482 lines
26 KiB
Plaintext
482 lines
26 KiB
Plaintext
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Stewart's Guide to Tales from the Crypt
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Version 1, Jan 7, 1994
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DISCLAIMER: This sheet is based only from my limited experiences with one
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machine that I played when I was home for the holidays, and the comments of the
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contributors listed at the end. I don't even have access to this machine
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locally. Any additional information, comments, or corrections are welcome, and
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should be sent to me, <dstewart@cmu.edu>.
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This rule compilation and tips sheet is, to the extent possible (in light
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of the subject matter being the property of Data East), public domain.
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Abbreviations and acronyms used in this rules sheet:
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CF Creature Feature
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DE Data East
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EB Extra Ball
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IJ Indiana Jones
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JP Jurassic Park
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K Thousand points
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LAH Last Action Hero
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M Million points
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TAF The Addams Family
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TFTC Tales from the Crypt
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TZ Twilight Zone
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VUK Vertical upright kicker
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GENERAL DESCRIPTION
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Tales from the Crypt (Commonly abbreviated TFTC in USENET posts) is a Data East
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machine, released late in 1993. IMHO it is one of the best DE games. It is
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based on the HBO T.V. series of the same name, which I haven't seen, so I
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can't give you any details on how well the theme has been used.
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The pin is of standard (24") width. Its playfield has two ramps, with the right
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one being a 'vertical loopback'. It has the standard triangular slingshots
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above each flipper, one inlane and one outlane on each side, and a dot-matrix
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display. It has 3 flippers: The two standard ones, and an upper right flipper
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positioned similarly to the one on Whirlwind.
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There are no easy shots in this game, so I suspect that advanced players may
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like this game more than novices (is that a change for DE machines?) The rule
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set is very well developed, and scoring is rather well balanced. It is a
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mode-based game, and modes can run concurrently as in JP, TAF, and TZ. Unlike
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JP, modes DO continue to run even if you start multiball; but they do run
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during the opening multiball animations, and therefore you lose some time on
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them.
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I don't know what ROM-level I played, but in comparing my notes with those of
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Kevin, I would suspect that it was around 2.x, and Kevin's machines was 3.01.
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There does seem to have been several changes in scoring between the versions.
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In this rules sheet, I refer to 2.x and earlier as 'older ROMs', and 3.x and
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later as 'newer ROMs'.
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PLAYFIELD LAYOUT
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The game has standard inlane/outlane format, with a kickback on the left side.
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The kickback is lit at the beginning of each ball.
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Going from left to right, beginning at the flippers:
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- Left inlane: Lights drop targets for a random door prize of 1M to 3M.
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- Left outlane: has a kickback, called the 'crypt kicker'. When lit, the
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ball is kicked back into play; the kickback flashes for about 2 seconds, so if
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the ball returns there during that time it is also kicked back. The ball
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should kick to the upper right spinner for a shot from the upper flipper, but
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on the machine I played it rarely did that. The first time each ball the
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kicker is relit by hitting an unlit KEEPER target; subsequent times that ball
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you must completely spell KEEPER. Note that if you do whatever you have to do
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to relight the kickback while it's still flashing its grace period, it doesn't
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relight. The "Super Crypt Kicker" creature feature (abbreviated CF, which
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are the modes of the game, like the doors in TZ or mansion in TAF, and are
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described in more detail later) causes the kickback to remain lit for the rest
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of the ball.
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- K-E-E targets to form the first half of the word KEEPER. The P-E-R targets
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are on the opposide side of the playfield. These are eyeball targets as on
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LAH. They usually require a direct hit to register. Hitting a target lights
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it. Getting all of them advances the bonus multiplier (from 2x to 4x to 6x to
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a max of 8x), or 1M each time after bonus multiplier has reached 8x, and
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relights the kickback. Note that the first time each ball that the kickback
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needs to be relit, you only need to hit one unlit target to relight it. These
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targets are also used in the "Super Keeper Targets" CF.
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- Captive ball: the captive ball only needs to travel a short distance to hit
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its target (like the lower left on LAH), but on the machine I played it only
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seemed to register with a very hard hit. This ball is used to add a ball during
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multiball and in the "Skull Cracking" CF. When neither of those are in effect,
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multiple hits of the ball results in points or EB: 5 hits for 5M, 10 hits for
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EB or 10M, 20 hits for 20M, 30 hits for 30M, etc. [I personally think that you
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need way too many hits to score; why would you want to shoot the captive ball
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30 times?]
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- Left spinner: this is a left semi-orbit shot with a spinner at the entrance.
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A succesful shot through the orbit directs the ball to the pop bumpers at the
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top of the playfield. The spinner can be lit to relight the center scoop to
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start a new CF, and changes the current selected CF if it is not locked in
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(more later). The spinner advances the value of the single-jackpot during
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multiball. The spinner is also used in the "Frightmare" and "Werewolf" CFs,
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and can be a significant point-getter when you shoot them during one of the
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frenzy modes.
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- Left ramp: A steep ramp which feeds the ball via habitrails to the right
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inlane. It has four lights: Rats, Goblins, Ghosts, and Bats, but I'm not sure
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why. From the display, they should be "bat 1", "bat 2", "bat 3", and "bat 4".
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To start, Rats is flashing; shooting the ramp awards a bat, and makes it lit.
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Shooting the ramp again lights the next one (Goblins), and the subsequent ramp
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awards the second bat. Repeat this until you've collected 4 bats (i.e. every
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alternate ramp shot awards a bat), which advances or lights the right ramp
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(more later). I don't know the exact scoring, but a ramp shot which awards a
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bat is worth about 2M or 3M on older ROMs, and 5M on newer ROMs, while the
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other ramp shots scores only a few thousand points. The ramp scores the jackpot
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during multiball. It is also used in the "Thunder Storm" CF.
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- Electric Chair (or Center scoop; well, actually it's the only scoop). The
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orientation of the scoop is towards the area above the right slingshot, and
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not the lower right flipper, making it a difficult shot from the lower right
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flipper. It is an easier shot from the upper right flipper, as the scoop is
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opened at both the front and right side. When lit, this scoop starts the
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"Creature Feature", which are the games modes. More about the CFs is given
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later. The scoop is also used in the "Electric Chair" CF.
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- Tombstone and Crypt. A tombstone (which is a huge target the size of the
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greed target in TAF) blocks the Crypt. Each hit of the target spots the next
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letter in C-R-Y-P-T. When all letters have been spotted, the tombstone lowers
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into the playfield making it possible to shoot the Crypt, which starts
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multiball. I don't know if this was unique to the machine I played or not, but
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although the tomstone is large, hits to it often did not register, even with
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what seemed to be a good hit. The tombstone is partially blocked by the
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Electric Chair when shooting it from the lower right flipper, making it a tough
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shot. It is an easier shot from the upper right flipper. The Crypt must be
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shot from the upper right flipper, or requires a deflection off a post in order
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to shoot it directly from one of the lower flippers. The Crypt is an eject hold
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with a VUK. It sends the ball into another eject hole with VUK behind the
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center spinner, which in turn feeds the upper right flipper. The Tombstone and
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Crypt are also used during multiball and during the "Robbing the Crypt" CF.
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- Pop Bumpers: this is a standard triangle configuration of 3 pop bumpers.
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They are behind the drop targets, but you can shoot into them with a shot
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between the tombstone and drop targets. Balls in the pop bumpers often come out
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this way. The pop bumpers can also be shot via the left spinner or a soft shot
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from the right spinner. Each pop is typically worth 100K a shot. Super pops can
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be lit from the right inlane; it's a fairly long timer, and hitting a pop
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bumper resets half of it. I haven't figured out the exact timings yet, but
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they're quite liberal. The pop bumpers are also used in the "Psycho Pops" CF.
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- Guillotine Targets: these 3 drop targets form a bank in front of the pop
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bumpers. Completing the three targets advances the end-of-ball bonus
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multiplier (by 2x each time, up to 8x), or 1M a shot after the multiplier has
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reached 8x. A ball which passes through the left inlane lights the targets for
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a short time period (about 5 seconds) to give a random award between 1M and 3M
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if they are hit within that time period. When they are lit, the lights '1',
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'2', and '3' on the playfield are flashing. The targets are also used in the
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"Super Guillotine Targets" CF.
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- Center spinner: a shot through this spinner sends the ball into a VUK which
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feeds the upper right flipper by dropping the ball about an inch above the
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flipper. You collect the extra ball at this VUK, and you can start the first
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multiball here too. The spinner is also used in the "Frightmare" CF.
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- Right ramp: This ramp does a vertical U-turn to send the ball back to the
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left inlane. A shot that only makes it up partially lands onto the habitrail
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coming from the right ramp, and awards you a 5M 'trick shot' as well as a
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successful right ramp shot. The ramp is used to start frenzy modes. The modes
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are 'Living Dead', 'Chainsaw Mode', 'Grave Digger', and 'Play the Organ' (which
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are lit in that order). If a frenzy mode is flashing, then the frenzy begins.
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The frenzy lasts 15 seconds, and every target hit gives you points. For the
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Living Dead, it is 250K per hit; for Chainsaw Mode it is 500K per hit; Grave
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Digger is 750K per hit; and "Play the Organ" is 1M per hit. The bonus from
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your frenzy is awarded with your end-of-ball bonus, and is called the "Fast
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Goring" (pun on Fast Scoring) bonus. If a frenzy mode is not flashing, then a
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right ramp shot lights the next one. Also, if you get 4 bats on the right ramp,
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then it lights the next frenzy. If a frenzy is already lit, then it makes that
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light solid (as though it was awarded, but doesn't actually award it) and makes
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the next one flashing (which is a good thing, since the next one is a higher
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valued frenzy). Note that frenzys (or is that frenzies :-)) can be started
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anytime, even during multiball. The Double Jackpot is scored on the right ramp
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during multiball. The ramp is also used during the "Thunder Storm" CF.
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- Right spinner: this is a right orbit shot with a spinner at the entrance,
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which generally feeds all the way around back through the left orbit, so that
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repeated orbit shots can be made. The first orbit is worth 500K, the next
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consecutive orbit is 1M, followed by 1.5M, 2M, and a max of 2.5M. (On older
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ROMs it's 500K, 1M, 2M, 4M ...) If you hit any other targets other than the
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spinners on the orbit, then you go back to the 500K value. There is a diverter
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in this lane which sends the ball into the VUK of the center spinner, which in
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turn returns the ball to the upper right flipper (note, however, that if
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the extra ball is lit here, it is *not* awarded, you must send the ball to
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this hold via the center spinner to collect an EB). The diverter is active
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during Multiball Ready, Multiball Restart, Electric Chair CF, Robbing The Crypt
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CF, and Crypt Jam. As with the left spinner, it can be used to relight the
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electric chair when lit, or to alternate the selected CF. The spinner advances
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the value of the Double Jackpot during multiball when that jackpot is lit. It
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is also used in the "Frightmare" CF.
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- P-E-R targets of KEEPER. Like the K-E-E targets; see above for description.
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- Right Outlane: scores 3M points.
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- Right Inlane: lights Chop Pops (i.e. super pops).
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- Plunger: this game has an auto-plunger. The button is in the form of a fancy
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door handle with the Cryptkeeper's head. Press the door handle as if you wanted
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to open the door, and that launches the ball. There is a skill shot; see
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below.
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CREATURE FEATURES
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The Creature Features (abbreviated CF) are the modes of this game. Instead of a
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mansion (as in TAF) or door (as in TZ) on the playfield, you get a well! It's
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made up to look like a well, but because it just happens to have twelve values
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it looks like a clock. So because it looks like a clock, I'll call it that
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:-). Each hour of the clock is a different CF.
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A CF is started by shooting the electric chair (center scoop) when lit. After
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starting a CF, the scoop can be relit by a shot to the lit spinner (either
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left or right, and alternates with each slingshot hit). Note that in general
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shooting the right spinner brings the ball back down the left orbit, and hence
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scores both spinners and relights the CF.
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Most CF's can run concurrently. The only exceptions are the "Electric Chair"
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and "Skull Cracking" CFs, which are multiball CFs. The CF relite sometimes
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messes up during the Skull Cracking CF on some ROMs.
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The CF that is awarded is the one that is flashing. Shooting any of the
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spinners changes which one is flashing, unless that CF is 'locked in'. You
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can lock-in a CF by pressing the door handle (which you use to launch the
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ball). You can also unlock the feature by pressing the door handle again.
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The CFs, in order on the clock, are as follows (the number in brackets is the
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clock position on the playfield).
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I think that most of the modes have been very well thought out; much better
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than IJ where many of the modes make use of the same shots (ramps & orbits).
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Each mode concentrates on a different target or set of targets.
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[1] Thunder Storm: Hit the ramps; doesn't matter if it's left or right ramp.
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First ramp is 1M, and each subsequent ramp is 3M more (i.e. 1M, 4M, 7M, 10M,
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13M and a max of 15M.). The mode lasts for 20 seconds.
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[2] Lite Skull Cracking: You have 20 seconds to hit the captive ball for 5M and
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add-a-ball. You can add up to five balls this way. Once you have 2 balls in
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play, then each captive ball hit is 5M per hit with 2 balls in play, 10M for 3
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balls in play, 15M for 4, and 20M for 5 _or_ 6 balls in play.
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[3] Door Prize Select: This is the only video mode in the game. You are given
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three doors: left, center, and right. Use the flippers to select which door,
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then press the door handle (which you also use to launch a ball) to open it.
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Behind it is either 5M, 10M on older ROMs, or 5M, 10M, 15M or 20M on newer
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ROMs, or the picture of a person being hung. If you get the points, you get
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another set of 3 doors. Supposedly there could also be an extra ball or
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special behind a door, but I haven't seen that yet. If you get the door with
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the person being hung, then the video mode is over. Older ROMs had a pattern,
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but newer ROMs (3.01 and later) have a random sequence. The farthest I've
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gotten (on older ROMs) is to level 6. In the newer ROMs, Special seems to be
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awarded if you make it through three levels; but the random sequence makes it
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harder and harder to get.
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[4] Frightmare: Shoot 25 spinners in 25 seconds to score 25M. Note that a
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hard shot through a spinner can score as many as 10 spins, so you can usually
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score the points with 3 spinner shots. (Hint: shoot the right spinner, as the
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ball loops around and comes through the left spinner giving you even more
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spins for your shot!)
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[5] Psycho Pops: Get 25 pop bumper hits in 25 seconds for 25M. As with the
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similar mode in JP where you try to save Tommy, in the older ROMs, this mode is
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hardly worth shooting for. I shot the pop bumpers 6 times in one game during
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this mode, and still only managed 19 pop-bumper hits. In the newer ROMs,
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hitting any pop bumper resets the counter to a minimum of 9 seconds.
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[6] Robbing the Crypt: The tombstone is lowered; shoot the crypt to score
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points. Each shot scores 10M and spots the next letter in CRYPT. Completing
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the last letter T scores 25M instead of 10M, and ends the round. The timer
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resets to 4 seconds on each successful hit, giving you long enough (hopefully)
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to loop the shot continuously.
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[7] Lite Extra Ball: Quite Obvious. Collect the EB by shooting the center
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spinner. You can only light one EB at a time; if you light it more than once,
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only one is awarded (i.e. they do not stack like in IJ or TZ). Any EB
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collected after the max/game (default is 3, Kevin thinks :-)) is worth 50M.
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[8] Super Guillotine Targets: You have 25 seconds to shoot the drop targets as
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often as you can. Initially each drop target is worth 3M. If you hit the
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target, you are awarded that value, and the value for that target only
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increases to 4M. The value of each target is shown on the dot-matrix display.
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If you hit 2 targets at once, then you are awarded the value for both targets,
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and the value of both those targets is increased by 1M. The targets reset
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immediately each time you hit any one of them. The maximum value of any one
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target is 7M. I've been able to average 20M to 30M in this mode.
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[9] Lite Werewolf Countdown: This is a hurry-up shot to the left spinner.
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The value begins at 30M and counts down (quickly enough). Shooting the left
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spinner once awards the value.
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[10] Lite Super Crypt Kicker: Lights the left kickback for the remainder of
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the ball. Even if a ball drains down the left and the kickback is activated,
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the kickback remains lit, and therefore you don't have relight it. This is a
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great thing to have lit during multiball!
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[11] Electric Chair: This is a 6-ball multiball mode, where you aim for the
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electric chair (i.e. center scoop). Each ball to the scoop scores
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1M*balls_in_play. The mode ends when you have only 1 ball left. Since the
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center scoop is tough to hit from the lower flippers, I haven't been able to
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score very high on this mode. I think it should have been 2M*balls_in_play like
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on IJ.
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[12] Super Keeper Targets: This mode is similar to the super guillotine
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|
targets, except that you shoot the eyeball KEEPER targets instead. Each
|
|||
|
target starts at 2M, and increases by 1M for each hit. Since it is really
|
|||
|
difficult to hit more than one target at once, I haven't found this mode to be
|
|||
|
very worthwhile, rarely getting scores about 10M or 15M. Each target
|
|||
|
maxes out at 5M. If you make all six then you get a 99M bonus.
|
|||
|
|
|||
|
[all] Crypt Jam: After you have started all 12 CFs, the electric chair is lit
|
|||
|
for the Crypt Jam. See the spoilers below if you want to know what you get
|
|||
|
(but considering the current trend of mode-based games, it is probably
|
|||
|
not hard to guess).
|
|||
|
|
|||
|
|
|||
|
CRYPT MULTIBALL
|
|||
|
|
|||
|
CRYPT multiball is started by shooting the Crypt, which can only be done after
|
|||
|
the tombstone in front of it has been lowered. Each hit of the tombstone
|
|||
|
spots the next letter in CRYPT. The 'C' is spotted at the beginning of the
|
|||
|
game, and two letters are spotted before the start of each ball until the
|
|||
|
first multiball has been obtained.
|
|||
|
|
|||
|
After getting CRYPT the first time, both the Crypt and center spinner are lit;
|
|||
|
shoot either one to start multiball. For subsequent multiballs, only the
|
|||
|
Crypt is lit to start it.
|
|||
|
|
|||
|
When you start multiball, two balls are automatically launched, and the third
|
|||
|
one is ejected to the upper right flipper for a shot to the Crypt. The Crypt
|
|||
|
scores 1M*balls-in-play and adds that value to the base Jackpot value as well.
|
|||
|
|
|||
|
During multiball, hit the left ramp to score the Jackpot, which has an initial
|
|||
|
base value of 25M (20M in older ROMs), and increases with shots to the left
|
|||
|
spinner (130K per spin) and Crypt (1M*balls_in_play).
|
|||
|
|
|||
|
Once that Jackpot is collected, shoot the right ramp for a Double Jackpot,
|
|||
|
which has a base value of double the value of the right-ramp Jackpot you
|
|||
|
collected (thus minimum of 50M, or 40M in older ROMs) and increases with the
|
|||
|
right spinner (260K per spin) and Crypt (2M*balls_in_play).
|
|||
|
|
|||
|
Note that getting the Double Jackpot may also start a frenzy mode if the next
|
|||
|
frenzy mode is flashing; this is a great time to get frenzy.
|
|||
|
|
|||
|
After collecting the Double Jackpot, the tombstone raises. You must hit the
|
|||
|
Tombstone 5 times to spell C-R-Y-P-T, at which time the Monster Jackpot is
|
|||
|
lit. Each letter adds a ball but isn't worth any points. The Monster Jackpot
|
|||
|
is 50M plus the Double Jackpot value when it was collected, for a minimum of
|
|||
|
100M. Subsequent Monster Jackpots are each 50M more (you must spell CRYPT
|
|||
|
again each time), increasing without limit.
|
|||
|
|
|||
|
When you hit the Tombstone to spell CRYPT and it's adding a ball (the first
|
|||
|
time through and you don't already have all six balls), you have to wait
|
|||
|
until that ball is in play before hitting it again will count. Also,
|
|||
|
hitting the Tombstone will in that case reset the drop targets.
|
|||
|
|
|||
|
After collecting the Monster Jackpot, the Tombstone comes back up and you spell
|
|||
|
CRYPT again, but it no longer adds balls into play.
|
|||
|
|
|||
|
Until the point where you collect the Double Jackpot, Hitting the captive ball
|
|||
|
during multiball adds another ball to your play.
|
|||
|
|
|||
|
Multiball Restart: If you fail to collect the jackpot, the center spinner and
|
|||
|
Crypt are lit for 12 seconds to restart Multiball.
|
|||
|
|
|||
|
|
|||
|
MISCELLANEOUS
|
|||
|
|
|||
|
- As with most DE games, Death saves are possible. The game awards you 3M for
|
|||
|
each Death Save.
|
|||
|
|
|||
|
- There is no smart missile equivalent in this game.
|
|||
|
|
|||
|
- Skill shot: The 3 guillotine drop targets light up in order (similar to
|
|||
|
LAH). The ball is launched into that drop target bank (and on our machine
|
|||
|
always hit the center target). You simply time your shot so that it hits the
|
|||
|
target when it is lit. The speed of the rotating light does not change from
|
|||
|
ball to ball, so it is quite easy to hit every time. You score 2M for a
|
|||
|
successful skill shot on ball 1, 3M on ball 2, etc.
|
|||
|
|
|||
|
- Ball Saver: This game has the standard DE couple of seconds ball saver. If
|
|||
|
the ball drains immediately on the skill shot, the ball will be relaunched. If
|
|||
|
it drains again, then it will be launched again. But if it drains again, you
|
|||
|
are doomed, since the ball saver is activated a maximum of twice. If you are
|
|||
|
having trouble with Insta-Drain(tm), hold up the upper right flipper. The
|
|||
|
autoplunged ball will hit the tip of it and bounce down to the lower right
|
|||
|
flipper without hitting the drop targets at all. [Since the ball saver
|
|||
|
is activated to start, first go for the skill shot, let the ball drain, and
|
|||
|
hold up the flipper only when the ball is re-launched.]
|
|||
|
|
|||
|
- End-of-ball bonus is a function of ball time (actually number of switches to
|
|||
|
be precise), and maxes out at 5M. With an 8x multiplier, that can give you up
|
|||
|
to 40M. The Fast Goring bonus obtained from the frenzies is also added to the
|
|||
|
end-of-ball bonus, but that value is not multiplied by the bonus multiplier.
|
|||
|
|
|||
|
- Extra-ball buy-in. Like many recent games, this game has an EB buy-in. It
|
|||
|
works like the Williams/Bally buy-in on games like TZ and IJ, and not like the
|
|||
|
previous DE buy-in on JP, where you start a new game, but continuing with your
|
|||
|
modes from the previous games. The buy-in button is below the start button.
|
|||
|
|
|||
|
|
|||
|
HINTS, TIPS, and STRATEGIES
|
|||
|
|
|||
|
- Based on which shots you can hit consistently and which you cannot, some CFs
|
|||
|
are easier to score with than others (e.g. for me it is much easier to score
|
|||
|
25M in Frightmare than in Psycho Pops, and Guillotine Targets generally score
|
|||
|
much higher than KEEPER targets). If one of the CFs that is high scoring for
|
|||
|
you is flashing, then lock it in with the door handle.
|
|||
|
|
|||
|
- If you haven't yet collected the EB, and your arcade doesn't have too many
|
|||
|
wizards playing the machine, then the Lite EB CF will be flashing at the start
|
|||
|
of each ball after the first ball. About a second after you launch the ball,
|
|||
|
hit the door handle to lock-in that CF before you hit any spinner, making it
|
|||
|
rather easy to get at least one EB during the game.
|
|||
|
|
|||
|
- During any multiball, shoot the right ramp to start frenzies. You can
|
|||
|
easily double or triple your frenzy value by having 2 or 3 balls going.
|
|||
|
|
|||
|
- Hit the captive ball during multiball to get extra balls, before all but one
|
|||
|
ball drains. It will give you longer multiballs.
|
|||
|
|
|||
|
- Shoot the spinners during frenzies; they generally score better than the pop
|
|||
|
bumpers. Note that the entrance to ramps are also switches, so a failed ramp
|
|||
|
shot scores 2 switches.
|
|||
|
|
|||
|
- The Crypt Jam can be a big scorer, so it is worth going for all the CFs.
|
|||
|
|
|||
|
|
|||
|
CONTRIBUTORS
|
|||
|
|
|||
|
Kevin Martin (of course :-)).
|
|||
|
|
|||
|
|
|||
|
SPOILERS
|
|||
|
|
|||
|
|
|||
|
Crypt Jam: This is the award after completing all Creature Features. It is
|
|||
|
a 6-ball multiball with the ball-saver active for 25 seconds. Every switch
|
|||
|
is worth 1M for as long as you have 2 or more balls in play. Check out the
|
|||
|
Music in this mode!
|
|||
|
|
|||
|
Quotes and Horrible Puns: (courtesy Kevin Martin) Here's a list of the horrible
|
|||
|
puns used in the game quotes... things in () are only said sometimes. Some
|
|||
|
of them are pretty awful...
|
|||
|
|
|||
|
Holy deadlock!
|
|||
|
I've got good NOOSE for you!
|
|||
|
Pleasant SCREAMS!
|
|||
|
Time to assume the position! (If you know what I mean)
|
|||
|
How about some no-VAULT insurance?
|
|||
|
What a revolting development!
|
|||
|
Here today, leftovers tomorrow!
|
|||
|
Wanna join my FANG club?
|
|||
|
You must be CHOKING!
|
|||
|
BURY good!
|
|||
|
You made a KILLING!
|
|||
|
You got another BALL!
|
|||
|
Two DEADS are better than one!
|
|||
|
No pay'em, no GAME!
|
|||
|
EnGORE!
|
|||
|
AXE-tra, read all about it!
|
|||
|
Bon Appetit!
|
|||
|
GORE one for you!
|
|||
|
CHOP of the morning to ya!
|
|||
|
If at first you don't succeed, DIE DIE again!
|
|||
|
(If you liked that) How about a TOMB with a view?
|
|||
|
I GRAVE at the office.
|
|||
|
The MORGUE, the merrier!
|
|||
|
|
|||
|
----- End of File -----
|
|||
|
|
|||
|
|