Introduction
This is yet another rules sheet for Attack from Mars, a Bally/Williams pinball machine released in late winter 1996. I originally wrote it for my own use, but decided that maybe others would be interested in it as well. Your comments and suggestions for improvements are most certainly welcome.
Attack From Mars was released immediately after Whodunnit, and early versions of the software support the novice mode feature. This has since been removed. AFM continues to support player-enabled tournament mode. Hold down a flipper for several seconds, wait for the message about tournament mode, and then start the game to enable tournament mode settings. The software supports the Extra Ball buy-in, even though the Buy-in button has been removed. (If you find a machine with an Extra Ball buy-in button, it is one of the early prototypes!)
Credits
Design: Brian Eddy, who formerly created The Shadow, has most recently given us Medieval Madness, and worked with Mark Ritchie before his departure on Indiana Jones.
Software: Lyman Sheats, former world champion and former Sega employee.
Playfield Layout
Click here for a large picture of the playfield. (Courtesy of the Williams pinball homepage)
Objectives
The main objective of AFM is to Rule the Universe. In order to begin this feature, you must complete 6 objectives: (1) Collect at least one Super Jackpot. (2) Start Total Annihilation at least once. (3) Start Martian Attack Multiball at least once. (4) Conquer Mars by completing all 6 Attack Waves. (5) Start Super Jets, by completing a certain number of jet bumpers. (6) Complete at least one 5-Way Combo.
Your progress towards completion of these six features is denoted by six blue lights just above the flippers. When the sixth feature is completed, Rule the Universe is lit at the Stroke of Luck hole. If any multiball is in progress, Rule the Universe will not be lit until multiball finishes. Shoot the SoL hole to start. See the section on Rule the Universe for details on that feature.
Skill Shots
There are two skill shots available at the start of each ball, and
immediately after Ruling the Universe. Pressing the launch button
without pressing the left flipper button will launch the ball into
the Bonus X Lanes, and one of the two lanes will be flashing. Use
the flippers to switch the flashing lane. Passing the ball through
the flashing lane scores a normal Skill Shot, worth 10M points and
+5X to your bonus multiplier. Each successive Skill Shot is worth
10M more points than the previous.
Holding the left flipper button down while pressing the launch
button qualifies you for a Super Skill Shot. The left loop gate
will raise and allow the ball to whiz pass the Bonus X lanes and
exit down the left loop. Shooting any ramp or loop will award 50M
points and spot all 3 Total Annihilation lamps for that shot.
Shooting any Forcefield target will score 50M and lower the Forcefield.
Shooting the saucer hole, the Stroke of Luck hole, or the lock
ramp/hole awards nothing for the skill shot. The value of the
Super Skill Shot is fixed and does not increase. It can be scored
on a shot even if all 3 TA shots have already been completed. The
Hurry-Up associated with completing the third TA shot is not awarded
when it is completed by the Super Skill Shot.
There is a brief ball saver available at the beginning of each
ball. Scoring a Super Skill Shot, or making a shot which does not
award Super Skill Shot, turns off the ball saver immediately. When
going for the normal Skill Shot, the ball saver remains active as
long as the ball is in the jets/bonus X lanes and remains on a
little longer after the SoL kickout. The display will read "Ball
Saved / Return To Battle" and the quote "Return to battle, soldier"
will signify that a ball is being returned into play.
A jet lane will be flashing even if Super Skill Shot is selected.
If Super Skill Shot is selected but the ball does not make it all
the way around and lands in that flashing jet lane, a normal Skill
Shot will be awarded. If the autoplunger is really weak and the
ball doesn't even make it over the bumper area at all, then the
Skill Shot will remain lit for about 5 seconds and you can collect
it during that time by shooting either of the loops to get to the
lit lane.
When any Skill Shot is awarded by traversing the flashing lane,
that lane is also lit towards advancement of the Bonus X
on the same shot.
Total Annihilation
Four shots, the two ramps and the two loops, each have 3 lights
in front of them. The left loop shots are labelled "Capture".
The left ramp shots are labelled "Big-O-Beam". The right ramp
shots are labelled "Tractor Beam". The right loop shots are
labelled "Atomic Blaster".
At the beginning of the game and immediately after Total Annihilation,
all 12 of these lamps will be turned off, and the next lamp to
be awarded will flash. Making a shot lights the flashing lamp and
flashes the next lamp in sequence. The first shot is worth 20M;
the second is worth 25M; and the third is worth 30M. These awards
are available during regular, non-multiball play, except that they are
available during Martian Multiball.
Cow Video Mode can be started by watching the animations on the
Big-O-Beam and Tractor Beam; see "Cows" for more details.
Making the third lamp on any given shot starts a Hurry-Up sequence.
The saucer/forcefield is lit for 100M for a brief time, and then
rapidly starts to count down, to a minimum of 25M. Shoot the
saucer or forcefield (depending on whether or not the forcefield
is up or down) to collect the Hurry-Up value.
The third shot to either loop will open the controlled gate to
allow shots to that loop to exit out the other gate. This starts
as soon as the third shot is made, and remains in effect until
Total Annihilation is started, or Super Jets is started. The choice
of skill shot is the only other overriding effect on this behavior.
After a shot has been completed three times, until Total Annihilation
begins, shooting that shot again scores a "Fleeing Bonus" of 10M.
Starting another Hurry-Up while Hurry-Up is already in progress
increases the value of the Hurry-Up to 300M; starting a third
increases it to 500M; and starting all four simultaneously awards
1B immediately and also starts Total Annihilation. In general,
when the last of the four TA shots is completed, the Hurry-Up is
automatically awarded without having to shoot the saucer or
forcefield, and Total Annihilation Multiball begins. The Hurry-Up
does not count down any faster if more than one is lit, so when
two or three are running concurrently, you have plenty of time
to collect it.
During Total Annihilation, the four shots are all lit for jackpots
throughout the round. The jackpot value begins at 50M and
increases by 5M each time a jackpot is collected. In addition,
an Annihilation Jackpot is lit at the lock ramp whose value increases
each time a jackpot is collected. After collected, the Annihilation
Jackpot returns to its base value. If no jackpots have been added
into the Annihilation Jackpot, then shooting the lock ramp awards
a regular Jackpot like the other four shots.
Each successive start of Total Annihilation starts with a base
value of 25M more than before. For example, the second Total
Annihilation starts at 75M per shot.
Total Annihilation is a four-ball multiball. Play continues until
down to one ball. The forcefield cannot be lowered during TA.
Regular multiball cannot be started during TA. Combos cannot be
scored either. Also, the controlled gates remain closed so that
all loop shots are kept in the bumper area during Total Annihilation.
The maximum Annihilation Award is 200M.
When TA ends, the 12 TA lamps all reset, and you can begin progress towards
another Total Annihilation.
Saucer Attack Waves
There are five countries under attack: the U.S., Italy, Germany,
France, and England. You must first defend these five countries
against the Martians; then in the final attack wave, you Conquer
Mars yourself. When an Attack Wave is not in progress, pressing
either flipper button will change the next country to be saved,
which will be flashing.
The artifacts under attack are:
At the beginning of the game, or immediately after an Attack Wave
is completed, the Forcefield will be raised. Shoot the three
Forcefield targets to lower it and reveal the Saucer behind it.
The Forcefield can also be lowered by a Super Skill Shot or a
Stroke of Luck award. On normal difficulty settings, shooting
the center Forcefield target when it is already lit will spot
one of the other two targets.
When the saucer is revealed, shooting the drop target or the
two side standup targets scores hits on the flying saucer.
(If the drop target is broken, shooting the hole behind the
target will score hits instead.) After a certain number of
hits, the drop target will remain down, and you can shoot the
hole to destroy the saucer. Destroying the saucer saves the
country and light that country's lamp permanently.
You can score multiple hits on a single shot; the display
will show the number of hits and the total number of damage
points scored.
For the first Attack Wave, it takes 4 hits at 50M each to
open the saucer, and destroying the saucer scores 200M.
On each successive Attack Wave, the number of hits goes up
by 4, the value of each hit goes up by 10M, and the bonus
for destroying the saucer goes up by 100M. For the
fifth Attack Wave, that means 90M per hit, and 20 hits to
destroy the saucer for 600M.
An Extra Ball is lit when the second
Saucer is defeated. Shoot the Stroke of Luck hole to collect.
Shooting either of the two standups when the saucer is
open scores 5M.
If you are in a multi-player game, and you had the saucer
hole revealed on your last ball, and on the next ball, the
player before you drains with the drop target up, it will
remain up for you as well. Hitting it will score 5M like the
side targets and reveal the hole (again).
After completing the first five Attack Waves, Conquer Mars
is next. Open the Forcefield as before. This time,
the drop target will remain down, and you must shoot the
hole 10 times to Conquer Mars. Each shot is worth 100M
(consistent with the scoring as before), and the final shot
conquers Mars and scores 2.5B.
You can only Conquer Mars once per game. For the rest of
the game, the drop target will remain up, and hits on the
drop target (and not the side standups) will score 100M.
The Forcefield will remain down for the rest of the game
unless Strobe Multiball is started. The blue Conquer Mars
lamp remains lit after Rule the Universe is finished, so
you only need to collect the other five awards to start
Rule the Universe a second time.
Multiball
To start regular multiball, you must lock three balls at
the lock hole. Depending on the difficulty level of
the machine, it will take a certain number of lock ramp
shots to open the lock hole. These rules will describe
default settings first.
For the first multiball, shoot the lock ramp once to light
locks one, two, and three at the hole; the next three
shots will go to the hole, with the third starting multiball.
After multiball #1, you must shoot the lock ramp once per lock.
The Stroke of Luck award "Light Lock" will do whatever would
have happened if you had actually shot the lock ramp.
Balls aren't actually locked; the same ball is immediately
returned to the player and merely a count is made of the
number of locks. It isn't possible to steal or lose locked
balls.
When ball three is locked, multiball begins. The ball is
popped from the lock hole and two more balls are launched
into play automatically. Five shots, the four TA shots and
the lock ramp, are all lit for jackpots, and each can be
collected only once. The first jackpot is worth 60M; the value
increases by 10M per jackpot.
As balls are autolaunched, some legitimate shots to the right
loop may not score jackpots.
When all five shots have been made, a Super Jackpot is lit
at the left loop. Shooting the Super Jackpot scores 250M
points and relights all five jackpots again. However, the
Super Jackpot moves about every 5 seconds, sweeping across
the five shots from left to right, then right to left, etc.
Every time it moves you will hear a distinctive "blip" sound.
Once collected, the five Jackpots relight, and it all starts
over again. The jackpot value continues to increase by 10M
per shot (so after the first Super Jackpot, it is worth 110M)
until it maxes at 200M.
Play continues in this fashion until down to one ball. The
second Super Jackpot per game scores 500M; the third is worth
750M; and then it maxes out at 1B. On some versions of the
software, it maxes at 750M and then returns to 250M for the
next Super Jackpot.
If Super Jackpot is lit when multiball ends, it will continue
to be lit as a "Last Chance" for another 10 seconds and
continue to move as well. There is a short grace period at
the end of the 10 seconds during which the Super Jackpot can
still be collected.
Also, there is a very brief period before and after the Super
moves that either of the two shots will score the Super Jackpot.
In other words, if you shoot the next shot just before it moves,
or you shoot the previous shot just after it moves, you will
still get the Super Jackpot.
Even more, there is a short grace period at the end of multiball
in which you can still collect one, or even two regular jackpots.
If you manage to collect your fifth jackpot this way, you still
get the "Last Chance" 10 seconds for a chance at the Super Jackpot.
On default 5-ball play, you must shoot the Lock Ramp to light
each Lock separately for each Lock, like the second multiball
on 3-ball settings.
You can continue to collect damage points on the Saucer during
this and all other multiballs, except Strobe Multiball. After
destroying the saucer, however, the Forcefield will raise, and
you cannot begin the next Attack Wave until the multiball ends.
On newer software revisions, there is a trick to be tried here:
it is possible for a second ball to get stuck behind the Forcefield as
it is raising. You can attempt this to park a ball out of the way
during the multiball. When all other balls drain, a ball search will
occur in about fifteen seconds and lower the Forcefield, returning
the ball into play. Be careful, though, as it has a tendency to go
straight down the middle.
Even better, while the ball is trapped behind the Forcefield, the
Saucer drop target remains down (it is reset only when the next Attack Wave
is started). If you manage to newton the ball into the saucer hole,
by hitting the Forcefield with a second ball, the game will automatically
spot the next Attack Wave. I have never done this personally, so I do not
know if this works during any multiball, what points it awards, and if it
spots Conquer Mars.
Jet Bumpers
At the beginning of each ball, jet bumpers score 1M each. Each
time the bonus multiplier is increased, the jet value increases
by 50K for the duration of the ball. +5X bonus increases the
value by 250K. I am not sure if the jet value is held between
balls when the bonus multiplier is held.
After 100 jet hits, Super Jets is awarded. The jets will score
3M each for the rest of the ball. At the beginning of the next
ball, Super Jets will go unlit, and it take 125 hits to get
Super Jets again. The third time will take 150, etc.
Super Jets tends to happen naturally over the course of a good
game, especially when there are lots of multiballs.
Once Super Jets is active, left and right loops are always
held in the Bonus X lanes, and never loop all the way around.
This makes it harder to collect Combos, but it does allow you
to score lots of points off the jets.
After finishing Rule the Universe, the blue Super Jets lamp
will remain lit (on latest ROM levels) if Super Jets is still
active, to allow you to start Rule the Universe again on the
same ball. In that case, at the end of the ball in which Rule
the Universe was started, the Super Jets lamp will be turned off.
If Super Jets was started on a different ball, then the lamp
is turned off as soon as Rule the Universe ends, and you can
start Super Jets again on that same ball.
Combos
Consecutive ramp/loop shots during single-ball play are counted
as Combos. Combos can be scored on any of the ramps, loops, or
the lock hole. A 2-Way combo scores 25M, a 3-Way scores 30M,
and so on. There is no known maximum. Continuous shots to the
same loop are especially satisfying.
If a loop shot stops in the Bonus X lanes, the Combo sequence
is stopped. The Combo sequence continues on loop shots only
when all 3 TA lamps are complete (the third shot counts, too)
and the controlled gate is open to allow the ball to exit the
other side of the loop, and when Super Jets is not running.
The combo shots remain lit for a fixed time interval regardless
of any other shots made in the interim.
Combos are not available during any multiball unless Martian
Multiball is the only multiball running.
Stroke of Luck
The scoop is lit to award "Stroke of Luck" at the beginning of
the game, and remains lit across balls. Stroke of Luck can
be relit by completing the four rollover lights in the inlanes
and outlanes. Use the flipper buttons to move the lights left
and right (each button moves the lights in a different direction),
so that balls will roll in an unlit lane, which will then light
up. When all four are lit, they all go unlit and Stroke of Luck
becomes lit. If Stroke of Luck is already lit, nothing happens;
the award is not stackable.
The number of times the rollovers are completed is counted across
the game (regardless of how many times you actually collect the
Stroke of Luck at the scoop). At 10, an Extra Ball is lit at the
scoop. The animation and sound effect for this are easy to miss.
On 5-ball games, the Stroke of Luck EB is lit at 14 instead of 10.
The Stroke of Luck is a pseudo-random award. Possibilities are:
The award is pseudorandom, because sometimes it can be predicted.
The third Stroke of Luck award will normally be Strobe Multiball.
Stroke of Luck will award Video Mode the first time it is hit after
Super Jets has been completed, even if it is the third time. Strobe
Multiball will then be the next Stroke of Luck award given.
Stroke of Luck will normally award (regular) Multiball on the
last ball of the game if multiball has not yet been started.
Stroke of Luck will normally award 1 Martian Bomb if it is
collected during Martian Attack, before Martian Multiball.
Stroke of Luck is not available during any multiball. The award
can only be collected from the front entrance to the scoop.
If tournament mode is enabled, then Stroke of Luck always awards 50M and nothing else,
in order to de-randomize the games.
Martian Attack
At the beginning of the game, the seven M-A-R-T-I-A-N targets are
all flashing. Completing all seven targets lights the SoL scoop
for Martian Attack. The award can be collected from the front
or back of the scoop the first time, but then must be collected
from the front every other time.
During Martian Attack, all four martians begin jumping up and
down, and you must shoot each of the four martians to start
Martian Multiball. You can shoot any of the M-A-R targets to
kill the lower left martian, and likewise either of the A-N targets
to kill the lower right one. You have 30 seconds to kill all
four.
Each killed martian is worth 20M, and killing all four starts
Martian Multiball. Another ball is launched into play, and the
four shots remain lit throughout the multiball for 20M each.
The number of martians killed is counted throughout game. The
martians killed during the Attack phase count as well. The game
displays the name of the person who has killed the most martians
in attract mode.
Everytime the seven targets are completed during regular play,
the value of each Martian increases, to 30M, 40M, and finally
a max of 50M per Martian. If the targets are completed while
Martian Attack is already lit (but not started), then a Martian
Bomb is also awarded.
Martian Bombs can also be awarded via Stroke of Luck and Sneak
Attack. These are used during the Attack phase only (i.e. not
during martian multiball, and they are NOT used during Video
Mode either). The launch button will flash when you have at
least one martian bomb. Pressing the launch button will then
kill one of the remaining flashing martians for you, to help you
to complete all four of them. You can do this safely after
the ball has gone down an outlane, but not after the ball has
landed in the trough. If your fourth martian is killed this way,
then Martian Multiball is still started, and two balls are launched
back into play.
Martian Bombs are stackable and carry across Martian Attacks. Save
bombs that you don't need or that won't help you complete all
four for the next Attack. There is no known maximum to the
number of Martian Bombs you can collect. The number of total Bombs
is displayed each time Martian Bombs are awarded, and it is also
available in the Status Report. Unless used, Martian Bombs saved
are not worth anything.
If one of the Martian targets is known to be bad, the game will
spot that target for you automatically in all circumstances. The
"T" and "I" targets are likely to go bad at some point, since they
take quite a beating.
Total Annihilation shots can be made both during Martian Attack
and during Martian Multiball itself. If all 12 TA shots are
completed while Martian Multiball is running, Total Annihilation
begins as well, so that both multiballs are running.
Strobe Multiball
Strobe Multiball is only available as an award from the Stroke
of Luck. The Forcefield will raise if it is lowered, all playfield
lamps will be turned off, the strobe lamp will begin to flash along with
the three Forcefield targets, and two more balls are sent into play.
The objective is to hit the Forcefield as many times as possible,
until back to one ball.
Each shot scores 50M. On the 10th hit, an Extra Ball is lit.
Collecting the Extra Ball will temporarily illuminate the playfield
for the Extra Ball lamp effect.
On the 20th hit, a 250M bonus is awarded, but without any fanfare
or additional lighting. Bonus is also awarded at 30. The display will
always tell you the number of total hits, and the next award to be given.
If Martian Attack or Martian Multiball is running during Strobe
Multiball, then the Martian targets will be flashing. If a Hurry-Up
is active at the start of Strobe Multiball, then the Hurry-Up arrow
will flash. These are the only other situations in which other playfield
lights can be flashing.
The inlane/outlane rollovers and Bonus X lanes remain active during the round,
even though you can't see which ones are lit. You will be able to tell briefly
which ones are lit when the playfield is lit for the Extra Ball animation.
There is a lengthy ball saver at the beginning of Strobe Multiball,
and a brief ball saver after it ends. If no balls are in play
when the game recognizes the end of Strobe Multiball, another
ball is launched into play. Basically, your ball cannot end because
of Strobe Multiball.
Video Mode
Video Mode is only available as an award from the Stroke of Luck,
and it is only given out once per game, per player. The objective
is to shoot as many saucers as possible. Your shooter is
positioned in the center and fires automatically. Use the left
and right buttons to control the direction of the shots. Each
saucer hit is worth 3M.
Once, and only once, you may press the launch button to fire a
"Smart Bomb", which will destroy all the saucers on the screen.
This has absolutely nothing to do with Martian bombs.
At 30 saucers, a percentaged Extra Ball will descend; shoot it
to collect an Extra Ball immediately. If the game has been
awarding too many extra balls recently, then it may not appear at
all.
At 40 or 50 saucers, the Mothership will approach. The
regular saucers stop landing, and the big Mothership starts descending.
You must shoot the Mothership before it lands. It is a rather
large ship, which zigs and zags quickly to make it more difficult
to hit. It takes 80 hits to destroy it; the lower right corner of the
display will tell you how many remaining hits are needed. Completing video mode in
its entirety is worth a total of 635M points, and displays the
message "You Have Won; The World Is Safe".
You can use the Smart Bomb to kill the Mothership as well.
This same video mode is available in the game "Junkyard",
including the Smart Bomb and Mothership features.
Bonus
At the end of the ball, bonus is awarded. Your bonus consists
of some random point value based on how many shots you hit during
play, with a base value of 5M, plus 250K for each Martian you've
destroyed. This is all then multiplied by your bonus multiplier.
It is possible to have very big bonuses, in the billions. The
bonus multiplier maxes out at 250X; at that level, each Martian
you hit is worth 62.5M.
Rule the Universe
After completing all 6 major objectives, shoot the SoL scoop to
start Rule the Universe. When Rule the Universe becomes lit,
Martian Attack and Stroke of Luck become unlit if they were
previously lit. Rule the Universe is a 5-ball multiball with
about a 30 second ball saver in which nearly all playfield features
are lit. Total Annihilation runs, with the base value of each
jackpot worth 100M. The saucer drop target scores 100M. The
roaming Super Jackpot is lit and scores the same as it does
during regular multiball, for an unlimited number of times.
Martian Multiball is active at 50M per martian. The Annihilation
Jackpot is lit at the lock ramp.
If you score 5 billion points, the playfield will go dark, the
flippers will be disabled, and the round will end. You just ruled
the universe! An extra 5 billion points is awarded, and your
initials and the time of election will be displayed in attract mode
later on. After a brief animation, a ball will be returned to the plunger
lane and you can continue play. You can also go for one of the
Skill Shots at this point, too. (The regular ballsaver is also active.)
Plus, for the rest of the ball after Ruling the Universe, you
can collect Victory Laps by shooting any of the five combo shots.
The Combo arrows will be solidly lit. Shooting any arrow unlights
that arrow and awards a Victory Lap (complete with whooshing sound
effect), initially worth 100M. Shooting the saucer drop target
relights all five Victory Lap shots (if any are unlit) and increases
the value of the shots by 10M each. The saucer target itself
scores 100M per hit for the rest of the game. This is an excellent
time to start a multiball, especially Total Annihilation.
The Victory Lap value can increase up to 500M. Maximizing Laps
is the key to getting a really high score.
If you lose all balls before scoring 5 billion, then nothing else
really happens and normal play resumes. This is very depressing.
After RTU multiball, the Conquer Mars lamp remains lit. The Super
Jets lamp remains lit for the remainder of the current ball if
Super Jets is still active. This allows you to Rule the Universe
again on the same ball. With early ROMs, the Super Jets lamp was
cleared after RTU which made this impossible, since Super Jets
continued to be active on that ball, and couldn't be restarted until
the next ball.
If a player rules the universe when he/she is already ruler, then
the display will show "Re-Election #1", and so on until someone
else rules the universe, during Attract Mode. (It can't know
this until the end of a game, when you enter your initials, unless
you happen to RTU twice in the same game, in which case it will
display "Re-Election".
If multiple players Rule the Universe in the same game, then only
the last player to Rule will get to enter initials. In no way does any
scoring affect whether or not you become the new Ruler.
Concurrent Multiballs
Attack From Mars supports concurrent multiballs to some extent.
This is a feature I can't recall any other game having ever since,
dare I say it, Dr*c*l*. There are four different multiballs in
this game: regular multiball, Martian Multiball,
Total Annihilation,
and Strobe Multiball (plus Rule the Universe, but that's a totally
different beast). Here's how it all fits together:
Regular multiball, Total Annihilation,
and Strobe Multiball are
all mutually exclusive; only one of these can run at a time.
Martian Multiball can run concurrently with any one of them, as
long as the two are started in the right order.
In the case of regular multiball or Strobe Multiball, you must
start Martian Attack first, and then start the OTHER multiball.
(Once the other multiball is started, you cannot start Martian Attack.)
Martian Attack continues to run with the same timer, and completing
the martians will add Martian Multiball to your current multiball.
That means a ball saver will be active for a while. No additional
balls are added into play; you must have two for Martian MB, but
if you have fewer than two, then you wouldn't be playing another
multiball, would you? If your other multiball ends, and you didn't
start Martian Multiball, Martian Attack will continue to run as it
did before multiball.
In the case of Total Annihilation, you can either start TA first
like in the above case, or you can start Martian Multiball first
and then start TA, as Total Annihilation shots are awarded during
Martian Multiball. In that case, two more balls are added into
play to make it a 4-ball multiball, along the normal TA ballsaver.
Concurrent multiballs are lucrative, because with 3 or 4 balls
in play, you are likely to hit a lot of the Martian targets
without really trying. You will always get more points, though,
by concentrating on the major multiball instead. (Unless you have
a high bonus multiplier, since each martian is worth something in
bonus.)
Extra Balls
There are five ways to get an Extra Ball in AFM:
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!)