Metallica PRO RULE SHEET (v1.51)
latest revision: 08/05/14
v1.51 changes / additions
2 new user voted songs added:
Ride the Lightning / Blackened
CRANK IT UP
4 new crank it up modes added with major scoring opportunities and new animations:
For Whom The Bell Tolls
- Hit flashing shots. Seems to be the highest scoring mode on the Pro.
Fade to Black
- Bonus for flashing shots and hitting a set number of switches.
- Sparky bash mode
- Hit flashing shots. Seems to be the lowest scoring mode on the Pro.
To activate the first crank it up mode, 15 hits are required for each of the following:
Grave marker, sparky, snake, and coffin.
Each subsequent CIU requires 5 additional hits (ie. 20,25,30)
Coffin requires 15 captive ball hits, while all others can be scored by the associated shot or a lit corresponding insert on a ramp, loop, or grave marker.
Once all are completed, CIU will light at the scoop.
CIU can only be activated in single ball play.
Note: Seek & Destroy now carries over into CIU, unlike v1.50
CIU can be used to achieve monster scores or progress to END OF THE LINE.
To complete a CIU mode, you must hit each of the 4 major shots and finish at the scoop.
Any ramp or loop will award a jackpot.
Completing enough ramps or loops (or sparky hits in battery) will award a finishing bonus of 15mil+ depending on the mode.
After hitting the 4 major shots, followed by the scoop, you have the option to end of the mode and cash out or continue. Try to stack 2x scoring with the cashout for huge scores. Choosing to end the mode will give you the opportunity to relight a CIU bonus by quickly by hitting all arrow shots, which also score jackpots.
If you are playing for EOTL, finishing CIU quickly and relighting it is the way to go.
Grave Marker Multiball – Ball saver extended.
After completing 5 jackpots, the cross will light for a double jackpot.
If you hit it, the magnet will hold the ball. You have a limited amount of time to knock the ball off the magnet for a SUPER JACK FUCKING POT.
Coffin Multiball – Locks can no longer be collected while in multiball on default settings. However, captive ball hits do count towards next lock if the lock is not lit.
Fuel – Ending a combo in the fuel lane will award a blown piston if the appropriate pop bumper hits have been completed. Ending a combo in the fuel lane will also award a jackpot, much like Tron. 10 blown pistons lights extra ball.
Combos – Extra ball requirement lowered to 20 instead of 25.
Mystery – Many new awards and a tiered system. Complete the rollovers multiple times for better awards.
Super Skill Shot - Holding the left flipper activates the super skill shot to any major shot. One lane will have all inserts flashing, hit it to light the hurry up with a second shot and have a chance to complete the lane.
Additionally... (thanks Snailman!)
- Any Super Skill Shot (not just the Super Hurry-Up) adds points to the base value of your next Skill Shot. I believe the Super Hurry-Up Skill Shot adds a higher amount of points to the base value.
- By holding the left flipper button, you can now skillfully plunge the upper left rollover lane for 2x Skill Shot, or the upper right rollover lane for 4x Skill Shot.
- I believe hitting the dead end lane for your Super Skill Shot will immediately qualify a 2x playfield upon your next shot to the dead end.
END OF THE LINE – Notes coming when I finally reach it.
v1.16 changes / additions:
- many new animations, display items and sounds.
- the major gameplay change is the snake lock:
This is available during any multiball.
Completing the guitar pick targets during multiball lights the snake
for a timed ball lock. Shooting the snake the first time locks the
ball and awards add-a-ball. While the ball is locked, all playfield
scores are 2X. Completing the guitar pick targets again while the
ball is locked in the snake will reset the timer. Once the timer
expires, the ball is released from the lock and playfield scores go
back to 1X. The ball can be re-locked for 2X playfield scores by
completing the guitar pick targets and shooting the snake, but an
additional ball will not be put into play.
- snake lock can be combined with FUEL for 4x scoring and HUGE scores.
- added v.1.13 rules
v1.13 changes / additions:
Coffin multiball is now qualified by the captive ball, 5-10-10 hits per lock.
Combos can be ended at the 'Dead End' for combo jackpots.
Seek and Destroy mode added:
To qualify Seek and Destroy, you have to collect all 5 hurry ups.
--> Left orbit, grave marker, left ramp, right ramp, right orbit.
To collect a hurry up you have to:
1) select shot with red spider arrow by shooting it once (red arrows are your 'selectors')
2) once an arrow is selected it will turn red.
3) then you must collect each of the three inserts in that lane (sparky, snake, and grave marker) by hitting each shot.
4) once you have collected all 3 inserts, the red arrow and all inserts will strobe
5) hit the lane once more to activate hurry up
6) hit captive ball to collect hurry up
Once you have completed a hurry up, the red arrow will strobe indicating that lane is done.
if you complete a hurry up, progress will be saved from ball to ball.
if you do not complete it, progress will be lost.
Complete all 5 hurry ups to activate Seek and Destroy:
You get a nice intro animation and call out, then the band rips into the thrash part of the song.
Timer counts down as the band plays on stage.
One lane will strobe, this is your 'SEEK' (also indicated on DMD)
Hit the lane for a jackpot and to add time, and the coffin shot will strobe.
Hit the coffin, this is your 'DESTROY', and you are awarded a super jackpot and a new animation / callout.
Repeat until time runs out or you lose your ball.
During the mode, any non-lit spider arrow will score a mini jackpot (250,000 and grows each shot).
At the end of ball or round, you will see your SEEK AND DESTROY total.
If it beats the current record, you make the scoreboard.
Shoot flashing rollover to score skillshot value (200,000 to start, grows each ball)
Hold left flipper to disable orbit up-post, hit any flashing major shot to score super skillshot value (350,000 to start, grows each ball)
Hit FUEL standups to add letters in FUEL.
Complete FUEL and fuel is added to your meter visible via lighted inserts in center of playfield.
Spell FUEL once, and the dead end shot (extreme left) is lit for timed double scoring (20 seconds, expires on drain)
Fill FUEL meter to activate FUEL mode - fast/double scoring mode on a timer - add FUEL by hitting standups. Run out of FUEL and mode ends.
During FUEL mode, any switch builds jackpot to be collected at dead end (500,000 max).
Outside FUEL mode, dead end awards 250,000 + a small bonus for any lit circles at dead end (by completing pop bumpers).
Electric Chair Multiball (Creeping Death):
Hit sparky 10 times to light multiball.
When one shot is remaining, Sparky will taunt you and the insert will strobe.
During multiball, fill Sparky's power meter by hitting lit shots.
Fill power completly, and center shot will strobe.
Hit to collect super jackpot.
Grave Marker Multiball (Master of Puppets):
Each grave marker hit adds to your end of ball bonus multiplier.
Knock down the 3 inline drops to expose grave marker.
Hit once and it will begin to strobe, hit a second time and magnet will hold ball for 2-ball multiball.
Hit any 5 flashing grave marker jackpots to qualify super jackpot.
Super jackpot can only be collected by hitting Cross.
Subsequent multiballs require more hits to the cross as indicated by DMD.
Snake Multiball (Sad but True):
Hit snake to add letters in SNAKE.
After the first hit, you must relite the Snake each time by shooting either left orbit, grave marker, or left ramp (Snake inserts are solid).
Complete letters in SNAKE and a white LED flasher behind the Snake will you let know multiball is ready.
Shoot once more to activate Snake for 2-ball multiball.
Score jackpots by shooting the snake or any lit snake insert.
Super jackpot is a mystery to me.
Coffin Hurry Up (thanks to detective swampfire):
Move the red arrow by shooting the ball that way.
Shooting Sparky lights the Switch for whichever shot has the red arrow lit.
Shooting the Graveyard lights the grave marker for whichever shot has the red arrow lit.
Shooting the Snake randomly lights 3 snake inserts, or all of them if you shoot it twice.
Once a shot has a Switch, Snake and Grave Marker lit, you can shoot it to start a hurry-up, even if its red arrow isn't lit. This starts the coffin flashing.
Coffin will strobe, hit captive ball to collect hurry-up (starts at 1.5 mil and counts down)
Multiple hurry-ups can be started / collected at once.
DMD incorrectly displays 20 million countdown on start.
Coffin Multiball (For Whom The Bell Tolls):
Coffin lock is qualified by captive ball hits.
5 hits to lite lock one, then 10 hits to light each subsequent lock.
Jackpots alternate between coffin and flashing red arrows.
Score enough jackpots and you will be awarded a super.
And Justice for All...
Spell Metallica by hitting ramps to activate mode.
Shoot any major shot to collect increasing awards as displayed on DMD.
Orbit up post is diabled for loops.
Complete all 5 lanes to lite Mystery.
Shoot scoop to collect random award (500,000 or FUEL currently)
Also useful during multiball to hold a ball for a few seconds while animation runs.
Mystery animation can be skipped by pressing both flippers.
Complete 20 combos to become scoreboard 'Combo Champion'
Complete 25 combos to lite extra ball.
Hit captive ball 15 times (+/- depending on settings) to lite Extra Ball at scoop.
Shoot scoop to collect.
Animation can be skipped by pressing both flippers.
Collect 3 band members on one ball to lite outlane special.
FUEL + And Justice for All can be running or activated during any multiball and vital to high scores.
Snake, Coffin, and Grave Marker multiballs can all be stacked.
I don't believe any other multiball can be started during Electric Chair, I may be wrong.
Band Member Modes - Not yet implemented
Crank It Up Modes - Not yet implemented
END OF THE LINE Wizard Mode - Not yet implemented.