[[From FB]]:
Since Pinfestival May 4th & 5th 2018 is getting an Alice cooper, here's a not so quick guide.
Keep in mind, this game had to be rewritten from scratch starting in February. For 4 months of code there is a ton of stuff.
SKILLSHOT
Launch the ball and attempt to shoot the 3 center targets for a normal skillshot, or shoot up the ramps for a super. Key note, on the left side just tripping the opto isn't enough, You have to get the ball locked to get the super. Right side, you just trigger the opto.
ROOM TRAVEL
After skillshot you need to travel rooms to make your way to the monster.
You can select the monster you want to battle by shooting the center 3 target. This will cycle through the available monsters.
As soon as you shoot one of the outside orbits you lock in your monster and get into the first room. See the image attached for the room diagram.
In each room there are items you can collect that will help with your monster battle later on. Item collection logic is in, but graphics/sfx/effects are still being worked on. I need to set it up so items are represented as specific color on the arrows, and there will also be info boxes on the screen eventually.
BALL3GIMME
If a player doesn't reach a monster at some point in their game; launching the 3rd ball will put you in the monster room that was currently selected.
MYSTERY AWARDS
Shoot the middle scoop (left of 3 center targets) to build mystery. When the award is ready the left scoop arrow will do a color cycle animation to indicate its ready to collect. Right now there is only 1 award for 10k. We have several awards that will make there way in. Just not in time for this show.
CRYPT MB
Drop the lower drop targets to get to the right scoop, shoot scoop x+1 times to start mode. This will be available at any time as to help with monster fights. When mode starts you will need to shoot the scoops to collect ghosts to put back in the crypt. This mode is not complete.
FRANK MB
Shoot left left via left ramp into physical lock. Then get to upper playfield and knock down the drop target n+1 times to start Frank MB. This mode will block the start of any other monster, and can be started as many times as you are able to.
UPPER LANES
This activate an EOB multiplier . Typically this would be an automatic increase, but for Alice, this will activate the increase multiplier target just above the right outlanes.
COMBOS
For now there are only 3. Shoot left outside orbit/ inside left orbit to activate. then shoot those same ones and/or left ramp to collect. Combo mode is still being worked on.
SUPER SPINNER
Shoot the spinner, not much to say about that other than its activated after about 40 spines then there it ended after no activity over a certain about of time.
SUPER SLINGS
Same deal as spinners.. but you have to hit the slings about 5 times within x amount of seconds for it to activate.
BALL SAVES
Ball save is activated when you complete the 4 lanes. Except this time, the outside lanes are lit up purple'ish for about 45 seconds. Draining on the outside lane activates the drain magnet and will fling the ball back up the playfield, or at least is should. This mod is being coined Mag-Neat-O save.
This is getting too long. I'll post each monster battle under their own post.
ACNC part 2, monsters
FRANK see first post
ETHYL
Get to upper playfield, drop ball behind first drop target. Another ball ejects. Shoot first lower drop target to release, then keep shooting the drop targets/scoop to collect jackpots. If you drop the ejected ball in from the balcony while ethyl is still locked, you will advance the jackpot amount and do a "lock swap". Mode ends when you drain one of the balls.
IGOR
Gotta find igor ("lost in America") one of the arrows is Igor. This is round based, first round is 3 arrow, he is behind one of them. When you find him, the arrows expand out to 4.. so on and so forth. This goes on till all arrows are lit up. Once found in the last round, you will go into frenzy mode. Mode ends when timer runs out on frenzy or you drain.
VAMPIRE
Get to upper playfield. Stake/dismember the vampire by hitting the target against the backboard. Once dismembered a final shot around the outside obit puts you into Frenzy. Mode ends when timer runs out on frenzy or you drain. If mode ends during frenzy, there is one final hurryup collect that becomes available. Collect by hitting the hurryup target.
This hurryup will be implemented on all the other modes and will act the same way when frenzy timer ends. Just not ready for the show.
ALICE
Get to upper playfield and shoot past guillotine 2 times. The guillotine lowers a bit. Shoot a 3rd time to capture the ball in the guillotine. Theatrics play and Alices head gets chopped off. This mode is not complete and will act like the other when it comes to frenzy.
WOLF
Complete combos to shoot the werewolf.
ZOMBIE
Mode not implemented yet. But this will have a roaming shot you need to complete.
INSECT
When mode starts all target shots flicker. You need to hit all those shots to squash the bugs (graphics are not in yet). Complete all the targets to go into frenzy.
PITCREATURE
Not implemented yet. But will involve finding the pitcreature in one of the scoops.
BILLION DOLLAR BABY
Wizard mode, not implemented yet. But becomes available when you complete all other modes. This mode will be what is says and will have billion point shots.
ACNCfb (resized).jpg