(Topic ID: 175368)

Ghostbuster Premium, AC/DC Premium, or Theatre of Magic

By PinMagnet

7 years ago


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#4 7 years ago

AC/DC

AINEC.

#14 7 years ago
Quoted from PanzerFreak:

For me Ghostbusters as I prefer its ruleset design compared to ACDC's. Also, I like the layout of GB better as its more unique compared to the fan layout in ACDC.
Do you favor quest based rulsets or point's focused rulsets? Ghostbusters has a quest based rulset with modes that work the entire playfield and several mini wizard modes to reach (Are You a God wizard mode is coming from what I've read).
ACDC rules are more points focused. Personally I don't find the modes (the songs) in ACDC to be very unique as all of the modes have you focused on hitting the same shot over and over again which gets old. Also, there is little variety in the games multiball modes, the mini playfield lacks depth in terms of code, there are no custom callouts by band members, and the lack of mini wizard modes is disappointing.
ACDC is a fun to play but after owning it for over a year I grew tired of it for the reasons above and sold it.

"all of the modes have you focused on hitting the same shot over and over again which gets old"

This is not correct. You owned it for over a year? What the...

#27 7 years ago
Quoted from PanzerFreak:

Well, each song mode is focused on just one shot on the playfield for its primary scoring. For Hells Bells just hit the bell over and over, for Rosie shoot for the top lanes over and over, for You Shook Me All Night long hit the pops over and over.
Just as an example you are not required to say hit the left orbit, the right ramp, left ramp and then the bell to complete Hells Bells while an insert flashing for each of the required shot leads the player. Instead it's hit the main shot for that mode (the bell) over and over again and then just complete I think 7-9 random shots to light the juke box. After a while it just became very repetitious and got old for me. I know its a fun game and that a lot of people enjoy it, for me though the games ruleset didn't hold my interest.

Songs:
General Scoring Whenever
you pick a new song, it begins with a small task. Completing
the task lights the five Musical Note shots for an award. Typically,
Musical Note shots shut off when hit, but you can complete the same
task again to relight the Musical Note shots. In most songs,
completing all Musical Notes also relights them.
Each shot has an assigned base value. Shots actually score between
100% and 200% of this base, depending on progress during the game.
This rule sheet notes the base value of each song shot and percentage
growth, like this: 350,000 + 2%. That means the shot is worth 350,000
at base value and adds 2% to all shot values: if the first shot was
350,000, the next is 357,000 (102% of 350,000), and the next is
364,000. The maximum value of this shot would be 700,000, twice the
original base value.
When shot values increase, the increase applies to all song shots for
the rest of the ball in play , even if a different song is started.
This means you can pick a song, grow the value of shots, then start a
new song at a higher point value.
If you manage to complete the five Musical Note shots during the
song, you will earn a permanent 6% boost to all song shots for the
rest of the game , up to the 200% cap. This boost can be earned once
per song. You must change songs to make it achievable again.
Completing the five Musical Notes also adds 2,500,000 to the Song
Jackpot. This bonus can be awarded more than once per song.
Note: a fair amount of the information about song scoring values is
incorrect and incomplete. Thanks for your help!
Song:
You Shook Me All Night Long (bumpers) (
Album #6, Tour #10)
Opening task: Complete 1 bumper level OR shoot both loops.
Bumpers are worth more than usual during You Shook Me. Completing a
bumper level (via the countdown) lights the Musical Notes. You can
also light the Musical Notes by shooting both loops for 250,000 + 2%.
Lit Musical Note shots are 250,000 + 2% during You Shook Me.
Completing a bumper level gives an award, relights the Musical Notes,
and adds 2% to their value.
Strategy: You Shook Me is halfway through the list of songs for Album
and Tour, so pick it sometime in the middle of the game. This mode
does well balanced with Album or Tour Multiball because balls are
more frequently in the bumpers. It’s not bad with Jam either, so this
is a good “anytime” song if you’re not sure what you are heading for
next.
Overall, You Shook Me is not worth a ton of points. If you are
skilled with catching balls around the left loop, it reduces the
value of You Shook Me, because balls won’t go around that loop
anymore. Conversely, You Shook Me increases in value if you’re not
great at that catch, and also increases in value on games with lively
bumpers.
If picking You Shook Me at the start of a new ball, take the regular
Skill Shot instead of the Super Skill Shot to pick up some mode
points. You can also drain the ball on purpose to ballsave
into the
bumpers for more.
If your AC/DC is prone to draining out of the bumpers, or the bumpers
aren’t very active, You Shook Me takes a huge hit in value and should
be avoided.
Song:
Highway to Hell (right ramp / HELL ) (
Album #5, Tour #9)
Opening task: Shoot right ramp (feeds HELL miniplayfield).
Making the solidlylit
right ramp scores 125,000 and lights the
Musical Notes for 350,000 + 2%. The right ramp remains solidly lit
throughout for 125,000.
When multiball is not lit or running, either ramp feeds the Cannon to
play the miniplayfield.
Shoot both loops for 125,000. This lights
the 3 head targets for 150,000; flashing targets are 150,000 + 2%.
Completing the flashing head targets lights a strobing shot for
300,000 + 2%. When time is up, you’ll get your normal Cannon shot, or
the ball will fire into the TNT targets if no Cannon shot is
available. The miniplayfield
freezes the timer for the playfield
multiplier. After playing the miniplayfield
you must collect the
Musical Notes to make it available again.
Strategy: Highway to Hell is not a highscoring
song. On the LE it is
slightly more valuable than Rock N Roll Train. On the Pro, it is
slightly less valuable. Play this song linked with Jam Multiball for
a boost to ramp values.
On the LE , ideally you want to visit the miniplayfield
before
multiball begins, then again immediately after multiball. Keep track
of which Musical Note shots you have made; if you get an addaball,
the miniplayfield
will definitely be ready when multiball ends. When
this happens, set up Cannon awards and playfield multipliers so that
the miniplayfield
can give maximum rewards. The best possible stack
is to run 3x while Song Jackpot is lit. If you’re close to a
playfield multiplier, take it before shooting the miniplayfield.
On the LE , be careful when loading the Cannon if nothing is lit! The
Cannon shot into the TNT targets is a neardeath
experience.
Knowledge of the software version is important for Highway to Hell on
the LE . Version 1.68 reduces the value of the miniplayfield
significantly. Prior to 1.68, the miniplayfield
was many times more
valuable, making Highway To Hell one of the most valuable songs in
the game, and well worth the first selection. As of 1.68 it is a
mediumtier
song, and choosing it as the first song in the game is
generally not advised.
Song:
Rock N Roll Train (left ramp) (
Album #14, Tour #20)
Opening task: Shoot left ramp, then right ramp / right loop / ROCK.
Making the solidlylit
left ramp scores 125,000 and lights the right
ramp, right loop, and ROCK targets briefly for 400,000 + 2%.
After completing the opening task, Musical Notes light for 350,000 +
2%. The left ramp remains solidly lit to restart the opening task.
Completing the task relights all Musical Notes each time.
Strategy: Link Rock N Roll Train with Jam Multiball for increased
value. In general Rock N Roll Train is a mediumtier
song, and not
worth as much as in the earliest versions. Shooting the left ramp
repeatedly is worth very little: it does not score many points, does
not increase Song awards, and does not light Musical Notes.
Song:
Whole Lotta Rosie (top lanes) (
Album #3, Tour #6)
Opening task: Roll over any top lane. (Lit lanes, not unlit lanes!)
Rolling over a lit top lane scores 75,000 and lights Musical Notes
for 300,000 + 2%. The third top lane is worth 75,000 + 2%. Throughout
the song, lit lanes score, which is different than AXE’s normal
behavior.
Strategy: Link Whole Lotta Rosie with an early Album or Tour
Multiball to collect a Song Bonus. During Tour, balls will divert to
the lanes and bumpers instead of going around the left loop. Decide
based on your skills whether this is good or bad.
Whole Lotta Rosie is a good “anytime” song since it mixes pretty well
with any multiball. It’s not worth a lot of points. You Shook Me is
worth more points than Rosie, but Rosie opens the option of an
earlier Song Bonus pickup.
If picking Whole Lotta Rosie at the start of a ball, take the regular
Skill Shot, since it will feed the lanes and immediately light the
Musical Notes.
Song:
Hells Bells (Bell / HELL ) (
Album #6, Tour #10)
Opening task: Shoot the Bell.
Shooting the Bell scores 400,000 + 2% and lights the Musical Notes
for 400,000 + 2%. Hitting the Bell relights all Musical Notes.
On the LE , VIP Passes during Hells Bells swing the Bell, which then
counts the shot toward playfield multiplier progress.
Hitting into the saucer behind the Bell in singleball
play activates
the miniplayfield.
Head shots are 150,000 + 2%. Hitting at least one
head shot lights the loops for 150,000 + 2%. Completing all five
flashing shots scores 400,000 + 2%. The miniplayfield
freezes the
timer for the playfield multiplier. After playing the miniplayfield
you must collect the Musical Notes to make it available again.
Strategy: Hells Bells is one of the most valuable songs in the game,
probably the most valuable on the LE because of the VIP Pass bonus.
The primary reason is that hitting the Bell is a significant part of
the mode, and frequently its mode awards are doubled or tripled.
On the LE linking Hells Bells with any multiball is a ticket to 2x or
3x playfield if you have VIP Passes. If you have a high number of VIP
Passes banked, you can use them to extend 2x or 3x time if you are
not able to hit the Bell in 20 seconds. Extended play of Hells Bells
at 2x or 3x scoring leads to very high Song Jackpot collects,
especially if you maintain the playfield multiplier for the Song
Jackpot collection. Because of this, keep an eye on the FIRE lanes
while playing Hells Bells and work the ramps to make completing FIRE
easier.
On the LE you can use a VIP Pass to score the Super Skill Shot by
triggering the Bell. If running Hells Bells at the start of a new
ball, choose the Super Skill Shot and the worst that can happen is
using 1 VIP Pass to score 2. Some tournaments have disabled this
setting, preventing the bell from automatically swinging.
The miniplayfield
on the LE is generally out of play for most
machines, and isn’t worth a whole lot. If you happen to get it,
great, but do not expect to get into the miniplayfield
frequently or
have it pay off. Early software versions have higher scoring for the
miniplayfield
during this song.
Song:
Thunderstruck (blue targets) (
Album #11, Tour #16)
Opening task: Shoot the strobing blue target.
Hitting a strobing blue target scores 250,000 and lights the Musical
Notes. Lit Musical Notes are worth 275,000 + 2%.
When a strobing blue target is hit, it also begins a strobing shot
worth 2x the Musical Note value (550,000 + 2%). Hitting more strobing
blue targets before the strobing shot makes it 3x, 4x, then 5x. The
strobing shot includes unlit Musical Notes.
Strategy: When collecting the strobing shot, wait for it to come to
your favorite shot, unless a playfield multiplier is running.
Thunderstruck is especially valuable linked with Super Lanes, since
you can double the valuable collection of the strobing shot. The
strobing shot can be worth as much as 16.5 million if collected for
maximum value (200% base, 2x Super Lanes, 3x playfield, 5x collect).
Thunderstruck is a late song in the Album/Tour cycle, so ideally play
it after a successful Album or Tour Multiball. It is a solid song to
connect with Album Multiball, since blue target hits are especially
likely.
Some players like Thunderstruck since it rewards missing. When
advancing toward Jam, you can time ramp shots so that they pick up
strobing blue targets if missed.
Song:
Back In Black (AC/DC targets) (
Album #6, Tour #10)
Opening task: Complete the AC/DC target bank.
Each AC/DC target is worth 250,000 throughout the song. Completing
the bank scores 750,000 + 2% and lights the Musical Notes for 400,000
+ 2%. Completing all Musical Notes also relights them.
Strategy : Back In Black is one of the worst songs in the game,
perhaps the worst, because of the difficulty in lighting the Musical
Notes. If you are considering this song, you either really love Back
In Black or you are running out of songs to pick. Even if you are
about to start Album Multiball, there are much better options.
Song:
War Machine (spinner) (
Album #14, Tour #20)
Opening task: Shoot the spinner enough to complete a spinner “level”.
Shoot the left loop to spin the spinner. The left loop is always lit
during War Machine. Each spin scores points and counts down to a
spinner “level” in the lower right corner of the display. The levels
are 10, 15, 20, then 25 spins repeatedly.
The spinner is worth 15,000 per spin, plus 1,000 for each 2% gained
from song shot advancement. The maximum spinner value is 50,000 per
spin.
Completing a spinner “level” awards +2% to all Musical Note shots; by
doing so it adds 1,000 to the spinner value. This lights all five
Musical Notes for 350,000 + 2%.
A strong shot to the spinner may complete more than one spinner
“level”, along with the value added for making a left loop.
A made left loop with nothing else lit is worth 125,000.
If you use a VIP Pass at the start of War Machine, it will count as
one spin of the spinner, not credit for the made loop. Don’t do this.
Strategy: War Machine is a great way to score big while also building
the base value of song shots. Strong left loop shots frequently add
3,000 to the spinner value and +6% to song shots. Moving from War
Machine to other highvalue
songs like For Those About To Rock and
Hells Bells can be very valuable.
It can be just as valuable to stick with War Machine. Left loop shots
can be worth 2 to 2.5 million each, and advance toward Tour
Multiball, when the left loop becomes a Jackpot! If pursuing War
Machine as a strategy, learn the feed from the loop; bumping off the
right wall can be very important to success. Players who can live
catch the loop feed can get solid scores by sticking to War Machine.
Song:
For Those About To Rock (Cannon) (
Album #7, Tour #11)
Opening task: Fire the Cannon to complete all lit AC/DC targets.
Load the Cannon via the right (or left) ramp, then fire into the
marked AC/DC targets for 500,000 + 2%. Marked targets light the
corresponding Musical Note shot for 700,000 + 2%: for example, A
lights the spinner, while D lights the right ramp. Cannon shots also
light the other Musical Notes for 350,000 + 2%. On the LE , doubled
Musical Notes are pink instead of red.
Reload the Cannon to hit more targets, lighting more doubled Notes
and relighting other Musical Notes. The number of available shots
grows from 1 to 5 as the song continues.
VIP Passes are not available when For Those About To Rock begins
since no modeadvancing
shot is lit, but become available when the
Musical Notes are lit.
Strategy: There is no penalty for missing the AC/DC targets, so you
can use the Cannon to shoot the Bell or the left loop whenever you
prefer it. If other Cannon awards are lit, such as Song Jackpot, they
remain lit as long as one or more scoring targets are hit. By hitting
a For Those About To Rock target you can bail on a Song Jackpot or
other major collect without it disappearing, work in 2x or 3x, then
reload the Cannon.
Loading the Cannon stops timers, so use For Those About To Rock to
extend 2x and 3x scoring during multiball, or to hit the Bell if the
timer is running low. Song shots are worth a lot; with 2x or 3x
running, points add up in a hurry. Playing this song for the entire
game is a risky but possible strategy.
Playing For Those About To Rock on the LE will make it much more
difficult to light Song Jackpot, since the ball will divert away from
FIRE lanes almost every time. On the Pro, use the left ramp to spell
FIRE and the right ramp to feed the Cannon. On the LE the only way to
consistently get FIRE lanes is to shoot ramps while a ball is already
in the Cannon.
Song:
T.N.T. (TNT targets) (
Album #1, Tour #3)
Opening task: Complete the TNT bank and hit the standup .
Hitting any TNT target scores 250,000. Completing all TNT targets
starts a HurryUp.
On the LE, the first HurryUp
is the standup
target behind the TNT drops, and counts down from 750,000 to 250,000.
After completing TNT and the standup , 2% is added to song shots. The
Musical Notes light for HurryUp,
counting down from 350,000 to
250,000. Hitting any of the Musical Notes scores this value and locks
it in for the other Musical Notes. Each Musical Note also adds 2% to
future song shots.
Completing TNT again and the standup adds 2% and resets the Musical
Notes to a new higher starting HurryUp
and a new countdown.
Strategy : TNT is extremely early for Song Bonus collection, so
starting TNT before your first Album Multiball is generally a good
idea if you have a high Song Jackpot built up. TNT doesn’t pair well
with Tour Multiball since it does not involve the loops, bumpers, or
lanes; Whole Lotta Rosie is a better choice if you’re looking for an
early Song Bonus in Tour.
Remember that the Musical Note shots will not light until TNT and the
standup is completed. Be careful not to burn VIP Passes on TNT
letters, which happens when the Musical Notes are unlit. On the LE ,
some players use a VIP on the standup to score a large hurryup
and
light the Musical Notes, especially if a playfield multiplier is
running.
Song:
Hell Ain’t A Bad Place To Be (right loop / HELL ) (
Album #3, Tour #6)
Opening task: Shoot the right loop.
The right loop scores 250,000 + 2% and lights the five Musical Note
shots for 500,000 + 2% . The right loop relights all Musical Notes.
Placing the ball in the Jukebox starts the miniplayfield.
Loops and
head shots are 150,000 + 2%. Completing the second loop scores
400,000 + 2% and relights the loops. On relight, first loop is
150,000, second loop is 150,000 + 2%. The miniplayfield
freezes the
timer for the playfield multiplier. After playing the miniplayfield
you must collect the Musical Notes to make it available again. If
Jukebox is lit to change song when the miniplayfield
is lit, you get
to play the miniplayfield
before the song decision is made. You also
get to play the miniplayfield
at the start of each ball if you
plunge into the Jukebox.
Strategy: This song pays off early for Song Bonus, so consider using
it early to attach to one of those multiballs.
This song is deceptively valuable. On the LE , the miniplayfield
is
not worth much, but you can advance the value of song shots by quite
a bit, making it a strong selection for the beginning of the game or
the beginning of a ball. Playing this song during Tour Multiball is
an advantage, but not as big as War Machine, since the left loop is
made much more often than the right loop during Tour.
This is a solid “first song of the game” choice.
Song:
Let There Be Rock (ROCK targets) (
Album #3, Tour #5)
Opening task: Hit any ROCK target four times.
The full ROCK bank is lit throughout this song. Hitting any ROCK
target scores 250,000. The fourth hit to the ROCK targets scores
750,000 and lights the Musical Notes for 350,000 + 2%.
Strategy: This song has very low value, though it provides some
benefit during Album Multiball since any ROCK target scores, and the
Song Bonus is awarded early. The biggest reason to play this song is
the highquality
animation of what looks like the Curly Shuffle, and
that it’s a pretty great song.

#28 7 years ago

But ya, just shoot the same shot over and over. Lol.

#34 7 years ago
Quoted from PanzerFreak:

Yup, I've read the rulesheets. Hit the primary shot for that mode for scoring and then a handful of other random shots to light the juke box. Repeat for each song.
Theres a lot of strategy to scoring but its not something I can remember while playing or find interesting. Hey like I said the game is fun, a lot of people like it, however as someone who prefers objective based rulesets I find the rules in ACDC to be on the boring side. I wish that the game had some objective based modes and multiballs such as those found in Metallica (Crank it Up modes).

So, it's not just shoot the same shot over and over. Glad we cleared that up.

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