WWF Royal Rumble | |||||||||||||||||||||||
version 3.0 (July 10, 1994) by Michael Dunn a540mrd@pic.ucla.edu on the Internet "DDS" on the high score boards at UCLA Changes from version 2.0 LOTS of info has been added and corrected in just about every section, with major changes in the Skill Shot, Modes, and Miscellaneous sections. I also added another strategy on collecting the Light EB mode.
Orin Day helped greatly, providing info about some
modes that only he would know. :> Also, thanx to Keith Johnson,
Michael Field and
Preliminaries
This rules sheet is based on version 1.03 of WWF Royal Rumble, not 1.01 as
I had thought before.
WWF Royal Rumble is the latest Data East machine. Two things are strange
about it: first, it's a widebody; and second, there aren't any
easily-breakable toys. In fact, there aren't any toys at all! There is an
upper playfield which is integrated nicely into the gameplay. The reason it
seems weird being a widebody is that there is so much wasted space on the sides
of the playfield that I think it could have been squeezed into a regular width
cabinet without any loss of gameplay.
Overall, the gameplay is pretty straightforward. There are some bugs in
the software and a few problems that I'd like to see corrected. I've listed
the bugs in the descriptions of the parts of the game that they affect. The
bugs aren't detrimental to gameplay, but they do affect a few of the modes.
For now, keeping in mind all common r.g.p abbreviations, let's get to the
playfield description.
General Playfield Layout
Lower Playfield Description
Upper Playfield Description
Skill Shot
This is a bit confusing. When the ball is at the plunger, three awards
are shown in the display, with Hulk Hogan pointing at the awards in order (like
DNA Man in JP). When you launch the ball, the display says "The Hulkster
selects the award he was pointing at"
Here's where it gets weird. The instruction card says you should nudge
the ball into the flashing Rollover Lane to collect the award. However, the
award, along with 10M points, is awarded immediately after launching the ball,
regardless of which lane is hit. The award remains in effect for the entire
ball.
If you hit the flashing lane (which you can lane-change, btw) you get 10M
the first and second times, and 20M each subsequent time. If you hit the
flashing lane, all three lanes will be unlit. But, if you hit some other lane,
both that lane and the lane that was flashing will be lit.
The awards are:
Get Back in the Ring
During one-ball play, rolling down the Left Lane when it's not lit
starts a 15-second timer. Shooting the ball up the lane awards a jackpot.
This is a real jackpot, you know, it carries over between players and games? :>
The value varies greatly. I've seen it as low as 11.5M and as high as 99.65M
(yowza!).
Chair Bashing Round
During one-ball play, shooting the ball up the Left Lane when it's not
lit starts a video mode. There are two wrestlers, each holding a chair. Hit
the TAG button as fast as you can to bash the other wrestler with your chair.
The first 5 hits are worth 1M each, and each hit after that is worth 500K.
But, if you hold up a flipper, you only get 50K per hit. Don't be too overly
preoccupied with this round, but if it looks like the ball is going to be in
the bumpers for a while, by all means, bash away!
T-A-G Targets
Anytime during play except when the Tag Team Millions mode is running,
completing a bank of targets starts a video mode. Hit the TAG button a few
times within 3 seconds for a 5M bonus. The targets do not reset until you
complete both banks and then hit the Captive Ball.
Captive Ball
When you hit all 6 T-A-G targets, the "Collect Tag" light in front of the
captive ball lights. Hitting the ball resets the T-A-G targets and awards
something. Awards I've seen are: 10M, 20M, Hold Bonus. Awards others have
reported are: Light EB, Light Special, M-ball Ready.
When you hit the ball at other times during play, the display reads, "Next
Captive Ball Award: something" Actually, the display shows the last award;
the award you get isn't chosen until you actually hit the lit Captive Ball.
Upper Playfield
Several awards are available during one-ball play. When a mode involving
the Upper Playfield is running, the mode takes precedence over everything else.
The Top Hole spots a letter in MACHO MAN, and opens the Exit. Completing
the Top Drop targets advances the bonus multiplier and opens the Exit.
Shooting the Loop awards 1M the first time, 2M the second time, and so on until
the 5th shot, which awards 5M and opens the Exit. Hitting 5 loops also raises
the base value of Multiball jackpots to 20M the first time, 25M the second
time, and so on.
All awards (except the Loop of course) are still available while the Exit
is open. Shooting the Exit awards 5M and returns the ball to the Right Inlane.
Macho Madness
Spelling MACHO MAN lights the Right Lane and Top Hole to start Macho
Madness. You spot letters during one-ball play by shooting the Left or Center
Ramp when it's not lit for a wrestler or a mode, or the Right Lane when it's
not lit, or the Top Hole when a mode isn't running.
This round is really complex. The object is to complete the Top Drops 3
times, for 15M each time. Then, a 20M hurry-up at the Loop is lit. Hitting
the Loop ends the round and opens the Exit.
Hitting one target in the bank starts a 3-second timer. If the timer runs
out, the targets reset and you move on to the next belt.
Problems occur in the timer and the counter that keeps track of how many
times you complete the Drops. First, the 3 second timer doesn't always count
time accurately -- it can run out before you even get a chance to shoot the
Drops. Also, it sometimes resets when you complete the Drops, but not always.
Further, the hurry-up may light after you complete the Drops twice.
In any case, the round ends when you hit the hurry-up, the hurry-up counts
down (it times out at 5M), or the timer runs out.
RIP Jackpot
Each time you complete the Left Drop targets during one-ball non-mode
play, a letter in R-I-P is spotted. Spelling RIP awards the RIP Jackpot
(another "real" jackpot) which starts at 11M and change. The letters are kept
for each player separately.
Multiball
Multiball is started by collecting all 9 wrestlers, then shooting one of
the following shots: Left Ramp, Right Lane, Loop, or the Top Hole. The first
time, you can collect the wrestlers in any order. The second time, you collect
them in groups of three, one wrestler at each wrestler shot, and you must
collect one entire group of three before moving on to the next group.
Subsequent times, you collect them in the order: Left Ramp, Center Ramp, Right
Orbit.
If, at the start of ball 3, you haven't lit Multiball during the game, it
will be lit for you. If you start Multiball on ball 1, you get a 10M bonus.
During Multiball, one wrestler shot will be lit for a jackpot. The
jackpots start at 15M (unless you increased that amount by shooting 5 Loops),
and go up by 5M when you collect one or complete the Top Drops.
Each jackpot has a 20 second timer. If the timer expires, another jackpot
is lit (but it might be at the same wrestler shot) and *another ball is
launched into play*. The jackpot value goes down by 5M if the timer runs out
(not sure about this though).
The wrestlers are lit during Multiball in groups of three. The jackpot
will be lit at a wrestler that you have not collected yet. You can shoot the
other wrestler shots, but that will only mean fewer jackpots.
If you collect all 9 wrestlers (whether they were jackpots or not) the
super jackpot is lit at the Top Hole. It starts at 100M, and increases in
value while you keep balls in play, and decreases if you hold the flippers up.
(This scoring scheme was used on DE games in the past, I think "The Simpsons"
was one of them.)
If you drain two balls without shooting any jackpots, you can restart
Multiball by hitting any of the four Multiball start shots within 15 seconds.
Restarted Multiball begins with only two balls.
Later Multiballs have harder rules. You must hit either the Loop or Top
Hole to start Multiball, and only one wrestler is lit at a time, in the order
Left Ramp, Center Ramp, Right Orbit.
How to Play the Modes
WWF has 9 modes. They are arranged on the board as follows:
The lit mode is changed by shooting wrestler shots. Each column
corresponds to a wrestler shot: Left Ramp for the left column, Center Ramp for
the center column, and Right Orbit for the right column. Shooting a wrestler
shot moves the lit mode to the corresponding column, or, if the lit mode is
already in that column, moves it up one row. Once you complete a column,
shooting the corresponding shot does not affect the lit mode. The lit mode
does not change during Multiball.
You start a mode by hitting a lit Start Mode sinkhole, or by spotting the
"O" in MACHO MAN. Both Start Mode holes are lit at the start of each ball.
Both turn off when either is hit. One shot to the Center Ramp lights the Left
sinkhole, and the second shot lights the Center hole.
At the start of balls 2 and 3, the Light EB mode will be lit automatically
for you (if you haven't already collected it, of course) if the amount of EB's
awarded recently is below the operator's set percentage.
You can have more than one mode running at the same time. As far as I can
tell, the software handles multiple modes just fine, although only one mode's
running display will be shown in the DMD.
When you start Multiball, all modes in progress immediately END. This can
have several consequences. In all modes, you'll get credit for the shots
you're already hit during the mode. If you haven't hit anything yet, you may
get some token points (usually 5M). However it is possible to get exactly ZERO
points from a mode (especially Belt Bonus, which never gives out free points).
All modes that are timed last for 25 seconds unless you pick Long Timers
from the Skill Shot, which bumps the timer up to 35 seconds. The points you
earn during modes are awarded immediately, and the total you score during a
mode is displayed at the end of the mode.
So, without further ado, here are the modes:
Light Extra Ball
No Holds Brawl
It's pretty tough not to win this mode. When you do, you get an
inordinate amount of points -- 17.9M (yowza!). If you start this mode by
spotting the "O" in MACHO MAN, you don't have to do anything! :> You
immediately get about 12M.
In addition to the points for winning the fight, you get a "pin bonus"
which will be larger the faster you win the fight. It can be as high as 11M,
or as low as nothing (if you win this mode by spotting the "O").
Picking Video Bonus from the Skill Shot will help you win. You'll only
need half as many flipper presses.
When the ball is kicked out, hit the TAG button 3 times for a quick 5M
bonus. Be very careful on the kickout! The flippers are dead during this
mode, and are not reactivated until the ball is on its way up the scoop.
Pandemonium
When the mode starts, one ball will be in play, and the 25 second timer starts.
Hitting the Top Hole before the timer runs out launches another ball into
play. The first time you hit the Top Hole, 5 seconds are added to the timer.
Once the timer runs out, you can no longer add balls, but the target value
will not decrease when balls drain.
You get 5M just for starting the mode, and the mode ends when the timer
has expired and only one ball remains in play.
If you collected the "3-ball Pand." skill shot at the start of the ball,
two balls will be autoplunged when you start the mode.
The mode total counter will max at 99.9M, but I don't know if the Frenzy
points stop being awarded at that point. I would think not, since mode points
are awarded immediately.
Search for Doink
Sleeper Hold Super Pops
If this mode is running when you start Multiball, you get the full 30M.
Raise the Undertaker
Sometimes, one of the letters D-E-A-D is highlighted in the display, but
hitting the corresponding target doesn't do anything special -- it's a leftover
from an earlier scoring scheme, and was left in because it looked nice. :>
Tag Team Millions
I tend to ignore this mode, since the TAG targets tend to lead to left
outlane drains.
Championship Belt Round
The timer starts at 25 seconds, but resets to 20 when you get the ball on
to the Upper Playfield. Then, each belt is worth 20M, but that decreases 1M
each second until you complete the drop targets. Collecting one belt resets
the timer to 20 seconds for the next belt.
Bugs: Sometimes, the timer will not reset between belts, and sometimes
the round will end after you collect two belts. Also, when you collect the
first belt, the Top Hole starts flashing. But hitting the Hole doesn't seem to
do anything. Lastly, only the first belt's timer is extended by the Long
Timers skill shot.
If this mode is canceled by starting Multiball, you will never get some
token points, ever.
Banzai
Collecting the "2x Banzai" skill shot makes the ramp worth 20M for the
first hit and 40M for the second (and final) hit. Seems like it should have
been called "4x Banzai".
Royal Rumble (Wizard Bonus)
After completing all 9 modes, both Start Mode holes will be flashing. Hit
either hole and then all 3 wrestler shots to start this 6-ball Multiball mode.
The goal is to eliminate all 9 wrestlers. You eliminate a wrestler by
hitting 20 bumpers or completing the Top Drop targets. The two shots are
independent, that is, eliminating a wrestler by one of those shots does not
reset the counter for the other shot.
Eliminating all 9 wrestlers lights all 3 wrestler shots. The first shot
scores 30M, the second 40M, and the third 50M. Hitting a shot unlights it.
After hitting all 3, all 3 relight, and their values are 40M, 50M, and 60M.
This keeps going to a max of 90M.
The mode ends when one ball remains in play. There is no ball-saver.
After this mode ends, the Center Ramp will NOT relight the Start Mode
holes for the rest of the ball. The Right Inlane will still light the Left
Hole, though.
Miscellaneous Stuff
Strategies
Multiball
The toughest shot is the Left Ramp. It's hard enough hitting it when one
ball is out, so hitting it during Multiball for a jackpot is nearly impossible.
If you feel confident, you might want to let one ball drain and catch the
remaining two, one on each flipper. That should set up at least 2 clear
jackpot shots.
If you have time to glance up at the display during multiball, do so and
check the timer. If it's about to run out, you can wait and let another ball
be plunged. But if you hold the flippers up, the timer will stop counting
down, so you must keep the balls moving.
Getting the Extra Ball mode
Now, you should have the ball coming to an inlane. If the Start Mode hole
reachable from that flipper is lit, just shoot it. If not, you have more work
to do. You can't hit the Center Ramp to relight the holes, since that would
unlight Light EB. So, shoot the Right Lane, fool around on the Upper Playfield
for a while, and when the ball drains it will go to the Right Inlane, which
lights the Left Start Mode hole! Presto!
This strategy will change if you've already completed the center column of
modes. To get to Light EB, you'll have to hit one of the other two wrestler
shots repeatedly, but you can hit the Center Ramp to relight the Start Mode
holes if necessary.
New Strategy!
Upper Playfield
The Drop Targets are easy also, but the trick is to be able to hit them
without accidentally shooting the Exit. If you get good at them, hit them
repeatedly for a 9x multiplier and an EB lit at the Left Start Mode hole.
Abuse
On all but the earliest versions, this has been fixed. The Exit diverter
resets when you hold the ball, and it opens the Exit again as soon as you flip
or lower either flipper.
If the diverter breaks, you can continue shooting the Loop for the normal
awards and raise the jackpot value.
Bug Reports & Opinions Section
Aside from the software bugs I've mentioned above, there are a couple of
others that I've run across. Once, the game froze during the EB Buy-in
countdown. Nothing short of a power-cycle helped. Also, if you happen to
tilt at just the wrong time, the machine will go into infinite ball search
mode, which will eventually end, but it takes a good 20 or 30 seconds.
Once, when I had completed all 9 modes but not yet hit a Start Mode hole,
I managed to get the Left Mode Start lit solidly (not flashing as they usually
are after all 9 modes are over). Of course, I was curious and shot the hole.
Well, the Banzai mode started, but all the GI was off and the ramp didn't award
points. Even more, I couldn't start the Wizard Bonus round! :( I wish I knew
how I got that Start Mode lit, so I could warn you about it.
If you spot the "O" in MACHO MAN after completing all 9 modes but before
starting the Wizard Bonus, the display will act like it's starting a new mode,
but in reality nothing will happen.
The VUK in the Right Lane, after about a week of play, has become too weak
to reliably kick the ball to the upper playfield. This ruins any mode that
runs on the Upper Playfield, like Macho Madness.
The kicker in the Center Mode Start hole is erratic. Once I saw a ball
kicked straight into the Left Outlane!
Balls rolling slowly down the Left Lane bounce off the top of the left
slingshot, and so lots of nudging is required to move the ball away from the
outlane.
The hardware in WWF needs to be working well for the game to be good. The
bumpers especially MUST be maintained. If they get weak, or fail to kick when
hit lightly, the Wizard Bonus is ruined. One weak flipper will make play very
difficult.
Why why why is the Wizard Bonus a bumper mode? Why do bumper modes
exist?
On a positive note, neither ramp seems to lead to SDTM drains. Balls
coming down the Center Ramp can usually be caught, but balls coming off the
Left Ramp will be moving too quickly to be controlled.
All in all, when nothing's weak or broken, WWF is a pretty decent DE pin.
I hope the hardware problems I described are particular to the machine here at
UCLA. It's at least a good (and cheaper) distraction when TNG and WCS are
occupied. :>
Editor's Notes
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