Coming fresh off Dragonball z which is done besides art and is a hit with the locals, I decided todo a very familiar theme that not only deserves a pinball but will lend itself well to pinball. I am doing the same exact relay logic system I did with dragon Ball z I'm using ice cube relays to pretty much drive everything and timing relays to do a lot of the finesse that a traditional score motor is responsible for, same power supplies same MP3 players and so on. I decided to go with the flow! I wanted something with Flow and I wanted some unique features, and lots of flippers! And no stupid ABC Lanes- Keith elwin has got it right with that- what a waste of space. The isolated space underneath the ramp is a captain ball area that I have not installed the fifth flipper and the four targets here yet and the kicker on the right side is what is going to drive the two ball multi-ball after completing "bike" there will always be a ball in that pocket that circuit is already tested and working but getting it to work mechanically is gonna be challenging.
Rules. Super simple here. Basically have to spell all banks of targets, after you spell a bank a Reese's Peice is lit, after lighting them all the tip of et's finger will light up pointing at the ramp - I have a dude printing a ship for me that I'm going to have the ball divert somehow from the ramp to go into the ship which I'll place over on the left. So yeah collect all the Reese's pieces to send ET home makes sense right? The only feature competion that will drop ball to ball is "ET"
Spell...
ET -light spinner for points
Elliott- gives xtraball
Bike-two ball multiball
Coors-flippers reverse for a while
Shed- turns on ball save
Haven't figured out what the all down drops will do
And haven't figured out the double outlane to the left, still having fun with it.