(Topic ID: 127491)

New AC/DC rule sheet


By dug

4 years ago



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  • 44 posts
  • 32 Pinsiders participating
  • Latest reply 6 months ago by Snailman
  • Topic is favorited by 37 Pinsiders

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ACDCRuleSheet.pdf (PDF preview)

11
#1 4 years ago

New rule sheet by Bowen for AC/DC

ACDCRuleSheet.pdf

#2 4 years ago

Also available with comments at Bowen's URL:
http://bit.ly/acdcrulesheet

#3 4 years ago

Been waiting for this. Unfortunately I can't seem to access either the PDF or the URL. Anyone else having trouble?

#4 4 years ago

Cool ! One of the best game ever !

#5 4 years ago

Wow, there's a lot to read. THANKS for making this happen!!

#6 4 years ago

I talked to Bowen today, and as awesome as this is he's admitted it's not finished yet, just too many damn rules and nuances to this game.

Still, it's what? 34 pages already?

#7 4 years ago

Thanks a lot, next looking for ST. But will have fun digesting AcDc for sure.

#8 4 years ago

Just got my Pro recently and I was still trying to figure out the rules on my own.

Read this earlier tonight and on my second game after reading it, I more than doubled my GC score.

Thanks Bowen

#9 4 years ago

Such a great game. I need to print this out and put it near the crapper so I can slowly comb through the whole thing.

#10 4 years ago

Awesome! I backed the Bowen ACDC rulesheet fundraiser a while back so it's great to see it done.

#11 4 years ago

This is awesome! Thank you.

#12 4 years ago
Quoted from PinJeff:

Been waiting for this. Unfortunately I can't seem to access either the PDF or the URL. Anyone else having trouble?

You must be trying to get it using Internet Explorer. I had to open Chrome to get it. I used to be a big Microsoft fan, but am slowly starting to see how much it blows.

#13 4 years ago

this is nice as i really didnt have a clue how to play this pin even after owning for a couple years

#14 4 years ago
Quoted from beelzeboob:

You must be trying to get it using Internet Explorer. I had to open Chrome to get it. I used to be a big Microsoft fan, but am slowly starting to see how much it blows.

Got it now. Nice rule sheet.

#15 4 years ago

Great rule sheet. I just started reading Chapter 27.

#16 4 years ago

Didn't think this thing actually existed...awesome.

#18 4 years ago

Yeoman's work.

#19 4 years ago
Quoted from Lermods:

Didn't know about the super skill shoot.

Oh man..that thing is super-critical since they added the 2 VIPs for it versus the 1 for the lanes. Can't tell you how many times those extra passes have resurrected a multiball for me, lol...

If the game is level and plays well, most of the time, you can just one -time it from the orbit right up the left ramp...easy peasy and a free extra pass....

#20 4 years ago

Fantastic! AC/DC is in a class of it's own great game!

#21 4 years ago

The super skill shot on ACDC always screws with my head because:
A. Most Sterns you hold in the left flipper, on ACDC it's the right flipper.
B. You must continue to hold in the flipper button until the ball is kicked out of the saucer or it doesn't work. I often forget and let go of the flipper button right after plunging!

#22 4 years ago
Quoted from LOTR_breath:

The super skill shot on ACDC always screws with my head because:
A. Most Sterns you hold in the left flipper, on ACDC it's the right flipper.

That's so drilled into my head that I find myself holding the left flipper on plunge purely out of habit on all kinds of games. Flash Gordon? No problem, left button skill shot!

#23 4 years ago

What stern game requires you to hold left flipper for a skill shot? None in my collection require it that I'm aware of.

#24 4 years ago
Quoted from Lermods:

What stern game requires you to hold left flipper for a skill shot?

Met, Tron

#25 4 years ago

All three that I have (though Star Trek is on the way out) have a left flipper button skill shot. Tron, Metallica, Star Trek.

#26 4 years ago

You don't have to hold the right flipper while plunging, you just need to press and hold before it gets kicked out of the Juke.

#27 4 years ago
Quoted from Lermods:

What stern game requires you to hold left flipper for a skill shot? None in my collection require it that I'm aware of.

Metallica, Mustang come to mind immediately.

1 year later
#28 3 years ago
Quoted from Lermods:

What stern game requires you to hold left flipper for a skill shot? None in my collection require it that I'm aware of

In your collection, LotR has a left flipper button skill shot. The ball will travel all the way round the orbit and you must hit the right (sword) ramp.

1 month later
#29 3 years ago

Quick question about a Pro machine. We have one in leagues and no matter what you do, there is no VIP pass. It awards something else, but I forget what it is. Does the pro not award VIP passes or is it a setting that we can have changed?

#30 3 years ago
Quoted from Spyderturbo007:

Quick question about a Pro machine. We have one in leagues and no matter what you do, there is no VIP pass. It awards something else, but I forget what it is. Does the pro not award VIP passes or is it a setting that we can have changed?

What version is the code? I think the VIP pass wasn't added to the code until 1.6

#31 3 years ago

That's a very good question. I'm going to have to see about running a code update.

1 month later
#32 3 years ago
Quoted from Aurich:

I talked to Bowen today, and as awesome as this is he's admitted it's not finished yet, just too many damn rules and nuances to this game.
Still, it's what? 34 pages already?

Is it finished/updated yet somewhere? Just curious. Starting to dive into this pin and will probably buy one soon. It has my attention.

#33 3 years ago
Quoted from WJxxxx:

In your collection, LotR has a left flipper button skill shot. The ball will travel all the way round the orbit and you must hit the right (sword) ramp.

Actually, on LOTR, you have to plunge when the "Flipper" insert is lit, and you need to hit the right orbit (Merry), not the right ramp (Aragorn).

1 year later
#34 1 year ago

Thank you, Bowen, for this amazing cheatbook and your video tutorial and run at Encore! I have recently been playing AC/DC Premium on the Stern Pinball Arcade (just got 1B!) and in real life (122M so far). Using up each multiball one at a time is so valuable when trying to work through as many songs as skill allows. Another player posted that he works through the songs in order when going for Encore, and this has seemed to help me too.

#35 1 year ago

Has anyone seen an updated rule sheet anywhere?

#36 1 year ago

I can try to find an answer to any specific question you have. Farsight has an extensive set of instructions on the Stern Pinball Arcade as well.

#37 1 year ago
Quoted from Mercyscene:

I can try to find an answer to any specific question you have. Farsight has an extensive set of instructions on the Stern Pinball Arcade as well.

I just like to read the rules before playing so I can try to make a plan as I go.

Do you have a link for Farsight instructions? I’m looking for something that includes the new code updates.

#38 1 year ago

Does this help you?
http://pinballarcadefans.com/showthread.php/12277-AC-DC-Strategy-Tips-and-Tricks

Quoted from rai:

I just like to read the rules before playing so I can try to make a plan as I go.
Do you have a link for Farsight instructions? I’m looking for something that includes the new code updates.

#39 1 year ago

love this, got some reading to do!

#40 1 year ago

Found this in another thread:

Here it is
V1.70.0 - Feb 12, 2018
======================
- Jam Multiball, Album Multiball, and Tour Multiball were not adding
the points scored from super jackpots to the total. These have been
corrected.
- Improved the lockout of the VIP PASS when a ball is served so there
is less chance that the player accidentally uses up a VIP PASS when
launching the ball.
- Reduced JAM MULTIBALL initial # of shots from 6 to 5.
- Reduced JAM MULTIBALL increment # of shots from 2 to 1.
- Reduced JAM MULTIBALL super jackpot lit initial # from 6 to 5.
- Reduced JAM MULTIBALL super jackpot lit increment # from 2 to 1.
- Reduced TOUR MULTIBALL initial # of shots from 8 to 7.
- Reduced TOUR MULTIBALL increment # of shots from 2 to 1.
- Reduced TOUR MULTIBALL super jackpot lit increment # from 2 to 1.
- Reduced ALBUM MULTIBALL increment # of shots from 2 to 1.
- Reduced ALBUM MULTIBALL super jackpot lit increment # from 2 to 1.
- Changed the rule for the DEVIL HORNS. Instead of lighting all 3 shots
at once, they are lit in order: BELL, RIGHT LOOP, LEFT LOOP. Once the
LEFT LOOP shot is made to complete the sequence, the Tunes N Stuff lamp
is lit to collect "STUFF".
- Added STUFF to Tunes N Stuff:
- 2X DEVIL HORNS (multiplies the lit DEVIL HORN shots by 2).
- HOLD BONUS
- 7,500,000 POINTS
- AWARD BELL SHOT WITH V.I.P. PASS
Using the VIP PASS button also awards all features available
at the BELL (which includes advancing the PLAYFIELD MULTIPLIER).
(The Premium/LE will swing the bell using the BELL MAGNET.)
- OI MANIA (7,500 PER SWITCH. OI!)
- 10,000,000 POINTS
- EXTRA BALL
- Increased DEVIL HORNS value.
- Changed the presentation of the lights for Tunes N Stuff:
- JUKEBOX horns blinking = JUKEBOX lit to change a song.
- Tunes N Stuff light BLINKING = JUKEBOX lit for Tunes N Stuff.
(If the JUKEBOX is lit ONLY to change a song, then the
Tunes N Stuff light will be SOLID.)
- Added a setting to have the target lamps NOT blink when not scored.
(This is now the default behavior.)
- Removed the LEFT LOOP shot from always being lit for the WAR MACHINE
mode. Completing the spinner during WAR MACHINE will re-light the LEFT
LOOP WHITE ARROW SHOT for a much lower value.
- Game over effects are killed when entering test mode.
- Increased FOR THOSE ABOUT TO ROCK mode cannon shot and playfield shot
scores.
- Increased the scores that can be collected from the cannon for starting
multiballs (JAM, ALBUM, TOUR).
- Changed the BACK IN BLACK rule so it is more interesting, valuable,
and potentially takes less work to get the WHITE ARROW NOTE shots lit:
- Added a moving target that cycles through AC/DC from bottom to top.
- Hitting the moving target lights all of the WHITE ARROW NOTE shots.
- The shot that corresponds to the moving target will be +1X what
it was before, or 2X if it was not available before; the previously
multiplied shot will revert back to 1X.
- (A)C/DC - LEFT LOOP.
- A(C)/DC - LEFT RAMP.
- AC(/)DC - BELL.
- AC/(D)C - RIGHT RAMP.
- AC/D(C) - RIGHT LOOP.
- Changed the LET THERE BE ROCK rule so it is more interesting, valuable,
and potentially takes less work to get the WHITE ARROW NOTE shots lit:
- Added a moving target that cycles through ROCK from top to bottom
and back again.
- Hitting the moving target lights all of the WHITE ARROW NOTE shots.
- The shot that corresponds to the moving target will be +1X what
it was before, or 2X if it was either 1X or not available before:
- (R)OCK - LEFT LOOP.
- R(O)CK - LEFT RAMP.
- RO(C)K - RIGHT RAMP.
- ROC(K) - RIGHT LOOP.
- Once ROCK is spelled, the BELL shot will light for the highest
multiplier value advanced to on the WHITE ARROW NOTE shots during
the spell out.
- Changed the update priority of the background lamp effect for the
FIRE BUTTON so it will run first and not be excluded by in-game lamp
effects that cannot run.
- Increased the ROCK N ROLL TRAIN combo score.
- Increased T.N.T. scores.
- Fixed an issue where fading the music volume would cause the music to
cut out entirely.
- SLINGSHOT types were not being flagged as such; this has been corrected.
- Synced knocker to run with replay/special effects.
- Fixed player up effects so they wait for speech and don't end on a
blank frame.
- Fixed switches from showing up in the tech alert when they are not
broken. These include:
TOURNAMENT START BUTTON
START BUTTON
LEFT COIN
CENTER COIN
RIGHT COIN
FOURTH COIN
FIFTH COIN
DEDICATED #6, #7, #8, #14, #16, #20 (NOT USED)
TILT PENDULUM
SLAM TILT (OPTIONAL)
TICKET NOTCH
TEST ESCAPE, MINUS, PLUS, ENTER
DIP #1 - #8
- Added speech for HSTD enter initials timeout.
- Combos were not clearing a counter properly, which caused incorrect
combo values to carry over to other players. This has been corrected.
- Corrected the names of the diagnostic buttons (these are translated
now).
- Shot multiplier for banked targets reworked to allow additional targets
at the multiplied value (during a grace period of ~0.25 seconds).
- Shot-multiplied spinner values via SUPER LANES during ENCORE, WAR
MACHINE, and regular play may have terminated prematurely (typically
during multiball) and some spins during a single spinner session may not
have been awarded at the multiplied value. This has been corrected.
- Fixed a bug with the ramp standup targets that would cause the score
for completing the targets to be one increment too high.
- Changed "VOLUME" to "ATTENUATION".
- Cannon eject switch default is NOT accessible. Accessibility is set
when the right ramp diverter is activated. This prevents the cannon
eject switch from being marked bad when the ball cannot get there.
- Changed the layout of the pop bumper display effect so the pop bumper
value is explained better, also to not have two scores next to each
other.
- Added a lamp effect for completing the pop bumpers.
- Any cannon eject switch activity will now release the right ramp
diverter, to further prevent two balls from getting stuck in the cannon.

#41 1 year ago

I believe Farsight's instructions are in-game only. For me, Thunderstruck racks up the most song points with a great multiball or two good ones when I play on the Stern Pinball Arcade. Otherwise, I favor Rock 'N' Roll Train or Hells Bells all day. I have not played the newest code though.

1 year later
#42 7 months ago

Rules question for you guys. Had my best game in a long time tonight, and a couple of new things happened for me.
During album multiball the Special light started flashing. I loaded the cannon and Steve yelled to hit the bell with the cannon.

I did that and got like 10M or so points. Then the Album Multiball light went solid on (never seen that).

The special light stayed blinking. Nothing happened when I got the right ramp again (it didn’t load the cannon). Shortly after, I was mashing a bunch of random things and it started flashing and Steve yelled something different about Special and “SPECIAL” showed on the DMD, which I’d also never seen.

Seems like a couple different things went on with Special that were separate (but connected?).

Any insight as to what I did and what I achieved?

Fun half hour game. Got my 4th best score of 268M, which isn’t bad for me!

#43 7 months ago
Quoted from ezatnova:

I loaded the cannon and Steve yelled to hit the bell with the cannon.

I did that and got like 10M or so points. Then the Album Multiball light went solid on (never seen that).

This part is describing getting a super jackpot. (Congrats!)

3 weeks later
#44 6 months ago
Quoted from ezatnova:

I did that and got like 10M or so points. Then the Album Multiball light went solid on (never seen that).

The special light stayed blinking. Nothing happened when I got the right ramp again (it didn’t load the cannon). Shortly after, I was mashing a bunch of random things and it started flashing and Steve yelled something different about Special and “SPECIAL” showed on the DMD, which I’d also never seen.

Open the Rule Sheet at the beginning of this post. Do a word search on "Special"
You'll find this:
A Special can be lit in these two ways:
­- 5 completions of the full set of AC/DC, TNT, and ROCK targets
­- Completing all albums during Album Multiball
Specials are collected by completing a new set of AC/DC, TNT, and
ROCK targets. During tournament play, Specials are worth 5,000,000,
and can also be multiplied by a playfield multiplier.

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