Pinball Hall of Fame: The Williams Collection Guide by T. Stodden, Ludologist (TStodden@hotmail.com) Version 1.301 -- Gold Edition ================================================================================ 0) Table of Contents -------------------------- Tip: You can easily jump to any part of this guide by selecting the section you want & search for it (by hitting Ctrl+F). Some Browsers (& text editors) may require your to copy the section (by hitting Ctrl+C) first. 1) Introduction to Pinball & the Hall of Fame 2) Controls (for those who don't read manuals) 3) Game Modes 4) The Tables 4.1) Taxi 4.2) Gorgar 4.3) Space Shuttle 4.4) Firepower 4.5) Black Knight 4.6) Funhouse 4.7) Jive Time 4.8) Pin*bot 4.9) Sorcerer 4.10) Whirlwind 5) Regular Goal Completion Tips 5.1) Taxi 5.2) Gorgar 5.3) Space Shuttle 5.4) Firepower 5.5) Black Knight 5.6) Funhouse 5.7) Jive Time 5.8) Pin*bot 5.9) Sorcerer 5.10) Whirlwind 6) Wizard Goal Completion Tips 6.1) Taxi 6.2) Gorgar 6.3) Space Shuttle 6.4) Firepower 6.5) Black Knight 6.6) Funhouse 6.7) Jive Time 6.8) Pin*bot 6.9) Sorcerer 6.10) Whirlwind 7) Challenge Mode 8) High Score Tips 9) FAQ's You Probably Don't Care About A) Acknowledgements B) Further Reading C) Version History D) Copyright Information & Licensing E) The Final Word 1) Introduction to Pinball & the Hall of Fame -------------------------------------------------- Welcome to the world of Pinball... or at least virtual pinball! Pinball has a fairly long history that you may not know. However, I'm not going to bore you with a lot of intricate crap. I'll keep things fairly short & things that are relevant for you. Pinball (& Billiards) originated from the game of Bagatelle (look it up on Wikipedia), which goes back to at least the 1830's. It wasn't until roughly 1931 when a smaller, mechanical versions of the game were created in the US which was then dubbed "Pinball" (a mash-up of Pin & Ball). I won't bother you with all the minor details, but I'll abridge the history with 2 major notes: ~1935 -- Electricity was introduced to Pinball, starting the electro-mechanical era. ~1976 -- Microchips was introduced to Pinball, ending the electro-mechanical era & starting the "Solid State" (Modern) era. The Pinball Hall of Fame was created by the Las Vegas Pinball Collector's Club to show off over 1,000 Pinball tables from the various periods that have been restored by the club. You can get more information about the Pinball Hall of Fame, including table lists & hours of operation, at www.pinballmuseum.org For The Williams Collection, all the tables except Jive Time are solid state tables. Jive Time is an Electro-Mechanical table. 2) Controls (for those who don't read manuals) ------------------------------------------------- NOTE: THIS IS FOR THE WII VERSION ONLY!!! PS2 & PSP CONTROLS WILL BE A BIT DIFFERENT!!! You will need the Nunchuck add-on to play this game for each Wiimote you wish to use. You can, however, share the Wiimotes during multiplayer play. A -- Confirm Selections in menus, activate Magna-Save nearest ball* B -- Right Flipper Z -- Left Flipper - -- Toggle on-screen displays, Cancels Selections + -- Pause, Accept Changes 1 -- Change Camera Mode for Table (Smart / Full View) 2 -- Change Camera Angle * 4 Plunger Angles (while the ball is in the launcher) * 4 - 5 Table Angles (while the ball is in play) C-Stick -- Navigate menus * C-Stick Down -- Pull Plunger (& release to launch balls) * C-Stick Left / Right -- Activate Left / Right Magna-Save* D-Pad -- Navigate menus C -- Blinds House DJ with extremely bright lights, so please don't touch it! (In other words, it does nothing for the game.) Flick Nunchuck - Nudge Table Left Flick Wiimote - Nudge Table Right CAUTION!: Excessive Nudging (or "Table Raping") will result in tilting the table & losing the current ball in play. You will lose all end-of-ball bonuses that may have been awarded as well, except for Sorcerer * -- These features only apply to Black Knight. 3) Game Modes ----------------- The Williams Collection contains a couple of modes that are available for players to play, if you choose to go into them... 3.1) Practice Arcade ~~~~~~~~~~~~~~~~~~~~~~~~ The Practice Arcade is pretty much the default gameplay option. You just select a table that you want to play & get your game on. You're originally given 20 credits & 4 tables in Free Play mode (you can play them without spending any credits). Ideally, you'll want to earn more credits (by completing table goals & earning specials) so you can unlock the other tables. However, you have the choice to do whatever you like with your credits, so don't go crying to me if you squander them all... Alright! See question 3 in Section 9 for help, but that's all I can do to help you. 3.2) Tournament Mode ~~~~~~~~~~~~~~~~~~~~~~~~ Tournament Mode is a returning game mode, but the options have expanded a bit. You try to get as many points as possible on each table to earn tournament points & whoever has the most tournament points at the end of the tournament wins. Tournament points are awarded with the formula (Score / Replay Score * 10), Score = Your score when your game ends on that table. Replay Score = The required score to earn a replay (aka special, credit). This method of awarding tournament points helps balance out the tables that may be used during the tournament. Here's a few examples on how many points you would earn. Taxi -- Score of 4,500,000 would give you 20 tournament points. Jive Time -- Score of 50,000 would give you 5 tournament points. The one addition to this mode is that you can select how many tables you'll play in the tournament, so you don't have to play all 10 tables. However, you cannot select the tables you want to play in this mode as they're chosen randomly out of the pool of available tables. For PS2 & PSP versions, there are only 8 tables available. 3.3) Williams Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a twist on the tournament mode for single players. In this mode, you're given a target score that you have to reach for each table & you have 3 shots per table to do it. Challenge mode awards points similar to tournament mode, HOWEVER, you can try & improve your score if you're unhappy with the score that you got (assuming it's over the target score). Just be aware that if you choose to redo the table, you lose the previous score in the process; so be certain that you can do better before you actually take a redo. If you can reach the target score on all 10 tables, you'll have a shot for the high scoreboard... assuming you've picked up enough points. You will also be awarded a rank based on the total of your tournament points. See Section 8 (Challenge Mode) for more details. 4) The Tables -------------------- Time to get a little familiar with each of the tables as you'll be playing them at lot. They're listed in order they'll appear in the arcade (including the upstairs tables), going to the right. 4.1) Taxi ~~~~~~~~~~~~~~ Originally Released: 1988 Machine Type: Solid State Game Theme: Taxi Driving # of Balls: 3 Difficulty: Average Skill Shot: Moderately Easy Memorable Feature(s): Spinout skill shot, Rolling "Meter" Bonus. Taxi is a table that does carry some pretty good challenges, including the Spinout skill shot. The Spinout awards points between 1K & 100K times the number of balls played. So if you're on your 1st ball, it's only 1x... 3x for your 3rd ball & so on. Playing extra balls will increase the multiplier even further, so the more balls you play, the more points you can earn. The object of the table is to pick up all 5 passengers on the table before you can take a shot at the jackpot, which varies from 500K to 4 Million points. While it takes some time to perfect your technique for the Spinout (as too much will reset the points back to 1K & too little might not even make it into the Spinout area), the rest of the table does carry a pretty good challenge. The last three digits on the meter bonus roll just for "Theme Effect". The meter stops when & flashes when it reaches 99K. If you lose your ball before you max out your bonus score, the last three digits will reset to "000". However, there's a chance that the table will round up the next 1K... assuming the bonus score hasn't maxed out at 99K. 4.2) Gorgar ~~~~~~~~~~~~~~ Originally Released: 1979 Machine Type: Solid State Game Theme: Monster # of Balls: 3 Difficulty: Average Skill Shot: Non-existent Memorable Feature(s): The first pinball Table to feature a synthesized voice. Gorgar, while it claims to be a wild adventure, is a pretty mild table in my experience. The main objective is to complete the G-O-R-G-A-R drop targets (split into 2 banks of 3) as many times as you can. While the table will talk back a little bit, it's nothing real exciting. You are likely to complete the regular table goals fairly easy... I just happened to complete that list on my first game, but I was just a bit lucky. 4.3) Space Shuttle ~~~~~~~~~~~~~~~~~~~~~ Originally Released: 1984 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Easy Skill Shot: Non-existent Memorable Feature(s): "Stop & Score" feature Space Shuttle, in my opinion, is one of the easiest tables in the collection! You'll likely obtain the majority of the table goals without trying too much & probably use this table to rack up your bankroll of credits. The main objective of the table is to complete S-H-U-T-T-L-E, which is broken up into banks of 3-1-3. The center 'T' drop target, when hit, opens up the center ramp & triggers the "Stop & Score" (a rolling value that varies between 20K & 99K) for 8 seconds. If you have any balls locked, the drop target stays down so you can launch multi-ball. If you can avoid hitting the center 'T' while collecting the other letters, the center 'T' will start flashing & will award you 100K when collected. This table pretty easy that young kids would likely get a decent score. 4.4) Firepower ~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Moderate Skill Shot: Non-existent Memorable Feature(s): Kickback Firepower is another relatively simple, but forgettable table that can give you a good scoring rally. The main objective is to complete the "Firepower" bonus by lighting up F-I-R-E at the top of the table & right bank of 3 targets for "Power". The Firepower bonus starts at 10K & maxes out at 50K. There's 2 banks of 3 targets in the center, which does 3 things. 1) Complete any 1 bank enables the Kickback on the left outlane 2) Complete both banks enables 2 ball locks 3) Completing both banks a second time to enable the 3rd ball lock As stated, it's a pretty forgettable table as there's nothing really rememorable to keep you coming back. 4.5) Black Knight ~~~~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Medieval Times # of Balls: 3 Difficulty: Moderately Hard Skill Shot: Non-existent Memorable Feature(s): Dual-level playfield, Magna-Saves, Easy Multiplayer Modes, "Last Chance" Mode, Special Bonus Ball in Multiplayer games Black Knight is the only table in the collection that's dual-level & it's fairly challenging to complete it. The main objective is to complete each of the 4 banks of drop targets. However, you only have a limited amount of time to complete the bank before it resets. This makes it a bit difficult to achieve the objective as you have to work fast to clear each bank once you hit one of those targets. The table is pretty easy to activate multiplayer modes as all you need to do is to get at least one ball in the upper ball lock to make multiball an option. You can activate multiball by getting all 3 balls into the upper ball lock OR by hitting the lower ball lock. Points values are multiplied by the number of active balls on the table. Please be aware that the table "forgets" about any balls in the upper ball lock if you lose the current ball in play. Additionally, you cannot lock any balls while multiball (including "Last Chance") is in play. One of the memorable features on this table are the Magna-Saves. These are electro-magnets mounted near the top of the return/drain lanes on each side. When activated, it grabs the ball with it's magnetic field & drops the ball into the return lane (once it expires). When used strategically, it can save balls from potential loss. On your final ball, Black Knight will light up "Last Chance" on the outlanes if you have any balls locked on the table. As the name states, it releases all the locked balls & gives you one last chance to rack up points. The downside with last chance is that the table does not consider it multiball, so you don't get the scoring multiplier (if any) & you won't be able to enable multiball play for the rest of the ball. If you pick up an extra ball on your (now former) final ball, the table will remove "Last Chance" from the outlanes. One unique feature with Black Knight is that it awards the player with the highest score after regulation a special "Bonus Ball" round. This is a special 30-second, "No Holds Bar", anything goes frenzy! You can launch as many balls (up to 3 at one time) onto the table in hopes of earning a special while scoring points along the way. You cannot end this bonus ball early as you can just launch any balls lost back onto the table. Once the clock runs out, the table will seize control, drain all the balls in play & award any bonus points obtained. The main object of the Bonus Ball is to earn a special by clearing all 4 banks of drop targets to light it up & throw a ball through the turn-around to grab it during that time limit. However, most players won't be able to pull it off within the time limit & will ultimately just pad their score. 4.6) Funhouse ~~~~~~~~~~~~~~~~ Originally Released: 1990 Machine Type: Solid State Game Theme: Funhouse / Carnival # of Balls: 3 Difficulty: Moderately Hard Skill Shot: Frustrating Difficult Memorable feature(s): Talking, watching dummy; left-side plunger. Funhouse is one unique table that pushes the envelope in innovation & includes Rudy, the potentially creepy dummy that talks while you play. The main objective on the table to advance the clock to midnight & activate multiball. The majority of items you hit on the table will advance the clock in units of 5 minutes. As you reach 11:30, the only way to advance the clock further is to lock the balls into the hidden hallway. Once you hit midnight, the funhouse closes & Rudy drifts off to sleep. All you have to do is fire a ball into Rudy's mouth to activate multiball. The secondary objective to complete everything on the Wind Tunnel, doing so will start Super Frenzy mode that can give you major points. The skill shot is something that you'll most likely won't bother with as it's just too easy to miss the shot since you have to balance it just right to get the ball to roll back into Rudy's Hideout (behind Rudy). However, the big points are with the Trap Door that opens temporarily by completing a certain number of loops. Another (not-so) guilty pleasure is hitting Rudy with your ball as you earn a 50K bonus each time you do so. However, in the unlikely event you can get your ball into Rudy's mouth (when he's talking), you earn a 200K Gulp Bonus. The table is wacky enough to make you coming back for more! 4.7) Jive Time ~~~~~~~~~~~~~~~~ Originally Released: 1970 Machine Type: Electro-Mechanical Game Theme: Music / Hippies # of Balls: 5 Difficulty: EVIL!!! Skill Shot: Very Hard Memorable Feature(s): Only table with 5-ball default, Backboard Spinner Jive Time is the only Electro-Mechanical table in the collection (& therefore has received the most updates on the infrastructure), but it's also the hardest table as it's real easy to lose your ball without trying. Add to it that the table features 2 spots that drops ball-saving posts, which the right post can do as much harm as good, & you can see why I give it the "EVIL!!!" difficulty. While there is no major objective, the big thing to do is to rack up bonus points & hit the spin holes as many times as possible. Each time you hit a spin hole, the spinner on the backboard will spin & award whatever you land on. It will award you either points, your bonus (which can be doubled) or open the west gate. The skill shot is very difficult as well. You have to get the ball into the top spin hole without hitting anything else (except those minor bumpers that award only 10 pts) to earn an extra ball. There's also a 1K roll-over near that hole that adds to the difficulty. As I said before, this table is very easy to lose your ball without any effort as there's no return lanes by the flippers. Getting the ball near either of the outlanes & you can practically say adios to your ball. While you get the lamp (center) & mini (right) posts by hitting certain targets, they can easily be dropped by hitting the "drop posts" rollover on the left or the "drop posts" target on the right. However, the right post can actually prevent your ball from bouncing away from the drain lane & back into play, so it can be a mixed blessing. While the extra 2 balls can help a little bit, this table is truly for the hardcore players as the inexperienced will likely get frustrated playing it. GLITCH NOTICE: It's possible for players to get the ball stuck on the table, mostly behind one of the "light lamp" targets. This will perpetually trigger the target that it's stuck behind, constantly scoring points. The only way to get the ball unstuck is to use the "Call Attendant" option. While this will help you get past the point goals, exploitation of this glitch is banned for World Record attempts (Twin Galaxies) & should not be attempted. 4.8) Pin*bot ~~~~~~~~~~~~~~~~ Originally Released: 1986 Machine Type: Solid State Game Theme: Space # of Balls: 3 Difficulty: Average Skill Shot: Very Hard Memorable Feature(s): Opening Visor, Corkscrew Skill Shot Pin*bot makes it's return to a Nintendo system after nearly 20 years. Pin*bot was released on the NES in 1988, but wasn't that great for a few reasons (8-bit graphics in simulated 3D & added creatures to increase difficulty as well as the frustration for pure pinball players). Thankfully the Pinball Hall of Fame just kept things simple & only replicated the table as faithfully as possible. The main objective in Pin*bot is to travel through the solar system & reach the sun. You do this by either clearing the bank of drop targets on the left. However, there's you have to clear all the targets in a specific time limit or they reset. Each time you clear the bank, you get one planet closer to the sun. The secondary objective is to open up Pin*bot's visor by lighting up the light grid or 25 lights near the top. This is achieved by hitting one of the two banks of targets, each target corresponds to a row & column. Once the light grid is lit up, the visor will open & expose two "eye socket" locks which you have to get your balls in to start multiball. The skill shot on this table is very difficult as you have to gauge the strength of your plunger shot. Too hard & you'll overshoot, only scoring 20K. Too weak & you won't get up enough on the corkscrew, only scoring 5K... if that! If you can hit it just right, you can get 100K for your Vortex Value. The multiplier for the Vortex will increase every time you can get your ball back into the launcher on the same ball (including extra balls). While the table does serves some cheap shots (where the ball goes down the left outlane without giving you a shot at the ball), it is a fairly solid table to play. 4.9) Sorcerer ~~~~~~~~~~~~~~~~~~~ Originally Released: 1980 Machine Type: Solid State Game Theme: Fantasy # of Balls: 3 Difficulty: Hard Skill Shot: Non-existent Memorable Feature(s): Table Taunts at weak gameplay Sorcerer is one table that's pretty forgettable except for it's difficulty. The main objective in Sorcerer is to spell S-O-R-C-E-R-E-R by hitting the targets in the center of the table & the two spinners. Doing so will enable extra items on the table for that ball. There's a ramp on left side that sends your ball into a lock. If you get both balls through the ramp, you can start Multiball. While multiball is active, you can increase the scoring multiplier by getting your balls up the ramp. 4.10) Whirlwind ~~~~~~~~~~~~~~~~~~~~ Originally Released: 1990 Machine Type: Solid State Game Theme: Weather / Storm-Chasing # of Balls: 3 Difficulty: Average Skill Shot: Average Memorable Feature(s): Spinning discs on table, Fan mounted on top of backboard Whirlwind is one of the tables that's fun to play in real life, especially in summer as it uses a bit of ballyhoo tactics to enhance gameplay. The main objective in the game is to control the direction of the storm & try to get the balls locked for multiball action. This is done by hitting specific spots on the table as noted by the compass near the bottom of the table. Once you get all the targets, you start up the storm. While the storm is going, the fan on the backboard starts blowing on you & the discs will start spinning. The discs can manipulate the direction of the ball & cause a bit of chaos, so you'll have to take it into account when aiming. When you get the first ball locked, the storm will end & you'll start the second storm cycle. After you get the second ball locked, you go into what I call the "tornado watch" phase. During this phase, the storm is still going, but getting the third ball lock will trigger multiball where you'll really "Feel the power of the wind". When you're in multiball mode, you can score multiple millions by hitting the left ramp. For bonus points, you pretty try to rack up the skyway tolls (2K per toll, times multiplier, up to 99 tolls) & cellar visits (5K per visit). If you can hit the super cellar door (the one on the right), you earn the award that's lit on the backboard. If you can collect all the super cellar door awards, the super cellar door turns into the mega cellar door. The mega cellar door awards you 2 million points & all the super cellar bonuses, but prevents you from getting any more super cellar bonuses for the rest of the ball. 5) Regular Goal Completion Tips ------------------------------------ Now that we're familiar with the tables, we'll now start working on the regular table goals for each of them. Each table has 5 goals for you achieve. Each goal you clear will award you 5 credits. While you don't have to clear all the table goals in one game (but it does show your skills if you can), but any goals you clear cannot be cleared again for more credits. If you clear all the goals on a table, you unlock the Wizard Goals (in section 6 of this guide) & allows you to unlock Free Play mode on a table for free. 5.1) Taxi ~~~~~~~~~~~~~~~~ * Activate Multi-ball * Activate Carry Passengers * Earn the Jackpot * Advance the bonus multiplier to 5x * Score at least 2,200,000 points 5.1.1 Activate Multi-ball ***************************** Difficulty: Easy For this goal, you first have to get the ball locked in the far right area (just above Pin*bot's drop targets). Then all you have to do is run a ball through the left airport ramp (which includes the left ball trap) to activate multi-ball mode. It's as easy as that! 5.1.2) Activate Carry Passengers ************************************ Difficulty: Moderately Easy For this goal, you'll need to clear Lola's OR Pin*bot's drop targets in order to light it up & then you have to hit the target NEXT to the ball trap by the left Airport ramp (where you pick up Santa) to pick it up. HOWEVER, there is a time limit (of about 10 seconds) for it as well. 5.1.3) Earn the Jackpot ************************** Difficulty: Moderately Difficult For this goal, you'll need to pick up all 5 passengers to make the jackpot available. You have only 15 seconds to hit the ball up the little loop where you picked up Gorbie to earn it. If you take too long, you'll have to pick Lola up again for another attempt at the Jackpot. 5.1.4) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average You can get close to clearing this with a good start on a ball by collecting C-A-B a couple of times. Pretty much just shoot the little loop where Gorbie is (but not too hard) to get up there. Just remember to use the right flipper to rotate the letters to make it easier to clear. 5.1.5) Score at least 2,200,000 pts *************************************** Difficulty: Average 2.2 Million points is the replay + extra ball threshold. If you can master the Spinout skill shot, you can help score around 600K (or more, if you can pick up some extra balls) right there. Just work the table & you'll eventually reach that target. Otherwise, you can try to increase the Jackpot beyond the 2M mark & collect it (clearing 2 goals at once). 5.2) Gorgar ~~~~~~~~~~~~~~~~ * Light the spinner * Spell G-O-R-G-A-R * Shoot the Snake Pit to make Gorgar say, "Me got you" * Light all 3 jet bumpers * Score at least 300,000 points 5.2.1) Light the spinner *************************** Difficulty: Very Easy Pretty much all you have to do is score rack up 10K in bonus points on one ball to do this. Do I really need to say more? 5.2.2) Spell G-O-R-G-A-R *************************** Difficulty: Moderate Easy As the goal states, you just have to clear both the G-O-R & G-A-R banks at least once to clear this. 5.2.3) Shoot the Snake Pit to make Gorgar say, "Me got you" ************************************************************** Difficulty: Extremely Easy Pretty much all you have to do is get your ball into the Snake Pit in the upper left corner of the table to clear this... You can likely clear this without even trying, it's just that easy! 5.2.4) Light all 3 jet bumpers ********************************* Difficulty: Average This is an add-on from a previous goal, so it's a little harder to clear. You just have to collect G-O-R-G-A-R three times to complete this. Each time you collect G-O-R-G-A-R, one jet bumper lights up, so you can keep track. HOWEVER, you need to do this on a single ball or you'll have to start all over again. 5.2.5) Score at least 300,000 points *************************************** Difficulty: Average If you work on the other goals, you'll likely get a good start on this. Pretty much try to max out your bonus points & the bonus multiplier as much as possible before you lose your ball. It's not too hard, but it can be a little difficult for inexperienced players. 5.3) Space Shuttle ~~~~~~~~~~~~~~~~~~~~~~ * Activate 2-Ball Multiball Mission * Earn at least 50,000 points on a "Stop & Score" * Open the Airlock * Earn an Extra Ball * Score at least 1,200,000 points 5.3.1) Activate 2-Ball Multiball Mission ******************************************* Difficulty: Moderate Easy This goal is fairly easy to prepare, but it's also relatively easy to go overboard & lock the 2nd ball before starting multiball. All you have to do is just lock one (& only one) ball in either of the ball locks & then shoot your ball through the T-hole to start Multiball. Please note that locking BOTH balls will have you run a 3-Ball Multiball Mission & that won't count for the goal. 5.3.2) Earn at least 50,000 points on a "Stop & Score" ********************************************************* Difficulty: Moderately Hard This goal is a bit based on luck & timing as the "Stop & Score" value varies between 20K & 99K. All you can do is shoot your ball through the T-hole & pray that it's over 50K to clear it. Otherwise, you just try again. Incidentally, it gets a bit easier during multiball play. Statistically, you have roughly a 62.03% chance (49K / 77K available) of clearing this on any given attempt. 5.3.3) Open the Airlock ************************** Difficulty: Average This goal involves the 4 targets next to the spinner. When you get all 4 of them, it'll re-open the Airlock... simple as that. However, you'll likely need to take a couple of shots to do this. Please be aware that the airlock is automatically re-opened at the start of each new ball, so that won't count for this. 5.3.4) Earn an Extra Ball **************************** Difficulty: Average This goal can be obtain 3 different ways... A) Earned as a random reward for clearing S-H-U-T-T-L-E -- It's the second from the far right on the reward line & will flash (noting it's a great reward). B) Max out your bonus multiplier to 7x by collecting U-S-A at least 6 times C) Max out the spinner to 7K per spin by hitting the drop targets next to the. spinner at least 4 times. If you're trying to clear this by going with Option B or C, the Extra Ball light to the opening of the upper Bullseye target will be lit & will stay lit throughout the game until collected. 5.3.5) Score at least 1,200,000 points ***************************************** Difficulty: Easy It's pretty easy to earn a lot of points on this table. With the mix of bonus multiplier & pretty easy to trigger multiball as well scoring bonus points. While you can only get 69K, multiply that 7 times & that instantly turns into 483K or 40.25% of the points you need to reach the target score. If you can do it at least 2 times & you're practically guaranteed to clear this! 5.4) Firepower ~~~~~~~~~~~~~~~~~~ * Light the flipper return lanes * Light the kickback in the left outlane * Advance the bonus multiplier to 5x * Light at least 2 jet bumpers * Score at least 550,000 points 5.4.1) Light the flipper return lanes **************************************** Difficulty: Moderately easy All you have to do to clear this goal is just clear the far right bank to earn the "power" in "Firepower". It takes a little skill to clear the bank, but it's not that hard to do. 5.4.2) Light the kickback in the left outlane ************************************************ Difficulty: Very easy This one barely takes any skill to complete as all you have to do is clear at least one of the center banks to light the kickback. Since you have a straight shot at the banks, you should be able to get this on your first ball. 5.4.3) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average This goal requires some persistence to get the ball up to the top of the playfield to collect F-I-R-E (the "Fire" part in "Firepower"). Since you can rotate the lights with the right flipper, it's not too hard. The only thing that makes it challenging is that you have to this 4 times with one ball. 5.4.4) Light at least 2 jet bumpers ************************************** Difficulty: Moderately easy This is a build-on of the Kickback goal. This one requires you to clear both of the center banks to light them up. 5.4.5) Score at least 550,000 points ************************************** Difficulty: Average If you're persistent & can consistently get the multiball modes, it's not that hard to rack up the points. However, it's a bit more challenging with only one ball. However, maxing out your bonus points & multiplier (29K x 5 = 145K or ~26.36% of target score) can really help you out. 5.5) Black Knight ~~~~~~~~~~~~~~~~~~~~~ * Activate 2-Ball Multiball * Earn the Mystery Score * Advance the bonus multiplier to 5x * Earn at least 25,000 points on the spinner * Score at least 1,000,000 points 5.5.1) Activate 2-Ball Multiball *********************************** Difficulty: Average Getting multiball on this table is pretty easy. HOWEVER, getting only 2-Ball Multiball is a bit harder as it requires a bit of restraint to achieve. You just have to lock ONLY ONE ball on the upper playfield & then hit the ball lock on the lower playfield to start 2-Ball Multiball. If you lock more than one ball in the upper playfield, you'll get 3-ball Multiball instead, which doesn't count for this goal. The 2-Ball "Last Chance" doesn't count either. 5.5.2) Earn the Mystery Score ******************************** Difficulty: Moderately Easy To activate the Mystery Score, you'll need to get a ball into the left return lane. Then you have 10 seconds to get a ball up the center ramp to score the Mystery Score. There's a bit of timing to deal with, but it's not too hard to clear it. This can become pretty easy to score without much thought during Multiball since you can have one ball going through the left return lane WHILE another ball is going through the center ramp in either direction. 5.5.3) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average This goal is a bit harder than what it seems, but it's not too difficult to clear. Just shoot your ball into the runaround loop on the left side of the lower playfield to increase the bonus multiplier. However, you do run the risk of your ball hitting the left outlane & killing the attempt. 5.5.4) Earn at least 25,000 points on the spinner **************************************************** Difficulty: Moderately Easy This is similar to the Mystery Score goal. You just have to get a ball into the right return lane to light up the spinner. Then you just have to hit with a good, hard hit with a ball to make it spin 10 times to earn the 25K. As with the Mystery Score goal, it's easier with multiball since you have more balls to hit each part in rapid order. 5.5.5) Score at least 1,000,000 points ***************************************** Difficulty: Average If you can keep activating multiball modes, the task becomes a bit easier as each active ball increase the scoring multiplier (3 balls = 3x scores, 2 = 2x). Maxing out the bonus points & multiplier can make it even easier (49K x 5 = 245K or 24.5% of the target). CHEAP TRICK!: If you play more than one player, you can take advantage of the 30-second bonus ball round with the player that has the highest score. This can be very helpful if you find yourself just a few points shy of reaching this goal normally. 5.6) Funhouse ~~~~~~~~~~~~~~~~ * Earn 250,000 points on the skill shot * Earn a Rudy Gulp bonus * Activate Midnight Multiball * Light the Extra Ball from the Gangway * Score at least 7,200,000 points 5.6.1) Earn 250,000 points on the skill shot *********************************************** Difficulty: Frustratingly Hard This is one of the hardest goals to clear as you have to pull back on the plunger just enough to get the ball to the top of the table, but not enough for the ball complete the loop so it can head backwards & fall behind Rudy to score it. If the ball falls into the trap door lane, it doesn't count. There's just too many ways to miss the shot that it can get frustrating. 5.6.2) Earn a Rudy Gulp bonus ******************************** Difficulty: Very Hard In order to get the gulp bonus, you have to get the ball into Rudy's mouth while he's talking (as his mouth will be open wide enough for the ball to get in there). Otherwise, it'll only count as a Rudy hit. It's a mix of luck & timing to really get this goal. 5.6.3) Activate Midnight Multiball ************************************* Difficulty: Moderately Hard While it's not hard to advance the clock to 11:30, as all the targets on the table advance the clock between 5 & 30 minutes, the hard part is to get the last 30 minutes. The only way to do this is to get 2 balls locked in the Hidden Hallway, each ball lock advances the clock 15 minutes. Once you get the balls locked, the clock strikes midnight & Rudy falls asleep. Just fire a ball in his dropped jaw to activate Midnight Multiball. 5.6.4) Light Extra Ball from the Gangway ******************************************* Difficulty: Very Hard This goal is harder to clear than what it seems. To score the Gangway, you have to complete a loop through the top of the table & through the jet bumpers. If the ball takes a slightly different course & you won't get it. You pretty much have to complete 6 Gangway loops on one ball to get this, so you'll have to get persistent here. 5.6.5) Score at least 7,200,000 points ******************************************* Difficulty: Moderately Hard Persistence & completing objectives are key to clearing this. While the Midnight Multiball opens up the Millions Plus target, clearing the Mystery Mirror will get you Super Frenzy, which starts at 2M & adds 100K for every target you hit. Alternatively, you can get the regular Frenzy with a good shot on the crazy steps, which starts at 200K & adds 10K for every target you hit. While the Frenzies aren't scored immediately (they're awarded at the end of the ball), they can really help you pick up points quickly. The bonus points awarded at the end of ball aren't that great since you only get 50K each time you hit Rudy, but they rack up over the course of the game. 5.7) Jive Time ~~~~~~~~~~~~~~~~~~~ * Earn a 10,000-point bonus * Light the yellow & green jet bumpers * Raise the lamp post & mini post in one game * Open the west gate * Score at least 100,000 points 5.7.1) Earn a 10,000-point bonus *********************************** Difficulty: Frustratingly Hard This goal is a mix of luck & skill since you have to hit one of the spin holes to get a shot of scoring the bonus. However, you'll have to rack up at least 5K on the bonus to get a remote chance of scoring a double bonus or max out the bonus at 10K for the best odds. HOWEVER, if you hit the spin holes before maxing out the bonus, you run the risk of hitting the bonus on the spinner before you're ready & you'll have to start all over. There's 2 bonus & 1 double bonus spot on the spinner, so there's roughly a 30% chance of landing on one of them (10% for double bonus) with each spin. 5.7.2) Light the yellow & green jet bumpers ********************************************** Difficulty: Moderately Easy This goal isn't too difficult as all you have to do is hit a target on the left & the right side near the top of the table to light them. You may even get lucky & have your ball bounce into the targets. The only hard part is lighting both on one ball. 5.7.3) Raise the lamp post & mini post in one game ***************************************************** Difficulty: Moderately Easy Another set of targets to hit on the left & right sides around the middle of the table. The raise lamp post (center post) is on the left & the mini post is on the right. While you'll have to void the "drop posts" targets to prevent the posts from dropping when you may need them, you have all 5 balls to raise each of them at least once. 5.7.4) Open the west gate **************************** Difficulty: Average Another luck-based goal since you have to hit the spin holes to get a shot at clearing this. There's roughly a 20% chance of the spinner landing on it with each spin. 5.7.5) Score at least 100,000 points *************************************** Difficulty: Hard On such an evil table, making it to 100K is pretty hard. There's a few things that I can suggest you try to complete to extend your game. A) Try to hit the spin hole on the skill shot -- You get an extra ball if you can hit it without hitting anything else (except the minor bumpers). B) No points scored = no foul -- In the rare case that you didn't score even 10 points when you lose the ball, the table will take pity on you & will refund the ball. HOWEVER, if you score any points (even a lousy 10 points from a minor bumper), the table will consider the ball in play, therefore it becomes eligible for losing. C) Try to open the west gate & keep the posts up as much as you can -- These 3 things are designed to prevent ball loss, so try to keep them up as long as you can (assuming you can avoid the "drop posts" targets) D) Get the Ball into the jet bumpers while lit. -- Each lit jet bumper, except for the red center, one will score 1K per hit. Otherwise, they only score 100 points. If you really want a quick-fix here, see the "Glitch Note" above for the table. 5.8) Pin*Bot ~~~~~~~~~~~~~~~ * Earn 100,000 points on the skill shot * Open Pin*Bot's Visor * Collect the Energy Value * Advance the bonus multiplier to 5x * Score at least 1,400,000 points 5.8.1) Earn 100,000 points on the skill shot ************************************************ Difficulty: Very Hard This is fairly easy to miss as you have to find the right plunger strength to get the ball into the center hole in the corkscrew to earn the 100K. Too hard & you'll overshoot it, scoring 20K. Too weak & the ball will roll back & score only 5K. Way too weak & you'll won't even get into the corkscrew (& score nothing). Alternatively, you could try to increase the Vortex Multiplier (by having your ball fall into the launcher on the way back from the ramp shot) to 5x & then just go for the 20K shot. However, the multiplier resets if you lose your ball (except if you have an extra ball)... so it's just easier to shoot for the 100K hole as many times as you can. 5.8.2) Open Pin*Bot's Visor ****************************** Difficulty: Average All you need to do here is to complete the light grid of 25 lights to open up the visor. If your ball hits one of the 10 targets at the right time, you can score the entire lit line OR even score all 25 lights with one very lucky hit. However, these special target hits vanish if you miss them, forcing you to take the normal route. A little persistence is required, but it's not that bad. 5.8.3) Collect the Energy Value ********************************** Difficulty: Moderately Hard To complete this goal, you'll have to hit the lit drop target on the left bank to raise the ramp & open the "Energy Transfer" hole. You just have to shoot the ball into the hole in the limited amount of time given to trigger the energy transfer & collect the energy value. 5.8.4) Advance the bonus multiplier to 5x ******************************************** Difficulty: Average To complete this goal, you'll just have to shoot the ball up the ramp 4 times on a single ball. The hard part is that the ball can end up in one of 4 spots once it pass over the top of the table. Ideally, you want the ball to drop into the right lane return to give you a easy shot at repeating the loop. 5.8.5) Score at least 1,400,000 points ***************************************** Difficulty: Moderately Hard Multiball play does help out as you score double points while both balls are in play. Getting the solar value when it's high can really help out as well. The easier method of breaking the 1.4M mark is to max out the bonus points & the multiplier as 99K x 5 = 495K or 35.36% of your target. However, there seems to be a strange, sporatic bug with the bonus multiplier. It tends to give a +1 to the bonus multiplier when it kicks in, but it doesn't go beyond the 5x maximum. So 2x can become 3x, 3x can become 4x & 4x can become 5x. Unless you really pay attention to the bonus calculations, you'll likely overlook it. 5.9) Sorcerer ~~~~~~~~~~~~~~~~~ * Earn 50,000 from the three drop targets * Earn the Demon * Activate Multiball * Earn the extra ball * Score at least 1,000,000 points 5.9.1) Earn 50,000 from the three drop targets ************************************************* Difficulty: Moderately Hard It's a bit more luck than skill as you have to time it right when you hit your first drop target to make it possible to get the 50K if you can clear the other two drop targets in the allotted time. A little persistence is needed for this goal. 5.9.2) Earn the Demon ************************ Difficulty: Moderately Hard This is a 2-step goal. Before you can enable the Demon, you have to spell S-O-R-C-E-R-E-R once. Then you have to complete the bank of drop targets to earn the Demon. You have to complete both steps on one ball to clear this. HOWEVER, if you lose your ball, you have to start all over again. 5.9.3) Activate Multiball **************************** Difficulty: Moderately Easy Pretty much all you have to do is get both balls up the ramp on the table to clear this goal. While it takes a little effort to hit the ramp, it's not that hard. Additionally, you have the entire game to complete this. If you're playing this table with multiple players, you just need one player lock one ball & have another player lock the other to activate. 5.9.4) Earn the extra ball ***************************** Difficulty: Hard Another build-on goal. This time, you'll need to spell S-O-R-C-E-R-E-R TWICE on one ball to light the extra ball up & then you have clear the drop targets to earn the extra ball & clear the goal. HOWEVER, if you lose your ball, you'll have start all over again. 5.9.5) Score at least 1,000,000 points ***************************************** Difficulty: Average The best way to clear this is to activate multiball as much as possible since point values are multiplied while it's active. Then you try to max out your bonus points & even pick up the Demon to make it easier on you. 59K x 8 = 472K or 47.2% of your target score. Since the Demon holds your bonus points to your next ball (but not the multiplier), you don't have to work as hard. HOWEVER, the Demon is pretty much worthless if collected on your final ball since the table doesn't award the held bonus points as it requires one more ball to earn those bonus points. 5.10) Whirlwind ~~~~~~~~~~~~~~~~~~ * Earn 300,000 points on the skill shot * Activate Multiball * Light & score the 100,000 point upper playfield spot target * Earn 12 Skyway Tolls in one game * Score at least 4,600,000 points 5.10.1) Earn 300,000 points on the skill shot ************************************************ Difficulty: Average This one takes a bit of control with the plunger to clear, but it's not too difficult. Just pull back & hope for the best! 5.10.2) Activate Multiball ***************************** Difficulty: Moderately Hard This one takes a bit of work to clear. You pretty much have to start the storm twice & locking the balls before you can trigger multiball. Alternative, you can activate "Quick Multiball" through the super cellar door to make it easier to clear this goal. 5.10.3) Light & score the 100,000 point upper playfield spot target ********************************************************************** Difficulty: Frustratingly Hard This one is a pain to clear as you have to get all 6 jet bumpers flashing (both the upper & lower bumpers) to light up the spot target. The frustrating part is that you have to complete it with one ball as losing a ball will result in losing any progress you made for this. You can make it easier by grabbing the "Light Upper Bumpers" & "Light Lower Bumpers" with the super cellar door (preferably on the same ball) OR even grab the mega cellar bonus to get the jet bumpers flashing with minimal effort. However, you'll still have to hit the spot target to clear this goal. 5.10.4) Earn 12 Skyway Tolls in one game ******************************************* Difficulty: Moderately Easy It's not too hard to obtain, but it does require some persistence with the skyway ramps to rack up the required tolls. Since you can get score 2 or 3 tolls in a single ramp shot. Thankfully, you have all the balls you can get in one game to rack up the measly 12 tolls. 5.10.5) Score at least 4,600,000 points ****************************************** Difficulty: Average Picking up Multiball can help, but you earning the bonus points can really make this really easy with the Million Plus shots, but you may not be able to get those shots as easily. Each toll earns 2K times the multiplier (up to 6x), so 99 tolls (198K) with max. multiplier equals 1.188M... add 5K per cellar visit (up to 99) for an extra 445K for a total bonus of 1.633M or 35.5% of your target score. Since none of the bonuses reset when you lose a ball, you could clear this goal with a good run on your first ball... assuming you don't pick up any extra balls along the way. Otherwise, you'll likely go over. 6) Wizard Goal Completion Tips --------------------------------- Now that you've cleared the Regular Goals on the tables & (hopefully) unlocked free play mode on all the tables, it's time to shoot for the Wizard Goals! The Wizard Goals are similar to the Regular Goals, except they're a bit harder. However, each Wizard Goal earns you 10 credits. If you clear all the Wizard Goals, you'll open up the unlockable options for that table. 6.1) Taxi ~~~~~~~~~~~~~ * Earn the million-point shot * During Multiball, relock both balls in the Express Lanes * Earn 500,000 points on the skill shot * Earn a special * Score at least 4,500,000 points 6.1.1) Earn the million-point shot ************************************* Difficulty: Moderately Hard To light up the million-point shot, you'll need to do multiple airport runs about 6 times to light up the million-point spot temporarily. Just shoot for the Joyride / Santa hole to score it. 6.1.2) During Multiball, relock both balls in the Express Lanes ****************************************************************** Difficulty: Hard First you have to activate multiball, which isn't too hard. However, keeping both balls in play while trying to relock them is the challenge. The express lanes are the outermost ramps on the table. One where you originally locked the ball before multiball & the ramp lane where you pick up Drac. Once you get the ball locked on the right side, you only have a limited amount of time to lock the other ball. If you fail to complete this, you'll have to relock the ball & try again. 6.1.3) Earn 500,000 points on the skill shot *********************************************** Difficulty: Moderately Hard This is mostly a skill shot deal, but you have to earn at least 2 extra balls to get the shot multiplier to 5x. Then all you have to do is get the 100K on your 5th ball OR at least 75K on your 7th ball (earning 4 extra balls) to clear this goal. If you can get 7 extra balls (making the last extra ball your 10th), you only have to hit at least 50K... but it just too improbable for most players to earn that many extra balls. 6.1.4) Earn a special ************************ Difficulty: Hard This one is earned more on chance than actual skill since points alone won't clear this goal. You have to hit the Joyride shot (where Santa is) for a chance (~20%) at getting the special. You activate the Joyride shot by getting the ball through the right ball return lane, but it's only lit for a limited time (roughly 10-15 seconds). If you don't get the special, just try, try again. 6.1.5) Score at least 4,500,000 points ***************************************** Difficulty: Hard This goal is pretty much DOUBLE the previous points goal. The easiest method is to max out the Jackpot at 4M before collecting it. Getting 100K on the skill shot for at least 3 balls on top of that & you're already there! However, the more balanced method would involve getting multiple extra balls as you'll earn at least one extra ball at 2.2 Million. 6.2) Gorgar ~~~~~~~~~~~~~~~~ * Earn an extra ball * Advance the bonus to its maximum * Earn the special at the 1-2-3-4 targets * Earn 50,000 points from the Pit * Score at least 550,000 points 6.2.1) Earn an extra ball **************************** Difficulty: Moderately Hard This goal requires you to spell G-O-R-G-A-R three times to light up the extra ball trap near the left return lane. Just hit the lower ball trap to earn it & clear the goal. 6.2.2) Advance the bonus to its maximum ****************************************** Difficulty: Average All you have to do is earn 29K in bonus points (the maximum the table supports) to clear it. Don't worry about the multiplier, but keep the ball in play long enough & you'll eventually clear it. 6.2.3) Earn the special at the 1-2-3-4 targets ************************************************* Difficulty: Average Another work in persistence. Just keep hitting the 1 target (on the left, below the lower ball trap) & you'll eventually get it. 6.2.4) Earn 50,000 points from the Pit ***************************************** Difficulty: Moderately Hard To increase the value of the Snake Pit, you just have to hit all the 1-2-3-4 targets before you shoot your ball into the Pit trap near the top. 6.2.5) Score at least 550,000 points *************************************** Difficulty: Hard This is a slightly less-than-double the original scoring goal. Just be more persistent in keeping your balls in play & you'll eventually clear it. 6.3) Space Shuttle ~~~~~~~~~~~~~~~~~~~~~~~ * Activate a 3-Ball Multiball mission * Advance the bonus multiplier to 7x * Advance the spinner value to 4,000 points * Earn the special from the Shuttle Value * Score at least 4,500,000 points 6.3.1) Activate a 3-Ball Multiball mission ********************************************** Difficulty: Average This is an add-on from the regular table goal. You just have to get a ball in both left & right ball locks before you get it up the center T-lane. It's not too hard, but the challenge is to avoid the center T-lane before then. 6.3.2) Advance the bonus multiplier to 7x ********************************************* Difficulty: Moderately Easy You just have to spell U-S-A 6 times to complete this goal. Since the table allows you to rotate the lights with the right flipper, you just have to time it right to collect the letters. Otherwise, persistance is the key. 6.3.3) Advance the spinner value to 4,000 points *************************************************** Difficulty: Average This is another add-on to a regular table goal. This time you have to clear the airlock targets at least 3 times on one ball to clear it. 6.3.4) Earn the special from the Shuttle Value ************************************************* Difficulty: Hard The big challenge for this goal is that you need a bit of luck since the Shuttle Value randomly changes at the start of each ball & every time you hit the bullseye target near the top of the table. The desired reward is on the far right of the reward list (which will flash when selected). You just have to be persistent in spelling S-H-U-T-T-L-E & you'll eventually get it. This will most likely be the last wizard goal you'll clear for this table. 6.3.5) Score at least 4,500,000 points ************************************************* Difficulty: Average This goal is roughly triple the regular goal. If you can clear the other wizard goals in the same game, you'll have an excellent chance of clearing this. The bonus points you an earn is only 483K (69K x 7) or 10.73% of your target, you'll have to rely more on multiball play to keep a good rally going. Alternatively, getting multiple extra balls won't hurt either. 6.4) Firepower ~~~~~~~~~~~~~~~~~ * Earn an extra ball * Activate Multiball * Earn the 50,000 Firepower bonus * Advance the bonus to its maximum * Score at least 750,000 points 6.4.1) Earn an extra ball ****************************** Difficulty: Moderately Hard To complete this goal, you first have to max out the bonus multiplier (to 5x) by completing F-I-R-E 4 times to lit the extra ball on the right side of the table. Then hit one of the 3 targets on the right to obtain it. HOWEVER, you have to complete both objective on one ball or you'll have to start all over again. 6.4.2) Activate Multiball ***************************** Difficulty: Average To complete this goal, you'll need to clear both center banks of targets twice. The first time will light up 2 of the ball locks at random & the second time will light up the third. It doesn't matter on the order of how you lock the balls, but you need to lock all three to clear this. 6.4.3) Earn the 50,000 Firepower bonus ***************************************** Difficulty: Hard This one can get a bit frustrating. To get the Firepower bonus, you need to get both "Fire" & "Power" 5 times on a single ball. This DOES NOT mean that you can get "Fire" 5 times then "Power" 5 times, as the table doesn't work that way. You MUST get one & then the other to earn the Firepower bonus. The Firepower bonus starts at 10K & increases for each successful completion on the same ball, up to 50K (your target value). All you can really do is just try & get a good rally going or even activate multiball to make things a bit easier. You'll most likely earn the other goals while attempting to clear this one. 6.4.4) Advance the bonus to its maximum ******************************************* Difficulty: Moderately Easy For this goal, all you have to do for this goal is to rack up 29K in bonus points on a single ball, regardless of the multiplier. Multiball can really you out for this one, but it's still a fairly easy goal to clear. 6.4.5) Score at least 750,000 points **************************************** Difficulty: Moderately Hard What's another 200K for a pinball wizard like yourself? Just work on the other goals, especially multiball (as that really helps) & you'll most likely break it a couple of times over. 6.5) Black Knight ~~~~~~~~~~~~~~~~~~~~ * Activate 3-Ball Multiball * Earn an extra ball from the upper playfield * Earn an extra ball from the lower playfield * Advance the bonus to its maximum * Score at least 2,500,000 points 6.5.1) Activate 3-Ball Multiball *********************************** Difficulty: Moderately Easy 3-Ball Multiball is pretty easy to get, especially when starting a ball as you just have to get at least 2 balls (that the table recognizes) into the upper ball lock & one in the lower lock OR get all 3 balls into the upper ball lock (which is the easier of the two methods) to start this. Just be aware that if you lose your ball, you'll have to start all over again. HOWEVER, the table will fire the locked balls if there's none ready for the plunger... which isn't too hare to relock. Additionally, 2-Ball Multiball doesn't help you either has you have to start all over again as well. 6.5.2) Earn an extra ball from the upper playfield ***************************************************** Difficulty: Average To get this one, you just have to clear the upper banks 3 times each & shoot a ball through upper loop (towards the ball lock) to clear this. Multiball can help. 6.5.3) Earn an extra ball from the lower playfield ***************************************************** Difficulty: Hard This is similar to the previous goal, but this time it's the lower playfield. Just clear the lower banks 3 times each & shoot the ball through the turnaround to earn this. It's a bit harder as clearing the left bank can run the risk of losing your ball unless you have the Magna-save. Multiball can help as well. 6.5.4) Advance the bonus to its maximum ****************************************** Difficulty: Moderately Hard To clear this, you'll need to rack up 49K in bonus points regardless of the multiplier. Pretty just clear the banks of drop targets (as they give 3K per clear) & keep at least one ball alive. You'll notice that the lights on the sword will start scrolling when it's maxed out with 5x bonus multiplier & any additional bonus points that would be awarded will ring a bell. 6.5.5) Score at least 2,500,000 points ***************************************** Difficulty: Moderately Hard Pretty much 2.5x harder than the normal goal, but that shouldn't stop you. Just keep getting multiball on a regular basis (as more balls on the table will raise the scoring multiplier) & maxing out the bonus (as 49K x 5 = 245 K or 9.8% of your target) & you'll clear it. CHEAP TRICK!: If you play more than one player, you can take advantage of the 30-second bonus ball round with the player that has the highest score. This can be very helpful if you find yourself just a few points shy of reaching this goal normally. 6.6) Funhouse ~~~~~~~~~~~~~~~~ * Activate Funhouse Frenzy * Earn 3,000,000 on the Million Plus shot * Earn 500,000 on the Trap Door bonus * Activate Super Frenzy * Score at least 15,000,000 points 6.6.1) Activate Funhouse Frenzy ********************************** Difficulty: Moderately Hard This goal is for regular Frenzy, NOT Super Frenzy. To activate Frenzy mode, you first need to open up the gates to the crazy steps. This can be done either by collecting S-T-E-P on the playfield OR pick it up from the Mystery Mirror. Once you get the ball into the Crazy Steps shot, you'll have to aim for the top lighted hole to activate it. 6.6.2) Earn 3,000,000 on the Million Plus shot ************************************************* Difficulty: Very Hard This goal is very difficult as you can only get access to the Million Plus shot during multiball. You can either attempt to get this through Quick Multiball (activated from the Mystery Mirror OR as a Midnight Multiball recovery) OR through Midnight Multiball. Once in Multiball, you have to assault the Trap Door to earn the Million Plus. Pretty much have to get 2-3 balls into the Trap Door. Once you get a ball into the Trap Door, you'll need to shoot the ball up the crazy steps ramp to re-open the Trap Door. HOWEVER, if you lose multiball, you have to start all over again. In the event that you failed to hit the Trap Door even once during Midnight Multiball, you'll have a chance of recovering multiball by hitting your last ball into the Hidden Hallway within 12 seconds (the clock in the center will tick down when this happens). 6.6.3) Earn 500,000 on the Trap Door bonus ******************************************* Difficulty: Hard To clear this goal, it's similar to the Million Plus goal but without the multiball requirement. You just have to get your ball into the Trap Door TWICE to clear this. However, this will require a minimum of about 5 loops (2 for the first, 3 for the second) to clear as it requires x+1 loops (x = number of Trap Door bonuses obtained) to open the Trap Door for 8 seconds & 1 more loop to obtain it. 6.6.4) Activate Super Frenzy ******************************* Difficulty: Moderately Hard This goal requires you to clear the Mystery Mirror to earn Super Frenzy. Each time you hit Rudy, the Mystery Mirror lights up on the Wind Tunnel. Once you pick up a Mystery Mirror Event, you'll have clear the event (which isn't that hard) & hit Rudy again before you can take another Mystery Mirror event. Once you clear all 6 events, you'll get the Super Frenzy the next time. 6.6.5) Score at least 15,000,000 points ****************************************** Difficulty: Hard Another "double-up" challenge from the regular goal. The only thing I can suggest is to keep your balls alive as much as possible. Multiball can help, but the Frenzy modes are probably the best way to rack up the points (granted they're awarded at the end of ball) as they start at 200K (regular) & 2M (super) & each hit awards 10K / 100K respectively during the 20-second rally. The only other thing is to pummel Rudy every chance you get as that's a 50K bonus per hit & it'll carry over between balls. 6.7) Jive Time ~~~~~~~~~~~~~~~~~ * Earn a special from the upper spin hole * Earn 4 extra balls from the Open West Gate * Earn a 20,000 point bonus * Earn all 6 backglass rewards in a game * Score at least 150,000 points 6.7.1) Earn a special from the upper spin hole ************************************************* Difficulty: Very Hard Please note when they say "Special" on Jive Time, they mean an extra ball. You will have at least 5 shots per game to clear this. Pretty much you just have to land the ball into the upper spin hole before the ball hits any major scoring spots. Hitting "Boomerang" bumpers (only scoring 10 pts) are permitted, but if you score 100 pts or more before landing into the upper spin hole, it'll kill your shot at it for that ball. 6.7.2) Earn 4 extra balls from the Open West Gate **************************************************** Difficulty: Hard This goal should have "from the Open West Gate" removed as the game only tracks the number of extra balls earned, regardless if the West Gate is open or not. I was able to clear this only by getting 2 extra balls from the West Gate & I earned the other 2 extra balls from the upper spin hole (which clears the goal above). HOWEVER, you're more likely able to earn your extra balls through the Open West Gate. You'll need a little luck landing on "Open West Gate" on the spinner (20% chance), but you just have to be persistent in hitting the spin holes to earn this & then you just have to get the ball in the upper left drain lane for the Open West Gate to kick & award the extra ball. 6.7.3) Earn a 20,000 point bonus *********************************** Difficulty: EVIL!!! Thought that earning a 10K bonus was difficult? Meet it's bigger brother! Not only do you have to max out the bonus, you also have to hit the "Double Bonus" on the spinner! You'll have to avoid the spin holes before you max out the bonus (at 10K), you also have to avoid the regular "Bonus" spots on the spinner. Before you max out the bonus at 10K, you have a 30% chance of screwing up. After you max out the bonus, you have a 20% chance of screwing up & a 10% chance of succeeding. Once you hit a bonus spot on the spinner, the bonus points reset to 1K & you have to start all over again. 6.7.4) Earn all 6 backglass rewards in a game ************************************************ Difficulty: Hard To clear this goal, you have to hit all 5 point spots (10% for each spot) & at least one of the bonus spots (30% chance combined). You pretty much have to be persistent in hitting the spin holes to clear this. However, you the entire game to clear this. 6.7.5) Score at least 150,000 points *************************************** Difficulty: Very Hard 100K on this table is hard, 150K is even harder to do legitimately. Just try to earn as many extra balls as you can while keeping the existing balls alive as long as possible. However, I wouldn't blame you if you left a stuck ball on the table a little longer than you normally would since it usually scores points while stuck. If you really want a quick-fix here, see the "Glitch Note" above for the table. 6.8) Pin*Bot ~~~~~~~~~~~~~~~ * Advance the bonus to its maximum * Advance to Jupiter * Collect the Solar Value * Advance to the Sun & earn the special * Score at least 3,000,000 points 6.8.1) Advance the bonus to its maximum ****************************************** Difficulty: Hard You earn bonus points by hitting drop targets, targets & rollovers. You just have do this around the board 99 times (earning 1K a piece), regardless of the bonus multiplier on a single ball to clear this. 6.8.2) Advance to Jupiter **************************** Difficulty: Hard To clear this goal, you'll either have to clear the left drop targets or hit the hard-to-reach target on the right 5 times. Just be aware that once you hit one of the drop targets, you only have a limit amount to time to clear the other two before they reset. The right target is difficult (but not impossible) to reach, but it awards you one planet with little effort. 6.8.3) Collect the Solar Value ********************************* Difficulty: Hard There's pretty much 3 steps involved in clearing this goal. A) Activate Multiball -- You have to light up Pin*bot's chest panel to open up the visor & the ball locks. Then get both balls into those locks to start multiball. B) Relock one of the balls -- The added challenge here is that you have 2 balls to deal with & you can't lose either of them. C) Shoot the ball up the ramp -- Once a ball is locked, Pin*bot will say "Shoot for Solar Value" & you have a limited amount of time (as noted by the flashing light by the ramp & the rapidly ticking sound effect) to get the ball up the ramp to collect it. If you fail to collect the Solar Value within the time limit, you just have to relock a ball & try again. HOWEVER, if you lose either ball, you have to work on reactivating multiball before you can try again. 6.8.4) Advance to the Sun & earn the special *********************************************** Difficulty: Frustratingly Hard This is a "double-up" on the Jupiter Goal as you have to clear the drop targets (or hit the right target) 10 times to reach the Sun. THEN, you must hit the that difficult right target to earn the special. Even though you have all game to clear this goal, it's still difficult to reach the Sun. All you can do is just practice hitting these targets so you can constantly get them within the time limit. 6.8.5) Score at least 3,000,000 points ***************************************** Difficulty: Hard Here's another "double-up" deal... While the bonus points do help (99K x 5 = 495K or 16.5%), the big points can be found in the Solar Value. While it only starts at 100K, it increases 50K with every trip up the ramp. Even though the Solar Value maxes out at 4M (which is more than what you need), it carries over from game to game, so you can work on it before grabbing it. 6.9) Sorcerer **************** * Advance the bonus multiplier to 8x * Advance the Multiball scoring to 5x * Advance the bonus to its maximum * Earn the special from the SORCERER lights * Score at least 2,500,000 points 6.9.1) Advance the bonus multiplier to 8x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Average To clear this goal, you just have to light up the A-B-C-D lights 4 times on a single ball to clear. That's all there is to it, just use the right flipper switching to help rotate the lights. 6.9.2) Advance the Multiball scoring to 5x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Average Once you're in multiball, just get a ball up the ramp once or twice while you keep the other ball in play to clear this goal. 6.9.3) Advance the bonus to its maximum ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Hard You need to rack up 59K in bonus points for the table to start scrolling those lights & clear this. This can be done by collecting S-O-R-C-E-R-E-R & some other things. HOWEVER, you can help yourself out by collecting the Demon as it holds the bonus that you've managed to rack up so far to your next ball. 6.9.4) Earn the special from the SORCERER lights ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Very Hard Pretty much all you have to do is to collect S-O-R-C-E-R-E-R five times to clear this. The frustrating part of this goal is that you must complete it ON A SINGLE BALL! If you lose your ball while attempting this, you'll have to start all over again. While the alternative is to collect S-O-R-C-E-R-E-R three times & hit the LIT outlane for this, but I have received notes from users that this does not work. I cannot confirm this myself (as I happened to clear this by spelling SORCERER seven times on a ball), more research is likely required to confirm OR kill this method. 6.9.5) Score at least 2,500,000 points ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty: Hard This is 2.5x the previous target score... which is nothing new. Just try to max out your bonus, the bonus multiplier & get the Demon to make things a bit easier on you. 59K x 8 = 472K or 18.88% of your target score. The only other thing is to pick up multiball & max out the multiball multiplier to make it easier for you. 6.10) Whirlwind ~~~~~~~~~~~~~~~~~~~ * Activate Cellar Multiball * Advance the bonus multiplier to 6x * Earn the Million Plus * Earn the Mega Door Bonus * Score at least 7,000,000 points 6.10.1) Activate Cellar Multiball ************************************ Difficulty: Average Once you get 3-ball Multiball going, purposely throw away 2 balls WITHOUT getting the Million Plus (don't worry, you'll get another chance at it) to get a shot at Cellar Multiball. You'll have roughly 15 seconds to get your last ball into one of the two cellar holes. You can pretty much master your cellar shots with the right flipper & a little patience to earn it. 6.10.2) Advance the bonus multiplier to 6x ********************************************* Difficulty: Moderately Hard To advance the multiplier, you have to get the balls locked on the left side of the table. Each ball locked advance the multiplier, so pretty much activate 3-ball multiball twice & lock 1 more ball in a single game to clear this. 6.10.3) Earn the Million Plus ******************************** Difficulty: Average To clear this, you first have to activate multiball (3-ball, Cellar or Quick multiball will work) & then shoot a ball up the left ramp which at least 2 balls on the playfield to earn the Million Plus. It's not too hard, but the extra balls makes it a little difficult to clear as you have have to keep at least 2 balls in play. 6.10.4) Earn the Mega Door bonus *********************************** Difficulty: Hard This is where you'll need to master the cellar shot with the right flipper as you'll need to hit the Super Cellar hole at least 8 times WHILE LIT to get this. You'll have to collect each of the Super Cellar bonuses, which requires you to at least hit the spinner (or something else to light it up) before you hit the Super Cellar hole again. The upside is that you have the entire game to complete this & you don't have to collect the individual bonuses (like Quick Multiball, Extra ball or the Million Shot) for this... but it doesn't hurt! 6.10.5) Score at least 7,000,000 points ****************************************** Difficulty: Moderately Hard A bit less than double from the regular goal, but it's not that hard to clear. While the tolls & the multiplier helps (99 x 2K x 6 = 1,188K) as well as cellar bonuses (5K x 99 = 445K), the big points are in the Million Plus during Multiball as you only need to hit it about 3 (1M + 2M + 3M = 6M total) or more to clear this goal. 7) Challenge Mode ---------------------- Feel like you've mastered all the tables? Here's the mode to prove your worth! Challenge Mode is essentially a one-player tournament where you have to reach the designated "Challenge Score" within 3 tries (per table) to proceed. If you fail the reach the Challenge Score, you're forced to retry the table. If you're out of retries for the table, you're forced to quit the challenge. HOWEVER, if you reach the Challenge Score, you may retry (without using your alloted tries) if you're unhappy with your score. Please be aware that if you choose to redo the table, you lose the score you previously earned. When you finally accept your score for that table, you'll be awarded tournament points based on what the table's replay score (divided by 10, rounded to the next full point). Here's the table scores you'll be playing against. +----------------+-----------------+--------------------------+---------+ | Table | Challenge Score | Replay Score (Threshold) | Min TPs | +----------------+-----------------+--------------------------+---------+ | Gorgon | 100,000 pts | 300,000 pts | 4 TPs | | Taxi | 1,000,000 pts | 2,200,000 pts | 4 TPs | | Pin*bot | 600,000 pts | 1,400,000 pts | 3 TPs | | Funhouse | 2,500,000 pts | 7,200,000 pts | 4 TPs | | Black Knight | 800,000 pts | ~4,000,000 pts | 2 TPs | | Space Shuttle | 1,000,000 pts | ~4,500,000 pts | 3 TPs | | Firepower | 200,000 pts | ~1,000,000 pts | 2 TPs | | Whirlwind | 2,000,000 pts | ~10,000,000 pts | 2 TPs | | Sorcerer | 500,000 pts | ~1,250,000 pts | 4 TPs | | Jive Time | 30,000 pts | 100,000 pts | 3 TPs | +----------------+-----------------+--------------------------+---------+ Please note the replay scores are listed here for mathematical estimation & may not be exact. Some tables do have multiple replay thresholds, so they may use the higher of those thresholds. The Minimum TPs are the minimum number of Tournament Points that you'll get just for breaking the Challenge Score for that table. Once you clear all 10 tables, you'll be awarded a rank based on your Tournament Score. Here's the Rough table so far... +--------------+-----------------------+ | TP's Earned | Rank | +--------------+-----------------------+ | Under 31 TP | NO RANK (FAILURE) | | 31 - 39 TP | Beginner | | ~~~~~~~~~~~~ | ~~~~~~~~~~~~~~~~~~~~~ | | 61 - 69 TP | Drop Stopper | | ~~~~~~~~~~~~ | ~~~~~~~~~~~~~~~~~~~~~ | | 81 - 89 TP | Arcade Rat | | ~~~~~~~~~~~~ | ~~~~~~~~~~~~~~~~~~~~~ | | 101 - 109 TP | Flipper King | | ~~~~~~~~~~~~ | ~~~~~~~~~~~~~~~~~~~~~ | | OVER 109 TP | Pinball Wizard | +--------------+-----------------------+ It's estimated that you must obtain a bare minimum of 31 Tournament Points to complete Challenge Mode, making it mathematically impossible to earn any less & still break all the challenge scores on the Wii version. THE RANK LIST IS INCOMPLETE AT THIS TIME. While the general range has been discovered, there's still a few blanks at this time. Please submit scores & ranks UNDER 109 Tournament Points in order to help fill out the table. 8) High Score Tips ---------------------- If you didn't manage to pick up tips along the way towards clearing goals, here are some tips to help you out. 8.1) Nudge gently or don't Nudge at all ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The issue of nudging tables boils down to personal preferences. While I prefer not to nudge on purpose (as the Wii controls make it fairly easy to do), you must be aware that nudging increases the risk of tilting. The tables are pretty forgiving with some gentle nudging (which you might hear, but won't necessarily see), which can occur by accident due to the Wii control styles. However, hard nudging (which you'll actually see) will increase your risk of tilting. Abuse of hard nudging (which can be consider "Machine Raping") will definately cause the table to tilt, which will force you to lose your current ball & any bonus points you may have received (except for Sorcerer, which will award your bonus points anyways)... which goes to show "Friends don't let friends rape machines." Most tables will usually give you a warning (either a visual warning with the scoreboard OR an audio warning) when you're nudging too much & will tilt on the 3rd warning. There's no way to disable Tilt on a table until you clear the Wizard Goals, so you'll have to live with it. 8.2) "Call Assistant" instead of nudging balls loose ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The table will tilt if you try to nudge your ball loose most of the time. Thankfully, the game has the "Call Assistant" option to dislodge the ball when it gets stuck (that's what it's there for). While the game will wait 15 seconds before removing the ball & placing it back into the launcher (which may cause you to lose any active time-based mode), it's better than risk tilting the table. If the ball gets unstuck by itself before the delay timer runs out, the game will automatically cancel the "Call Assistant" request & allow gameplay to resume normally. 8.3) Learn where the big points are ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mostly the big points are usually found with jackpots & multiball million plus shots, but each table has different features... so learn about them. * Taxi & Pin*bot are the only two tables that have accumulative jackpots. * Funhouse & Whirlwind are the only tables that have Million Plus shots. * Black Knight, Pin*bot & Sorcerer have score multipliers based on active balls. 8.4) Try to get multiball as many times as possible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ While more balls give you more chaos on the playfield, it also gives you more shots at earning points. Practice on hitting the ball locks to help you out. Gorgon & Jive Time are the only two tables that don't feature multiball play. 8.5) Grab as many extra balls as you can! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is another challenge, but every table has some way of awarding extra balls & they really do help increase your score. However, some tables are harder to earn extra balls than others. Taxi is the only table that awards an extra ball by points (@ 2.2M) as part of it's replay package. 8.6) Shoot for replay scores. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ While this tip is geared more towards Tournament & Challenge modes, replay scores are usually set high to make it a challenge. Even though the replay score varies with each table (between 100K to 7M), those scores are the baseline for Tournament & Challenge mode scoring. Reaching them will award you at least 10 Tournament Points. Additionally, you'll earn a credit every time to clear the replay scores on the tables. This can help you build up your wallet, should you squander your previous stack of credits. 8.7) Don't let cheap shots get to you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I know cheap shots are frustrating (especially on Pin*Bot & Jive Time), but you must learn the roll with the punches. Just because you're robbed of a ball doesn't mean that you can't crank out a high score. Just roll with the punches & try to learn from those cheap shots so you can try to avoid them in future games. If you're playing Challenge or Tournament Mode, you have to roll with the punches as you'll likely lose any tournament points you've picked up from previous tables if you bail out. Friends will most likely prevent you from bailing out during Tournament mode as well, since it's considered poor sportsmanship. 8.8) No points = no foul ~~~~~~~~~~~~~~~~~~~~~~~~~~~ The pinball tables can only acknowledge that a ball is in play if you score any points with the ball. Should you avoid scoring any points, the table will not acknowledge the ball is in play & will immediately refund the ball (without giving you any bonus points). If you earn any points (even a lousy 10 points from a minor bumper), the table will consider the ball in play... which you must play whether you like it or not! The only exception is if you tilt the table as you're being punished for being too rough with the table. 8.9) Practice your Skill Shots ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ While some tables don't really have a skill shot, it does help that you practice your shots so you can consistently hit the skill shots & get a big jump start on your score with the current ball. 8.10) Try, Try Again! ~~~~~~~~~~~~~~~~~~~~~~~~ Pardon for cliche here, but practice makes perfect! You won't learn how to master the tables unless you play them. Even if you hate the table (like Jive Time), you still need to play them so you can improve your skills & even master them. 9) FAQ's You Probably Don't Care About ----------------------------------------- For those who really need a clue... I present these FAQ's. Q.1) What you mean by 'K' or 'M'? A.1) K & M are common abbreviations used on Pinball tables as they're not a lot of space on the playfield (& lights) to spell things out. They mean the following: K = Thousand (from the prefix "Kilo-") M = Million (from the prefix "Mega-") So when I say (for example) 500K, I mean 500,000 & when I say 2.2M, I mean 2,200,000. Q.2) What's a Special? A.2) A "Special" in modern times typically refers to a free game or in the Pinball Hall of Fame, an extra credit to your wallet. In the past (mid-to-late 1930's) a "Special" on some tables could have meant a small cash payout. However, such "Payout Machines" have been outlawed by the US (which still exists on the books today). Awarding free games was an acceptable alternative since you aren't getting any money back. Q.3) I'm out of credits, what can I do? A.3) First of all, you'll have to admit that you screwed up & wasted all your credits on pay tables. Next, play the freeplay tables & try to clear the table goals (which earn 5 or 10 credits & get you a step closer towards a free table unlock), hit the replay score targets (which earns you at least 1 credit per player) & work on nailing the match (which earns you 1 credit per match) to refill your wallet. While it's not noted in the manual, you can earn around 20 credits by breaking the previous high score on the table. Q.4) I'm terrible at clearing goals, how can I unlock freeplay on the other tables? A.4) While it's the slower route, you can buy freeplay mode on the other tables for the price of 100 credits... which will probably take you a lot of time to rack up without the table goals. Either by hitting the replay scores (which will get you some of the goals) OR by hitting the match will give you some means of earning credits. Q.5) What do you mean by "from ball to ball" & "from game to game"? A.5) These are accumulative bonuses on the table. Here's a few examples within The Hall of Fame: * Game to Game: These are the accumulative jackpots on Taxi & Pin*bot. These start at 500K (Taxi) & 100K (Pin*Bot) & increase through multiple games until collected. These jackpots don't reset when a game ends, so it's possible to maximize the jackpots (at 4M) before you try collecting them. * Ball to Ball: These are smaller bonuses or features that are only good for either a game (including multiplayer games) or are just one-time holds. Pin*bot has the Energy Value that starts at 50K & increases up to 500K until a player collects it. Once all the games are over, this value resets. Sorcerer has the Demon, which allows the player to hold onto their bonus to their next ball once collected. Taxi has the "Carry Passenger" feature, which allows you to keep any passengers you picked up over to your next ball. Jive Time has a bonus that starts at 1K & can be increased up to 10K before it's awarded with a spin. If you've lost your last ball with a "Carry Over" enabled on the table (Sorcerer & Taxi), they'll award you those points after the original awarding of points. Q.6) My ball's stuck, HELP! A.6) DON'T PANIC & rape the table! All that'll do is kill the ball. If you think the ball is stuck. Hit + & select "Call Assistant" to start the countdown. If the ball gets unstuck by itself, the call will be canceled & the game will resume. Otherwise, the ball will be removed from its stuck position & will be placed in the shooter for you to fire again. Q.7) I got a "Ball Fell Off Table" message, what happened? A.7) You only get this message on the rare occasion when the game's hit detection system fails (usually when the ball is going too fast for some reason) & the ball is no longer on the playfield. As soon as the game detects the error (which is instantly from the player's view), it notifies you & places a new ball into the shooter. If this error occurs during multiball play (as it has happened to me a few times), the game will automatically launch the new ball back into play for you. This is a welcomed addition to the game as it's predicessor did not include this error trapping system, which caused you either to forcefully leave the table (as the ball will never reach the drain area) OR force you to hit the reset button. Q.8) My score went from (99,)999,999 back to (or near) 0, what happened? A.8) Congratulations! You've managed to perform the rare feat of the "Score Rollover"! Score Rollovers happen when you earn more points than what the table can display. However, rest assure that the game will award you all the points you've obtained for the table, including rollovers. It's usually a mark of a professional player when they can rollover the score counter. Those that can do multiple rollovers are potential World Record holders. If you can do this consistantly, you should record your run & submit it to Twin Galaxies. Q.A) Hey you misspelled something! A.A) That's not really a question, but most misspellings occur either due to laziness or it's some jargon that common spell checkers won't know. I write my guides using Notepad++ & Spell-check using ASpell (which Notepad++ uses). Notepad++ doesn't spell check on the fly, so it's possible for me to overlooks a misspelled word originally before I actually run the spellchecker (if I choose to run it). Additionally, some grammatical errors can be overlooked as well. Most grammatical errors are usually the result of thought fragmentation OR mental oversights. Usage of the Speech plug-in is helping me to catch some of these errors when things don't sound right when it's getting read back to you, even with an electronic voice. Q.B) What's up with the Bronze / Silver / Gold deal? A.B) It's just one way I separate myself from other guide writers. The metal notes is one way to show the development of the guide. * Bronze = Beta version... These are usually developmental versions that usually don't get published as there's usually gaping holes in the guide as well as a lot of spelling errors. * Silver = Release version... These may not contain everything, but they usually contain a lot of information to help people who want to read it. It's a bit more polished as there only a few spelling errors. * Gold = Final(?) version... These are practically complete guides & are highly polished (with practicatically no errors in it). This is as close as I get to saying "FINAL VERSION" without actually saying it. * Platium = Deluxe version... You'll most likely won't find this version on most websites (like Game FAQ's) as it'll be in Acrobat format (PDF), contains pictures & formatted text (instead of the boring, basic text). This usually takes more time than what I usually perfer to do. A) Acknowledgements ----------------------- The author would like to thank the following people, sites & companies: * The Various Guide sites -- For hosting this guide. * Tim Arnold & the Las Vegas Pinball Collector's Club -- For founding the Pinball Hall of Fame (in Las Vegas), which inspired the game series. * Williams Entertainment -- For granting permission to digitally replicate their pinball tables. * Crave Entertainment & Farsight Studios -- For faithfully replicating all the pinball tables digitally. * Eric Hultin -- For his entry in the Challenge Mode ranking table. * The makers of Notepad++ & ASpell -- The their free & open-source software that was used in writing this guide. * The readers that wrote in with their tips... sorry that I cannot remember your names (as the e-mails were lost in the process). If you have any tips, information or suggestions for this guide. Please e-mail me at TStodden@hotmail.com with "Hall of Fame: Williams FAQ" or "PHOF:WC FAQ" in the subject line to make it stand out. Please note that this isn't my primary e-mail address (so it won't get spammed up), so don't get upset if I don't get back to you promptly... if at all. B) Further Reading ----------------------- If you like this game & would like to get more information, please check out the following sites. * www.pinballmusuem.com -- The Pinball Hall of Fame website * www.ipdb.org -- Internet Pinball Database * http://www.ipdb.org/machine.cgi?id=2505 -- Taxi * http://www.ipdb.org/machine.cgi?id=1062 -- Gorgar * http://www.ipdb.org/machine.cgi?id=2260 -- Space Shuttle * http://www.ipdb.org/machine.cgi?id=856 -- Firepower * http://www.ipdb.org/machine.cgi?id=310 -- Black Knight * http://www.ipdb.org/machine.cgi?id=966 -- Funhouse * http://www.ipdb.org/machine.cgi?id=1298 -- Jive Time * http://www.ipdb.org/machine.cgi?id=1796 -- Pin*Bot * http://www.ipdb.org/machine.cgi?id=2242 -- Sorcerer * http://www.ipdb.org/machine.cgi?id=2765 -- Whirlwind * notepad-plus.sourceforge.net -- Notepad++ * aspell.net -- ASpell C) Version History ----------------------- C.1) Versions 0.100 B to 1.300 G -- Abridged Edition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 07.22.2008 to 11.18.2008 Initial Writing of the guide. Fairly quick job, but here's the highlights. * [1.000 S] Added Challenge Mode * [1.000 S] Added more FAQ's & Tips * [1.100 S] Corrected Bonus Multipliers for Pin*Bot & Whirlwind * [1.100 S] General Corrections Throughout the guide * [1.200 S] Expanded Challenge Mode Ranking Table, with some extrapolation. * [1.300 G] Corrected some factual & grammatical errors C.2) Version 1.301 -- Gold Edition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 04.07.2009 to present * Optimized guide by removing unnecessary white characters. * Modified Acknowledgements to support multi-site hosting * Corrected 6.9.4 information to include some speculative information that contradicted original information. * Will likely add multi-platform information in a future update... but don't hold your breath. D) Copyright Information & Licensing --------------------------------------- (c) 2008 TStodden, (c) 2008 NESpresso Multimedia Entertainment SOME Rights Reserved This guide is published under the Creative Commons Attribution Non-commercial License 3.0 (See http://creativecommons.org/licenses/by-nc/3.0/ for details). In short, you MAY use this guide in part or in whole (preferably not the entire guide to avoid plagiarism... unless you're going to host this) WITHOUT HAVING TO ASK FOR PERMISSION! To take advantage of this license (without e-mailing me), you just have to do the following: 1) Give me credit for the parts you used from this guide (a note in your acknowledgements is all you need). 2) You must provide your guide for free as well (hence the "Non-commercial"). -- I'm doing this for free, so you can go free as well! You may charge for the storage medium (paper, cd-rom, ect.), but it has to be "at cost". 3) Please e-mail me a note if you're going to use the guide in whole -- It's not part of the license, but I like to know where my work is hosted. 4) You are NOT REQUIRED to use the same license... although it doesn't hurt. That's about it! Again, check the address above for the "human" (simple) & "legal" (technical & legally binding) terms of the license. If you bother to e-mail me (see section A for details), I'll try to send you updates of this guide when they're ready... but it's not a guarantee as I normally publish updates on Game FAQ's first (as it's the public clearinghouse for game guides) & I might forget about you as I don't update on a regular schedule. The main reason why I'm releasing my guides under a Creative Commons license as it makes it easier for others to build on my work without as many legal hurdles to deal with. It also means I don't have to monitor the web as heavily for violators as this license is designed to permit others to distribute this... as long as they doing for free. However, it does give me the right to revoke the license in the future... but that creates too many legal issues to deal with. If you don't like the license, you can e-mail me (see Section A for the address) for non-license permission. Most requests accepted, but I'll likely place a commercial provision on such permission (as long I get a cut, I'll wont object). E) The Final Word ---------------------- This is line 2247 & the end of this guide, Slick; Shoot Again!