(Topic ID: 158016)

Hobbit Modes - Discussion

By tiesmasc

7 years ago



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  • 5 posts
  • 4 Pinsiders participating
  • Latest reply 7 years ago by tiesmasc
  • Topic is favorited by 5 Pinsiders

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#1 7 years ago

I'm considering the development of a Hobbit Rulesheet and have invested some time in trying to document the 31 modes of the game. Below is my understanding for code 1.01. Would love assistance on clarifying objectives of each mode and also how it is qualified.

Special thank to all you video posters (especially if you highlight the book) and also Lloyd Olson who let me explore a bit with the glass off.

Also would consider reordering the "location code" to better match how modes are switched with the flipper buttons after a left ramp shot (seems to just go from Top to Bottom and then left one column... IIRC?)

MODES
=====
There are 31 modes in this game. All modes are displayed in the center of the screen as set of interlocking hexagons (similar to a honeycomb). This layout is simulated in a tabular format below. Each cell contains the following information: Location Code: Mode Name (Qualification).

31Modes-Honeycomb_(resized).png31Modes-Honeycomb_(resized).png

Qualification of Modes
=====================
Each mode is required to be qualified by one of 6 methods. Once qualified a lit mode can be started at the right ramp when lit to “start mode”. Shots to the left ramp will let you select from qualified modes by hitting the right flipper as needed prior to the rollover switch being triggered.

Mode Qualification is based upon completing a specific shot or set of drop targets.
• Gandalf - Shoot the left ramp. Qualifies 1 Mode.
• Bilbo Baggins - Shoot the right ramp. Qualifies 4 Modes.
• Radagast - Shoot the right VUK hole. Qualifies 3 Modes.
• Elf - Complete the lower left target bank. Qualifies 4 Modes.
• Dwarf - Complete the upper left target bank. Qualifies 3 Modes.
• Man - Complete the lower right target bank. Qualifies 1 Mode.
Once a mode in one of these categories is started the set of modes must be requalified to start another mode in the same category? Additionally, requalification will possibly light new modes not previously available?

Objectives for Each Mode
=====================
The objectives for each mode are displayed on both the main screen and the little “book” LCD within the game when a mode is active. At the end of the mode the score is presented as the Mode Total + the Completion Bonus. Completion Bonuses are not yet implemented in 1.01 software.

Completing any mode will award a Rune towards an Arkenstone mode (assumed, not implemented).

A - Fall of Erebor
------------------------------------------
Shot Value=???, 30 second timer
Shoot left hole
Drops raise value

B - An Unexpected Party
------------------------------------------
???

C - The Contract:
------------------------------------------
Shot Value=1000, 30 second timer
Shoot Captive Ball or Left Hole,
then Right Ramp,
then Dwarves targets (avoiding drop targets),
then ???

D - Roast Mutton
------------------------------------------
Shot Value=?, 30 second timer
Shot Drops (MAN)
Then ???

E - Radagast the Brown:
------------------------------------------
Shot Value=1000, 30 second timer
Bash the Spider (do 3x - scores and increases value by 1000)
then shoot right hole
then ???

F - Dol GuldUr
------------------------------------------
Shot Value=1000, 30 second timer
Shoot Drop Targets (all individually or some number of any drops?)
then shoot Right Hole to complete mode

G - The Bait:
------------------------------------------
???

H - Orc Ambush:
------------------------------------------
Shot Value=200, 30 second timer
Shoot Lit shots (everything is lit?!?)
Then ???
(Very nice to bring into multiball?!?)

I - Moon Ruins:
------------------------------------------
Shot Value=???, 30 second timer
Shoot Ramp Loops (gate closed so ramps loop out other entrance)
Value increases with each shot?

J - Stone Giants:
------------------------------------------
Hurry-up counting down from 2000 to 100
Shoot Drop Targets
Score whatever hurry-up value is when you hit drops
No way to add time or reset value?

K - The One Ring:
------------------------------------------
Hurry up counting down from 2000 points
Shoot the Right Ramp to collect

L - Riddles in the Dark
------------------------------------------
Shot value=1000, 30 second timer
Shots remove drops
1 drop is correct
then
drops remove shots
1 shot is correct
then ???

M - Escape from Goblin Town
------------------------------------------
Gandalf Ramp (2x?)
Then Drops (3x?)
Then Goblin (?x)
Then ???

N - Queer Lodgings
------------------------------------------
??? Drop, orbit, drop, orbit, captive ball (2-3x)

O - Mirkwood:
------------------------------------------
Shot value=2000, 30 second timer
Shoot Left Ramp, Avoid Red Shots
???

P - Flies & Spiders:
------------------------------------------
Shot value=1000, 30 second timer
Bash the Spider
then ???

Q - Save Kili
------------------------------------------
30 second timer
Bash the Spider (1000 points)
Shoot Left Ramp (500 points)
Bash the Spider (500 points)
Shoot an Elf Target (500 points)
Bash the Spider (500 points)
Shoot the Right Orbit (500 points)
Then ???

R - Jailbreak:
------------------------------------------
Shot Value=1000, 30 second timer
Shoot Rollovers, score value and increase by 100 (4x or each rollover 1x?)
then shoot bumpers, score value and increase by 100 (7x?)
then shoot right ramp

S - Interrogation:
------------------------------------------
Shot value=1000, 30 second timer
Bash the Orc

T - Flashback:
------------------------------------------
30 second timer
Shoot Right Ramp (500 points)
ball fed to windlance and the shot past upper right flipper
Use upper right flipper to
Hit Target Under Smaug (3500 points)
If miss start over again with Right Ramp but for 250 points

U - Evil Revealed:
------------------------------------------
Shot Value=2500, 30 second timer
Shoot Right Hole (3x?)
then Beasts as they pop up

V - The Resurgence of Sauron:
------------------------------------------
All targets score 50, 30 second timer
Left ramp increases value by 25 (and also adds to timer) (up to max value of 175?)
Comment: Great one to have during multiball!

W - Orc Attack:
------------------------------------------
Shot Value=500, 30 second timer
Bash the Orc (2x?)
then shoot Elf drop bank (2x?)
then ???

X - Duel in Lake Town:
------------------------------------------
???

Y - On the Doorstep:
------------------------------------------
???

Z - Fire and Water:
------------------------------------------
Shot Value=1000, 30 second timer
Shoot Right Hole
Then Left Hole
The Right Ramp
Then Left Ramp
Then Right Orbit
Then Left Orbit
Then ???

1 - The Gathering of the Clouds:
------------------------------------------
Shot Value = 1000?, 30 second timer
Shoot Bumpers to Raise Drop Targets
Shoot Captive Ball, Avoid Drop Targets
???

2 - Rescue Gandalf
------------------------------------------
Shoot either Ramp
Shoot either orbit
Repeat 3-4x?
Shoot Right Hole
Shoot strobing ELF target
???

3 - A Thief in the Night
------------------------------------------
Hurry up counting down from 2500 points
Shoot Either Loop to collect

4 - Demise of Bolg
------------------------------------------
Shot Value=???, 30 second timer
Shoot Ramps
Avoid Drops
???

5 - Defeat of Azog
------------------------------------------
???

#2 7 years ago

I think a lot of modes require a combination of ELF, MAN, DWARF, BILBO, RADAGAST, and/or GANDALF. Based on who is in a scene.

#3 7 years ago

Hobbit_(resized).jpgHobbit_(resized).jpg

#4 7 years ago

Someone started a rule sheet a while ago here
http://tiltforums.com/t/hobbit-pinball-rulesheet/1360

#5 7 years ago
Quoted from Pimp77:

I think a lot of modes require a combination of ELF, MAN, DWARF, BILBO, RADAGAST, and/or GANDALF. Based on who is in a scene.

Thanks! I was suspecting something like that... or possibly having to collect a specific dwarf before "his" mode showed up... or even perhaps completing a level 1 qualifying mode before a level 2 qualifying mode shows up... but your suggestion makes a lot more sense.

Seems like if all 6 items are qualified then all 31 modes should be available... so "easy" to test.

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