Attack from Mars! Stroke of Luck logic for determining Strobe Multiball or Video Mode. There’s additional logic nested inside of the Regular Mystery Award (such as for starting an Attack Wave) which isn’t included here.
Cosimo Galluzzi

titsay

oozey mess
Misplaced Lens Cap
YOU ARE THE REASON

JBB: An Artblog!

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Show & Tell
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Sweet Seals For You, Always

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pixel skylines
Cosmic Funnies

#extradirty
RMH
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@hamdrewburglar
Attack from Mars! Stroke of Luck logic for determining Strobe Multiball or Video Mode. There’s additional logic nested inside of the Regular Mystery Award (such as for starting an Attack Wave) which isn’t included here.
List of episodes of The Twilight Zone featured in the pinball game
adapted from wikipedia
Time Enough at Last (S1.E8) – Henry Bemis appears next to the slot machine cellar hole.
The Hitch-Hiker (S1.E16) – Appears on the playfield and in DMD animations, and one of the Door Panel awards is named after him.
The Fever (S1.E17), The Prime Mover (S2.E21) – The slot machine on the playfield and an animation on the DMD.
A Most Unusual Camera (S2.E10) – The camera gives various awards. It also indicates what the next camera award will be.
The Invaders (S2.E15) – The tiny spacemen appear in the various DMD animations.
Static (S2.E20) – The radio is in the sound effects and DMD animation for the "Fast Lock" hurry-up countdown.
A Piano in the House (S3.E22) – A cellar hole that can start modes.
Living Doll (S5.E6) – Talky Tina appears in the Extra Ball DMD animations.
Uncle Simon (S5.E8), The Brain Center at Whipple's (S5.E33) – Robby the Robot is featured on the playfield and in a DMD animation.
Two of the most prominent features of the game – the gumball machine and "The Power" – do not appear in the TV series at all.
Twilight Zone 1993 by Midway
Dracula Obstacle Course
The goal of a pinball obstacle course is to achieve various objectives, in order. The scoreboard is irrelevant. If players are having difficulty but still want to overcome all of the obstacles, progress may be carried from one game into the next. Each objective must be finished before progress towards the next can be counted. Some carry-over progress is unavoidable, and that’s OK. Here’s my suggested run for Bram Stoker’s Dracula:
Objective #1 Rats in the Dungeon Shoot the altar (lower right scoop) three times to start RATS +1 point
Objective #2 We Are Wolves Shoot the right orbit enough times to spell "v-i-d-e-o" and play video mode +1 point Beat video mode playing one-handed +1 point
Objective #3 BATS & BATS & BATS Shoot left ramp enough times (3?) to qualify Bats 1 point Each additional BATS for the duration of your game +1 point
Objective #4 Maureeeeeen Shoot left ramp enough times (5?) to qualify Mist Mb +1 point (Otherwise, Mist multiball is automatically qualified on ball 3) +0 points Start mist hurry-up by shooting the MISTery scoop +1 point Free the floating ball and start Mist multiball +1 point
Objective #5 Soul Coughing Shoot the Coffin (right) ramp to advance the value 500K, 1M, 1.5M, 2M, 2.5M, and eventually light coffin lock +1 point per locked ball (up to three)
You're still not undead yet?- Objective #6 +1 point for starting any multiball +3 points for stacking two multiballs +6 points for stacking three multiballs
Fluffy Asylum Carwash Shoot asylum (left side "secret" hole- above stand-up target bank) to visit Renfield. +1 point Catch Fluffy the Vampire (watch for crosseyes) +3 points Wash Dracula's car + ??? Points
Love Never Dies. Good luck!
How to play Fireball II
Ignore the rule sheet for Fireball II. Instead, consider the following rules.
Jackpot is scored whenever the ball enters an orange-lit scoop.
One scoop is always lit to Collect Jackpot, unless both scoops contain a locked ball or are lit for locks. If only one scoop contains a locked ball (or only one scoop is lit for a lock), the other scoop remains lit to Collect Jackpot. If neither scoop contains a locked ball nor is lit for a lock, playfield switch hits randomly toggle which one is lit (right or left). Locked balls make this whole thing way more complicated, so you may find it easier to simply play with a single ball.
Each rollover (A, B, C, D) advances the Jackpot value by 1K, to a maximum of 23K, as indicated in the center of the playfield in orange (labelled, "Fireball Bonus"). Max value is indicated by a solid 12K plus 11K. Consider Shatzing the inlanes to advance to max Jackpot safely.
Each SET of rollovers (one each, A+B+C+D) advances the Jackpot multiplier by 1x up to a maximum of 5x. The Jackpot multiplier is held throughout the entire game.
The maximum Jackpot is 23K x 5 = 115K. After advancing enough SETs of rollovers to get multiplier to 5x, and enough rollovers to get the Jackpot value to 23K, simply shoot the lit scoop over and over again. If you’re lucky, the right scoop will dead bounce from the right flipper onto the left, and then you may repeat the shot.
That's about it, all the rest of the points will be incidental. Multiball is fun and full of strobe lights but it doesn't really score higher, and it disables the Collect Jackpot. If you find yourself stuck in Multiball, shoot the center 3-bank to advance the Doomsday Bonus and possibly collect extra ball.
Good luck, and Ignite The Night!!
Batman 66
It’s time to start playing those TV Modes! For those who want a quick road to wizard mode, try the following sequence:
1. Mad Hatter (Season 1)
2. The Unkindest Tut (Season 3)
3. Mr. Freeze (Season 2)
Play these three in this order regardless of win/lose. If you won all three, you get to play TV Wizard Mode. If you won 2 out of three, pick another villain from the season you failed [Season 1 rematch= Bookworm; Season 2 rematch= Mr Freeze; Season 3 rematch= Unkindest Tut]. If you failed 2 or 3, you’re going to just have to grind your way through the rematches. Remember if you failed Mad Hatter Season 1, you can still fight Mad Hatter Season 2 to earn the rematch award, but he’s much more difficult and immune to gadgets.
Okay great! So now you’re ready to play TV Wizard Mode! The three TV Season lights and the Bat Signal will start freaking out. Start the Wizard Mode by shooting the saucer below the Bat Signal (accessed by the left orbit). You’ll want to take a quick glance at what your Turntable Shot Multiplier is (count how many times the white “x” blinks). Also important is whether you still have Mr. Freeze’s award “Freeze All Timers.” It lasts for the rest of your ball after defeating Mr. Freeze; or it lasts forever after defeating Mr. Freeze & Bookworm in the same ball. Then, if you have Frozen Timers, have you already maxed out your Playfield Multiplier (3x in codes v1.00-1.02; 5x in other versions)? Another Multiplier is King Tut’s “Increase Main Channel Multiplier,” which increases by 1x every time you defeat King Tut after the first time!
No matter which TV Wizard Mode Multiball you choose, you will start with a six-ball multiball with a generous ball save timer, and each of your first three super jackpots will add a ball.
For even more points, bring in a final phase Major TV Villain (such as Joker or Riddler).
Good luck, and have fun!
Junkyard Video Mode
Junk Yard Video Mode
RULES:
Begin with Hit Counter 0 Win with a Hit Counter of 3 Lose by running out of Time or Ammo
Dog & Girl always appear in "SETS" of two panels. Hitting either Dog or Girl ends the SET. Hitting Dog awards 1 Hit. Hitting Girl resets Hit Counter to 0
In each SET, both the Girl & Dog appear exactly twice each. Then, a new SET may begin. The two panels of the SET can be any two panels in any order, including the same panel twice in a row.
At the beginning of a SET, Girl & Dog are either both on the Right or both on the Left.
Once a character is spawned in a panel, that character cannot reappear in that panel until the other character has traversed the same panel. The character may appear in the other panel, however (see below).
A character may appear twice in a row before the other character spawns at all.
Example: Girl runs from left to center, then Girl runs from center to right (this would be followed by Dog running left to center, then Dog running center to right. Remember, the Dog and Girl began the SET in the same position [left], so the Dog cannot "appear" from the Right or Center) Also note: In this case, the second character can spawn the instant the first character enters the second panel, allowing both characters to be on the screen at the same time.
Characters do have constant position within the SET, although they can swap order at any time. Example: Girl runs from right to center, Dog runs from right to center, Dog runs from center to left, Girl runs from center to left.
Twilight Zone, updated to account for times when the GUMBALL machine is not available (even after hitting each ramp), such as after collecting the first GUMBALL but before playing the main multiball.
Three Things You Should Know About Ghostbusters
Easy Multiball
Hit the left captive ball twice (on any ball in play) to instantly light all three locks for Storage Facility Multiball. Lock three balls at the left ramp to start Multiball!
Instant Video Mode
Use the right flipper to select a blue arrow skill shot before plunging. The far right scoop awards Video Mode when hit first. Plunge the ball hard, do not flip, and see if the ball bounces off the flipper into the scoop for a neat "hands free" shot! Practice "Don't Cross the Streams" video mode for an easy 20-50 million points. This can be repeated every ball unless a mode is carried over from a previous ball.
6x Playfield
Use the left flipper to select a yellow lane skill shot before plunging, noting the lane choice freezes after the ball is in motion. The "K" is usually lit for "Light Multipliers," qualifying the 2x and 3x standup targets on the left ramp. The 2x and 3x targets each add time and together make 6x playfield scoring, yielding incredibly lucrative modes and multiballs!
Who's a better guesser?
A fun way for two players of different skill levels to compete! Your buddy always beats you, but at least you play consistently... Where can we go from here? To play, first pick a table. Then, each player submits (in secret) their own expected score, and how many points they expect their opponent to get. Next, play the game! You should be playing to win, or however you normally play. No sandbagging! (Altho... Maybe?) Finally, record your final scores. We are going to see who has a more accurate grasp of their own ability first. This we are seeing which is closer: (player 1's guess versus player 1's score) or (player 2's guess vs player 2's score) Now, we are going to see who is a better judge of their opponents character. So compare player 1's guess for p2's score to p2's actual score. Then check player 2's guess for p1's score with p1's actual score. Who was the better guesser? Still feeling competitive? Assign game points for each category. Example 1 -Win = 3pts -self-guess = 1pt -opponent guess = 2pts In this example, winning the game is worth the most, but the loser can recoup points and tie if they get all the guesses right, 3-3. Of course, if you win AND get all the guesses right, it's a landslide 6-0. Example 2 -Win = 4pts -self-guess = 2pt -opponent guess = 3pts In this example, winning is important, but a correct guesser on both counts still narrowly defeats the stronger player 5-4 I recommend playing in a series, to allow all the close-calls and ties to add up gradually. Fortunately, I made a JavaScript web tool to help with the math. Enjoy! Find my helper tool at: https://hamdrewburglar.000webhostapp.com/PinballDifference.html -Andy
Game of Training
Game of Thrones requires a diverse set of skills and offers many distinct opportunities to score massive points. Here are some training exercises to build up your chops. After mastering each of these activities, you should be able to put together a full game and maybe even Rule the Iron Throne!
Training Exercise #1
Master Assassin
Start as House Tyrell. You now have an inlane multiplier which applies to your next shot, and maxes at 5x. If you keep shooting shots that feed the inlane, you effectively score 5x for the rest of the game. [Edit: your multiplier maxes at 3x until you collect swords. The first sword unlocks 4x, and the second allows 5x]
Light House Stark by shooting the right ramp three times (to light) and then the center ramp once (to start). Don’t bother bringing House Tyrell into this training.
Now, each ramp shot builds your assassin value. Plus, each ramp feeds the inlane so you can hold your multiplier at 5x. Pick your favorite ramp, or even combine the two, and shoot it over and over again. Your assassin value grows up to a max of 75 million, and only takes about 15-20 shots to grow to this value. Pay attention to the timer, because if you run out of time you will have to start again from scratch.
Your goal for this training exercise should be to build your assassin value to at least 50 million, then collect at >3x by shooting either orbit.
150 - 325 million points is your reward!
Training Exercise #2
Golden Master
This only works on Premium/LE games, i.e. the ones with the upper playfield.
Start as House Lannister, and immediately go to battle. However, instead of aiming at the (now red-lit) gold targets, shoot for the upper playfield. Keep bashing the lit shots on the upper PF and avoid the gold targets. After a few upper PF targets, you win the Castle and all further hits to the standups increase your Myrcella value. Keep on bashing and your Myrcella value will grow all the way to 100 million. Don’t worry if the mode times out, just start it again and you can pick up where you left off! Once Myrcella is at 100M, it’s time to hit the gold targets then follow up with red lit arrows. If you can combo them, they can even be multiplied up to 5x! You might consider starting as House Tyrell instead, to keep those combo multipliers at 5x.
Your reward? 100M times your multiplier, for five shots. 500M - 2,500M. Not bad!
Training Exercise #3
Master the Lower Playfield!
Start at House Greyjoy. Try to defeat and gain the powers of Tyrell and Baratheon in a single game. This will require you to hit the green targets three times each (in sets of two) to light Tyrell, and the Baratheon Targets three sets each to light the modes, plus additional shots to each to finish the House. These are all difficult and dangerous shots, but it will help improve your aim and control near the outlanes. On many tables, a clean shot to the lower target will ricochet across the playfield and safely take down more targets on the other side. Two-for-one!
Your reward? Conquer your fear of the danger shots! You’ll need to hit these during Targaryen 3, Winter has Come, Iron Throne, and various house modes.
Training Exercise #4
Dragon Slayer
Start as your favorite House, light and play House Targaryen, defeat all three dragons. Drogon is the third and you will probably have to fight him three times to defeat him. Dragons are tough, but they can all be taken down with a little luck, skill, and perseverance. You will have to defeat all the dragons before you can reach the Iron Throne, so why not get it out of the way early? There’s nothing more daunting than completing the lower 6 houses only to leave yourself with all 5 dragon attacks between you and the Throne. Besides, there are plenty of points to be made in this mode.
Learn the sequence of lit dragon shots. Each shot is a hurry up, so scores can be huge when you already know your next shot and shoot it as a combo!
Your reward? Points and significant progress towards Iron Throne. Plus bringing Targaryen into Hand of the King is handy!
For an added challenge (and more points), play as House Greyjoy.
Training Exercise #5
Break down the gates
Try to maximise your playfield multiplier at the Battering ram. At the beginning of the game, you can only build it to 3x, no matter how many times you bash. However, collect swords to increase your maximum playfield multiplier to 5x. It takes a few hits to get the PF multiplier lit, but once it’s going, it’s easy to keep in effect. Maybe try going into a multiball and just bash away while your ball saver is still on.
Your reward? 5x playfield values! Stack that with 5x combo values and get insane amounts of points! Plus, this is another shot that you simply must include in any great game.
All unique three-way combos on Stern Star Trek pinball. Still coming up with names for them all!
A fish in the hand is worth two in the seaweed
FATHOM
Crank It Up!
For whom the bell tolls - 5:10 Shoot the 5 major shots 3x each for jackpot. Basically drillin' fools.
Fade to Black - 6:50 Shoot all switches and shots to complete. (Everything scores- hint- orbits -> bumpers) This is probably the best one to choose first because everything scores points and it's a really long song.
Battery - 5:10 Assault and batter Sparky Shots increase Sparky value (shots turn off when hit... Sparky re-lights all shots) Shots also award mini jackpots 12x Sparkys to collect jackpot
Sandman - 5:30 "Sharp shooter mode" 3 shots lit at all times. Hit any lit shot to collect, any other switch (except inlanes) moves shots. It's possible 2 or even 3 of the "lit" shots will be on a single ramp, scoring double/triple points. Complete all items on all shots for jackpot. This is a great one to practice because it really makes you think about your shots.
During your song, you must hit Grave, Sparky, Snake, and Coffin once each to light the blue scoop for "collect." You can collect at any time, ending the mode, but the lucrative points come from completing your song's objectives before collecting.
Mystery always awards a mini jackpot and advances progress towards your song.
Make sure to double collect w/ FUEL since your collect is nearly equal to your current mode total.
Victory laps between JP and collect are lucrative but dangerous
After collect, normal play resumes, although every completion of 1x five main shots awards "crank it up bonus"
Drillin’ Fools Cheat Sheet for Metallica
Drillin’ Fools Cheat Sheet for Stern Star Trek
My personal record for bonus collect on The Addams Family
Medieval Madness, Williams 1997 (and Planetary Pinball 2015)
Assuming you hit all your shots, is it better to wail on the castle? Or should you be shooting for the catapult? Every two clean shots (you’ll need to hit the target at least every other shot, otherwise three shots) adds to your hurry-up value, which is collected at the castle gate.
There’s a huge amount of risk built into the catapult strategy, but the reward is also significantly larger. You’ll need to have your catapult shot DIALED IN to even make an attempt at this strategy. Not to mention if you drain you lose it all, and an errant castle hit means you collect but have to start over. Fortunately, once you have a couple of hurry-ups stacked, there is virtually no chance of timing out.
The castle spam approach is good for novice players, since it 1) builds your score quickly, without a ton of set-up work 2) can be done during single- and multi-ball play 3) awards extra ball 4) allows you to focus on a single shot on the playfield.
Let’s look at what happens if you keep up these approaches for another 50 flips:
Whoa! I’d love to see someone cash in a 500+ mil hurry-up!