Extra Balls
There are five ways to get an Extra Ball in AFM:
- Complete the second Attack Wave. On five-ball games, this defaults
to the third Attack Wave instead.
- Complete the inlane/outlane lamps 10 times. For 5-ball, it takes 14 completions
of the rollovers.
- Shoot the EB in Video Mode.
- Hit the Forcefield 10 times in Strobe Multiball.
- Via a Stroke of Luck, literally.
Extra balls are all lit at the Stroke of Luck hole, except
for the Video Mode EB which is awarded immediately.
Each of these can only be collected once per game.
Extra balls
are the only awards that can be collected at the scoop even
during any multiball. Normally only front shots to the scoop
will award the EB, but during multiball, you can collect it from
the front or back, since the game can't always tell which
direction you shot it from with absolute certainty. So it
just gives it to you either way. This works with any legitimate
multiball but not when you have two balls in normal play
because of a missing pinball suddenly appearing on the playfield.
In that case, you may get cheated out of an extra ball shot
from the front legitimately.
The game seems to detect back shots into Stroke of Luck based
on jet bumper hits and rollovers. All other shots are considered
front shots. Thus, it is possible for a ball to "air" over
the hole, not touch a jet bumper, fall into the back of the hole,
and award a front Stroke of Luck shot.
Attack from Mars also supports the Buy-In feature at the end
of the game. Unlike many previous games, there is no separate
Buy-In button; the Start button will buy an extra ball for 1
credit. So don't press Start to abort the 7 sec. buy-in
countdown -- use the flippers or launch button (or off switch)
instead. Depending on the settings of your machine, buy-in may
be disabled completely, or there may be a fixed or unlimited number
of times you can buy-in. Buy-in can also be enabled for 1/2
credit. There is an extra long ballsaver at the beginning of
every ball bought-in, but once used, it is gone. There is nothing
else special about the buy-in ball.
Replays and High Scores
The replay value will fluctuate widely among different machines,
but it is most definitely going to be in the several billion
range, at least. After collecting a replay, the replay value will
grow by 50% of its original, base value, until more coins are
inserted (not counting buy-ins).
There are two high score lists, one for no buyins and one for
buyins. The Grand Champion is also maintained, which is the highest score
attained regardless of buyins. The game also keeps track of the person
who destroyed the most martians, and the last person to Rule the Universe.
I've heard that the software will support scores up to 1 trillion,
but I have NO way of knowing whether or not this is true.
Software Compensation
There is no compensation for a broken loop or ramp switch. This
is most frustrating, as you won't be able to start Total Annihilation,
collect a Super Jackpot, and of course, Rule the Universe.
If you try for a Super Skill Shot but the ball falls into the lit
Bonus X lane, you will be awarded the Super Skill Shot of 50M and
the Saucer will open, as if you had hit the Forcefield.
If the drop target becomes stuck down, you will not be able to
score Saucer hits for a while. (You can still score hits from the
two side standups.) After so many shots to the saucer hole, the
game will flag the drop target as bad, and the hole will spot
1 drop target hit. Once the drop target is hit again, though,
the compensation is turned off, so an intermittent target is
worse than a totally hosed target.
A bad Stroke of Luck kicker is bad news. If only the SoL switch
is stuck open or closed (but not intermittent), then there is some
compensation for balls that fall in from the back. If a ball
trips one of the Bonus X lanes, and no jet bumpers or the
right loop switch isn't triggered in about 3 seconds, the game
assumes the ball fell into the SoL hole, and since there is
no way to detect front shots, it awards a front SoL shot, then
kicks out the ball.
If the right ramp entrance gate switch and the lock ramp gate switch
are bad, then shooting the Lock ramp will count as both a Lock ramp
and a right ramp shot. (The game cannot tell the difference between the two,
so it awards both.)
Cows
Occasionally after shooting the Big-O-Beam or Tractor Beam, you will
see and/or hear a reference to a cow. When this happens, hit the
launch button repeatedly to hear lots of mooing sounds. If you do
this for both of the ramps, you are qualified to play Cow Video Mode.
You must still start Video Mode in the regular way, by completing
Super Jets and then shooting Stroke of Luck. But instead of saucers
landing, it will be big mooing cows! There are no special points
for playing with cows instead of saucers, but because they are larger
than the saucers, the cows are much easier to hit.
Really High Scores
Scores rollover at 100B; that score is then displayed as
00,000,000,000. The game remembers that you surpassed 100B,
though, and will put the score in the right place in the high
score list (assuming 100B is enough for a high score!)