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While at the entrance you can select the monster you want to battle by shooting the center 3 target. This will cycle through the available monsters.
Shooting the left or right orbit when strobing will move up+left or up+right, respectively. If there is no room in that direction on the grid, the orbit will not be lit.
As soon as you shoot one of the outside orbits you lock in your monster and get into the first room. Depending on the settings the first orbit may move you two rooms at once.
In each room there are items you can collect that will help with your monster battle later on.
MONSTER BATTLES
There are four ways to start a monster battle:
1. Reach the topmost room in the grid via the orbits.
2. Shoot the secret passage (to the right of the left ramp) when lit. Shoot the center 3 targets three times once a monster has been selected to light the secret passage. Can also be lit via skillshot or mystery.
3. As a mystery award. Early mystery awards have a high tendency of immediately starting the battle, even if the monster isn’t locked in.
4. As a pity award on the last ball. If a player doesn’t reach a monster at some point in their game; launching the 3rd ball will put you in the monster room that was currently selected (even if it has not been locked in)
MYSTERY AWARDS
Shoot the middle scoop (left of 3 center targets) to build mystery. When the award is ready the left scoop arrow will do a color cycle animation to indicate its ready to collect. This will commonly award monster progress, such as “move one room”,
“move two rooms”, or “advance to monster”, and sometimes point values. (are there other awards?) If not collected, the mystery will eventually time out and need to be lit again.
MULTIBALLS
CRYPT MB
Lock a ball in the crypt (to the left of right ramp), by either shooting into it from the lower playfield, or by dropping into it via the rightmost of the three upper lanes. Once a ball is locked, the crypt shot will light blue(?), and shooting it again (via
either playfield) will start Crypt Multiball.
During Crypt MB, shoot the crypt for jackpots. This multiball can be stacked with any monster battle (including Frank MB); you can make progress through the rooms while in multiball, or start it while already in a battle.
After you exit multiball, repeated shots (how many?) into the crypt from the lower playfield (upper does not give credit?) will reactivate the lock (note there is no indication that the lock is ready besides that the backdrop target will be up).
FRANK MB
Shoot left via the left ramp into the physical lock. Then get to the upper playfield and knock down the drop target and shoot the upper left ramp behind it to start multiball. This mode will block the start of any other monster and can be started as
many times as you are able to.
During Frank MB, shoot either lower ramp for a jackpot. After three jackpots, the upper right ramp (guillotine) will light for supers. (does it ever unlight?)
ETHYL MB
Ethyl Multiball, a two-ball multiball played during the Cold Ethyl battle.
UPPER LANES
Complete the two ‘X’ lanes to activate light the lower right target (above right lane/outlane) for a bonus multiplier. Use flippers for lane change.
COMBOS
Shooting some shots (which?) will temporarily flash other shots orange for a combo.
SUPER SPINNER
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Содержание Alice Cooper's Nightmare Castle
Страница 1: ...Alice Cooper s Nightmare Castle Service Manual Cover Page 0 rev 01 17 2020...
Страница 17: ...5 Game Parts work in progress 16...
Страница 19: ...7 Layouts 7 1 Coil Layout 18...
Страница 21: ...7 2 Switch Layout 20...
Страница 23: ...7 3 RBG Layout Lighting 22...