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....