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Professional and Amateur Pinball Association's Guide to
Williams's Demolition Man
Version as of January 11, 1995
DISCLAIMER: This rule sheet is meant as a guideline only, and is
not an official documentation. To the best of our knowledge, the
information contained in this rule sheet is accurate. However, due to
various ROM editions, operator setup options, and tournament
modes, the rules of any particular game may deviate from those
listed below. The rules of the game are always final, and any dis-
crepancies between this rule sheet and the actual game rules cannot
be used as a basis for protest.
This rulesheet is modified by Dave Stewart <dstewart@eng.umd.edu> for
distribution at PAPA-5.
1. Playfield Description
Left Inlane: When lit, lights Access Claw on the right ramp.
Retina Scan: Left-most shot of the game. The ball passes through a
gate and hits a captive eyeball, then lands into an eject that feeds
the left inlane. Retina Scan value starts at 5M on each ball, and
increased by the jet bumpers. The number of retina scan hits is
maintained throughout the game, and awards given for reaching
certain levels (e.g. Explode Hurry Up at 1 and 9, Extra ball at 3).
Car Crash: Located to the left of the retina scan is the Car Crash tar-
get. Scores 3M, 6M, then 10M, and lights car chase on each ramp
for 10M. Hitting softly scores a single car crash. Hitting this shot
hard scores a double car crash to score 2x the amount, and (in nor-
mal settings) enables the ball saver for 1 second.
Left Loop: This loop is just to the right of the upper flipper. It feeds
to a sinkhole when hit hard enough; otherwise, the ball passes
behind the top ramp into the MTL rollovers. This shot can be lit
for start multiball, extra ball, explode, combo, and jackpot. Note
that to start multiball or collect extra ball, shot must go all the way
to the top sinkhole. For others, simply passing the gate is suffi-
cient. Balls fed through this loop from the center ramp do not
award anything.
Left Ramp: Always feeds to the left inlane. It can be lit for quick
freeze, car chase, explode, combo, and jackpot.
Center Ramp: Located at the very top of the playfield, it is a wide
and low ramp (three pinball widths wide) that is triggered only by
a gate. Balls drop immediately and roll either down the left loop to
the upper left flipper or into the MTL rollovers. Can be lit for
ACMAG, combo, and jackpot.
Top Sinkhole: This shot awards the Graffiti Bomb mystery award-
when nothing is lit on the left loop. Start multiball and collect
extra balls here. This shot is made from a left loop shot; occasion-
ally, however, a ball will fall in this sinkhole after a lucky bounce
off the center ramp. Mystery awards include Big Points: 1M, Hold
bonus X, advance bonus X (which also lights left inlane), Hold
stand-up value, Boost combo values, Hold combo values, Light
Access Claw, Light Quick Freeze (lights right inlane), Increase
Retina Value (+2M). Also see Section 6 for secret awards.
MTL rollovers: In the top right corner are three rollovers; light all
three to advance the bonus multiplier (to a maximum of 5x, 10M
each completion thereafter) and light Access Class on left inlane.
Use the flippers to rotate the unlit lanes left and right. Also lights
extra ball at 5x.
Underground: Sinkhole shot by upper left flipper. Lights an explode
lamp on one of the ramps or loops if not lit for anything, otherwise
awards whatever is lit. Can be lit for computer, demolition time,
combo, or jackpot.
Side Ramp: This is a small, twisting ramp just below the Under-
ground. Can be lit for skill shot, combo, and double-jackpot. Skill
shot scores 5M+5M for each successful shot, and increases the
base combo value by 1M.
Right Ramp: This is a tall ramp with a diverter which normally
sends the ball to the right inlane, but it can send the ball to the
Cryo-Claw when Claw Ready is lit. It can also be lit for car chase,
explode, combo, and jackpot. The super jackpot and demolition
jackpot are also scored here, with the ball diverted to the Claw.
Right Loop: This shot feeds the ball past the MTL rollovers and all
the way around to the upper left flipper. If it doesn't make it (i.e.:
weak shot) the ball will fall into the MTL rollovers. Can be lit for
explode, combo, and jackpot.
Right Inlane: When lit, this inlane lights the left ramp for a "Quick
Freeze" for 5 seconds.
Yellow Stand-ups: Five of them. If lit, scores 1M+1M to 20M until
end of ball. Hit all lit ones to light Lite Quick Freeze on right
inlane, and relight all of them.
Cryo-Claw: Balls are diverted here from the right ramp when Claw
Ready is lit. A magnetic claw picks up the ball, and the player
uses the triggers to move the claw left and right. Hit a thumb but-
ton to drop the ball into one of the awards (described more
below).
2. Basic Features
Ball-Saver is indicated by a pair of small red inlays just above each
flipper. It is on at the beginning of every ball, and goes on momen-
tarily after hitting a double car crash.
Explode: Four shots (left and right loop, left and right ramp) have
"explode" lites which award 10M a shot. Explodes are lit by hit-
ting an unlit underground hole or through the computer Light
Explodes award, and remain lit until collected or end of ball.
Explode Hurry Up: Shoot any explode shot to collect a value that is
counting down, starting at 15M. If you succeed, 15M is added to
that value, and the value continues to count down. Make another
shot to collect the value. You can continue this until all shots have
been made, or the count-down value reaches 5M*shot number.
Computer: Lit by combos and collected at the underground. It is a
random award, with the next award displayed in status report, or
after it awards the current computer award. Possible awards are
Light Extra Ball, Light Explodes (lights all four explode lamps),
3x Car Crash, 2x Retina Scan, Light Arrows (lights Laser millions
on all combo shots), Maximize Freezes (freezes four balls and
lights multiball), Collect Bonus, or Collect Stand-ups (awards five
yellow target hits, which also lights right inlane).
End-of-Ball Bonus: (10M for each claw visit + 1M for each combo
+ 1M for each trigger combo) * bonus multiplier.
3. Combos
A combo is any sequence of the seven major shots when lit by its
flashing red arrow. Any major shot will light whatever shots can easily
be made from that shot:
Left inlane lights right ramp, right loop, and ACMAG ramp.
right inlane lights left orbit, left ramp and ACMAG;
right orbit (or center ramp which rolls to upper left flipper) lights
underground and side ramp.
Combos award 5M+1M for each successive shot. Miss one and return
to 5M. The base value of the combo can be increased by a successful
skill shot or a top sinkhole mystery award. If no combos are lit, then at
least one of the shots is lit (not flashing) for a 5M laser million award.
The game keeps track of number of combos made throughout the
game, awards an extra ball at about 8 or 10 combos and again at 50,
and lights the computer every N combos, where N=10 on normal set-
tings, but can go as low as 6 on easy settings and 14 on hard settings.
Combos also add 1M to end-of-ball bonus for rest of the game (which
can be multiplied by the bonus multiplier.)
4. The Cryo-Claw
The Claw awards five different modes culminating with a `wizard
award' of Demolition Time. The Claw is accessed via the right ramp
when lit from the left inlane. Complete MTL rollovers to light left
inlane. The claw awards (from left to right) are:
Start AcMag: Center ramp is lit to score an increasing amount
between 6M to 13.5M. (See also secret awards).
Lock Freeze: Lock freeze locks as many flashing Freeze lamps as
you need to light multiball, or starts multiball if it was already lit.
When you Lock Freeze to start a multiball, it starts with one
*additional* frozen ball.
Prison Break: The ball is dropped above the upper left flipper. You
are awarded 15M. Am immediate shot into the Underground dou-
bles this, or an immediate shot into the side ramp triples this.
Super Jets: Jet Bumpers are lit for 25 hits at 1M per hit. Each yellow
target adds to the number of hits left.
Capture Simon: The seven major shots are lit for 5M each. Shoot
three of them to capture simon and score an additional 25M.
All Claw mode awards increase the second time around. Claw modes
can be repeated ad-infinitum (see Strategy Summary for details.)
Demolition time is lit at the underground after starting all five Claw
Modes. Shoot underground to score 50M and start demolition time.
All major shots are lit (and stay lit) for 5M+10M*n, where n=number
of balls in play. Completing the five yellow targets adds a ball. Demo-
lition time ends when all but one ball drains. Your score for demoli-
tion time is counted and displayed at the end; if it exceeds the current
demolition time champion score (check status report) you can enter
your initials and get a replay at end of game.
5. Multiball
Demolition Man has four multiball modes, each of which has a vari-
able number of balls. Balls are frozen (i.e. locking a ball) by rolling
through the right inlane when Lite Quick Freeze is lit, then shooting
the left ramp within 5 seconds. Balls can also be frozen by selecting
the Lock Freeze option of the Claw. Multiball is started by hitting the
top sinkhole or Lock Freeze on the Claw after all required balls are
frozen and multiball is ready (indicated by the yellow lamp on the left
loop). Note that on normal settings, choosing lock freeze on the claw
freezes all required balls, and starting multiball from the claw adds
one extra ball to multiball play.
Each multiball has different objectives for collecting jackpots:
Fortress Multiball: Requires one frozen ball. Jackpots are, in order,
center ramp, underground, left ramp. Then the right ramp is lit for
a Super Jackpot. First three are normal jackpots, Super Jackpot is
a Triple Jackpot. Base is 15M+5M*n, where n is number of balls
frozen. After getting the Super Jackpot, the center ramp relights to
start over again. Jackpots are then lit in the following order: center
ramp, underground, left ramp, right ramp, left loop, right loop,
side ramp. Collect all to relight super jackpot.
Museum Multiball: Requires two frozen balls. All shots are lit for
jackpots. Collect all jackpots to light right ramp for Super Jack-
pot. Base value is 15M+5M*n. Bumpers increase jackpot value.
Wasteland Multiball: Requires three frozen balls. Similar to Fortress
multiball, and more than one jackpot can be lit at a time. Hit a
double car crash to light an additional jackpot (which also acti-
vates the ball-saver for 2 seconds).
Cryo-Prison Multiball: Requires four frozen balls. All Jackpot shots
are lit and add to the Super Jackpot value which is lit for repeated
shots to the right ramp. After collecting Super Jackpot, shoot one
shot to relight it. Collect it again, then shoot two shots to relights
it. This continues until all but one ball drains, with one more shot
required to relight super jackpot each time.
Completing all Multiballs lights the Demolition Jackpot. Shoot the
right ramp to collect it, for a value computed as follows:
Demolition jackpot =
(# Fortress jackpots + 1) * 15M + (# Museum jackpots + 1) * 20M +
(# Wasteland jackpots + 1) * 25M + (# Cryoprison jackpots + 1) * 30M
Super Jackpots are counted as regular jackpots for the purpose of
computing the value of the Demolition Jackpot. After you complete
Cryo-Prison multiball, and hopefully collect the Demolition Jackpot,
you start over with Fortress Multiball. The Demolition Jackpot only
remains lit until collected or the current ball ends. If you drain, you
lose it. Also, if you start Fortress multiball again before collecting the
demolition jackpot, you also lose out on it.
6. Secret Awards
There are many secret awards from the triggers, some of which can be
quite valuable.
* All combos made by using the triggers as flipper buttons award an
additional 1M with your end-of-ball bonus (called trigger combos).
* Pressing both thumb buttons on the handles at any time during For-
tress, Museum, or Wasteland multiball awards the next Jackpot as a
"Secret Jackpot". This cannot be used to collect the super jackpot,
and it can be used once for each multiball.
* Pressing both thumb buttons on the handles at any time during Cry-
oprison multiball is equivalent to shooting a lit arrow, which
advances your super jackpot value, and counts as an arrow hit for
re-lighting the super jackpot.
* Pressing both thumb buttons when you get "Big Points/1M" from
the top lock yields an "Eat at Joe's" graphic and 5M. Pressing both
thumb buttons and both triggers when you get "Big points/1M"
from the top lock yields "WAG" for 10M.
* Pressing both thumb buttons right after the third Capture Simon
shot (when you've captured him) yields a 10M capture bonus.
Pressing both buttons if you drain during the Capture Simon yields
a 25M bonus.
* Pressing both thumb buttons right after hitting the second Retina
Scan yields the Smithers bonus plus 10M.
* Pressing both thumb buttons right after getting the U-Look-Gr8-
2Day gives you a 10M "Feel Great" bonus ...
* Pressing both thumb buttons at any point during AcMag mode
gives you a free AcMag award and the picture of a cow.
One final award: Rolling the ball up the left inlane and into the Retina
Scan saucer will give you 10M and a "Huxley" bonus.
7. Scoring Level
Grand Champion scores on Demolition Man typically range between
5B and 10B. In tournament mode, it is expected that the top A divi-
sion player may score about 2B, and the average game be on the order
of 500-800M. In the B and lower divisions, top scores will probably
be about 1B, with an average score around 300M.
8. Strategy Summary
Quite simple. Multiball. That is where all the big points are. Things
like the retina scan (except for collecting extra ball), car crash,
explode, computer awards, and all the claw modes are not worth many
points as compared to multiball.
Choose Lock Freeze from the Claw all the time. It will get you to the
next multiball much, much quicker than freezing balls one at a time
using the quick freeze. Cryoprison multiball plus the demolition jack-
pot is worth a lot more than demolition time, so it isn't worth wasting
your claw awards to get closer to demolition time. Use them to get
closer to cryoprison multiball.
Combos can be worth lots of points, but still not as many as you can
get in multiball. You should primarily shoot combos to collect the
extra balls from it (2 of them) plus one more if you are lucky to get
one as a computer award. Obviously this is not the case if extra balls
are disabled. In that case, concentrate on multiballs!
Know how to get all the secret jackpots and other bonuses. You can
easily add several hundred million to your score through the course of
a game by pressing the thumb buttons at the right time, even if you
don't want to use the trigger handles to play. (Note, it is possible that
these secret jackpots are disabled in tournament mode; just try it an
find out for yourself.)