http://acdc lucy and xmen, both of which I had no idea on rules. Gorgor1 tried to explain acdc once to me, but it went on longer than all of the LOR and hobbit movies combined.
Lol Rob hey I still need to explain part 2 of the rules then that will leave part 3 part 4 and part 5
I'll describe Peter explaining the acdc rule set. He starts at lunchtime and you take in the first 5 minutes with that excited, interested look. Then you start to look at his other games while he's still going full pelt. Then around 30 mins later, you start to get that glazed look and think how nice it would feel to stick knitting needles in your eyes. When you realise Peter doesn't knit (or so he says so, I have my doubts) you scream out 'hey that metallica looks real neat' and then your saved. Moral to the story.....stay away from really passionate, enthusiastic pinballers.
Hey Rob I thought you'd lost interest after I said "now plunge the ball lol"
So here's some lite reading for you
ACDC RULES
INTRODUCTION
So we're going to unravel this monstrosity of a ruleset in its entirety, which as far as I can tell will be the first truly accurate and complete ruleset anywhere on the Internet.
This ruleset will be done in stages, since there will be a lot of stacking and interactions to test, especially with the multiballs.
If you are not familiar with the playfield, you may want to bring up a picture (or pause one of the PAPA videos) for reference. Also, this guide is for the Premium and Limited Editions of AC/DC. I've never played a Pro, but the main difference is no lower playfield, so you can mentally delete all references to that and probably will come out OK.
FOR THOSE ABOUT TO ROCK: AC/DC PREMIUM/LE V1.65 RULESET
THE TWELVE SONGS
AC/DC is very tightly integrated with the twelve songs that appear near the jukebox at the top of the playfield. Each song affects scoring of a particular table shot or feature, so the novice is advised to learn where each such area is. Note that the twelve songs are listed below are in chronological order - this will be important for the Album and Tour Multiballs.
The five shots with the music note insert (left orbit, left ramp, bell, right ramp and right orbit) are used in almost all cases. For brevity, these will be referred to as the "note shots" in this guide. Be aware that the large note insert in front of the TNT drop target is not a note shot. It only plays a role in the TNT song.
The three shots with the devil horns insert (left orbit, bell and right orbit) are used in Highway to Hell, Hell Ain't a Bad Place to Be, and Hell's Bells. These are called the "horns shots" here.
Also, the de******ions below are simply what must be done to collect the song on the jukebox listing, not what needs to be done when the song is actually running. Why collect songs on the jukebox? Because you need 8 of them to earn the right to change the song.
T.N.T. - Drop the bank of T-N-T targets in front of the detonator. Doing so also counts 1 target bank completion toward qualifying Album Multiball and adds 500 to the spinner value.
Let There Be Rock - Hit the bank of R-O-C-K standup targets on the right. Doing so also counts 1 target bank completion toward qualifying Album Multiball and adds 750 to the spinner value.
Hell Ain't a Bad Place to Be - Shoot the right orbit. Doing so also counts 1 loop toward qualifying Tour Multiball.
Whole Lotta Rosie - Complete the A-X-E lanes. Doing so also increases Bonus X by 1.
Highway to Hell - Shoot the right ramp. Doing so also counts 1 ramp toward qualifying Jam Multiball, and loads the cannon if it is lit.
Hell's Bells - Shoot the bell. Doing so 3 times also starts 2X Playfield.
Back in Black - Drop the bank of A-C-/-D-C targets on the left. Doing so also counts 1 target bank completion toward qualifying Album Multiball and adds 1000 to the spinner value.
You Shook Me All Night Long - Hit the pop bumpers enough times (seems to be 10+5 hits) to advance one level. Doing so 8 times lights Collect Bonus on the cannon.
For Those About to Rock - Spell F-I-R-E in the inlanes/outlanes. Doing so enough times also lights the cannon for Song Jackpot.
Thunderstruck - Complete the three little "thunder" standup targets next to the ramps. Doing so scores a flat 150K.
Rock 'n' Roll Train - Shoot the left ramp. Doing so also counts 1 ramp toward qualifying Jam Multiball, and (on Premium/LE machines only) loads the cannon if it is lit.
War Machine - Shoot the left orbit. Doing so also counts 1 loop toward qualifying Tour Multiball.
After collecting any 8 of these songs (note that the song currently playing does not count for one of the required 8), the jukebox will light for song change. Shoot the right orbit hard - the ball must make it past the A-X-E lanes and into the scoop - to select a new song. Note that you can also keep playing your current song if you want, but that you cannot go back to a song you've played before until you reach Encore.
When you change songs, you score 500K for each song played (the one you just finished counts), plus 50K for each song lit, plus 500K if all other 11 songs were lit. If you do not change the song and continue playing the same one, you only get 50K for each song lit plus 500K if all were lit; no score for songs played.
GENERAL RULES FOR SONGS
AC/DC's songs are also its modes, but unlike most modes, they are open-ended and continue as long as the song plays (and the songs will loop if by some miracle you keep one going long enough). There are not specific goals that must be achieved to "finish" the modes.
Song scoring is complex, involving base values and progress units. Each shot in a song has a base value. Depending on the song and the shots, there may be one or more of these base values. As you make shots corresponding to the song, you accumulate progress units. Each progress unit adds a small increment (usually 2% of the base value) to the song's shot scoring. To complicate things further, there are two types of progress units: permanent progress units and temporary progress units.
Permanent progress units, as the name implies, are held throughout the game. They are earned by completing all 5 flashing note shots during a song. Doing so earns 3 units of permanent progress, but you can only do this once per song.
Temporary progress units only last until the ball drains or you change the song. One unit of temporary progress is earned for each shot (there are some exceptions and variations, covered below) corresponding to the song.
This is probably as clear as mud, so time for an example. Because "permanent progress unit" and "temporary progress unit" are a pain to type repeatedly, we'll refer to them as "perm" and "temp" from here on.
You play Rock 'n' Roll Train. In this song, the left ramp has a base value of 125K and lit note shots have a base value of 400K. This is your very first song, so you have no progress units so far.
NOTE: It has since been discovered that you have to combo while playing Rock 'n' Roll train to earn temp. Single shots will score but not earn temp. For this example, we will ignore this effect and assume that all flashing shots earn 1 temp. At some point I will choose another song for the example to eliminate the confusion.
You hit the left ramp, scoring 125K. This particular shot does not earn progress, as the first sequence in Rock 'n' Roll Train must be a combo.
You combo to the right ramp, scoring 400K base value and earn 1 temp. Note that the scoring takes place first, then progress units are added. Technically the cannon will be fired for song jackpot at this point, we'll disregard that. At this point all 5 note shots start flashing.
You shoot the left ramp again. Because the note is flashing, you get a note shot value, worth 408K (400K base + 2% for 1 temp) and earn 1 temp.
You shoot the right orbit, scoring 416K (400K base + 4% for 2 temp) and earning 1 temp.
You shoot the right ramp, scoring 424K (400K base + 6% for 3 temp) and earning 1 temp.
You shoot the bell, scoring 432K (400K base + 8% for 4 temp) and earning 1 temp.
You shoot the left ramp, but this note is not flashing, so you only earn 137.5K (125K base + 10% for 5 temp), but you still earn 1 temp for it.
You shoot the left orbit, scoring 448K (400K base + 12% for 6 temp). This completes the note shots, so all 5 relight. You earn 1 temp for the shot, and since this is your first completion of the note shots, you also earn 3 perm.
You shoot the right ramp, scoring 480K (400K base + 20% for 3 perm and 7 temp) and earning 1 temp.
At this point you drain. This causes you to lose your temp, but you keep your perm.
On your second ball, you shoot the left orbit, scoring 424K (400K + 6% for 3 perm) and earning 1 temp.
You shoot the right orbit, scoring 432K (400K + 8% for 3 perm and 1 temp) and earning 1 temp.
Assume at this point the jukebox was lit and you change the song to Hell's Bells. This also causes you to lose your temp, but you keep your perm.
You shoot the bell, scoring 424K (400K + 6% for 3 perm) and earning 1 temp.
The net effect of all of this is that the more songs you "complete" far enough to earn perm, the higher value your future songs start at. Also, the longer you keep a song going, the more temp you obtain, also increasing scoring. Progress units are capped at 50 total, which translates to base value + 100%, essentially double scoring.
On top of all of this, each shot you make for a song adds its entire value to the Song Jackpot. We'll cover the Song Jackpot later on, but for now, it's enough to know that the Song Jackpot is held between songs, but not between balls.
Here's how to play the songs:
T.N.T.
T.N.T. Drop Target Base: 250K base + 5K per unit, no progress
Detonator Hurry-Up Starting Value: 750K base + 15K per unit, 1 temp
Note Hurry-Up Starting Value: half of collected Detonator hurry-up value, 1 temp
Remaining Note Shots: collected Note hurry-up value, 1 temp, final shot relights T-N-T
This is a hurry-up round. First, clear off the T-N-T targets in front of the detonator target. This lights the detonator for a hurry-up, rapidly counting down. Strike the detonator to score the hurry-up and light the note shots for the same value. Those shots in turn start counting down after a short delay. Making a shot scores that value, locks the other 4 note shots at the value, and unlights it. Making all 5 shots relights the T.N.T drops again, and the sequence is repeated. Both hurry-up values stop at 250K if not collected, and remains there indefinitely.
T.N.T.'s scoring is odd because the standup targets do not award progress, and the note shots look like they don't award progress because their value is locked to the hurry-up award. However, the note shots do award temp and will affect the next sequence's standup and detonator scoring appropriately.
Let There Be Rock
R-O-C-K Standup Targets: 250K base + 5K per unit, no progress, relights note shots after first completion
R-O-C-K Bank Completion: 750K base + 15K per unit, no progress
Note Shots: 350K base + 7K per unit, 1 temp
Complete the bank of R-O-C-K standup targets on the right. Doing so lights the note shots. Hitting any R-O-C-K target relights any unlit note shots.
Hell Ain't a Bad Place to Be
Lower Playfield Targets and Loops: 150K base + 3K per unit, 1 temp
Lower Playfield Completion: 400K base + 8K per unit, 1 temp
Right Orbit: 250K base + 5K per unit, no progress, relights note shots
Note Shots: 350K base + 17.5K per unit, 1 temp (note that for these shots, each unit of progress counts 5% instead of 2%, as this is the only shot where this happens, this may well be a bug)
Shoot the right orbit. (Note that if you choose this song first, a hard plunge counts as the right orbit shot.) This will send you to the lower playfield, where all 5 shots are flashing. Completing all 5 shots scores the completion value (only once) and lights the loop shots for the remainder of the lower playfield time. After you return to the upper playfield, the note shots will be lit. Complete these shots for scoring and progress. Complete the horns shots (contrary to some reports, the ramps are not needed) to requalify the lower playfield. While the lower playfield is not qualified, shooting the right orbit will relight any unlit note shots. Repeat.
Also, for reasons not yet clear, sometimes a note shot will award an increased value (about 50% more). I have not yet determined what triggers this.
Whole Lotta Rosie
A-X-E Lanes: 75K base + 1.5K per A-X-E completion, no progress, relights note shots
Note Shots: 300K base + 6K per unit, 1 temp
Complete the A-X-E lanes. Making the first A-X-E lane lights the note shots, but the A-X-E lanes remain active and will relight the note shots whenever a flashing lane is hit. During Whole Lotta Rosie, orbit shots usually feed the ball to the lanes (a hard shot up the left orbit sometimes powers through the right gate and whips back around).
Highway to Hell
Right Ramp: 125K base + 2.5K per unit, no progress, relights note shots
Lower Playfield Loops: 150K base + 3K per unit, 1 temp
Lower Playfield Targets: 400K base + 8K per unit, 1 temp
Note Shots: 350K base + 7K per unit, 1 temp
Shoot the right ramp. Doing so will put the ball in the cannon temporarily and activate the lower playfield with the loops flashing. Complete both shots to light all 5 lower playfield shots. Shots unlight as they are hit, complete either the loops or the face targets to relight all 5. Once you return to the upper playfield, if the cannon is lit, you will be allowed to fire it for whatever it's lit for. If the cannon is not lit, the cannon will auto-fire at a random angle - usually smack into the T.N.T. targets, so beware! In either case, the note shots will now be lit. Complete them for scoring and progress; complete the horns shots to requalify the lower playfield on the right ramp. While the lower playfield is not qualified, shooting the right ramp will relight any unlit note shots. Repeat.
Hell's Bells
Bell: 400K base + 8K per unit, 1 temp, relights note shots
Note Shots: 400K base + 8K per unit, 1 temp
Lower Playfield Targets and Loops: 150K base + 3K per unit, 1 temp
Lower Playfield Completion: 400K base + 8K per unit, 1 temp
Shoot the bell. This lights the note shots. Complete these shots for progress and scoring. Unlike the other two lower playfield songs, Hell's Bells does not start with its lower playfield qualified, you must complete the horns shots and then get the ball in the scoop behind the bell (very tough) to activate the lower playfield. Once down there, the face targets are lit, complete them to light all 5 shots. Completing either loops or targets at this stage relights all shots, completing all 5 shots awards a larger score and is repeatable.
For the record, I didn't even realize Hell's Bells had a lower playfield mode until I saw options for it in the service menu. That shot to the bell scoop requires either an extremely hard shot to overpower the bell, or you must take your shot while the bell is already swinging and hope the ball sneaks through.
Back in Black
A-C-/-D-C Drop Targets: 250K base + 5K per unit, no progress, relights note shots after first completion
A-C-/-D-C Bank Completion: 750K base + 15K per unit, no progress
Note Shots: 400K base + 8K per unit, 1 temp
Drop the bank of A-C-/-D-C targets on the left to light the note shots. Complete the note shots for scoring and progress. Dropping an A-C-/-D-C target relights any unlit note shots. Repeat.
You Shook Me All Night Long
Bumper Hits: 20K base + 400 per unit, no progress
Bumper Level Completion: 150K base + 3K per unit, 1 temp, relights note shots
Note Shots: 250K base + 5K per unit, 1 temp
Hit the pop bumpers enough times (which depends on your bumper level - 10 hits for level 1 plus 5 more for each subsequent level) to advance them one level or hit one of the orbits. Doing either lights the note shots. Complete the note shots for scoring and progress. Shots to either orbit feed the bumpers. Advancing the bumpers another level relights all note shots.
For Those About to Rock
Cannon Target Shots: 500K base + 20K per shot made, no progress, relights note shots
Red Note Shots: 350K base + 7K per unit, 1 temp
Pink Note Shots: 700K base + 14K per unit, 1 temp
Shoot either ramp to load the cannon. For the first five shots, one of the AC/DC targets will flash for "For Those About to Rock Award", hit that target to light the note shots. The bell shot will be pink, this shot scores double. Either ramp continues to load the cannon for "For Those About to Rock Award", each successful cannon shot adds another pink note shot. The cannon will ask you to shoot the targets in the following order: "/", lower "C", "D", "A", upper "C". The pink note shots will light in the following order: bell, right ramp, left ramp, right orbit, left orbit.
After the first five cannon shots are complete, the cannon will then ask you to shoot pairs of adjacent targets. You can make these in one firing with careful aim. If you only hit one of the two targets, you just need to reload the cannon and hit the other target. After both targets are down (regardless of how many firings it takes), a pink note shot lights. The cannon will ask you to shoot the following pairs: lower "C" and "/", "/" and "D", "A" and lower "C", "D" and upper "C".
Thunderstruck
Traveling Thunder Target: 250K base + 5K per unit, no progress, relights note shots if hit while no traveling note shot is active
Dark Blue Note Shots: 275K + 5.5K per unit, 1 temp
Light Blue Note Shots: multiple of dark blue note shot value, 1 temp
A shot travels between the three thunder targets. Hit the traveling shot to light the note shots with a twist: one of those shots also travels (it is a lighter blue than the others). Hitting that traveling shot scores 2X the value of the other shots. The traveling shot at the thunder targets continues to move, hitting it while the traveling note shot is still going adds another multiple to its scoring (so 3X, then 4X, etc.); hitting it while no traveling note shot is going relights any unlit standard shots and starts a new traveling note shot. (Confused yet?)
Rock 'n' Roll Train
Left Ramp: 125K base + 2.5K per unit, no progress, relights note shots
Note Shots Not in a Combo: 350K base + 7K per unit, no progress
Note Shots in a Combo: 400K base + 8K per unit, 1 temp
Shoot the left ramp. This lights the right ramp and right orbit for combo shots. Make either combo to light all note shots. If you fail to make a combo, the right ramp and right orbit lights go out and you must shoot the left ramp again to relight them.
Once all note shots are lit, complete them for scoring, permanent progress, and relighting of all note shots. Rock 'n' Roll Train seems to not award temporary progress except for the second shot of combos started from the left ramp.
War Machine:
Spinner Value: 15K base + 1K per spinner level completion + 1K per note shot + 5K per note shot completion, no progress
Left Orbit: relights note shots
Note Shots: 350K base + 7K per unit, 1 temp
Spin the left spinner enough to advance its level. Doing so lights the other 4 note shots for scoring and progress. Each note shot made (including the left orbit itself) adds 1K to the spinner value, completing all note shots adds 5K. The spinner caps at 50K/spin.
SONG JACKPOT
While a song is running, any points scored by shots associated with that song are also added to the song jackpot. For example, if T.N.T. is running, your shots to the T-N-T targets, the detonator, and subsequent lit note shots are all added to your song jackpot, but points for completing the R-O-C-K targets would not be. The song jackpot starts at 1M at the start of the game and accumulates until collected or until the ball drains. Song jackpots do carry over between songs, so don't be afraid to switch songs if you have a high jackpot.
When the song jackpot resets, either through collection or because of a drain, it resets to 1M + 500K per song played. The currently running song does not count as a song played.
Also, completing all note shots (but only when they're actually lit) for a song adds 2.5M to the song jackpot. This can be repeated any number of times.
Collecting the song jackpot is done in one of two ways:
The first time you fire a lit cannon, and every 3 times after that, one of the awards will be "Song Jackpot".
During Encore, the song jackpot becomes available under certain conditions.
The song jackpot is affected by 2X or 3X Playfield and can easily be a 100M+ shot. Once collected, it resets.
In addition, the song jackpot is available in the form of a song bonus during Album Multiball and Tour Multiball. Collecting the song bonus is explained in the multiball sections. When the song bonus is collected, the song jackpot does not reset. The song bonus is also affected by 2X and 3X Playfield.
GENERAL RULES FOR MULTIBALLS
All multiballs are started from the right ramp and include an initial cannon shot followed by the autoplunging of 1 or more additional balls. Multiballs start with a fairly generous ball saver and a generous grace period after the shoot again light goes out.
In addition, completing all 5 note shots (they flash) will add a ball, once per multiball. In v1.63 and earlier, there was a important twist: If the standard shots are lit for something else, say a song, shots that were completed for that mode stay unlit, and do not need to be completed to add a ball. For example, if you had the standard shots active for Whole Lotta Rosie, and the left ramp was the only flashing shot left when you started multiball, you do not need to make the other 4 shots to add a ball. The first left ramp shot you make will add it. This can be good or bad, depending on when you want to take your add-a-ball.
In v1.65, you have to make all 5 note shots in the actual multiball, regardless of their state for the current song.
Super jackpots become available after making a certain number of regular jackpots, described further in the specific multiball sections.
All songs continue to run during any multiball and associated shots will continue to score and add to the song jackpot. This may not be very evident as anything multiball-related seems to take precedence on the DMD over song animations.
JAM MULTIBALL
Regular Jackpot Value Before First SJP: 100K base + 10K per thunder target + 20K per previous JP
Regular Jackpot Value After First SJP: 100K base + 10K per thunder target + 20K per JP before first SJP
Maximum Regular Jackpot Value: 1M (2M for the second JP in a combo, 3M for the fourth JP in a combo)
Super Jackpot Value Before First SJP: 1M base + sum of all Jam regular jackpots
Super Jackpot Value After First SJP: locked to first SJP value
Jam Multiball is a 2-ball round. The first Jam Multiball is qualified by shooting 6 ramps. The second one takes 8, the third takes 10, etc. After qualifying, shoot the right ramp to start it. This loads the cannon for a Jam Multiball Jackpot (in addition to anything else the cannon is lit for). This jackpot is equal to the current regular jackpot value, but does not actually score a jackpot toward lighting the super jackpot.
Jackpots are the ramps. When you shoot a jackpot, that shot unlights for briefly and the opposite ramp is lit for a combo. Making the combo (not necessarily with the same ball!) scores a double jackpot for the second shot and lights the first ramp. Making that combo scores a single jackpot and lights the second ramp again. Making the fourth consecutive ramp scores a triple jackpot and ends the sequence.
The first super jackpot lights after 18 regular jackpots have been collected. The count is held throughout the game, you do not need to make all 18 in one multiball. This lights the super jackpot at the bell, but it must be shot with the cannon, not a flipper shot. Shoot the right ramp to load the cannon and fire at the bell to collect. If you miss, the bell and cannon remain lit until you make it or the multiball ends. If you make it, you lock the super jackpot value in place. The second super jackpot takes 6 more ramps to light, the third takes 8, the fourth 10, etc. Each of these super jackpots has the same value as the first SJP, although eventually you will get a 2X one from hitting the bell enough times. Your progress toward the next super jackpot is held between Jam Multiballs.
The regular jackpot value starts at 100K at the beginning of a game, and increases 10K for each flashing thunder target hit. This increase is available whenever thunder targets are flashing, including in any multiball. Once Jam Multiball starts, each jackpot made adds another 20K to the jackpot value (this is added after the current shot is scored), until the first super jackpot is collected. Once that first SJP is made, the regular jackpot value increases only by the thunder targets.
The super jackpot value starts at 1M at the beginning of a game. Each regular jackpot adds its value to the SJP value (and if the jackpot was multiplied through combos or 2X/3X Playfield, the multiplied value is added) up until the first SJP is collected. After that, the SJP value can no longer be increased.
The regular and super jackpot values are held throughout the game. The regular jackpot value caps at 1M.
ALBUM MULTIBALL
Regular Jackpot Value: 150K base + 1K per target + 10K per bank + 15K per previous JP (all doubled if the bank is completed in order)
Maximum Regular Jackpot Value: 1M (2M if doubled by completing a bank in order)
Super Jackpot Value Before First SJP: 1M base + sum of all Album regular jackpots
Super Jackpot Value After First SJP: locked to first SJP value
Album Multiball is a 3-ball round. The first Album Multiball is qualified by completing 3 target banks (you do not have to do 1 of each, you can do 3 T-N-Ts if you want). The second one takes 5, the third takes 7, etc. After qualifying, shoot the right ramp to start it. This loads the cannon for an Album Multiball Jackpot (in addition to anything else the cannon is lit for). This jackpot is equal to the current regular jackpot value, but does not actually score a jackpot toward lighting the super jackpot, nor does it advance the album for song bonus.
Jackpots are the target banks; you must complete them to score a jackpot. If you complete them in order (bottom to top for A-C-/-D-C, left to right for T-N-T, top of bottom for R-O-C-K), the jackpot is doubled.
The first super jackpot lights after 15 regular jackpots (which occurs when the last album, Black Ice, is displayed) have been collected. The count is held throughout the game, you do not need to make all 15 in one multiball. This lights the super jackpot at the bell, but it must be shot with the cannon, not a flipper shot. Shoot the right ramp to load the cannon and fire at the bell to collect. If you miss, the bell and cannon remain lit until you make it or the multiball ends. If you make it, you lock the super jackpot value in place. The second super jackpot takes 3 more target bank completions to light, the third takes 5, the fourth takes 7, etc. Each of these super jackpots has the same value as the first SJP, although eventually you will get a 2X one from hitting the bell enough times. Your progress toward the next super jackpot is held between Album Multiballs.
Special lights when then first super jackpot is lit. This special cannot be collected during multiball! Instead, once multiball ends, complete all three target banks once to collect it. It does remain lit after a drain.
In addition, after each of the first 15 regular jackpots is collected, an album from AC/DC's discography will appear on the DMD, starting with the oldest and proceeding forward. If the currently playing song first appeared on that album, you score a song bonus in addition to the regular jackpot. The song bonus is equal to the current value of the song jackpot and collecting the song bonus does not reset the song jackpot. Your position in the discography is remembered between Album Multiballs. There are 15 albums in the sequence; not all of the them have a song represented on the machine, and some albums have multiple songs. The 15 albums and their associated songs are:
High Voltage - T.N.T.
Dirty Deeds Done Dirt Cheap - no songs
Let There Be Rock - Let There Be Rock, Hell Ain't a Bad Place to Be, Whole Lotta Rosie
Powerage - no songs
Highway to Hell - Highway to Hell
Back in Black - Hell's Bells, Back in Black, You Shook Me All Night Long
For Those About to Rock (We Salute You) - For Those About to Rock
Flick of the Switch - no songs
Fly on the Wall - no songs
Who Made Who - no songs
Blow Up Your Video - no songs
The Razor's Edge - Thunderstruck
Ballbreaker - no songs
Stiff Upper Lip - no songs
Black Ice - Rock 'n' Roll Train, War Machine
After the sequence is gone through once, subsequent jackpots have no associated album. (Even the status report will have a blank where the next album should be.) The song bonus is no longer available through Album Multiball after the sequence is complete.
The regular jackpot value starts at 150K at the beginning of a game, and increases 1K for each target hit, and an extra 10K for each target bank completed. Once Album Multiball starts, each jackpot made adds 25K to the jackpot value (10K for the bank completion and 15K for the jackpot; this is added after the current shot is scored).
The super jackpot value starts at 1M at the beginning of a game. Each regular jackpot adds its value to the SJP value (and if the jackpot was multiplied through in-order bank completion or 2X/3X Playfield, the multiplied value is added) up until the first SJP is collected. After that, the SJP value can no longer be increased.
The regular and super jackpot values are held throughout the game. The regular jackpot value caps at 1M.
TOUR MULTIBALL
Regular Jackpot Value Before First SJP: 200K base + 25K per bell hit + 25K per previous JP
Regular Jackpot Value After First SJP: 200K base + 25K per bell hit + 25K per JP before first SJP
Maximum Regular Jackpot Value: 1M
Super Jackpot Value Before First SJP: 1M base + sum of all Tour regular jackpots
Super Jackpot Value After First SJP: locked to first SJP value
Jackpots are the orbits. Unlike the other two multiballs, I have not discerned a method for multiplying them. This may be intentional as Tour Multiball has the highest base jackpots.
The first super jackpot lights after 20 regular jackpots (which occurs when the last tour, Black Ice, is displayed) have been collected. The count is held throughout the game, you do not need to make all 20 in one multiball. This lights the super jackpot at the bell, but it must be shot with the cannon, not a flipper shot. Shoot the right ramp to load the cannon and fire at the bell to collect. If you miss, the bell and cannon remain lit until you make it or the multiball ends. If you make it, you lock the super jackpot value in place. The second super jackpot takes 4 more orbits to light, the third takes 6, the fourth 8, etc. Each of these super jackpots has the same value as the first SJP, although eventually you will get a 2X one from hitting the bell enough times. Your progress toward the next super jackpot is held between Tour Multiballs.
In addition, after each jackpot a ticket from one of AC/DC's tours will appear on the DMD, starting with the oldest and proceeding forward. If the currently playing song was first played live on that tour, you score a song bonus in addition to the regular jackpot. The song bonus is equal to the current value of the song jackpot and collecting the song bonus does not reset the song jackpot. Your position in the touring history is remembered between Tour Multiballs.
Australian Clubs - no songs
High Voltage Australian - no songs
T.N.T. / Lock Up Your Daughters / Summer Vacation - T.N.T.
Lock Up Your Daughters - no songs
Dirty Deeds Done Dirt Cheap / A Giant Dose of Rock 'n' Roll - no songs
Let There Be Rock - Let There Be Rock, Hell Ain't a Bad Place to Be, Whole Lotta Rosie
Powerage - no songs
If You Want Blood - no songs
Highway to Hell - Highway to Hell
Back in Black - Hell's Bells, Back in Black, You Shook Me All Night Long
For Those About to Rock - For Those About to Rock
Flick of the Switch - no songs
Fly on the Wall - no songs
Who Made Who North American - no songs
Blow Up Your Video - no songs
The Razor's Edge - Thunderstruck
Ballbreaker - no songs
Stiff Upper Lip - no songs
Club Dates / Rolling Stones - no songs
Black Ice - Rock 'n' Roll Train, War Machine
After the sequence is gone through once, subsequent jackpots have no associated tour. (Even the status report will have a blank where the next tour should be.) The song bonus is no longer available through Tour Multiball after the sequence is complete.
The regular jackpot value starts at 200K at the beginning of a game, and increases 25K for each hit on the ball. This increase is available whenever the bell can be hit, including in any multiball and during cannon firings. Once Tour Multiball starts, each jackpot made adds another 25K to the jackpot value (this is added after the current shot is scored), until the first super jackpot is collected. Once that first SJP is made, the regular jackpot value increases only by bell hits.
The super jackpot value starts at 1M at the beginning of a game. Each regular jackpot adds its value to the SJP value (and if the jackpot was multiplied through combos or 2X/3X Playfield, the multiplied value is added) up until the first SJP is collected. After that, the SJP value can no longer be increased.
The regular and super jackpot values are held throughout the game. The regular jackpot value caps at 1M.
DOUBLE MULTIBALLS
Any two multiballs can be qualified and then started together. If this happens, shooting the right ramp will start both simultaneously. The Jam + Tour Double Multiball is a 3-ball round; all other Double Multiballs are 4-ball rounds. The cannon will select two targets for Double Jam/Album/Tour Jackpots. These do not count as jackpots toward their respective supers. Both multiballs then proceed simultaneously according to their sections above.
TRIPLE MULTIBALL
Triple Multiball Jackpot: 750K base + sum of Jam, Album and Tour regular jackpots since last Triple MB JP
All three multiballs can be qualified and then started together. If this happens, shooting the right ramp will start all three simultaneously. Triple Multiball is a 4-ball round. The cannon will select three targets for Triple Jam/Album/Tour Jackpots. These again do not count as jackpots toward their respective supers. All three multiballs then proceed according to their sections above.
In addition, there is a special Triple Multiball Jackpot available. After you collect one Jam Jackpot, one Album Jackpot and one Tour Jackpot, the bell will light for Triple Multiball Jackpot. Shoot the bell to collect. Once Triple Multiball Jackpot is qualified, it stays lit at the bell, but resets to 750K after each collection. Build its value back up by scoring more Jam, Album and Tour jackpots. You can repeat this sequence any number of times during Triple Multiball. Unlike other jackpots at the bell during multiballs, this one can be collected with a normal shot; firing the cannon is not necessary to collect a Triple Multiball Jackpot.
THE CANNON
The game starts with the cannon lit for Song Jackpot. After that first shot, you need to spell F-I-R-E three times to relight the cannon for Song Jackpot. The cannon also can be lit for other reasons; these are covered in the relevant individual sections.
Whenever the cannon is lit, a shot to either ramp (on Premium/LE machines) will load it. Also, on Premium/LE machines, if the right ramp is lit for multiball while the cannon is lit, shooting the left ramp will load the cannon without starting the multiball. Once the cannon is loaded, at least one of the AC/DC targets will be lit for awards, shoot such a target to collect its award. The DMD will advise you of which targets are lit for what before the cannon starts moving. The status report will tell you how many F-I-R-Es you need to light the cannon for Song Jackpot, and also the yellow inserts above the drain will flash whenever the cannon is lit for Song Jackpot. The red flasher near the cannon will pulse whenever the cannon is lit for any reason at all.
If you have multiple awards lit on the cannon, you do not have to choose one and sacrifice the rest. As long as you hit at least one of the awards, the cannon will remain lit and you can immediately reload it to take a shot at the remaining award(s). If you miss the awards completely, however, all awards are lost.
If by some bizarre stroke of luck you have more than 5 awards lit on the cannon at once, the sixth will light on the bell, and the seventh through ninth will light on the T-N-T targets from left to right. I do not know what happens if you have 10 awards lit on the cannon at once, which is theoretically possible (Collect Bonus, Combo Jackpot, For Those About to Rock Award, Lane Jackpot, Loop Jackpot, Song Jackpot, Target Jackpot, Triple Album Multiball Jackpot, Triple Jam Multiball Jackpot and Triple Tour Multiball Jackpot). Working out the sequence required to do that is left as an exercise for the reader.
If the ball somehow gets in the cannon when it is not lit (usually from Highway to Hell stashing the ball in there while the lower playfield is going), the cannon will auto-fire the ball at a random angle, usually at the T-N-T targets, which are a drain hazard. However, during For Those About to Rock, the cannon is always enabled for the song's shot. If you do not shoot the cannon when it is lit for whatever reason, the cannon will auto-fire the ball at the A-C-/-D-C targets along with an insulting speech call berating you for not firing properly.
The cannon is quite powerful; if the awards do not interest you, you can easily shoot the bell, the left ramp, or the left orbit with it.
THE BELL
The bell is an important part of AC/DC, as hitting it 3 times at any point during play starts 2X Playfield for 20 seconds. Hitting it a fourth time during those 20 seconds resets the timer. Hitting it a fifth time before time runs out resets the timer again. Hitting it a sixth time starts 3X Playfield for 20 seconds. Further hits just reset the timer on 3X Playfield.
Whenever the ball is on the lower playfield, the timer for 2X/3X Playfield stops. Also, whenever a VIP pass spots a hit on the bell, it counts toward 2X/3X Playfield as well.
Each bell hit also adds 25K to the Tour Multiball regular jackpot value.
The bell never gets harder throughout the game, so you're always three shots or less away from 2X Playfield. The playfield multipliers double or triple everything except end-of-ball bonus, including song jackpots!
SUPER MODES
There are four super mode inserts at the bottom of the table: Super Loops, Super Combos, Super Lanes, and Super Targets. To light a super mode, make the shot required to light the note shots for your current song (so hit the bell in Hell's Bells, get 15 spins in War Machine, etc.); this gets one of the super mode inserts flashing. To change the current flashing super mode, hit any thunder target, lit or not. To activate the current flashing super mode, make 3 flashing note shots. Hitting a thunder target to change the mode does not reset the flashing note shot count required.
Running super modes are indicated by pulsing inserts. Once running, a super mode stays running for the rest of the ball. Multiple super modes can run at once. To do so, change the song at the jukebox and repeat the process above. Trying to light and activate what would be the fifth super mode when all four are running has no effect.
The super modes are:
Super Combos
Combo Jackpot Value: 500K base + 250K per Combo while not in Super Combos + (500K per 2-way Combo + 700K per 3-way Combo + 900K per 4-way Combo + ...) while in Super Combos
Combo Jackpot Availability: Lights on cannon every 20 Combos while Super Combos is active
Combos score double (300K+10K) and add twice the value to the Combo Jackpot while Super Combos is running. In addition, larger combos add an increasing value to the jackpot for each shot in the sequence. A 3-way Combo in Super Combos adds 1.2M to the jackpot value (500K for the second shot and 700K for the third), a 4-way Combo adds 2.1M, etc.
Super Lanes
Lane Jackpot Value: unknown
Lane Jackpot Availability: Lights on cannon every 10 completions of F-I-R-E while Super Lanes is active
While Super Lanes is running, whenever F-I-R-E is completed, one of the letters starts strobing rapidly. Hit this flashing lane (which can be moved with the flippers) to award either:
"F" or "E": Awards Double Bonus at end of ball. If this is collected again on the same ball (possible through multiball), the second collection awards Triple Bonus. Subsequent collections on the same ball at 10K+1K to the bonus base value.
"I" or "R": The value of the next shot counts double. The DMD claims this is a timed shot. If it is, there is enough time for extensive strategizing and aiming.
The math behind the Lane Jackpot value is currently unknown, as the game never displays the value until the Lane Jackpot is lit on the cannon.
Super Loops
Loop Jackpot Value: 500K base + 500K per left orbit while in Super Loops + 1M per right orbit while in Super Loops
Loop Jackpot Availability: Lights on cannon every 15 loops while Super Loops is active
The left orbit scores 250K and the right orbit scores 500K while Super Loops is active. In addition, each orbit made adds twice its value to the Loop Jackpot. The Loop Jackpot value does not seem to build outside of Super Loops.
Super Targets
Target Jackpot Value: unknown
Target Jackpot Availability: Lights on cannon every 10 target bank completions while Super Targets is active
Rapid shots to multiple different target banks (which is usually a bank shot of a single ball, but it can be rapid strikes by multiple balls to different banks in multiball) cause the second target bank hit to score double whatever it would have otherwise. If all three banks are hit in rapid succession, the second scores double and the third scores triple.
The double or triple scoring applies to all scoring produced by the hit target, and nothing else. So a hit target that also completes a target bank earns double scoring for both the target hit and the bank completion. If the cannon is lit for awards, these can be doubled if a T-N-T target is hit first followed immediately by the lit A-C-/-D-C target. No other sequence is acceptable, as the game knows the cannon could not hit the targets in any other order. This is nearly impossible to do (it's quite difficult even with the glass off), but it does potentially allow the collection of a song jackpot at 6X value if 3X Playfield is running by backhanding one ball into a T-N-T target right before firing the cannon into the desired A-C-/-D-C target. Unfortunately, your poor ruleset writer is not coordinated enough to verify this even with the glass off. Anyone of greater skill care to try?
The math behind the Target Jackpot value is currently unknown, as the game never displays the value until the Target Jackpot is lit on the cannon.
All super mode jackpots are held between balls, but reset once collected.
COMBOS
Whenever you shoot either ramp and the ball is not sent to the cannon, the opposite ramp and orbit are briefly lit for combos. Shooting it scores a Combo and lights the opposite shots briefly to continue the combo. Combos score increasing points based on their length, and each additional shot in the combo counts as a new Combo to the machine (so making a 5-Way Combo counts as 4 Combos). Whenever the left orbit or right ramp is hit as part of a combo, the bell is included in the shots that will continue the combo.
The Combo base value starts the game at 150K. Each subsequent Combo scores 5K more than the one previous.
Completing 25, 100, 200, 300, etc. Combos lights extra ball on the right orbit.
SKILL SHOTS AND VIP PASSES
The skill shot is the standard get the ball through the flashing lane affair. The difference is you can shoot the scoop and then just rotate the lane with the flippers to wherever the scoop ejects it, so not much skill is needed. Making the skill shot awards 250K + 25K per previous skill shot made, adds +2 Bonus X and awards a VIP Pass.
The super skill shot is activated by plunging the ball into the jukebox, then holding the right flipper button while it ejects. This directs the ball down the right orbit to the flippers, after which you need to make either orbit, either ramp, or the bell very quickly. Making a super skill shot awards 350K + 50K per previous super skill shot made, adds +5 Bonus X and awards 2 VIP Passes.
VIP Passes are used with the FIRE button in front of the player. During single ball play, they will make one of the shots called for by the current song. If you have one flashing note shot left to "complete" the song and earn permanent progress, it gives you that; otherwise, it usually spots the one that relights note shots During multiball, it will score spot the "most important" lit shot (not a super jackpot, since that requires the cannon). If only one shot is left for add-a-ball, the VIP Pass will spot that, otherwise it generally spots a jackpot.
VIP Passes are awarded by skill shots and every 50 song requests. A "song request" just means a shot that lights a song on the jukebox list. It has to actually light the song to count as a song request.
- SPOILER - SPOILER - SPOILER -
NOTE: This is the wizard mode. If you want to discover Encore for yourself, skip this section by clicking here.
ENCORE
Encore Song Shot Value: 500K (50K per bumper hit for You Shook Me All Night Long, 50K per spin for War Machine)
Encore Song Completion Value: all previous points scored for that song in regular play, minus song jackpots
Encore Note Shot Value: 250K
Encore Super Jackpot Value: 100M to 200M
When you light the jukebox for song change after having already played all 12 songs, shoot the jukebox to start Encore.
Encore is practically an entire pinball game within a game. The objective of Encore is to play all 12 songs again with different rules, in the order you played them the first time, then collect the Encore Super Jackpot at the jukebox. You get 3 balls in which to do this, the first 2 of which are "extras" specific to Encore.
After the lengthy instructional sequence on the DMD (and pay attention, because the Encore rules are quite different than normal play), you begin the first song you played. Each song in Encore has a small task associated with it (described shortly) that you must complete to advance to the next song that you played. The task always involves the song's signature shot. The tasks for each song are:
T.N.T. - Drop the bank of T-N-T targets once.
Let There Be Rock - Complete the bank of R-O-C-K standup targets once.
Hell Ain't a Bad Place to Be - Shoot 3 right orbits.
Whole Lotta Rosie - Complete the A-X-E lanes 3 times.
Highway to Hell - Shoot 5 right ramps.
Hell's Bells - Shoot the bell 3 times.
Back in Black - Drop the bank of A-C-/-D-C targets on the left once.
You Shook Me All Night Long - Hit the pop bumpers 50 times.
For Those About to Rock - Hit all 5 A-C-/-D-C targets with the cannon for "Encore Award". This will (obviously) take multiple firings.
Thunderstruck - Complete the three thunder targets.
Rock 'n' Roll Train - Shoot 5 left ramps.
War Machine - Spin the spinner 50 times.
Each required shot for a song scores 500K except the last, which awards all the points you scored playing that song previously, not including any song bonus or song jackpot collections, and 2X/3X Playfield applies. The two exceptions are You Shook Me All Night Long, which scores 50K/bumper hit, and War Machine, which scores 50K/spin. The DMD will helpfully display the required shot, the number of shots remaining, and the point award for completing the song.
The song jackpot itself is still available in Encore. Each Encore song shot adds 500K to the value (again, 50K for bumpers and spinner); the final shot for a song adds 500K but not the previously earned points (that would be insane!). Song jackpot is lit via F-I-R-E completions and is scored from the cannon shot as normal. Once collected, it resets to 5M and begins accumulating again. The song jackpot does not reset when the first 2 Encore balls drain. It does reset when Encore ends, successfully or not.
While all this is going on, the five note shots will be solidly lit. (If one is involved in the current song, it will flash instead.) Each solid note scores 250K. Completing all solid notes relights them all and adds another ball into play. This can be done repeatedly throughout Encore. Up to 4 balls may be in play simultaneously. Completing the note shots with 4 balls already in play lights a 10-second ball saver.
VIP Passes still work in Encore and will spot 1 required shot. Note that in You Shook Me All Night Long and War Machine this will only award 1 bumper hit and 1 spin, respectively. Alternatively, if you only have 1 solid note shot left for add-a-ball and more than 1 shot left for the song, a VIP Pass may spot you the note shot instead.
Additionally, super modes continue running, awards can be lit on the cannon and collected, 2X/3X Playfield is available from the bell (and should be exploited ruthlessly), etc. The only thing that isn't available are the multiballs. If you go into Encore with one or more multiballs lit, they will unlight for the duration of Encore and relight afterwards.
The first two times you drain in Encore, the game simply serves a new ball at the plunger. (The DMD displays "Encore Ball x of 3" during play.) There is no bonus collect on these first 2 balls, but you can attempt a skill shot or super skill shot. Draining the third Encore ball ends Encore and the actual current ball, collects bonus, resets song jackpot, and does everything else a drain does in normal play.
After you complete the last song, the jukebox lights for Encore Super Jackpot. This starts life at 100M and supposedly increases under certain conditions; extensive testing failed to uncover what these are. It is possible that the jackpot progression has not been implemented yet. The Encore Super Jackpot value is held from game to game until collected, and is capped at 200M. The Encore Super Jackpot is affected by 2X/3X Playfield! Collecting the Encore SJP deadens the flippers, produces a celebratory light and sound show, and then unceremoniously instructs you to keep shooting.
Starting Encore, whether you finish it or not, resets the tally of "songs played" and resets all permanent and temporary progress. However, this is compensated for by adding a 1M Encore Bonus to end-of-ball bonus on this and every subsequent ball. Additionally, finishing Encore successfully increases all song scoring base values by 50% for the rest of the game, and each new progress unit earned adds 2% of this higher base value to song shot scoring. As far as I can tell, there are no "victory laps" or similar after a successful Encore.
- END SPOILER -
EXTRA BALLS AND SPECIALS
Extra balls are awarded from the right orbit. You do not need to reach the jukebox, reaching about the height of the upper bumpers is enough. Extra balls can be lit by:
Completing each target bank twice. Another extra ball is lit every 25 completions of each target bank.
Making 25 Combos (which doesn't require 25 actual combinations; 3-way and higher combos count as a separate Combo for each shot beyond the first). Another extra ball is lit every 100 Combos.
Players can earn a maximum of 5 extra balls per game.
Specials can be lit by:
Completing each target bank 5 times. Complete each target bank 1 more time to collect. Another special is lit every 35 completions of each target bank, but see below.
Competing the sequence of albums (15 regular jackpots) in Album Multiball. Complete each target bank 1 more time after multiball is over to collect.
Players can earn a maximum of 1 special per game on default settings.
FUN WITH BONUS
Bonus is composed of many parts:
Base value is 50K.
Flashing note shots on previous ball: 25K per flashing note shot made. This is not counted up at end of ball, but added to the base value directly. (In fact, if you check your bonus right at the start of a new ball, these points will already be in there.) The first ball obviously does not get this part of the bonus.
Additional base bonus: If Super Lanes has awarded "F" or "E" 3 or more times, additional base bonus is awarded, but not very much - 10K for the 3rd award, 11K for the 4th, etc.
Switch hit bonus: 370 per switch.
Songs lit on jukebox toward song change: 25K each.
Songs already played: 50K each, or 100K if perm was awarded for that song. The song that was playing when the ball drained does count.
Encore bonus: If Encore has been started during this or any previous ball, 1M is added to the bonus.
Bonus multiplier: All of the foregoing is multiplied by Bonus X.
Double or Triple Bonus: If the player collected Double Bonus or Triple Bonus from the "F" or "E" Super Lanes award on this ball, the bonus is again multiplied by 2 or 3.
Bonus is not affected by 2X/3X Playfield is either was lit at time of drain. A bonus of 10M or more is considered large and prompts an additional speech call.
ODDS AND ENDS
This section lists miscellaneous scoring and other features. In most cases, these scores are available at all times. For example, hitting a thunder target during Thunderstruck awards the points below in addition to the song points.
Rolling over an A-X-E lane score 2530 when unlit and 1030 when lit. Completing the A-X-E lanes scores 55K + 5K per previous completion on the same ball and adds +1 Bonus X.
Hitting a bumper scores 10,030 (the DMD says 10,000, but if you look at your actual score the tens digit changes too) + 200 per bumper level completed that ball. The first bumper level takes 10 hits, the second level takes 15, the third 20, and so on. Completing a bumper level scores 75K + 1.5K per previously completed bumper level that ball. In addition, every 8 levels completed during the course of the game lights the cannon for Collect Bonus. Hitting the indicated target awards the end-of-ball bonus and does not reset it. This bonus is affected by 2X/3X Playfield, since the ball is still in play.
Hitting a horns shot (left orbit, bell and right orbit) scores 25K + 500 per previous shot made that ball. Completing all three horns shots scores 100K + 2K per previous completion that ball.
Hitting a thunder target scores 7530 when solid or unlit, and 25,030 when flashing. Completing all three targets scores a flat 150K. In addition, each hit on a flashing thunder target adds 10K to the value of the Jam Multiball Jackpot, but for whatever reason the game only shows you the value when you complete all 3 targets.
Dropping an A-C-/-D-C target scores 25,030. Completing the bank scores 300K + 10K per previous completion that ball, advances 1 bank toward Album Multiball and adds 1000 to the spinner value. If A-C-/-D-C was dropped in order from bottom to top, that completion scores double.
Dropping a T-N-T target scores 25,030. Completing the bank scores 100K + 10K per previous completion that ball, advances 1 bank toward Album Multiball and adds 500 to the spinner value. If T-N-T was dropped in order from left to right, that completion scores double.
Hitting a R-O-C-K target scores 25,030 when flashing and 7530 when solid. Completing the bank scores 200K + 10K per previous completion that ball, advances 1 bank toward Album Multiball, and adds 750 to the spinner value. If R-O-C-K was hit in order from top to bottom, that completion scores double.
Hitting the spinner scores 5K per spin, plus any increases from target bank completions as described above.
Shooting either orbit scores 50K, plus 5K for each time you've been in Tour Multiball.
Shooting either ramp scores 25K, plus 5K for each time you've been in Jam Multiball.
Hitting an inlane scores 2530 when unlit and 1030 when lit. Hitting an outlane scores 502,530 regardless of state. Completing F-I-R-E scores 55K + 5K per previous completion on the same ball.
And finally, the slingshots score 170