Revenge From Mars rulesheet
                        Last revised 10/11/99. v1.6
                                      
   Any questions/comments/complaints/hate-mail can be directed to me,
   Roya Naini, at roya@blarg.net. Obviously this is not complete and is
   probably going to skip over some details. More information about the
   game can be found directly at
   http://www.pinball.wms.com/games/revenge/ and http://www.pinball2000.com 
   Any additions to this are completely welcome. This rulesheet may be 
   reproduced, but not sold, as long as the credits remain intact.


   Credits

   Thanks to the following people who helped with this rulesheet: John
   Zmaczynski (jjz@tezcat.com), Keith Johnson, Greg Dunlap (gdd@tezcat.com), 
   Lee P. (leep@infinet.com), Therese Edwards (tntgame@netwalk.com), 
   Graham West, Brian Lutz (emurumor@rocketmail.com), 
   Josh Sharpe (PinWizJ@aol.com - Attack Mars and some other mode information 
   borrowed from his rulesheet [available at 
   http://www.students.uiuc.edu/~jsharpe/rfm.html]), Amy Ryan 
   (eighmi@access1.net), Matt Magnasco (matt@r44h56.res.gatech.edu),
   David Gersic (A02DAG1@wpo.cso.niu.edu), Scott Tiesma (tiesma@pclink.com), 
   Svante Ericsson (Svante.Ericsson@sab.siemens.se), Joe Schober 
   (AFLJoeyS@aol.com), Marc Jeray (madmac@babba.advancenet.net).


   Background/Objective

   Revenge From Mars is the Pinball 2000 sequel to the popular Attack
   From Mars pinball machine which came out in late 1995. The goal in
   Attack From Mars was to defend the Earth from martian invasion and
   ultimately defeat them to Rule The Universe. Revenge From Mars, as
   noted by the title, brings these martians back again for another round
   of fun. The objective here is to Attack Mars once again. Specifically
   this is achieved by lighting all 9 Saucer lights, completing the Bonus
   Wave multiballs (Fuel, Saucer and Weapons), and getting Mothership
   Multiball. Once these have been completed, Attack Mars will light.


   Notes

   The latest software revision for Revenge From Mars is 1.2 and is
   referred to whenever possible throughout the rulesheet unless where
   specifically stated. Many of the changes from version 1.1 are in the
   operator mode, although minor bugs in gameplay were also addressed.
   Most notable of the changes is that it now shows on the display the
   number of martians required for a Saucer Light in Martian Attack, and
   that number is adjustable by the operator. The default difficulty
   setting is Medium--there is also Easy and Hard (and Extra Easy and
   Extra Hard).


   Features

   Since this is the beginning of the new Pinball 2000 series, there is
   much in the way of new features for this game. Many of these features
   will no doubt appear in future Pinball 2000 games, so they will be
   noted here briefly in relation to the game only. Various other
   technical aspects involving the design can be obtained from the
   Pinball 2000 website at http://www.pinball2000.com.

   --Starting from the outside of the machine--:

   Auto-plunger
   Square button which is pressed to plunge the ball into play. This is
   also used for Martian Bombs (similar to Attack From Mars) which can be
   used during Martian Attack mode by hitting the Auto-plunger to kill a
   martian with 1 bomb. There is no beginning-of-ball ball saver.

   Action buttons
   The regular sized left and right flipper buttons are mounted next to a
   curved button which circles halfway around them. These buttons will
   presumably provide more interaction during play for future Pinball
   2000 games. For this particular game, they are used to select which
   mode in the Fuel or Weapons groups you wish to start at the beginning
   of the game (designated by a small arrow on the video display), and
   are also used during various other modes (see below). These buttons
   can also cancel certain displays (e.g. pressing both flipper and
   action buttons all at once during a playing TV channel during Mars
   Kneads Women will skip the show and return the ball).

   Speakers
   These are located just under the "backglass" area of the machine in
   one long horizontal panel and jut out a bit closer to the player than
   older machines.
   

   --The inside of the machine--:

   Video display 
   A video image is projected onto the upper part of the playfield which
   displays information about the modes, various humorous graphics and
   other neccessary information for game play. This is the major change
   that makes Pinball 2000 differ from its past and is a fairly
   impressive sight to see. The image is "interactive" in that it
   responds when a target just behind it is hit so that it appears as
   though you are interacting with the video itself.

   Center Target bank 
   This is a small barrier of targets at the very center of the playfield
   which is hidden by the video image projected onto them. It is
   worthwhile to take a look at this when the video is not on to get a
   feeling for where the ball would be going once this barrier is hit.
   Shooting the targets on this barrier count as hits towards the running
   modes and also affect what is shown on the video display.

   Capture Lane 
   This is basically the lock and is located just to the right of the
   Center Target Bank. Shooting the ball into the Capture lane will
   either 1. light Capture and feed it to the top left rollover lanes and
   jet bumpers or 2. award a Capture (lock the ball) and send a ball down
   the right ramp. There are 3 Captures and each Capture must first be
   lit before a ball can be "locked". Upon awarding the 3rd Capture, the
   regular multiball will start (see Multiballs below).

   Left and Right Orbits
   These are basically the outer loops on the playfield. Each loop has a
   red arrow and circle associated with its entrance. When the arrow is
   lit or flashing, it signals that the shot needs to be hit. When the
   circle is lit, it means that the shot has already been done, but by
   shooting it again you can gain missles. This is also true for the left
   and right ramps as well (see next). Shooting the ball to the left loop
   will feed it to the Rollover Lane and Jet Bumper area in the upper
   left corner. Shooting the ball to the right loop will also feed the
   ball to the top left rollover lanes and jet bumpers.

   Ramps 
   There are two ramps, one on the right and left side, which feed the
   ball to their respective inlane (similar to Attack From Mars). Again,
   each ramp has two corresponding red lights associated with--a red
   arrow and red circle. When the arrow is lit or flashing, it signals
   that the shot needs to be hit. When the circle is lit, it means that
   the shot has already been done, but by shooting it again you can gain
   missles.

   Mini ramp
   This is located on the center of the playfield just below the Center
   Target Bank and lays flat until the end of a mode is near. When the
   mode is about to be completed, this ramp will raise up. Shooting the
   ball across the ramp will cause it to fly up and land on a mini
   platform just above the Center Target Bank where it rolls to the left
   and rests as the video displays the mode completion sequence. Once
   this is done and a new mode starts, the ball is fed to the left into
   the a small capture zone (just below the jet bumpers) and subsequently
   down the left orbit. This mini ramp has a corresponding red light on
   the playfield which (when lit and the ramp is raised) signals the
   player to shoot the ball up the ramp.

   Jet Bumpers
   There are 3 of these in the upper left corner of the playfield, just
   below the two rollover lanes.

   Rollover Lanes
   There are two of these in the upper left corner of the playfield that
   sit above the jet bumpers. Rolling a ball through them will cause
   their corresponding lights to light up. Hitting a flipper button will
   cause these lights to switch from one to the other, making it possible
   to light both and advance the Bonus Multiplier. The ball will always
   roll down the left orbit after it has passed through the Rollover
   Lanes and Jet Bumpers.

   There are also four of these located at the entrance of both inlanes
   and both outlanes. These work the same way as the ones from Attack
   From Mars--the object being to use the flipper buttons to guide the
   ball down an unlit one to light it and eventually light all four to
   get Stroke of Luck lit.

   Stroke of Luck 
   This is a scoop located on the upper part of the playfield near the
   right side. There are three lights below it labelled "Stroke of Luck",
   "Extra Ball" and "Martian Attack". The awards for shooting the ball
   into the scoop while one or more of these is lit are as follows:

   Extra Ball: extra ball
   Martian Attack: begins Martian Attack mode (see Modes)
   Stroke of luck: random award (below is a list of possible awards)
     500,000 points
     1,000,000 points
     Light Martian Attack
     3 Missles
     Martian Bomb
     1 Saucer Light
     Hypno Multiball
     Capture Multiball
     Light Extra Ball
     Light Capture
     Award Capture
     +5 Bonus X
     Hold Bonus X
     
   Saucer lights
   There is a saucer painted on the playfield in the very center which
   has 9 red lights. These red lights must all be lit up for Attack Mars
   to light. During play, the lights will blink successively in a pattern
   for a moment, then flash several times the amount of lights you
   currently have. There are many ways to get one or more of these lights
   and they are as follows:
 
   -Complete a mode with a Flawless rating (1 saucer light)
   -Score a Super Jackpot in regular multiball (1 saucer light)
   -Bonus Wave Multiballs (see table below)
   -Destroy any 10 and 30 (adjustable by operator) martians in Martian
   -Multiball (2 saucer lights)
   -Via Stroke of Luck (1 saucer light)

   Martian targets 
   There are a total of 7 martian targets on the playfield. 3 on the left
   side underneath a rubber green martian (just like Attack From Mars!)
   and another 3 plus a martian on the right side, as well as 1 to the
   left of the Center Target Bank. Hitting all of these martian targets
   and lighting their respective lights on the playfield will light
   Martian Attack via the Stroke of Luck scoop.


   Skill Shot

   There is a 10 second wait for a choice to be made until the game
   defaults to the group not selected during the last game (i.e. if you
   don't select manually it will alternate the default group between fuel
   and weapons). Depending on which sets of modes the player finds easier
   or worth risking for points, either of these two can work to one's
   advantage.

   Once the ball is launched into play, it ends up in the rollover lanes
   where the lighted lane is worth 500,000 then an additional 100,000
   points for each subsequent skill shot. There is also a Super Skill
   Shot which is very similar to Attack From Mars (and Medieval Madness)
   which can be done by holding down the left flipper button while
   launching the ball into play. This will cause the ball to bypass the
   rollover lanes completely and circle around the left orbit, coming
   into contact with the left flipper. From here, a shot to one of the
   orbits or ramps within 10(?) seconds will award a Super Skill Shot
   worth a base value of 1,000,000, adding 200,000 each subsequent time.
   This also spots 3 missles, which makes it more worthwhile to attempt
   the Super Skill Shot than to take the normal one. Also note that when
   the Super Skill Shot is attempted, if the ball goes from the Capture
   Lane into the rollover/jets area, it will still award the regular
   skill shot if it's still lit.


   Extra Ball/Replay & Warnings

   Another major difference between Revenge From Mars and previous
   non-Pinball 2000 games, is the way extra balls and replays are
   handled. It is possible to rack up a great many extra balls and keep
   your game going for a long, long time. The game defaults to giving out
   an extra ball at a certain score level rather than a replay. The
   default scores are at 50M and 200M. You can also get extra balls by
   doing other things, such as completing Hypno Multiball, obtaining a
   certain amount of missles, collecting a certain amount of Bonus Wave
   items, etc. When an extra ball is given, the machine will sound its
   virtual knocker (similar to a regular replay sound) and flash a rather
   dull but distracting animation across the display. Match credits are
   also available at the end of the game. The game also defaults to 1
   tilt warning, but again this can be adjusted by the operator.


   Modes

   There are 9 different main modes which can each be completed to obtain
   a Saucer light. These 9 modes are divided into 3 different groups and
   are listed below. The initial mode begins upon its selection at the
   start of the game (either manually with the action buttons or
   automatically after the choice times out). The modes move from left to
   right in sequence automatically after the previous mode has been
   completed (i.e. there is no "start mode" shot), with the exception of
   the middle group (Saucer) which begins after the other two mode groups
   have been completed. Each individual mode continues until it has been
   completed, even between balls. When a mode has been completed, the
   video will display a report. If the mode is completed properly
   according to the directions on the video display, the player will
   receive a "Flawless" rating. This rating must be achieved in order to
   obtain one Saucer light. Thus completing all of these modes with a
   Flawless rating will complete the Saucer lights requirement
   neccessary. This, along with the other 2 requirements (stated in the
   Background/Objective), will light Attack Mars. Remember that Saucer
   lights can also be obtained in other ways, so getting Flawless on all
   (or even any) of these modes is not a requirement.


  -  Fuel -

   Alien Abduction
   
     The scene is in front of the White House. A large saucer is
     hovering overhead, with smaller saucers appearing to the sides.
     Various objects (sportscars, cows, etc) appear at the sides as
     well, and the smaller UFOs attempt to use their tractor beams to
     steal these objects (these objects can be cycled through by using
     the Action buttons). The scoring is based on saving the item being
     beamed up and goes up to 3 million. Regardless of where an item's
     value starts, it counts down fairly rapidly (i.e. a hurry-up) once
     the martians start abducting it. Shooting the martian to save the
     item immediately awards the current item's value, and adds the item
     value to the mode "jackpot" (which starts at 1M). Once all items
     have been rescued and the center ramp lights, the mode jackpot will
     start counting down as a hurry-up until you shoot the ramp to
     collect. Hitting the center targets, ramps and loops will destroy
     the smaller UFOs, as will the missiles. After seven of the smaller
     saucers are destroyed, one final hit up the middle Mini ramp will
     destroy the large saucer, ending the mode. Destroying all seven
     saucers will award a Flawless rating and a Saucer light.
     

   Martian Happy Hour
   
     Five martians walk into a bar... Oh, never mind. In this well-done
     mode, there are five martians sitting at the bar in various states
     of inebriation, cracking bad human jokes, consuming various
     flammable substances and engaging in dangerous pasttimes. Overhead
     are suspended three "kegs" of kerosene, gasoline and propane, which
     can be set off by the Missiles with devestating effects. The
     martians on each of the ramps can be destroyed by one hit apiece,
     the ones on the Capture Lane and martian target (left of the Center
     Target bank) take two hits apiece, and the one in the middle takes
     three hits (these hit numbers can be adjusted by the difficulty
     setting). Each martian destroyed awards 1.5M points. Each orbit
     will set off one of the kegs on the sides for 4M apiece. To destroy
     the center keg, one must shoot the right ramp (after taking care of
     the martian that's blocking the way) and the center ramp will
     briefly pop up. If you successfully make this shot, it is worth 6M
     points. (Note: destroying all three kegs will immediately blow up
     the bar, ending the mode and possibly denying you of a Flawless
     rating unless you've already killed all the martians). When the
     three center martians are destroyed, the center ramp will pop up to
     end the mode, awarding 2M for any remaining kegs at the top of the
     screen. Destroying all five martians will award a Flawless rating
     and Saucer Light.

     
   Secret Weapon
   
     Having gotten a clue finally, the Martians turn the Big-O-Beam on
     themselves, creating a giant Martian. In response, Mankind has the
     ABE (Advanced Battle Emancipator) to fight back with. This mode is
     depicted as hand-to-hand combat between the ABE and one of the
     Big-O-Martians. a "life bar" is shown at the top for the martian,
     and various shots will cut down this life bar (Didn't they already
     try this one in Champion Pub?). Finally, when the life bar is down
     all the way, in a callback to the Mortal Kombat games, "Finish
     him!" appears on the screen, and one last shot will send the
     martian flying upwards and hitting the saucer, causing it to
     explode dramatically. This is one of the easier modes to get a
     Flawless rating in.
     

 - Saucer -


   Tower Struggle
   
     The leaning tower of pisa is being used for a game of Tug-of-War by
     four martians. Shoot the left and right ramps to destroy the
     saucers with one hit apiece, and the two martians that are located
     on the lock shot and the top martian light. As in several other
     modes, there is a "life bar" which is decreased by shooting the
     tower (Center Target Bank), and enough hits will eventually raise
     the ramp to end the mode. Destroying the two martians and saucers
     will immediately raise the center Mini ramp to end the mode with
     one more shot. All four must be destroyed for a Flawless rating.
     

   Mystery Mode (?)
   
     This mode will randomly select from several different things listed
     below (note: these are all great modes that should probably be seen
     first rather than reading it here--so skip this part unless you
     want the spoiler).
     
     Martian Aerobics:
     This is a tribute to Space Invaders. By shooting any shot, you will
     shoot some missiles at the 24 moving martians on the screen. Since
     they are moving, you have to shoot missles that will have a chance
     of hitting them. Sometimes while playing this mode, a huge saucer
     floats down into the middle of the image. You can shoot it, but it
     is unclear yet whether or not you can destroy it without completing
     the mode the usual way. Destroy all 24 before they get to the
     bottom of the screen to finish the mode and receive your saucer
     light.
     
     Martian Bowling:
     The name pretty much sums it up (it's better to see this than
     describe it). Use the Action buttons to make your aim.
     
     Martian Autopsy:
     As the title suggests, you are placed in the middle of a martian
     autopsy taking place. At the start of the mode, a hurry-up runs on
     the center shot, starting at 3M. Whatever value you collect is
     locked in as the value for each object during the rest of the mode.
     Your job is to collect 10 objects for a Flawless rating (and Saucer
     Light). Just try not to be grossed out too much.
     
     Martian Tank:
     This mode is pretty tough to complete. Basically there is a moving
     tank target with two martians sitting aboard on both sides. The
     object is to destroy both martians. Doing this will get you a
     Flawless rating. Good luck.

     
   Drive-In Demolition
   
     This mode pays homage to "Move Your Car" from Creature From The
     Black Lagoon, but this time, it's the martians blocking the screen.
     Fortunately, you just happen to drive some pretty heavy weaponry
     here, and have plenty of opportunity to kick some martian butt. As
     with Secret Weapon, all shots will inflict damage (there is a power
     bar that tells you how much damage you still have left to do). In
     order to get your saucer light you must complete the meter all the
     way down. Beyond that, I'll avoid ruining this one--see it for
     yourself.
     

  - Weapons -

   Paris in Peril
   
     This mode begins with a flying saucer located over the Eiffel
     Tower. There is a catapult in the center which is used to fire
     various objects (Watermelons, spiked balls, cows, ?) at the saucer.
     Hitting the center targets will fire the catapult, with each hit
     doing 13% damage (this is operator adjustable and can be up to 25%
     or 4 hits to destroy). The missile lanes on the outside will do 25%
     damage to the saucer. After the saucer is hit once, 4 martians will
     parachute in (some may not be initially visible as they float off
     of the screen) on the left and right ramps, the Capture lane and
     the martian target to the left of the Center Target Bank. Each
     martian can be destroyed by one hit from the ball, and are worth
     1M, 1.5M, 2M, and 5M. All 4 must be destroyed for a Flawless
     rating. You can complete this mode with or without destroying the
     martians by hitting the middle X times (the side shots do 2x the
     middle damage). After 8 hits of damage (again, operator
     adjustable), the center Mini Ramp will pop up, and one more shot
     will destroy the saucer (with a rather nice explosion effect),
     ending the mode and awarding some points (as yet undetermined).
     Unfortunately, the new and improved technology doesn't seem to do
     much to help the insults in this mode.

     
   Big-O-Beam
   
     This mode is set on a farm, where the livestock seem to have taken
     on rather large proportions. There is a saucer hovering over the
     barn, and large barnyard animals to the side. Hitting the center
     targets will cause the barn to leap up and damage the saucer (makes
     a lot of sense, huh?) for 2M points per hit. The ramps and orbits
     will, in addition to awarding missiles, shrink the currently
     enlarged animals for 4M apiece. There are 4 animals (a cow, a duck,
     a pig and a chicken) which need to be "saved" for a Flawless
     rating. There is "Life bar" above the saucer that shows how much
     damage is left--once this is depleted the center mini ramp will
     raise and light. Shrinking all 4 animals will also cause the center
     ramp to raise and light to finish the mode, so you don't have to
     deplete the life bar. Overall, this mode is a good one to start out
     the game on, as this one is a higher-point mode than several
     others.

     
   Mars Kneads Women
   
     There are six television screens you can tune in on. You can change
     the currently playing show on these by using the Action Buttons.
     The object here is to tune into a screen and watch the show (some
     nice-looking cartoon animation was done for this mode, and some of
     the quotes are quite funny as well). You can always cancel a show
     by pressing all 4 buttons while it is playing (now why would you
     want to do that?!). The left TV screens can be viewed by either
     hitting the loop or the left ramp/middle ramp combo. Same goes for
     the right side. If you shoot either the left or right ramp, the
     center ramp will pop up for a shot to watch a show. Shooting the
     orbits is a better way to go, as this will start the show
     immediately and save you a shot (the rollover lanes will register
     here, but the jets are disabled, and the ball isn't returned to
     play until the show is over or cancelled). The center targets will
     light the 2 center TV screens (which, again, can be watched via the
     center ramp shot). Finally, after the two center TV screens have
     been watched, one more center ramp shot will destroy the console
     for a point value between 2-5M based on how many TVs were watched
     during the mode. Note, the screen will say "Destroy the Console" to
     let you know that the ramp shot will end the mode, so if you are
     not finished viewing all of the screens, shoot the remaining
     shot(s), watch the shows, then destroy the console to get Flawless.
     You must view all six TV stations to obtain a Flawless rating.
  
   
   --other modes and related things--


   Missles

   During modes, shooting either the outer loop on either side or the
   ramps will award missiles, and will have positive effects on the
   current mode. By default, once 20 missiles have been collected (and
   also at 50), extra ball will light via the Stroke of Luck scoop. At 30
   missles, 5M points will be awarded. Alternatively, missiles may be
   spotted as a Stroke of Luck award, and by the Super Skill Shot (see
   above). On any given ball, the first missile will be 500K, and
   subsequent missiles collected will be an additional 100K (e.g. second
   missile 600K, etc.) This value is reset back to 500K at the beginning
   of the next ball. On a ball that has been in play for some time,
   missle shots can become an excellent source of points.


   Martian Attack

   This works in the same way that it does in Attack From Mars, except
   only 2 rubber martians wiggle around and must be killed. Once this is
   done, the center Mini Ramp will raise up and its corresponding light
   will flash signaling to hit the ball across it and kill the giant
   martian on the video display. When the giant martian is killed
   successfully, Martian Multiball will begin (see Multiballs). Again,
   just like in Attack From Mars, the initial three martians can be
   killed off with Martian Bombs.


   Attack Mars

   Beware, a spoiler follows! Skip to Multiballs if you don't want to
   read this. If you want to be prepared but not spoiled, remember: use
   the Action buttons to aim/line up your targets.
   This is where your 300 Mil game becomes your 600 Mil game. The only
   catch is that you have to use the Action buttons while you are hitting
   balls, which can be extremely difficult if you are not paying
   attention! The center shot must be hit to start Attack Mars. There are
   3 steps (kinda like Cirqus Voltaire except the balls don't drain after
   each one): 1) Destroy three ships with radar. You have to use the
   action buttons to move the ship to the center of the screen, then
   shoot the middle shot to blow it up. Although it is difficult the
   first time you do it, it isn't that hard. 2) Destroy four weird
   looking things (I don't quite know what to call them) by shooting the
   main shots of the game and also using the Action buttons to control
   their destination. 3) Destroy the Big Brain martian by shooting the
   middle shot and then the middle ramp when it is raised. Once completed
   you get easily over 100 Mil just for the end shot.


   Multiballs

   Martian Multiball

   This multiball begins once Martian Attack mode is completed. It's a
   two ball multiball where every shot destroys a martian for 1M points
   apiece. On the display, it will let you know how many martians you
   have killed and how many you must kill. You will start out with 3
   martians killed since it counts the first 3 you needed to get to
   multiball. Destroying any 10 (again, operator adjustable) martians in
   total awards 1 Saucer Light. There is also a second limit point (30?)
   where another Saucer Light can be awarded. Shoot the middle shot
   twice, then that will raise the middle ramp and if you hit that twice
   you blow up the middle big martian (worth 2M points) and another one
   will take its place. This multiball is mutually exclusive from Regular
   multiball (unlike in Attack From Mars) and interrupts the mode in
   progress.


   Regular multiball

   This begins after being awarded the 3rd Capture (or a Stroke of Luck
   award). In this 3-ball multiball, the object is to shoot down 10
   saucers (located on all the major upper playfield targets) which will
   award points based on where they're located (the center targets are
   500k, the Capture lane and martian target are 1M, and the ramps are
   1.5M) and will also increase the super jackpot. After 10 saucers are
   destroyed, a bigger saucer will appear near the middle. Once this is
   hit 5 times, Super Jackpot is awarded (as well as 1 Saucer Light).
   After this is completed, the little ships will appear again to repeat
   the process (the only difference is that you cannot get another Saucer
   Light). If you drain all but one ball while the larger ship is there
   waiting for its 5 hits, it will remain in the Multiball mode until you
   have completed the hits and gotten Super Jackpot or until the ball
   drains. This multiball is also mutually exclusive from Martian
   Multiball (unlike in Attack From Mars) and interrupts the mode in
   progress.


   Bonus Wave Multiballs (Fuel, Saucer & Weapons)

   These multiballs begin after completing either the Fuel, Saucer or
   Weapons mode groups and are functionally identical. These modes are
   4-ball multiballs where the goal is to collect weapons and/or fuel.
   The different shots are worth different point: center is 100K+100K,
   lock lane is 250K+250K, and the ramps/orbits are 500K+500K. At the
   start of the multiball, there will be a "2X" floating on a shot. You
   can move this multiplier with the action buttons. If you shoot it, it
   doubles the value of whatever shot you just made (also counts for
   double items), and also prevents you from moving the "2X" back to that
   shot. If you successfully shoot the "2X" on all four shots (center,
   both ramps, lock), it turns to a 3X, and all shots are available again
   for the multiplier. You can get this multiplier up to a maximum of 5X.
   The awards for collecting items are listed below in the table for the
   latest ROM revision (1.2). The first award is given at a default of 5
   items collected, but this can be adjusted by the operator. If the
   starting award is adjusted to 4, then the remainder of the awards are
   given out in intervals of 4 (4, 8, 12...).

           Revision 1.2:
# Items
   5          JP
  10          JP
  15          SL
  20          JP
  25          JP
  30          EB
  35          JP
  40   Mothership Multiball

JP=Jackpot
SL=Saucer light
EB=Extra Ball

   When all but the last ball has drained, the center ramp will raise for
   "Sudden Death." A final shot on the center ramp will award a bonus of
   100K per item collected during the multiball round and show a total
   score for the round. The items collected in Bonus Wave Multiballs are
   cumulative, meaning you don't need to collect all 40 items in a single
   multiball.


   Mothership Multiball

   When the appropriate number of items in Bonus Wave Multiballs are
   collected (40 medium setting, 50 hard setting), the flippers will be
   disabled, allowing all balls to drain, at the start of Mothership
   Multiball. As implied, the goal is to destroy the Martian mothership.
   All shots will damage the saucer (the ramps and orbits more so than
   the center targets) until the center ramp pops up for a final shot to
   destroy the mothership for big points. Of course, the martians aren't
   done with you yet. Destroy the mothership and you'll next face the
   (groan) Grand Mothership, and so on, until all but one ball is
   drained. When you're down to one ball, the center ramp will pop up to
   shoot and destroy the current mothership. When you shoot this ramp,
   the round will end, and you will proceed back into the regular mode.


   Hypno Multiball

   This will show up as a Stroke of Luck award, usually after about 2-3
   Stroke of Luck awards have been collected or several modes have been
   completed. Think strobe multiball without the flashing. All playfield
   lights go out except for those relating to a lit shot. Corresponding
   to the lit shot, a giant rotating spiral with 3 smaller rotating
   spirals are shown located at both ramps and the Capture Lane via the
   heads up display. The center targets will "damage" the large spiral,
   the "Beam Integrity" (percentage) of which is shown on the display.
   You must lower the Beam Integrity down to 0% to destroy the large
   spiral (about 15 hits). Hitting a smaller spiral will add a ball,
   relaunch any lost balls, and also awards a brief (10 second) ball
   saver. When the Beam Integrity on the large spiral has been depleted,
   the ramp will pop up to defeat it. The first time this is completed,
   an extra ball will be awarded. The second time, it is worth 15M.


   Cows, Easter eggs & misc.

   There is a plane on the backglass that says "P2K" and "Gomez" on the
   side.

   The extra ball animation that was to be the Pinball 2000 version of an
   Attack From Mars martian getting bonked upside the head (see Scott
   Slomiany's web site) has been removed and replaced with a dull "Extra
   Ball" text screen. Scott himself has said that the animation is/will
   be the first Pinball 2000 entry in the Lost Temple of DOHO.

   Cows:
   *On the backglass, the giant martian is holding a cow in one of its
    claws.

   *During the Big-O-Beam mode, one of the giant farm animals is a cow.

   *In Paris in Peril, occasionally the catapult on the center targets
    will fling a cow at the saucer.
   *In Alien Abduction, a cow gets.. well, abducted by aliens.

   *In the Intro to Capture (regular) Multiball, as the saucer flies by
    Saturn, if you look very quickly, they managed to hide a cow in the
    planet's ring (left side). You have to look quickly, since the cow
    only shows up for one frame.


   Corn sightings:

   The woman on the backglass is carrying a bag of corn.
   In the "Julia Child" scene in "Mars Kneads Women" there is corn.
   In another scene from "Mars Kneads Women" where a woman is being
   chased across the screen by two Martians, there is a poster in a shop
   window in the background that says "Sale: corn on the cob"
   It also shows up during the final Attack Mars stage, although I won't
   spoil this one.


end....