ACDC is a really great pinball machine - it's got a very different ruleset than any other machine I've played, and I'm still struggling to understand how it all works. Can anyone help me fill out the many gaps in this (excuse for a) rulesheet:
Playfield, left to right:
Outlanes/inlanes - standard configuration, when fully open, large enough to drive a truck through sideways. Contain the F and I rollovers for "FIRE".
AC/DC target bank - 5 standup targets. Advances toward Album Multiball when completed. Extremely dangerous to shoot. Key shot for Back in Black
Left loop, with spinner - Advances towards Tour Multiball, key shot for Warmachine.
Thunderstruck target (1/3) - key shot for thunderstruck. Presumably used for one or more other purposes.
Left ramp - Advances towards Jam Multiball, key shot for Rock N Roll Train. Easily backhandable, not much harder forehand. This can be looped, looping both balls through it during jam multiball during rock n roll train adds points quickly. Returns to left inlane.
Thunderstruck target (2/3)
Hells Bell lane - Target at the end of a lane, with a springy thingy on the right side of the bottom. This will usually return the ball to the right flipper, bouncable to the left, but will sometimes return it as far to the right as the right inlane. Can be a dangerous return. Key shot for Hells Bells. Shoot three times to start 2x playfield scoring. Shoot additional times to start 3x playfield scoring or maybe extend 2x playfield scoring (not sure the details on this)
TNT targets - 3 standup targets. Dangerous to shoot, like most standup targets. Key shot for TNT.
AXE lanes - 3 lanes with standard lanechange just below tunes n stuff. Completing lanes raises bonus and adds a song request. Key shot for Whole Lot of Rosie.
Bumpers - 3 bumpers in the standard configuration under the AXE lanes. Returns via hells bell lane. Key shot for You Shook Me All Night Long. It advances some value, what I'm not entirely sure.
Tunes n stuff - Accessed via right loop, plunge, or very lucky bounce from AXE lanes and Bumpers. Allows you to change the song, when jukebox is ready.
Right Ramp - A lot like the left. Backhandable from a catch, but not on the fly. Key shot for Highway to Hell. Advances toward Jam multiball. Used to load the Cannon. Returns to right inlane.
Thunderstruck Target (3/3)
Right Loop - Strong shot feeds Tunes n Stuff, weak shot feeds AXE lanes Used to collect extra ball. Key shot for Hell Ain't a Bad Place to Be. Tight shot.
ROCK targets - 4 standup targets. Just as dangerous to shoot as the ones on the opposite side, and harder to hit. Key shot for Let There be Rock.
Cannon - Accessed via right ramp. Shoot it to start the multiballs, or when lit by spelling FIRE with the FIRE rollovers. It will swing out, and one of the lights on the TNT targets or the AC/DC targets will be lit, if you hit it, you receive a jackpot. Shooting the lower targets of AC/DC this way is incredibly dangerous, never do that. If you don't use it, it will shoot the ball back up the right ramp, from whence it will return via right inlane.
Right outlane - Area around the inlane/outlane blocked by cannon, this means you have no visibilty of that area for nudging the ball away from the outlane! Inlane/Outlane contain the RE of FIRE rollovers.
Modes: 12 songs, 12 modes. Choose the mode you want at the start of the game. After (some qualification is met) shooting Tunes & Stuff saucer will give you the option to change the song.
Sometimes changing the song shows a total score for the mode that was playing, and sometimes it doesn't. What determines this?
During a song, one shot will always score points. Hitting that will lite some of the 5 major shots for the same score you get from the key shot - those can be collected once before you need to hit the key shot to relight them. There is likely some other award for making the secondary shots, but I don't know how that works. Making the shots also builds a jackpot value - the jackpot starts at 1m, and increases by the amount you score for making the shot.
The score awarded by making the key shot is not always exactly the same, so there's probably some way to build this value. I don't know what it is.
For Rock N Roll Train, Highway to Hell, and Hell aint a bad place to be, this is around 370k, and this is also what you get in other modes if you've lit - assume the points from the other modes are related to this value.
The jackpot can be collected by (some cannon mode, and maybe other means).
Cannon modes:
Lit cannon mode changed by slingshots. After completing one, it doesn't stay lit, even if you make the jackpot. The jackpot is sometimes around 1m, other times, this collects the song jackpot. Jackpots are effected by playfield multiplier.
Cannon Fodder - Hit the lit target for (some amount of points).
Cannon Volley - Hit the lit target for (some amount of points).
Cannon Chaos - Hit the lit target for (some amount of points).
Super modes:
No idea how these work.
Super Loops
Super Lanes
Super Targets
Super Combos
Multiballs:
These are all started by the cannon, and they can be stacked.
Jam Multiball (2 ball):
Light by shooting the ramps a total of 7 times. Load the cannon (lit shot is on TNT bank) to start multiball. Jackpots seem to be scores on the 5 major shots, and seem pretty small.
Album Multiball (3 ball):
Light by shooting three target banks. Load the cannon (lit shot is on AC/DC bank) to start multiball. Not sure if this means each one once or three in any combination. During multiball, all the target banks are lit, and hitting them makes the light go out. I assume hitting those targets is the way to get points out of this multiball.
Tour Multiball (3 ball):
Light by shooting the loops a total of 8 times. Load the cannon to start multiball. Don't know anything more about this one.
There are devil horn inserts on the right loop and hells bells lane. What do they mean?