design team. INDIANA JONES This rulesheet has been compiled and is maintained by me (Adrian) with a substantial amount of input from a lot of r.g.p readers and is kept on the pinball archive at rahul.net. If you find anything that is incorrect or missing, mail me and I'll make an effort to include it. Disclaimer: The usual; Indiana Jones the Pinball Adventure is surely a a trademark of Williams Electronic Games Inc., and is licensed from Lucasfilm. Multi-Ball is also a Williams trademark. Preliminary Notes: The machine I play, and consequently what this sheet is largely based on, is running L-6 ROM's which is the latest revision I've heard of. There are a lot of differences between the various revisions which suggests that the initial P-x ROMs were riddled with bugs. Wherever possible I have tried to list the differences in the software, but I doubt I know them all so don't be surprised if your mileage varies from what is written below. As well as the software differences, it should also be noted that nearly everything is operator settable making it almost impossible to compile definitive rules although I understand that some of these settings have disappeared in later ROMs. Although game play is fairly straight forward, there is a lot to be uncovered in a prolonged game. I doubt you would be able to say you had got everything until you had at least 3B points racked up. Playfield Layout Note that this is a widebody machine of the same proportions as The Twilight Zone. I will only state briefly what is there for now, more detail will be contained in the description of play. Starting from the left flipper and going anti-clockwise things on the playfield are as follows: Left Inlane/Outlane The inlane lights Hand of Fate when lit and Special can be scored from the outlane when lit. As is common with most current machines the outlane can be adjusted but nowhere near as far as on TZ. A-D-V Targets A group of three stand up targets - the first of three such groups which spell out the word ADVENTURE. Left Orbit Depending on the mode the player is in, a shot around here will either continue around and feed back to the right flipper, or be stopped by a gate at the top of the playfield. Mode Saucer Just to the right of the orbit is a short (2") tunnel with a saucer at the end. This is where Modes, the Hand of Fate and Extra Ball are collected when lit. ADVENTURE Playfield The Indiana Jones equivalent of TZ's Battle the Power, this is a raised section of playfield which can be tilted left or right by the flippers to guide the ball over some of the 8 rollovers and collect The Pit or Extra Ball. It takes at least two shots to the upper playfield to score all the rollovers. Beta cabinets have metal walls on this section - production ones have red plastic walls. Left Ramp Fairly steep ramp feeding to the left inlane via a habitrail. Used extensively by the Modes and to light the Jackpot shot in Multi-Ball. E-N-T Targets Three drop targets spelling the ENT bit of ADVENTURE. Between them, they cover a Raise Jackpot target and the entrance to the Lock/Hurry Up. Raise Jackpot A small target located behind the E-N drop targets used during Multi-Ball, Dogfight and others. Lock & Hurry Up A sinkhole located behind the E-N-T targets which can be shot with just the 'T' down. Pop Bumpers The traditional triangular arrangement of 3 situated behind the sinkhole and under the left ramp. The ball can be fired up back through the I-N-D-Y rollovers or leave down from the left orbit or down from the Captive Ball. I-N-D-Y Rollovers Behind the Pop Bumpers. Spell INDY to advance Bonus X and light a Friend. Lit rollovers can be moved left/right by the flippers. Captive Ball A lane just to the right of the 'T' leads to a single drop target which protects the captive ball. Hit the ball for Quick Multi-Ball and Super Jackpot. Note: The Captive Ball has two switches, one at the front and one at the back. The one at the back generally awards higher points but not much else. Right Ramp Another steep one. Used a lot by the Modes and can be lit for Jackpot and Path to Adventure. Normally feeds to the right flipper but will go to the left from Jackpot and Adventure. Right Orbit Used mainly during certain Modes. Works in the same way as the left orbit. U-R-E Targets The third group of targets making up ADVENTURE. These face opposite the A-D-V targets and are also the stand up type. The Idol Sort of like a horizontal version of FT's fishing reel, this is where up to three locked balls are kept. Balls released from this go across the right outlane to the right flipper. There is a sound effect of an elephants' trumpet before each ball is released - very useful during Multi-Ball. Right Inlane/Outlane Same as the left, the inlane lights Hand of Fate and the outlane is good for a Special when lit. The divider for these two lanes has a one-way gate at the crook which allows balls fed from the Idol to get to the flipper, and at the crook of the outlane there is a post which will give skilled players to opportunity to bounce the ball back into the inlane. It can be opened up a loooonnnggggg way though (further than TZ's left outlane!!). Flippers/Slingshots Just the two of each in the usual places - flippers are full length and apparently will stay that way as the machine is not shipped with the small ones. Also, the gap between them is quite small. Playfield Awards Skill Shot There ain't one ..... I-N-D-Y Rollovers As with most things in IJ, the INDY rollovers serve more than one purpose: increasing the bonus multiplier, lighting Indy's Friends and (of course) scoring points. Completing them increases BonusX (2x, 4x, 6x & 8x) and lights one of Indy's Friends (see Orbits: below), and relights the inlanes for Hand of Fate. Once you have reached 8x, subsequent INDY's are worth a 10M 'Maximum Bonus' award (not P-3 ROMs) but there is a twist At 8x, Extra Ball is also lit at the Mode Saucer. Collecting it (or a 'Max Bonus') will cause BonusX to be reset to 1x on the next ball. This is probably the easiest way to get lotsa EB's. Super Pops Enough hits on the pop bumpers will start Super Pops where all hits are worth 1M each. 75 hits is the magic number, but it is (of course) operator settable. Once lit, Super Pops is active until end of ball which could lead to monster scoring. Each successive Super Pops starts after 50 more hits than the previous one (ie 125, 175, 225 etc). Narrow Escape Scores 1M after a right outlane drain which is saved through the gate to the inlane. Second Narrow Escape is worth 2M, third 3M and so on. This value is held throughout the game and apparently has no limit (Kevin has had it up to 52M!). Note: The game recognises a Narrow Escape when the first rollover in the outlane is hit, but not the second. Therefor, it is quite common to score it even when you actually drain - especially when that post is open to the max. Also, it is possible to trip the outlane switch while the ball is deciding which lane it is going to go down - this will also score a Narrow Escape Orbits Left and right orbit shots are worth 1M + (2M x Lit Friends) when lit. This provides a minimum of 3M per loop since you get one free Friend lit and a max of 11M per loop. Consecutive lit loops are worth 2X, 3X, 4X the base with no known limit (7x is the highest I've heard of). If you are good at loops, you can get some pretty huge scores from lit loops .. Loop Jackpot This could also be called a 'Friends Jackpot' and is scored in the following manner: Light all friends from the INDY rollovers (lit Friends are denoted by a flashing light between the slingshots), shoot lit loops to light each Friend solidly (as opposed to flashing) then shoot the right ramp to collect the jackpot. Scoring is the total of all lit loops collected before the Jackpot is collected, to a maximum of 200M. The base at the start of the game is 5M. If you fail to collect the Loop Jackpot before the end of the ball when you light it, both the Friends and the Loop Jackpot value are reset (value becomes 0M). Note: If the right ramp is lit for Multiball jackpot and Friends jackpot, one hit will collect both but only the animation for Friends is displayed.. Ramps Making a lit ramp is worth 1M and lights the alternate ramp via the inlane. Hitting alternating ramps in succession will score 1M, 2M, 3M, 4M and so on.... Dogfight Shooting left and right ramps when lit will also spot a green, winged light (seen amongst the Mode lights on the playfield). Completing all six will start a Dogfight. Hurry Up is lit and counts down from 40M, shoot the sinkhole behind the E-N-T targets or the Raise Jackpot target to collect. Note: The countdown will not start if the T target is still standing so it is possible to score the whole 40M in the same way that you might get a 'You cheat Dr Jones', or hitting the Raise Jackpot. Quick Multi-Ball Three successful shots to the the drop target protecting the Captive Ball will cause it to stay down and the captive ball be lit for 2 ball Multi-Ball for 20 secs. During this Multi-Ball shoot the Captive Ball to collect items. Drop target hits are worth 1M, 2M, 3M for the three hits. There are five items which can be collected from the Captive Ball during Quick Two Ball Multiball as follows: The Idol of The Incas (10M) The Diamond of Shanghai (15M) The Remains of Nurhachi (20M) The Cross of Coronado (25M) The Fish of Tayles (30M) Each subsequent hit is worth a 40M 'All Treasures Collected' score with the first of these lighting the outlanes for Special. If you do not get all the treasures on the first 2-Ball, they remain spotted next time you get the Quick Two Ball. Note: A good solid hit on the Captive Ball which causes the back switch to close adds an extra 10M to the above values. This is also sometimes called the Totem Multiball. During Quick Multi-Ball, all values on the Path of Adventure are doubled. I don't know if this includes the Pit value. The Hand of Fate Lit from the inlanes and scored by hitting the Mode saucer. Lighting the inlanes is done by collecting INDY. If it is not collected at the saucer within a certain time it will timeout. The inlanes start out lit for 'Light Hand of Fate' at the beginning of each ball. The animation is similar to the Mystery award on WhiteWater and is displayed twice - first showing a list of 4 awards and then choosing and awarding one of them. The list of 4 is selected from a larger list which includes: 10M points, 20M points, Lite Extra Ball, Eternal Life, Quick Multi-Ball, Bonus X, Dogfight, Loop Person, Lock Ball, Lite Path , Super Pops. Notes: Loop Person spots one of Indy's friends, and the Eternal Life timer is operator settable. Lock Ball will increment the count of balls locked regardless of whether there are balls in the Idol or not. If Light Extra Ball is on the list of 4, it is always the one which is awarded for some strange reason. Path of Adventure The letters from the word ADVENTURE can be spotted in on of two ways: either a direct hit on the corresponding target, or a hit on any of the three groups (ADV, ENT, URE) once that group is lit which will spot the next unlit letter. To explain the latter, if you have ADV_Ent_uRe, a hit on the ADV bank will spot 'N' for you. The 'Raise Jackpot' target will spot a letter if ENT are down. Completing all the ADVENTURE targets lights the right ramp for Path of Adventure. When complete, shooting the right ramp gets you with the chance of playing on the raised mini-playfield. The objective here is to tilt the field left and right in an attempt to steer the ball over the lit rollovers (indicated by yellow lights) or into one of the holes (The Pit & Extra Ball). The number of lit rollovers increases by one each time you complete the Path without collecting The Pit, up to a max of 6. Awards are as follows: First set of rollovers completed lights Extra Ball. Subsequent completed Path's light and then raise the Pit value by 25M to a max of 150M. Each lit rollover is worth 5M with a further 1M for each time you completed ADVENTURE without actually playing PoA. (limit of 10M per rollover) Once you have collected The Pit, PoA is still lit, but now the lit rollovers are traveling (this is new for L-3) - I assume the value of The Pit is reset. Hitting the first set of traveling rollovers relights the EB hole on the raised playfield. Path of Adventure will remain lit until the 15 sec timer expires, or you drain. Complete ADVENTURE again to relight. The Modes It would have been nice to see these with a better definition than just Mode - some sort of big concept that they are based around. Admittedly, I can't think of anything that might fit the bill though. Anyway, there are 12 of them based on significant scenes from the three movies (4 modes for each movie) which are displayed in the big open space in the centre of the playfield. They are collected by hitting the Start Mode saucer which is always lit unless there is another Mode or Multi-Ball running (it needs to be - the shot is harder than TZ's Slot Machine IMHO). There is a 5M bonus just for starting any of the 12 Modes which are listed below in the order you would read them off the playfield: Castle Grunewald Hit the drop target, then pound away at the Captive Ball for points. Scoring is 5M, 10M & 15M for the three hits required for you to 'escape' from the castle making a total 35M (5M for starting) for the round. In L-5 revision, nailing the Captive Ball so that it hits the second switch doubles the score for that shot (ie 10, 20 & 30M). Tank Chase Animation of Indy on a horse chasing a tank. Orbit value starts at 15M and counts down to 5M. Each loop gets Indy a bit closer to the tank and enough of them will get him onboard to to destroy the tank for a 30M end of mode bonus. Note: The loop does not actually need to be completed to count. Early ROM's would count a loop if the two rollovers in the lane were hit in quick succession. Therefor you could get a loop credit from a ball leaving the pop bumpers on the left. Later revisions require that the bottom rollover be hit first. Three Challenges Shoot the right ramp for the Path to Adventure raised playfield. Challenges 1,2 & 3 are completed by hitting all lit rollovers for 10M, 20M & 30M respectively. All lit rollovers have to be hit during one pass of the Path to collect the points. This is pretty easy since they are usually in a row on one or other side of the Path (although Keefer claims to have had two next to each other on opposite sides!). The switches which are lit depends on whether The Pit has been collected or not; if not, you will have to hit 1, 2 & 3 switches for the Challenges; if it has, you will have to hit traveling lights but there is a bug here which makes it pretty useless at this point anyway (see Bugs: below) Choose Wisely Animation of the knight telling you to choose wisely. Five identical chalices are displayed, you are told which is the genuine article then you have to keep your eye on it while they are shuffled around. Then select using the flippers and choose by pulling the trigger on the gun (the plunger). Worth 5M if you blow it, 20M bonus if you get it right. Classic animation if you get it wrong ...... Subsequent attempts are at different speeds and buggy (see Bugs: below). Monkey Brains Rather gross display of a monkey's head with the brain exposed to the world and steaming happily. Hitting ramps and orbits scores 8M each and allows you to eat some brain (yuk!). The animation for this mode is quite entertaining if you are that way inclined, and the BUUUURRRRRPPPP sound effect is one of my favourites. This is a timed Mode with no end of Mode bonus. Note: See Tank Chase note regarding loop scoring. Steal the Stones Shoot the right ramp for a chance to steal the Stones (yellow flashing lights) from the raised Path of Adventure playfield. Each stolen stone is worth 5M and there is a 20M bonus for collecting all 8. Second time round, the last 4 stones float and you need to hit the last 2 of these on one pass to complete the Mode. Escape in the Cart Video Mode animation of Indy going through a mine in a cart. Use the flippers to choose which way to go to avoid the barriers - make 25 correct decisions to complete the mode and escape. Scoring is 5M plus 1M for each correct turn and 10M bonus for getting half way and 30M for completion. Note that the cart gets faster and faster the more turns you make, and there are minor bugs here too (see Bugs: below). Survive the Rope Bridge Timed round in which Indy is trying to cross the bridge. Successive ramp shots will move him further along and score 10M each. Four ramps are required to get him across, and a fifth to cut the rope. An Extra Ball will be lit at the Mode saucer if you complete the round. Get the Idol The objective of this Mode is to steal the Idol by shooting the lock sinkhole. This is complicated by the ENT targets which keep resetting and getting in the way. Each reset is accompanied by a quote as follows: Start Mode: There's nothing to fear here. That's what scares me. First hit : Throw me the whip. Second hit: Throw me the Idol. Third hit : Give me the whip. Fourth hit: Adios, senor. After this, the targets remain down to expose the sinkhole. Scoring is 5M for 1 target, 10M for 2, and 20M for a sweep of all 3. Collecting the Idol is worth 20M, ends the Mode and locks a ball for Multiball. It is possible to collect the Idol while the targets still stand (ie a 'You Cheat' lock) but there is nothing special awarded for doing this. Streets of Cairo Shoot the ramps and orbits to search for Marion under boxes (she's under the one the monkey is screeching on) - 10M each if Marion is not underneath. Finding Marion alters the display to show Indy being menaced by a sword wielding Arab type - score the Mode saucer to have Indy shoot him for a 20M bonus. It is also possible to blast the Arab by pulling the trigger on the plunger although that is only worth a paltry 2M points. There is a total time for this mode, so the sooner you find Marion, the longer you get to shoot the Arab, although you can rack up some serious points by deliberately shooting the boxes she is not under (this has changed for L-6 where you can only collect each box once). Well of Souls Hectic 6 ball Multi-Ball during which successive shots to the lock sinkhole are worth 2M x balls-in-play. Balls remain locked in the sinkhole for a short time before getting thrown back into play. After six shots into the sinkhole, the ENT targets will start to reset for each hole scored making subsequent shots a lot harder - it also helps if you start this Mode with the drop targets down. Animation is of Indy in a room full of snakes which he torches when you hit the hole. This Mode lasts while there is more than one ball in play and thus there is no bonus for end of Mode. Get the Medallion: Video Mode in which the flippers aim Indy's gun left and right to shoot bad guys in a the Raven Bar for 1M each (firing is automatic). An EB appears after enough bad guys have been toasted as does the Medallion (20 hits), shoot them to collect. The round ends when you either collect the Medallion (for 15M bonus) or the baddies shoot you enough (a lot like Video Mode in T2). Second time round you need to hit 25 baddies to get the Medallion to appear which (I'm told) is almost impossible. Note: In the animation, this is called the Raven Bar Video Mode. During the Modes a shot to the Start Mode saucer during a Mode is worth a 1M Mode Bonus and the Captive Ball drop target is worth a 2M Mode Bonus. The exceptions to this are Streets of Cairo (after finding Marion), Castle Grunewald and the VM Modes (Choose Wisely, Escape the Mine and Raven Bar/Medallion) when the ball is locked there. As with Twilight Zone, the scores from these rounds are added to your bonus at the end of ball and can be pretty big. A neat thing about these is that it's not the pop bumpers which alter the next lit one, but the ramps. Therefore, a skilled player should be able to select the mode he/she wants by shooting the appropriate number of ramps to light the required Mode and then collecting it. Completing all 12 of the above lights Start Mode for: Eternal Life MultiBall (Wizard award) Completion of all 12 Modes awards the player with a 6 ball MultiBall. Eternal Life is on for about 30 secs and balls are pumped out onto the playfield. Every switch (except the outlanes) are lit for 10M each. Collecting ALL switches including the PoA ones scores 1B and relights all the switches for another go. It would appear that this feature is one of the buggiest on the game. Sometimes it will give the animation for the 1B but not the points, and it will often leave the Path of Adventure playfield confused. Combination Shots There are no (known) combination shots on Indiana Jones. I suspect this is due to multiple ramps/loops having other functions (ie Dogfight and Friends Jackpot) Extra Ball This game is one of the most liberal when it comes to Extra Balls. Even on 'hard' settings you can fairly easily get 5, and on most games they seem to be unlimited. Also, all lit EB's are remembered between balls. There are at least five ways of getting an EB from Indiana Jones: Light the Path of Adventure then shoot the right ramp to play on the raised mini playfield. Steer the ball over the lit rollovers and as soon as the first set have been collected, the second hole will be lit for an EB. This means that it is possible to get an EB from the first pass of PoA, but in practice it is unlikely. Further EB's are available every time you complete a set of rollovers after collecting The Pit. Light the four I-N-D-Y rollovers 4 times to increase bonus to 8X and light Extra Ball at the Start Mode saucer. Collect by shooting the saucer. Light the Hand of Fate from the inlanes. When collected at the Start Mode hole it will sometimes light an EB. Shoot Start Mode again to collect it. Shoot Start Mode for Survive the Rope Bridge, cross the bridge and Extra Ball will be lit at the Mode saucer. Shoot Start Mode to collect. Shoot Start Mode to start Raven Bar Video Mode. An Extra Ball is available after about enough bad guys have been blown away. Shoot it to collect. Note: There are different Operator settings which allow different numbers of available EB's. For example, some settings only allow 1 EB to be collected using the first method above (INDY rollovers) whereas in others this is unlimited. Multi-Ball Multi-Ball on Indiana Jones is somewhat reminiscent of that on FishTales. Briefly it's Lite Locks - Lock 3 balls - Multi-ball: shoot left ramp to light jackpot, right to collect it (repeat twice) - Super Jackpot: Lit from left ramp, collected by hitting captive ball. Locking Balls Shoot the E-N-T drop targets to open a path to the sinkhole and lite the Lock. Balls can be locked with none of the targets down and gets you the quote "You cheat, Mr Jones" from Shorty and 5M. Multi-Ball Once 3 balls have been locked, you get an animation of our hero being chased by a huge rolling boulder and Multi-Ball starts. The 3 balls are returned from the idol to the right flipper in fairly quick succession and Eternal Life is on for a few seconds. Eternal Life is only on for the first Multiball though. Jackpots There are three of them; The Ark, The Stones and The Grail which are worth a base of 20M, 30M & 40M respectively. This base can be increased in one of two ways: First, there is 'raise jackpot total'. Shooting Start Mode adds 2M to it, the Captive Ball target adds 3M, the Captive ball adds 5M (10M if you really nail it and hit the back switch) and the Raise Jackpot target adds something (anybody know how much?). Second, shooting balls into the sinkhole will multiply the (base + raise jp) value: 1 ball gets you 2x and lights Jackpot if not already lit, and 2 balls gets you 3x. Balls fired into the sinkhole remain in the Idol until one of the following occurs: You collect the Jackpot. Balls are released and Jackpot Multiplier is reset. You have no balls left active on the playfield. The next ball is released from the Idol - Jackpot multiplier remains unchanged. 20 second timer expires. Balls are released and Jackpot Multiplier is reset. Lighting the jackpot is done by successfully shooting the sinkhole or making the left ramp. Collecting jackpot is done by shooting the right ramp. Super Jackpot Collect all 3 Jackpots and Super Jackpot will be lit at the Captive Ball. There are 3 levels: 80M for the Arc, 90M for the Stones and 100M for the Grail, each one being lit from the left ramp. The raise jackpot total applies to these, but they cannot be multiplied and each one after the third seems to be worth around 105M-115M. In short: Jackpots are worth: (base + raise jackpot)*(balls in Idol + 1) Super Jackpots are worth: base + raise jackpot Jackpots will remain spotted until you have collected at least the first Super Jackpot and that multiball ends. Then you start from the Ark Jackpot again on the next multiball. Multi-Ball restart There ain't one ..... However, if you do drain two balls, the Jackpot remains lit until the timer expires (see notes). (But the Super Jackpot never remains lit and has _no_ grace period.) Notes: There are some significant differences between P-x and L-x for Multiball: The ENT drop targets reset at the start of Multiball and every time a ball gets sent to the Idol (2x & 3x multiplier) in L-x. This behavior can be set in L-x with the Easy Multiball option. Super Jackpot values for P-x are 100M, 125M & 150M If the Friends Jackpot is lit, the regular Jackpot will still be collected by a shot to the right ramp (so will the Friends) but only the animation for Friends jackpot will be displayed. Multiball cannot be started during Toem Multiball (quick 2-ball) Starting Multiball will suspend any Mode which is running which uses the Path of Adventure, but a nasty bug rears its head then. Hints, Tips, Strategies The first thing to note here is that the scoring, at least during the early stages of a game, is well balanced. Most of the Modes have an effective limit of about 60M, there are no excessive Jackpot shots like the 1.2B Davros on DrWho and you have to work at getting good points from Multi-Ball (unlike Dr*c!) by shooting the sinkhole and targets which raise the jackpot value. Another thing is that there are no redundant shots - everything is useful either directly or indirectly toward some major award. However, some shots are certainly more important than others; the Start Mode hole for example is probably top of the list - if you can't hit it, you can't play any of the special Mode rounds, you can't collect Hand of Fate or Extra Ball if lit among other things. I would probably put the Lock sinkhole as second best shot to learn and then the ramps. Given the above, it is therefor almost impossible to have a definitive game plan. However, here are some ideas: Shoot the E-N-T targets followed by alternate ramps until Dogfight is lit. Shoot the sinkhole to collect Hurry Up (Dogfight) and lock ball 1. Repeat for second ball, but take the time to shoot Start Mode for Raven Bar VM when lit (to get an EB). Same again for third ball then play Multi-Ball for Jackpots. Shoot ramps to select required Mode and light Hand of Fate. Shoot Start Mode to collect. Shoot sinkhole to collect any Dogfights which are lit as a result of ramp shots. Shoot ADVENTURE targets to light Path of Adventure, shoot right ramp and play PoA, shoot right ramp and play PoA, shoot right ramp .... etc. (lots of points and at least 1 EB there). Collect The Pit when you feel like it. Concentrate on Multi-Ball. This is probably the easiest way to score big points and the way most people will choose, but IMHO not the best and certainly not the most fun. If it's lit, shoot for it ...... (for people who can't make up their minds ... ) I expect that gameplan for most people will be largely determined by which shots they are best at. There are certainly some good points to be had from the Modes and some help toward EB's too so if you can hit the saucer this would probably be the way to go. Alternately, if the right ramp is not a problem for you, Multiball is probably best. To help you decide what to go for, the following is a rough guide to where the big points are: Jackpot 60M+ (with 3x multiplier) Super Jackpot 80M+ The Pit (PoA) 150M (upper limit) Loop Jackpot 100M+ Dogfight 40M (upper limit) Modes 35M+ (practical upper limit of 90M with an average of about 50M) Eternal Life Multi-Ball 1B (if all switches hit or 10M/switch) One useful hint is to try to avoid starting any Multi-Ball while you have Path of Adventure lit since this feature remains active and it is pretty tuff trying to control the raised playfield and keep several balls in play at the same time. The problem is not so much that balls up there are hard to control, but that once you have got one up there you have to keep doing it or else PoA will time out and you will have wasted it. Another useful tip regards saving balls from a right drain. As the ball rolls down the outlane, nudge the machine to the RIGHT which should knock the ball onto the outlane post (no matter how far open it is) from which it will rebound through the gate. BTW - you are probably thinking I've lost the plot here, but I assure you it works for me - I probably would not have included except somebody else mentioned it too. Any Multiball is useful when Super Pops are running. Try to start Multiball when Cross the Rope Bridge is going since, with all those balls flying around, it's apparently pretty tuff NOT to get the EB lit. Of course this could be related to some bugs which have been observed involving ramps during Multiball. Bugs More like 'Killer Cockroaches' than bugs .... I used to think the software on this game was pretty good. However, recent Net traffic has shattered that illusion so I have now decided to give the software problems their own section... Hardware problems with recent machines have already been noted by several folks; the software, if anything, is worse! The bulk of these seem to involve the Path of Adventure playfield and its associated Modes. Fortunately for the casual player, they will not be exposed to many of them since they only pop up after the first Eternal Life Multiball. The following are bugs known to me (in no particular order): Sometimes, the game will award you the Billion from Eternal Life Multiball but not actually give you the points! Escape in the Cart only awards 49M if you complete it when it should be 55M (25 tunnels + 30M escape bonus). The Halfway Bonus is awarded after only 10 tunnels too. In Multiball, The Ark is actually mis-spelled as 'arc'. Occasionally two of the winged lights which indicate progress toward Dogfight will be flashing at once. This usually happens after Hand of Fate awards Start Dogfight. The monkey in Streets of Cairo will sometimes sit on the gap between two boxes and screech his head off. Shooting the left orbit in Streets of Cairo will often award both of the boxes on the left of the four. Choose Wisely on level 3 is so slow the chalices only get switched twice. Choose Wisely on level 4 causes a ball search which will often cost you the ball in play (it's kicked out of the saucer while the flippers are dead). If you have collected The Pit already, Three Challenges will only give you 5M (Mode Start bonus) coz the rollover switches don't register. Hand of Fate will give certain awards when it should not (ie 2 Ball awarded during Well of Souls!). It then ignores these awards. In L-x software, if the Gun Trigger function has been set to cancel the Buy-In, it will only work sometimes, and never if the last ball was Tilted (it simply clicks and doesn't cancel). The current Path Mode gets suspended when you start Multiball, but during Multiball, shooting ramps still alters the selected Mode. Kevin Martin suffered this when he started Multiball during Three Challenges and ended with Steal the Stones spotted! (This bug applies to these two rounds only but can cost you a chance at any other round.) Misc. Stuff These are the odds and ends I couldn't find a logical place for in the above, or bits of interest: Plunger Automatic variety in the shape of a six shooter. No skill shot! Sound & Graphics The best sound I have heard in a Williams game so far. The graphics also are, at least, comparable to Dracula and TZ. Replay Nice animation of a whip being cracked and the appropriate sound effect which tends to drown out the traditional 'Thwack'. EB Buy-in Extra Ball buy-in is an optionally settable by the operator. When activated, you can buy a 'Super Ball' for 1 Credit. Note: Certain software upgrades on prototype cabinets cannot use EB buy-in since the software expects to find a dedicated button for this function. (software in beta's used the trigger on the gun. L-5 onwards has this fixed). Super Ball This is the ball you just paid a whole credit for. Eternal Life is lit for about 20 secs, Path of Adventure is Lit, and the next Mode is started. Eternal Life Multiball does not count as a Mode for this (ie it won't start automatically if you have all 12 Modes spotted already). Cows Finally spotted one Wed 18th August 1993. It's in the Shoot Again display when you start an extra ball. Six hiro .... heiro .... haro ..... hirogl ..... pictures are displayed as a background to Shoot Again - the top right one is a cow (well, looks like to me... Not on P-3 ROM's though. Saves I suspect Death Saves are possible, but then anybody who can do them should be good enough to nudge the ball back into the inlane through the gate. It's fairly easy to bounce the ball away from the in/outlanes anyway. Avian Balls A hard hit on the drop target in front of the Captive Ball will occasionally get the ball fired over the E-N-T targets! Shooting the E-N-T targets will occasionally shoot the ball over the left slingshot with about a 50/50 chance of it landing either on a habitrail or in the outlane (more common from a left flipper shot). On later software (P-4+) you will get the ball back the when this happens.
16/10/2024, 17:24
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