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(Topic ID: 213089)

Up the Irons - Stern Iron Maiden Owners and True Fans Club!


By AlexSMendes

2 years ago



Topic Stats

  • 7,521 posts
  • 631 Pinsiders participating
  • Latest reply 58 minutes ago by remf
  • Topic is favorited by 294 Pinsiders

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Topic index (key posts)

10 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #124 Features matrix between pro, premium, and LE Posted by cletus (2 years ago)

Post #1039 Link to Iron Maiden Rules provides by Stern Posted by chuckcasey (2 years ago)

Post #2390 Ordering Eddie LE/Prem parts for a Pro (part numbers included) Posted by Mudflaps (2 years ago)

Post #2584 Part numbers for the components of the free ball trap kit from Stern. Posted by mollyspub (2 years ago)

Post #3081 Setting to change so Keith shows up in Iron Maiden more Posted by Who-Dey (1 year ago)

Post #4413 Loops Optos not registering the ball - mod fix Posted by f3honda4me (1 year ago)

Post #5013 Iron Maiden Rules Summary Posted by djreddog (1 year ago)

Post #5363 Loop speed set screw location picture Posted by djreddog (1 year ago)

Post #5829 Sarcophagus dumps ball instead of locking problem area to check Posted by metallik (9 months ago)


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#776 2 years ago

Do they make a knocker conversion for this pin?

#863 2 years ago
Quoted from gliebig:

Ha. Got it. My 7yr old nephew makes fun of my lack of computer skills.
Thanks for helping this dumbass out.
Ok. Apparently I don't got it. I extracted the file. Now it shows this. Tried to install and the game still boots normally

Hey give me a call if you still need help. I’m the guy at Allentown with the crazy pants. I’ll get you squared away.

Chad
302-228-8988

#894 2 years ago
Quoted from gliebig:

Only had 3 ramp shots left to complete all the power pyramids. Kept bricking the right ramp.

Did you get your game updated?

#940 2 years ago
Quoted from TaylorVA:

That post is suppose to block the target. Target should not be possible from a left trap position. Do you want you want obviously, but changing the position of that target changes the way the game plays by A LOT.

I have successfully backhanded the Orb target on numerous Pro's. Can I do it every time? Nope. Is it certainly possible? Yep.

#1026 2 years ago

Played in the NYC Pinball Championships this weekend. Got to watch Keith Elwin put up 2.1 billion on his game. Crazy stuff. And the tilt was super tight. I also believe the post rubbers were removed.

2 weeks later
#1270 2 years ago

Added this figure to my Pro tonight.

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#1314 2 years ago
Quoted from sebseb12:

In the pro model:
In the options of the game, option 159 madness mode, it is indicated NO.
What is this mode?

Its a special mode only available in the LE and Premium. Keith discussed this mode on a recent podcast last week.

#1317 2 years ago
Quoted from DragonPin:

My son found the secret skill shot by accident about 30 min after we installed new code... I almost dont want to spoil it its kinda funny

Short Plunge straight to left outlane.

#1321 2 years ago
Quoted from imharrow:

This would have really helped me in the pin-golf tournament where I did this 2 times to take a 5.

Honestly I have no idea. It's a random guess. I have yet to test, but I do recall a recent podcast where someone was discussing plunges to the left outlane.

#1372 2 years ago
Quoted from skink91:

Showed up at noon, upgraded to 1.00.0 and played some Maiden. I got 250M on my second game, so I am thinking I have some adjustments to make. It was multiball madness.

Disable EB’s, turn off all regular ball saves, turn all MB ball save times to 5 seconds, Eddie letter difficulty to medium, Mummy MB to zero letters at start and set decounce to 750. That’s how my game is setup.

#1411 2 years ago
Quoted from hank527:

Where are cards posted?

The MOD thread.

1 week later
#1516 2 years ago
Quoted from dgoett:

Funny.... I took the red out of my LE. I think it looks terrible. I did add spotlights to my slings just like MEtallica and tied them to the string that is turned off during FotD. It gets dark enough and doesn't color wash my plastics.

Can you elaborate a little more on the sting that is used for FOTD? I'm thinking of adding spotlights as well.

#1517 2 years ago

Also, my favorite new skill shot is:

Hold up left flipper, full plunge to bottom right flipper, one flip into the orb. I can hit this one about 75% of the time for 10 Million, +X +3mil power jackpot boost.

#1531 2 years ago
Quoted from pinstadium:

I thought I would post this up if anyone is looking to upgrade their instruction cards on their Iron Maiden to replace the yellow cards. The other thread asked me to post this so I figured I would get it to you guys here too. Just print on high gloss photo paper and then cut it in the center to make both cards. Enjoy!
https://www.dropbox.com/s/vu5caar2eub4pdy/IMDN_Cards.jpg?dl=0
--
Scott
Pin Stadium
www.pinstadium.com

Just reposting these awesome cards as they get lost in the sauce.

imdn rule cards (resized).jpg
#1549 2 years ago

Confirmed with glass off:

1. When all ball saves are turned off(there are 2 different ball save settings), hitting any of the secret skill shots that normally award a ball save extension, does NOT give you a ball save. Below are all of the skill shots I have uncovered and confirmed.

2. Short Plunge to Left Outlane = 25M and no ball save. You can also do a full plunge and use the right upper flipper to shoot the outlane for the same award. (+10 seconds ball save time if this is enabled)

3. Short plunge and shatz the Left inlane = 5M and no ball save

4. Center ramp = 6M and no ball save (+10 seconds if ball save enabled)

5. Short plunge to Left flipper and shoot Right orbit = 8M and no ball save

6. Hold Left flipper up and hit super jackpot target = 10m plus x playfield

7. No flippers up, shoot the extra ball target = 1M plus Eddie letter (+5 seconds of ball save if this is enabled)

8. Hold Left flipper up, full plunge, and one time shot to the orb = 10m, plus boost power jackpot X. (+5 seconds ball save if enabled)

I’ve tried numerous combinations of only the right flipper up as well as both flippers up. Haven’t found the others yet.

1 week later
#1777 2 years ago
Quoted from spandol:

No

Ok, I'll check that out.

That might be it, as in my tests it takes a good amount of time. Thanks Steve!

The super skill shot is only available if you hold the left flipper up before plunging. So, before you plunge, hold up the left flipper and you should see the insert light up.

1 week later
#1876 2 years ago
Quoted from chuckcasey:

There must be an update coming out soon.

Oh there is. Keith revealed on Friday that the IMDN at Pinburgh will have updated code.

#1879 2 years ago

Here are the notes from the update on the IMDN at Pinburgh from Keith:

FYI Iron maiden code that will be running at Pinburgh will have the following changes from the current 1.02.

Aces High - fixed an issue where destroying the 2nd bomber during the grace period will start a roving shot in the mode that never ends for all players
Aces High - initial jackpot scores are boosted by 500K
Aces High - fixed a display issue where the playfield multiplier was being applied to the base value instead of the total (no effect on final scoring)
Aces High - fixed a display issue where jackpot scoring equation would not be correct after first Super Jackpot (no effect on final scoring)
Soul Shard - fixed an issue where the Tomb Award would not light after spotting a random Soul Shard through Mystery Orb Level 3 (after 2 Minutes to Midnight)
Trooper Multiball - added missing Beast 1x Jackpot callouts
Trooper Multiball - boosted volumes of selected trooper speech
Cyborg Multiball - fixed an issue with the ‘Showtime’ speech was getting called when you drain into lighting Cyborg Multiball
2 Minutes to Midnight - changed background font color to red for more contrast
Mode Totals - fixed an issue where mode totals were excluding the values of shots made in the grace period
Eddie Cards - Trooper Level 2 card is easier, can now be collected by making any 5x Jackpot shot OR lighting all shots for 3x Jackpot
Revive - when balls are being launched into play and Revive triggers, no revive will be taken and ball saver will be extended 4 seconds with no grace period
Score Frame - fixed a rare issue when adding a player during Bonus countup results in temporarily displaying 0000 scores for all players and overlapping text
Music - fixed an issue with the attenuation getting set back to ‘0’ between balls, now it resets it to whatever the adjustment says

1 week later
#1961 2 years ago
Quoted from malklavious:

Looking to get some replacement balls and trying to decide between silverjet and regular balls from Marco. My table isn't set up yet and I can't remember from playing it over the weekend at CA Extreme, does this table have any magnet effects?

Skip both of those balls and get some Ball Baron balls.

#2024 2 years ago
Quoted from bigduke6:

Question for you LE guys. Even with the backbox turned down there is still a good amount of reflection. Does the invisiglass reduce it. I had it on my WOZ and LOTR and it was great but those games didn't reflect like Maiden.

What % did you turn the backglass down to? I found that it needed to be set to 10% to get rid of the reflection.

2 weeks later
#2228 2 years ago
Quoted from Gov:

"B) Super Skill Shot
Hold the left flipper and full plunge. The ball should roll back down to the upper left flipper. Shoot the Super Jackpot shot for 5M, a lit Playfield Multiplier, and a 10 seconds ball saver."
This does not happen on mine. Ball always goes all of the way around on a full plunge no matter what. Anybody else?

Where did you get that snippet from explaining that super skill shot?

#2233 2 years ago

From Tilt Forums, here is the exact verbiage for the super skill shot.

Super Skill Shot

Hold the left flipper and plunge to the inner orbit. The ball will roll back down to the upper flipper. Shoot the Super Jackpot shot to score a Super Skill Shot worth 5 million points, a lit Playfield Multiplier, and 10 seconds of ball saver time.

There are also at least three Super Secret Skill Shots, but we’ll let you discover them on your own.

2 weeks later
#2370 2 years ago
Quoted from SpinnerAddict:

Has anyone had problems with the ball stop above the mini flipper? The rubber stopper is staying up while the coils plunger releases. Is there a lock ring or something that held the plastic in place? It doesn’t happen all the time but it did do it 3 times on one game so now I need to fix it. Thanks in advance

I used a little bit of glue to keep mine down. It was slowly sliding off of the post and thus causing balls to get stuck.

#2374 2 years ago
Quoted from libtech:

does anyone know if/where you can get the 'piece of mind' figure used on the prem?

Ebay.

Quoted from Chitownpinball:

So, not having played a pro yet, do you guys think the prem and le are easier?
Reason I say this, I can consistently catch the ball coming out of the scoop under the center ramp when a mode starts. I see on the pro that the ball has to go up the ramp and be stopped by the post before mode start. Then it drops to the little flipper. This seems harder to control. Am I understanding the mode start on the pro correctly?

I own a pro and have played an LE numerous times. Yes, once a mode starts, catching the ball coming out of the Premium/LE is in fact easier. On the pro, it doesn't always necessarily feed to the little flipper, depends on if the ball lands to the left or the right once you hit the ramp. If it lands on the right, it will release to the right orbit down towards the right upper flipper. Most games this will feed to the bottom flipper if you don't flip the upper flipper. However on some games the ball will hit the slings making it unpredictable.

1 month later
#2755 2 years ago
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#2805 1 year ago
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1 week later
#2837 1 year ago
Quoted from Hazoff:

R there modes in this game where the flippers go dead? Pre arrived today just had a few games the last one being a 500 000 000 game. This pin is incredible. Holy Shit.

None. Incredible, yes.

3 weeks later
#3028 1 year ago

Just upgraded my light show this morning. So dope.
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#3033 1 year ago
Quoted from Chalkey:

I installed that today as well. It looks so good for a cheap little mod. What did you use for your outhole red? It also looks great.

https://www.cometpinball.com/product-p/7smd6.3vsmdstrip.htm

And they are on sale right now until Monday.

1 month later
#3397 1 year ago
Quoted from malklavious:

Finished installing vireland's light mods to the fireball loop, Eddie cards, and battle tree. Unfortunately the pictures of the battle tree doesn't do the colors justice, it looks much better in person. All of them feel like it's how it *should* have been from the factory![quoted image][quoted image][quoted image][quoted image][quoted image]

Looks good! All your missing now is the mummy tree mod!

2 weeks later
#3532 1 year ago

New code will be dropping any minute/hour/day.

#3536 1 year ago

Spoke to Elwin tonight. It’s definitely coming.

#3539 1 year ago
Quoted from mollyspub:

Any insight on the changes?

No insight unfortunately.

#3543 1 year ago
Quoted from Rdoyle1978:

Spill it. When / what?

Big circuit tournament this weekend, INDISC, and IMDN is in the bank. Elwin asked the organizer if it would be running the latest code and he wasn’t referring to 1.05.

#3549 1 year ago
Quoted from Fytr:

They used new code at another Major event last year that hadn't been released too. Seems to be a pattern, call it semi-public testing I guess.
I'm fine with it so long as they don't leave us plebs out in the cold for too long.
Here's to hoping for 12 additional awesome Maiden tunes on this one to choose from!

Yep. NYC Championships had new code Elwin brought with him.

#3553 1 year ago

Looks like my source was legit.

#3555 1 year ago

Stern is not the same. Just grab the code. Copy to USB. Plug in. Turn on. Sit down. Hold on. Enjoy.

#3627 1 year ago
Quoted from barakandl:

what changes the currently highlighted mode? Typically starts at the bottom, Icarus, and works up but sometime I change the mode selected and not sure how that happened.

Bottom left revive spinner.

1 week later
#3723 1 year ago
Quoted from mollyspub:

So how does the aces high and rotam behave now with the new code?

Much better! The flow is so nice now.

#3725 1 year ago
Quoted from mollyspub:

Can you elaborate?

A small change but it makes for a much better playing experience, once the MB modes are started, there is no ball stoppage anymore. Action is fast and furious when the second ball gets auto plunged and comes flying around the loop perfectly to the upper flipper to perform 5 loops and start loop jackpot. It’s so flowy!

#3728 1 year ago
Quoted from Rdoyle1978:

the balls aren't trapped by that post behind the small loop anymore

Umm, that's what I said?

A small change but it makes for a much better playing experience, once the MB modes are started, there is no ball stoppage anymore.

2 weeks later
#3837 1 year ago
Quoted from sbskins:

Just got my NIB Maiden Pro set up! I can't find the right orbit shot for the life of me...
A few issues out of the box, nothing major though;
Naturally the auto plunge didn't work perfectly out of the box, I got it down to about 90% success rate at a pitch of 205.
Also, the right outlane post rubber was blocking the ball from properly draining out the right outlane, the ball didn't have enough room to drain. Very strange, but we managed to fix the problem by unscrewing that post, and screwing it back in while applying pressure to the post in the opposite direction, the ball drains just fine now.
A few slight dings on the backbox and chipped wood here and there on the machine, but nothing that can't easily be fixed.
[quoted image][quoted image][quoted image][quoted image][quoted image][quoted image]

Question for you on the right outlane rubber. Did you install it? Stern has been shipping all games now without the rubbers installed.

#3847 1 year ago
Quoted from LOTR_breath:

This is a common misconception. The only models that have shipped NIB without the post rubbers installed were The Beatles and Deadpool. They also included them in the cabinet if you wanted to install them.

Corrrct! I thought it started with IMDN. What about Munsters?

1 week later
#3918 1 year ago

For those of you that haven’t seen it yet, Robert Gagno live-streamed his gameplay on IMDN and he got to Run to the Hills and a score of over 3 billion. Enjoy.

#3921 1 year ago

My biggest takeaway, and one that I use every time now, is immediately lighting Revive. My scores are almost always over 100M every time I play. It’s a huge benefactor.

#3947 1 year ago
Quoted from Shapeshifter:

So, if I understand right, you have to adjust the flippers from factory? So, making it easier?
Is this aa common adjustment? First I have heard of it!

Most of the time no adjustments need to be made. I’ve played over a dozen IMDN’s, mostly pros but at least 1 premium and 2-3 LE’s and flipper staying worked just fine, including my pro version. I also own a NIB Aerosmith Prem and no adjustments were required on that game either.

It doesn’t necessarily make it easier, but it does allow you to hit shots you otherwise can’t make it. It’s an acquired skill that has to be done with precision.

I use this same strategy on my Grand Lizard, White Water, and Demo Man.

2 weeks later
#4025 1 year ago
Quoted from DrMark12PA:

Do you know the number of ramps, orbits, spinners, bumpers hits needed to complete each power mode? So my understanding is if I have completed all the hits needed for 1 or even 4 of the modes, just 1 hit of the orb collects all of them that currently qualified?

Correct on the orb. 1 hit collects them all.

#4027 1 year ago

At the start of the game, you need:

40 spinners
8 ramps
20 pops
12 targets
10 orbits

#4043 1 year ago
Quoted from DrMark12PA:

Just played a few games tonight and noticed that at game start the numbers on the left start out in Gray. Once you have made the number of shots then the numbers turn to Yellow. Once you complete that number again then you are able to collect the triangle insert. I thought that you only needed to hit that number of shots one round but apparently it's hit the number of shots to qualify for the yellow and then hit it again to qualify to hit at the orb. Does that sound correct?

That is correct. Once you complete the initial numbers, you then enter into "power mode". Re-collect once more.

1 week later
#4165 1 year ago
Quoted from Supersquid:

Yeah, the 1" mini flipper rubber is what you want for the one on the left. I actually got all my "rubbers" from Titan.

Remember though, Robert Gagno beat the beast and scored 3.5 billion WITHOUT a rubber on the upper mini flipper

#4168 1 year ago
Quoted from RGAires:

Witch coils to order to increase power on the flippers!? They seam a little weak on my opinion, the game have long shots..

Before replacing, you can adjust cool strength in the menu settings. Do that first.

#4192 1 year ago
Quoted from RGAires:

Almost Finished...

Not quite. Machine is pretty, but until you install vireland insert light mods, it will never be complete

#4193 1 year ago
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#4225 1 year ago
Quoted from vireland:

Yes. Best $100 you'll spend on Iron Maiden.

Really? Serious question. I’ve never bought a shaker, so curious to know.

1 week later
#4366 1 year ago
Quoted from bigduke6:

What strategy have you gotten your high score with? This may be a silly question but I concentrated on finishing modes for a long time. I switched over to focusing on multiballs and my scores have increased big time. This may not make a bit of sense but it worked for me..

Initial strategy immediately after the plunge is to get the ball to the right flipper and then shoot the Revive spinner 2 times to light the outlanes. This almost always guarantees a game over 100 million, even with EB’s turned off.

1 week later
#4429 1 year ago

My right flipper coil stop just bit the dust. Screw sheared right off.

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1 month later
#4644 1 year ago
Quoted from Diospinball:

Decided to fire up my game this weekend and to my surprise I had a couple of pretty nice games. I even got to 2 minutes to midnight. This is the first time I got to it on the current settings and code update. Been close a few times, but finally was able to get there.
Do you guys think there will be another code update, or is IM done with the code. Just curious. I really like the most recent code. As the change I liked the best was to revive and how you can start to build it back up after just using one outlane.

Yes, more code is coming. I have recently discussed this with Keith Elwin to confirm this.

#4668 1 year ago
Quoted from billrz:

Got this guy off eBay . Pretty cheap for a pretty sweet mod!![quoted image]

Which company made that one? Can you link the eBay ad?

#4712 1 year ago

My best loop effort. Previous was 65.

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1 week later
#4760 1 year ago

Extra Balls

On factory settings there are three ways to light extra balls:

1.Complete third power feature
2.Collect 5th Tomb Treasure award
3.Make 50 loops

On the Premium/LE there is an adjustment (Feature Adjustment #59 “Madness Extra Ball Stage”) for collecting extra ball also during Can I Play With Madness mode. This adjustment is set to 0 (disabled) on factory settings.

3 weeks later
#4948 1 year ago
Quoted from vireland:

If the next game is truly Keith Elwin's and not Brian Eddy's, that explains why Iron Maiden updates abruptly stopped. I'm sure there's at least one more update coming - too many loose ends/bugs not to. He's not Dwight.

Confirmed there is at least one more.

#4954 1 year ago
Quoted from Rat:

Do you have a source for that info? I really hope it is going to happen and they fix the few remaining issues.
I'm going to test play one in two weeks and if I knew an update was definitely coming it would make my decision easier.

Yes. Confirmed directly with Keith.

1 week later
#5006 1 year ago
Quoted from mjruser:

Hi All,
Noob alert! We’ve had IM for a few weeks now and occasionally we get an Eddie or two lit up, but we're not quite sure what it is that we are doing that causes it. How specifically are Eddies ‘collected’?
Thanks!
Mike

There are 4 Eddie Card inserts to collect, which are required to qualify Number of the Beast (NOTB) wizard mode.
The four Level 1 Eddie Cards (lit solid) require:

Super Jackpot on Trooper Multi-Ball
Super Jackpot on Mummy Multi-Ball
Reaching Cyborg Multi-ball (Completing the Power Pyramid)
Reaching 2 Minutes to Midnight

If you perform even better during those four tasks for Eddie Cards, you can collect a Level 2 Eddie Card. Once you’ve collected a Level 2 card, its insert will be pulsing instead of lit solidly. Level 2 Eddie Cards remain lit even after a failed NOTB wizard mode, and are required to reach the Run to the Hills super-wizard mode. Level 2 Eddie Card requirements are:

Advance all Trooper MB JP shots to 3x value (yellow) or collect one 5x Trooper JP (red).
A second SJP on Mummy MB.
Collect a 5x Cyborg MB SJP.
Collect a 2MTM double SJP.

14
#5013 1 year ago
Quoted from Billy16:

djreddog, you've got the rules wired! If you ever do a complete set of rules, please post a link!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Layout

** Gravestone Target: This nondescript target above the left inlane may not seem important, but hitting it with an alley pass can be extremely helpful. Making this combo will spot an “X” target during normal play or help you out if you’re in an Eddie Battle.
** REVIVE Spinner: A small orbit shot with a spinner in front of it, which feeds the bumpers. Shooting the spinner enough times will collect a REVIVE letter. This shot is difficult to make on the fly and can often lead to pretty bad drains.
** Orb Target: Target in between the REVIVE Spinner and the entrance to the left ramp. This target is important because it awards a Power Jackpot when lit and collects the Orb mystery award when lit, which can act as an add-a-ball at certain times. On the Premium / LE models, this is instead a captive ball shot.
** Bumpers: These bumpers block the left ramp, meaning the player has to make a precise shot to the left ramp to send it all the way around. The feed from the bumpers to the flippers can be very dangerous.
** Left Ramp: Tight left ramp shot that loops around and sends the ball to the left inlane. On the Premium / LE models, this is also where you will lock a ball for Mummy Multiball and collect Tomb Treasure when lit.
** Big Loop: An orbit shot that can only be made with the help of the upper right flipper. Although the shot is easier by holding up the upper left flipper, the game encourages you to make the shot without doing that with a higher scoring potential.
** Skill Shot Target: One of the four “X” targets scattered throughout the playfield. This target is special because it’s used for the normal Skill Shot and can award an Extra Ball when lit.
** Left Orbit: Orbit shot that goes around the back of the game and feeds the upper right flipper. There is a spinner in front of this shot. If Lock is lit, then a post at the back of the shot will raise and trap the ball behind a post.
** Captive Ball: This target is in between the left orbit and Sarcophagus. The rebounds from this shot can be difficult to predict, but it can be shot from either flipper - even with the upper left flipper if you’re precise enough. On the Premium / LE model, the ball that’s locked for Mummy Multiball is sent behind this captive ball.
** Sarcophagus: This is a unique jump ramp that leads to a target at the back panel of the game. The back panel target scores either 1x, 2x, or 3x depending on how close the ball hits the center of the target. There are posts that will trap the ball on the Pro model if this shot is lit for something.
** Underworld Scoop (Premium / LE only): When battles are lit, the center ramp will raise to reveal this scoop, which feeds the ball directly to the lower flippers. This shot is also used in a Premium / LE exclusive mode called “Can I Play With Madness”.
** Super Jackpot Target: One of the four “X” targets scattered throughout the playfield. This target is in a similar position to Rudy from FunHouse and scores a Super Jackpot when lit. This shot is most often made from the upper left flipper but it can be made off of a random rebound from the lower left flipper.
** Small Loop: A tricky orbit shot that can only be made with the upper left flipper. Because this shot is much harder to make than the big loop, this shot scores more during certain modes and advances to Loop Jackpots quicker.
** Drop Targets: A 3-bank of drop targets that can be made off of almost any flipper. When completed, they award the following (in this order): “Bonus X” (up to 50x), “Lite Orb” (plus advancing the Mystery level by 1), and “Lite Lock” (for Trooper Multiball, all 3 Locks the first time and just 1 Lock every time after. Can’t be collected during a Multiball round.)
** Right Ramp: Fairly steep ramp that curves around and feeds the right inlane. If the shot is too weak, it’s generally pretty easy to recover from the feed.
** Right Orbit: Opposite of the left orbit. This shot can also lock balls when lit and on the Pro model, it collects the Tomb Treasure award.
** “X” Targets: 4 targets with an “X” light in front of them, which qualify the Playfield Multiplier at an inlane when completed. There is one target near the pop bumpers, and a target near the Small Loop. The Skill Shot target and Super Jackpot target also count as X targets. Doing an alley pass to the Gravestone target also spots an X target.
** Outlanes: Traditional setup. Each outlane has a “REVIVE” light that lights solid when the feature is qualified.
** Inlanes: Traditional setup. There is a playfield multiplier light at both inlanes that can be alternated using the flippers.

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Song Choice

At the start of each ball, you can select your soundtrack of choice. This has no effect on gameplay and is purely for the player to up the irons. On subsequent balls, the chosen song will continue from when you drained, unless you cycle through other song selections before you plunge a ball.

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Skill Shots

Standard Skill Shot - Soft plunge into the skill shot target to score a normal skill shot. This scores 1,000,000 points, one EDDIE letter, and adds 5 seconds of ball saver time.

Super Skill Shot - Hold the left flipper and plunge to the inner orbit. The ball will roll back down to the upper flipper. Shoot the Super Jackpot shot to score a Super Skill Shot worth 15 million points, a lit Playfield Multiplier, and 10 seconds of ball saver time.

There is an ego award for most Super Skill Shots.

There are also at least three Super Secret Skill Shots, but we’ll let you discover them on your own.

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Power Features

Hit features around the playfield many times to advance toward Power Features. The features are:

Power Spinners
Power Orbits
Power Ramps
Power Targets
Power Bumpers

The remaining hits to activate a power feature are displayed on the left side of the screen. Once a Power Feature is activated, score more hits to complete the Power Feature and build the Power Jackpot.

Once a Power Feature is complete, the Power Jackpot is available to cash in at the the Orb spot target. You can instead complete another Power Feature to multiply the value of the lit Power Jackpot. The Power Jackpot can be multiplied up to 5x by completing all five Power Features, although there are other ways to advance the multiplier too (Mystery or Tomb awards). The Power Jackpot unlights if you drain before it is cashed in.

There is an ego award for the largest Power Jackpot value collected.

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Cyborg Eddie Multiball ("?" mode)

Complete all Power Features and to qualify Cyborg Eddie Multiball. Shoot the center ramp to start. During Cyborg MB, light all of the Pyramid Segments (spinners, orbits, ramps, targets, and bumpers) by hitting them each at least once to light the Super Jackpot at the Orb. Collecting the SJP also awards an Add-a-Ball for the first two times the shot is made. Every Power shot increases the value of the SJP, and the SJP multiplier increases every time the Super Jackpot is collected. Starting Cyborg MB lights the Cyborg Eddie card, and scoring a 5X SJP nets you a Level 2 Cyborg Eddie card.

The Super Jackpot starts at 4,000,000, increased by 500,000 for every Soul Shard you have going into Cyborg Multiball. After completing Cyborg Multiball, the Power Features reset and increase in value and difficulty.

You may not qualify any PFx during Cyborg, but you may activate a PFx you qualified prior to starting Cyborg.

There is an ego award for highest Cyborg Multiball score.

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Eddie Battle Modes

** Qualify one of the five Eddie Battle mode by shooting white arrows to spell EDDIE. Once EDDIE is completely spelled out, the “Battle” insert lights at the Pharoah center ramp shot – shoot it to start the flashing mode.
** You are spotted two EDDIE letters toward your first mode. As you complete modes, subsequent modes become harder to qualify by reducing the number of white arrows available to spell EDDIE and not spotting any free letters.
** Mode selection: If EDDIE is not yet fully spelled, then shooting the left spinner will change the flashing mode. Once EDDIE is completed, the flashing mode is locked in and cannot be changed.
** Mode stacking: You may not make progress toward your next mode while your current mode is being played. Single-ball modes can be stacked with either Trooper or Mummy MB, provided that the mode was started prior to the start of the MB. Multiball modes may not be stacked with any other MB.

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Aces High

Soul Shard goal: Collect the Super Jackpot

2 ball multi-ball.
Stage 1: destroy 4 fighters. Shoot blue arrow shots to defeat a fighter.
Stage 2: defeat 2 bombers. Shoot a ramp to lock on, then shoot the center bulls-eye shot to destroy a bomber.
Stage 3: defeat the ace. Shoot the strobing shot to lock on, then shoot the center bulls-eye shot within 5 seconds to destroy the ace.
Increased scoring from better accuracy on bulls-eye shots.
One add-a-ball is available from your first Mystery award shot at the Orb.

There are two ego awards for Aces High: (1) for most kills – the # of planes you shot down, and (2) highest mode score.

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Fear of the Dark (this is the first mode lit in Competition Settings)

Soul Shard goal: Complete three spinner rips

Woohoo! A rip the lit spinner mode!
Four shots are lit with purple arrows. Completing any one of them lights the Spinners for a ton of points for one spinner rip (the REVIVE spinner scores 2x the value displayed). The more difficult the shot, the higher the base spinner value:

Ramps = 250K.
Big loop = 350K.
Mini loop = 500K (and the weak mini loop initial return out through the L orbit does NOT count as your spinner shot. Bravo!)

When you rip a lit spinner, it will unlight after it stops spinning and is no longer available for the lit spinner points (similar to many Classic Stern lit spinner rules). You may get BOTH spinners going during one “rip” – but it’s very difficult to execute! Once your spinner(s) stops spinning, the purple shots relight and the sequence starts over. The mode is completed after your 3rd spinner rip.

After each purple starter shot, you may also choose to shoot the R ramp once to double your next spinner value. This does not automatically double if the right ramp was your first shot; you must shoot it twice to get the doubler.

There are two ego awards for FOTD: (1) for the highest amount of spins in this mode, and (2) highest mode score.

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Rime of the Ancient Mariner

Soul Shard goal: Collect the Port and Starboard (Super) Jackpots

Center shot is lit to shoot down the albatross and collect a hurry-up counting down (quickly!) from 1M. Shoot center shot to lock in this value as your MB Shot Value and start a 2-ball multiball.
During multiball, one side’s shots (left or right) will be lit at a time. Shoot the lit shots to score your Shot Value (+500K increments) and move the lit shots toward the center, until the Ctr Ramp is lit for a bulls-eye shot. Progress is on a timer, so if you go too long without making another shot, your ship (and your shots) will be blown off course away from center.
Shooting the lit bulls-eye shot will score a jackpot based on the sum of your shot scoring, and multiplied by your accuracy on the bulls-eye. If there are still non-Ctr ramp shots lit, you can continue shooting those to increase the value of your jackpot (the Ctr Ramp arrow won’t “move past” it by over-steering).
One add-a-ball is available from your first Mystery award shot at the Orb.

There is an ego award for highest Rime MB score.

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Hallowed Be Thy Name

Soul Shard goal: Break free

Complete objectives in order as quickly as possible.

Shoot any one orange arrow (3M)
Shoot the captive ball (5M)
Shoot another remaining orange arrow (3M)
Complete all of the drop targets (10M)
Shoot another remaining orange arrow (3M)
Shoot the center ramp (10M + Completion Score)

Completion score based on how much time is remaining in the mode when you finish – I believe it’s 1M per second remaining.

There are two ego awards for Hallowed mode: (1) the quickest time the mode is completed, and (2) highest mode score.

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Flight of Icarus

Soul Shard goal: Score at least 20 million in mode points and survive to the end (a 4-way combo will guarantee >20m)

Shoot alternating lit ramps, scoring 2M (+150K increment for each ramp shot, lit or unlit). Combo ramps on a 5 second timer for incremental multiplied scoring (ex: 1st combo at 2x, 2nd at 3x, etc). The multiplied value is factored in after the 150K increment is added (e.g. 2M -> (2.150M x 2) = 4.3M -> (2.3M x 3) = 6.9M…). Shooting the same ramp within the 5-second combo timer will reset that timer.

There is an ego award for highest Icarus mode score.

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Soul Shards

These are REALLY important for advanced gameplay on Iron Maiden. Completing an Eddie battle mode will start a Soul Shard hurry-up at the center Pharaoh shot. The hurry-up value is based on how well you played the mode. Shoot the bulls-eye target to collect a Soul Shard – the points value is multiplied based on your bulls-eye accuracy. If you drain or if the Hurry-Up expires, then you do not get credit for the Soul Shard.
Besides the points, Soul Shards:

Increase EOB bonus
Light Tomb Treasures
Increase SJP value in Cyborg MB.
Increased scoring in the 2 Minutes to Midnight mini-wizard mode(?).
Increase the bonus awarded for completing Number of the Beast wizard mode.

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2 Minutes to Midnight (2MTM)

The 6th Battle Mode is 2 Minutes to Midnight mini-wizard mode. It is a single-ball, timed mode with a generous initial ball-save time. There is a timer counting up to midnight. If the timer reaches midnight, the mode ends. You may get yourself more time by shooting the “X” standup targets, but I believe only once each.

Collect all lit shots once to light super jackpot at the Super Jackpot dead-end shot (from upper mini flipper, the same as Trooper MB SJP shot). Each shot’s score is based on how many points were scored on that shot arrow color’s applicable mode, and can be HUGE if you’ve played out your modes well. (ie. yellow arrow collects Icarus mode total, purple arrow collects FOTD mode total, etc.) Each lit shot extinguishes after you collect it, but once you collect them all, they all relight.

Each shot scored awards its value and adds that value to the base of your Super Jackpot. Collecting all lit shots adds +1x to the Super Jackpot multiplier (which effectively starts at 0x). Collecting the Super Jackpot resets the multiplier to 0x, but the base value does not reset and can keep accumulating during the mode.

Starting 2MTM immediately awards its Eddie card. Scoring a Double Super Jackpot awards a Level 2 Eddie card. In order to score a double super and earn the Level 2 card you will need to complete all the lit shots twice before collecting the super. If you instead complete shots once, score the super, then complete shots again, and score the super again, the level 2 card will not be awarded.

After 2 Minutes to Midnight, the Eddie Battle modes reset and can be played again, but the difficulty of spotting EDDIE letters the 2nd+ time around does not reset (only ramps spot EDDIE letters).

You may not qualify any PFx during 2MTM, but you may activate a PFx you qualified prior to starting 2MTM.

There is an ego award for highest 2MTM mode score.

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Can I Play With Madness

This is a mode on Premium/LE games awarded as the third Tomb Treasure (unless disabled in settings).

Starts as a 2-ball multi-ball.
There is one lit red shot that the player can move with the flippers.
When you hit the lit shot, the mode goes into a 3-ball multi-ball with 2 moving red shots.
Hitting a red shot turns it green and locks it in.
Hitting a green shot turns it red and makes it roving again.
Hitting the orb locks in lit shots for 10 seconds.
Turning all shots green launches to n+1 balls and n shots lit red.
The Underworld holds the ball when it is lit green.

There is an ego award for highest Madness mode score.

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Drop Target Awards

Complete the drop targets to collect the flashing award. Sweep all three drop targets to collect two times the drop target value (increased by hitting the Orb) and two awards at once. The awards in order are Advance Bonus X (maxes out at 50x), Light Orb, and Light Trooper Locks. The game starts with Light Orb lit as the first award, but competition settings will start with Advance BonusX as the first award.

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Trooper Multi-Ball

Earn the “Light Lock” drop target award once to light all 3 locks. Hit the green arrow orbit shot(s) to virtually lock a ball. For the first multiball, both the inner orbit and the right loop are lit to lock a ball. For subsequent multiballs, each Lite Lock award only lights one ball lock, and only one shot is lit for a lock. Lock 3 balls to start Trooper Multi-Ball.

Trooper is a 3-ball multiball. At the start, all shots will be lit for a 1x jackpot and will unlight when collected. Collecting 3 Jackpots lights the first Super Jackpot. Shoot the super jackpot dead-end shot to collect the SJP and relight collected jackpots with +1x scoring, while uncollected shots remain lit at their previous scoring level. Jackpot shot color progression denoting which shots are multiplied at different levels is reverse rainbow: BGYOR (blue, green, etc). Collecting all the lit jackpots will also reset all jackpots to the next multiplier level, but will not automatically score the SJP.

Completing the drop targets will light the center ramp for a cannon shot (indicated by rainbow flashing arrow). You can collect multiple cannon shots in a single multiball, but once you’ve collected one you’ll need to collect a SJP before you will be allowed to light another cannon shot. A cannon shot grants these awards:

Collects 1-3 lit jackpots (based on your accuracy on the bullseye shot)
Adds a ball (only on the first cannon shot of the multiball)

Trooper 4-ball multiball: Have both Trooper Lock 3 lit and Mummy MB one shot from starting. Shoot the L orbit, but graze the captive ball on the way in. Mummy will not start. Trooper will start as a 4-ball MB. Mummy MB will still be ready to start upon exiting Trooper MB.

Collecting a SJP will award an Eddie card. A Level 2 Eddie card can be collected by either advancing all Jackpots to 3x (Yellow) or scoring a single 5x (Red) Jackpot.

There is an ego award for the highest Trooper MB score.

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Mummy Multi-Ball

Shoot the Sarcophagus captive ball to spell MUMMY and light Mummy Lock. On the Pro this will be a virtual lock up the center ramp (and denoted by the green lock insert). On the Premium/LE, the lock is on the left ramp (and denoted by the arrow insert turning red). Spell MUMMY again at captive ball to immediately start Mummy Multi-Ball. The first two Mummy Multiballs only require one captive ball hit per MUMMY letter; third and subsequent Mummy Multiballs require two hits per letter.

During Mummy MB, qualify jackpots at the captive ball via switch hits. Jackpot qualifications cannot be stacked, and the switch hit threshold increases for each jackpot. Each jackpot ball will spot a MUMMY letter. Spell MUMMY to light SJP at the Pharaoh Target (bulls-eye above Ctr Ramp). SJP value is multiplied for a more accurate bulls-eye shot. For subsequent jackpot rounds, values are doubled, but MUMMY letters will be cycling, and hits to the captive ball will only score a JP when on an available letter.

Scoring the SJP awards the Mummy Eddie card. Scoring the second SJP awards a Level 2 Mummy Eddie card.

Add-a-Balls are available by completing all yellow shots at a given level:

Both ramps. (2)
Both ramps and both orbits. (4)
Both ramps, both orbits, both loops, center ramp, and Super Jackpot target. (8)

On the Premium/LE, after scoring a jackpot, you may re-lock a ball by shooting the left ramp (denoted by the red arrow insert). While the ball is locked, you will earn double switch hit credit. Hitting the captive ball will release the locked ball and score a 2x jackpot if you reached the switch hit threshold or a 1x jackpot if not.

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Loop Feature/Loop Jackpot

Loop Feature

** Use upper flippers to shoot loops to build up and light LOOP JACKPOT. Loop awards are displayed in the big loop inserts, and are additive when more than one insert is flashing. Each loop scores the lit Loop Value plus adds that value to the LOOP JACKPOT, and increases the Loop Value by 250K, up to a max base value of 2.5M. The lit Loop Value will decrease over time (short timer) back to 250K. One shot to the mini loop lights the 2x Loop insert while the Loop Value is 500K or more; once the Loop Value decays back to 250K, the 2x Loop goes away.
** After shooting 5 (+2) loops, LOOP JACKPOT is qualified, the red LOOP JACKPOT lamps will light solid, and if the qualifying shot was via the big loop, the up-post will divert the ball to the mini flipper. Your progress toward your next LOOP JACKPOT is displayed on screen.
** Loop Jackpot advancements are doubled if you shoot the main loop without the aid of raising up your mini flipper (holding the L flipper button), or tripled if you shoot the mini-loop.

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Loop Jackpot

** Once qualified, the red LOOP JACKPOT lamp remains lit solid until the first Loop Jackpot is collected, at which point the lamp will start flashing and a short 12-second timer begins. Note: The timer does not pause during mode-start and multiball-start video sequences, and you cannot blow off these sequences by double-flipping.
** During this period, each loop shot collects the Loop Jackpot, and each consecutive loop shot will score 2x, 3x, 4x, etc. the value of the Loop Jackpot. For your 3rd+ round of Loop Jackpots, you must not raise the mini-flipper to be eligible for the Loop Jackpot multipliers.
** If you drain with LOOP JACKPOT qualified (lit solid), it will not remain lit for your next ball – you have to start over qualifying it.

There are two ego awards associated with Loops: (1) most loops, and (2) highest Loop Jackpot total score.

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Playfield Multipliers (PFx)

Shoot the flashing X targets around the playfield to qualify 2x Playfield scoring (“2X” orange insert lit solid). If 2x Playfield is qualified, complete the X targets a second time to qualify 3x Playfield scoring. Subsequent completions of the X targets with 3x qualified will increase the PFx timer.

Once qualified, activate the PFx by rolling over a lit Activate X inlane. Use the flipper buttons to toggle the lit inlane to control if/when you activate your PFx. Once activated, the associated 2X/3X insert begins flashing. The base timer for the playfield multiplier is 20 seconds. Hitting a flashing X target while the multiplier is active will add 5 seconds to the timer. While there’s no PFx timer displayed on-screen, the 2X/3X insert will flash faster as you get close to the timer expiring.

If you aren’t in a mode, alley passing from the right flipper through the left inlane into the Gravestone target will spot a flashing X target.

Completing a Super Skill Shot will immediately qualify your next PFx level.

PFx is always available to qualify except during Cyborg MB, 2MTM, and NOTB. (and Run to the Hills?)

There is an ego award for highest total score during one PFx period.

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Revive

Shoot the left spinner to spell REVIVE. Spelling REVIVE lights outlanes for a REVIVE outlane ball-save. The first time you spell REVIVE, both outlanes will light for Revive. On factory settings, each outlane’s Revive is used individually – so when both outlanes are lit, you effectively have earned two Revives. Subsequent spelling of REVIVE only lights a single outlane, which cannot be toggled with flipper lane-change. Letters cannot be spotted while a Revive is still lit. Lit Revives carry over between balls.

There is an ego award for the most Revives used in one game.

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Orb Award

Complete the drop targets to earn the Light Orb award. This lights the Orb target for a mystery award. Collect Light Orb again before shooting the Orb to increase the mystery level for better rewards.

There are three levels of mystery awards. If level 3 mystery is already lit, drop target awards will skip the Light Orb award.

There is an instant info page showing the current mystery level and also all its available awards.

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Gravestone Target

Shatzing (alley passing) the left inlane to send the ball into the nondescript gravestone standup target will help you out with a running mode or multiball. If no mode or multiball is running, it will spot you one “X” toward your next PFx qualification.

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Combos

A “combo” is performed by hitting distinct shots on the playfield in succession. Each different shot you hit will advance the active combo by 1. Unlike most games, an active combo does not “time out” if you take too long between shots. A combo ends when one of the following occurs:

Collecting a “Deathblow” (see Deathblow section below)
Hitting a shot that was already used as part of the active combo
Hitting any standup, any drop target, or 2 pop bumpers

Shots that count towards a combo:

Left Ramp
Big Loop
Left Orbit
Mini Loop
Right Ramp
Right Orbit

Combo scoring starts at 500,000 for a 2-way combo and increases exponentially. Since there are 6 different shots that can be used as part of a combo, the longest possible combo is 6-way. When a combo is currently in progress, the lamp to the right of the upper right flipper will strobe.

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Deathblow

Ending a combo by hitting certain shots/targets awards a Deathblow, which scores points based on the length of the active combo. Deathblows also count towards your bonus. Some shots will award a Super Deathblow, which is worth 3x the value of a standard deathblow. Known deathblows:

EB Target
Mummy Captive Ball
Bulls-eye (SUPER)
SJP Target (SUPER)
Revive Spinner (SUPER)

There is an ego award for highest Deathblow score.

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Extra Balls

On factory settings there are three ways to light extra balls:

Complete third power feature
Collect 5th Tomb Treasure award
Make 50 loops

On the Premium/LE there is an adjustment (Feature Adjustment #59 “Madness Extra Ball Stage”) for collecting extra ball also during Can I Play With Madness mode. This adjustment is set to 0 (disabled) on factory settings.

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End of Ball Bonus

Bonus is scored as follows, and multiplied by Bonus X:

Switches × 3,500
Mummy Letters Collected × 25,000
Deathblows × 45,000
Loops × 50,000
Power Features Completed × 75,000
Soul Shards Collected × 250,000
Eddies Collected × 250,000 (level 2 Eddie cards count as two “Eddies” for bonus purposes)

There is an ego award for highest EOB Bonus collected.

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Tomb Treasures

Collecting Soul Shards and other tasks lights the Tomb (Pro: right loop, LE: left ramp) to collect a Tomb Treasure. There are 10 different awards to collect in a set order:

1. 15 Million
2. Super Slings (slingshots worth 250k + 1K increment for rest of ball)
3. Depends on which model you’re playing on:
a) Pro: Boost Power Jackpot 15M (adds additional 15M to current Power Jackpot)
b) Premium/LE: Can I Play With Madness (multiball; specifically makes use of the Underworld scoop; it is also possible in settings to disable this mode and award the +15M Power Jackpot award instead)
4. Super Combos (5x combos and deathblows for rest of ball)
5. Light Extra Ball
6. Light Revive
7. Collect 2X Bonus - This 2X is multiplied by the current PF multiplier AND your current bonus multiplier so very large collects are possible here!
8. +5x Power Jackpot multiplier
9. 50 Million + Random Level 2 Eddie card spotted
10. Run to the Hills (super-wizard mode)

There are exactly 11 different objectives that will light a tomb treasure and repeating the same objective twice will not light another treasure (so you’ll need to complete 10 goals to start Run to the Hills). Also note that if you’ve collected only three Level 2 Eddie cards prior to Tomb Treasure #9, that collecting #9 will then immediately qualify #10. Soul Shards can be collected also as level 3 mystery awards after playing 2 Minutes to Midnight.

Fear of the Dark Soul Shard
Flight of Icarus Soul Shard
Aces High Soul Shard
Rime of the Ancient Mariner Soul Shard
Hallowed Be Thy Name Soul Shard
Collect a loop jackpot
Collect a 6-Way Combo
Mummy Super Jackpot
Trooper Super Jackpot
Complete Number of the Beast
Collect the “Level 2” versions of all 4 Eddie cards

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Eddie Cards

There are 4 Eddie Card inserts to collect, which are required to qualify Number of the Beast (NOTB) wizard mode.
The four Level 1 Eddie Cards (lit solid) require:

Super Jackpot on Trooper Mutli-Ball
Super Jackpot on Mummy Multi-Ball
Reaching Cyborg Multiball (Completing the Power Pyramid)
Reaching 2 Minutes to Midnight

If you perform even better during those four tasks for Eddie Cards, you can collect a Level 2 Eddie Card. Once you’ve collected a Level 2 card, its insert will be pulsing instead of lit solidly. Level 2 Eddie Cards remain lit even after a failed NOTB wizard mode, and are required to reach the Run to the Hills super-wizard mode. Level 2 Eddie Card requirements are:

Advance all Trooper MB JP shots to 3x value (yellow) or collect one 5x Trooper JP (red).
A second SJP on Mummy MB.
Collect a 5x Cyborg MB SJP.
Collect a 2MTM double SJP.

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Number of the Beast

Collect all 4 Eddie Card inserts (Level 1 or 2) to qualify Number of the Beast wizard mode.

NOTB Rules:

Untimed single-ball mode with a generous 30-second initial ball save
Phase 1: three shots lit with Red Arrows. Shoot any one of them to light timed Bulls-eye shot.
Phase 2: Shoot Bulls-eye within 5 seconds to start Counter-Attack phase, otherwise it reverts to Phase 1.
Phase 3: Counter-Attack – all shots lit Yellow for 10 seconds, but you cannot shoot the same shot consecutively.
Defeat the Beast with 12 Counter-Attack shots. You can requalify and repeat the Counter-Attack phase as needed.
If you lose your ball, you lose your battle against the Beast and have to requalify all 4 Eddie cards to challenge the Beast again (except for those Eddie cards that you collected a Level 2 Eddie card). If you have all four Level 2 Eddie cards, you will immediately get to rematch the Beast if you have another ball.
Defeating the Beast disables the flippers, drains your ball, then awards 100 Million plus re-awards the value of any Soul Shards collected earlier. Normal gameplay resumes on your current ball in play. Once the Beast has been defeated, it cannot be challenged again until Run to the Hills is played.
You may not qualify any PFx during NOTB, but you may activate a PFx you qualified prior to starting NOTB.

There is an ego award for highest NOTB mode score.

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Run to the Hills

Mega-wizard mode awarded as the 10th Tomb Award. Observations based on Escher’s stream:

6-ball multiball.
Seems to be a hybrid of Cyborg and Trooper multiballs.
All shots are persistently lit for a jackpot.
Collecting one of each Power feature lights the Super Jackpot at the center ramp, but the Power features must be collected in order: Spinner -> Target -> Pop -> Orbit -> Ramp.
Collecting the Super Jackpot adds +1x to all Jackpots.
Awesome Super Jackpot animation.
Tomb Treasures do not seem to reset after this mode.

There is an ego award for highest RTTH wizard mode score.

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Strategies

The single-ball Eddie battles (Fear of the Dark, Hallowed Be Thy Name, and Flight of Icarus) can be stacked up with either Trooper or Mummy Multiball if the shot that starts it is made during the mode. This potentially makes it a lot easier to qualify the Soul Shards for the modes. Flight of Icarus also works well as a stack with Mummy Multiball - the shots you have to make for your first add-a-ball just happen to be the ones you have to make during the mode.
Soul Shards can be collected also as level 3 mystery awards after playing 2 Minutes to Midnight. This can be really helpful when trying to reach Run to the Hills.
Work on qualifying the REVIVE at the outlanes during a Multiball or if you have a long enough ball saver. The left spinner is a notoriously risky shot that can end balls very quickly if you aren’t paying attention.
All of the Tomb Treasure awards are multiplied by Playfield Multipliers. Why take 15 million when you could take 45 million?

#5015 1 year ago

Some fruitful knowledge to have stored in your memory.

1. During aces and mariner the orb will always add a ball. The level you are at 1-3 will determine how much ball save comes with it 5-15 seconds.

2. While playfield X is active shooting the blinking X targets pauses the timer.

3. Secret skill shots- some are only available when plunging with the left flipper held in.

4. Loop jackpots, shooting mini loops during loop jackpot phase will add 3 seconds on to the timer.

5. Aces super jackpot- you can shatz the lock on phase of the fighter ace

6. 4 ball trooper multi-ball! Lock 2 balls for trooper then get Mummy MB qualified. Graze the captive ball on the PRO so that it continues through the spinner to start Trooper and this will give you 4 balls

7. Power jackpot increases - Hit the bullseye target when lit. Get a mystery award.

8. The backstage pass gives you all of this info in PDF:

https://sternpinball.com/wp-content/uploads/2018/12/IM-Backstage-Pass-Rules.pdf

#5017 1 year ago
Quoted from rai:

Not true about secret skill shot, got them without pushing left flipper.
I’ll test it out for sure but don’t think you need to use left flipper to call it.

What are you referencing?

If you are referring to this "3. Secret skill shots- some are only available when plunging with the left flipper held in.", it says only some of them are only available when holding the left flipper up.

1 week later
#5050 1 year ago
Quoted from Gogdog:

How about this...whats the quickest way to reset/cancel a game? On other pins, I can go into the menus and exit, and it resets/cancels the current game in progress, but not in IMDN. Is there a trick to canceling a game?

Hold in the start button.

#5108 1 year ago

My goodness, PinballMix is pretty awesome. If you want to remove or freshen up your Maiden music(or any game for that matter), check out PinballMix. I’m just a new customer of his product, and me and my fiancé dig it!

1 week later
#5169 1 year ago
Quoted from Graysonsdad:

What does the shatz-able cross in the lower left do? Thanks

Gravestone Target: This nondescript target above the left inlane may not seem important, but hitting it with an alley pass can be extremely helpful. Making this combo will spot an “X” target during normal play or help you out if you’re in an Eddie Battle.

#5209 1 year ago
Quoted from Graysonsdad:

What are all the possible ways to earn tomb treasures? Lately I seem to be getting at least one per game for reasons unknown to me. Thanks.

Tomb Treasures

Collecting Soul Shards and other tasks lights the Tomb (Pro: right loop, LE: left ramp) to collect a Tomb Treasure. There are 10 different awards to collect in a set order:

1. 15 Million

2. Super Slings (slingshots worth 250k + 1K increment for rest of ball)

3. Depends on which model you’re playing on:
a) Pro: Boost Power Jackpot 15M (adds additional 15M to current Power Jackpot)
b) Premium/LE: Can I Play With Madness (multiball; specifically makes use of the Underworld scoop; it is also possible in settings to disable this mode and award the +15M Power Jackpot award instead)

4. Super Combos (5x combos and deathblows for rest of ball)

5. Light Extra Ball

6. Light Revive

7. Collect 2X Bonus - This 2X is multiplied by the current PF multiplier AND your current bonus multiplier so very large collects are possible here!

8. +5x Power Jackpot multiplier

9. 50 Million + Random Level 2 Eddie card spotted

10. Run to the Hills (super-wizard mode)

There are exactly 11 different objectives that will light a tomb treasure and repeating the same objective twice will not light another treasure (so you’ll need to complete 10 goals to start Run to the Hills). Also note that if you’ve collected only three Level 2 Eddie cards prior to Tomb Treasure #9, that collecting #9 will then immediately qualify #10. Soul Shards can be collected also as level 3 mystery awards after playing 2 Minutes to Midnight.

Fear of the Dark Soul Shard
Flight of Icarus Soul Shard
Aces High Soul Shard
Rime of the Ancient Mariner Soul Shard
Hallowed Be Thy Name Soul Shard
Collect a loop jackpot
Collect a 6-Way Combo
Mummy Super Jackpot
Trooper Super Jackpot
Complete Number of the Beast
Collect the “Level 2” versions of all 4 Eddie cards

1 week later
#5315 1 year ago
Quoted from CHIEF1893:

Anyone have any ideas when new code will be dropping, hopeful by the end of the year!!!

Should be out by Expo.

#5331 1 year ago

So Keith just dropped some interesting info today.

1. Big code update coming
2. The shooter rod was accidental
3. There is a set screw along the back loop that can be tightened or loosen. If you loosen it, it will make the ball go around the big loops slower. Tighten it up and it makes go faster.

#5343 1 year ago
Quoted from gliebig:

Sounds like an excuse for a poor design. Why would there be a super skill shot for that particular shot?

The super skill shot was never part of the game. As the previous post mentioned, the plunger was there simply to aim at the single stand up target in the middle. Once they incorporated the auto-launch, which was sending the ball all the way around the loop, that was not intended by Keith. He didn't have that planned out in the design. So from there they ran with the idea of adding the super skill shot to allow you to plunge towards something else.

#5355 1 year ago
Quoted from finnflash:

How did you get it, if you didn't order it or know what its for?

He didn't order it. He is quoting another Pinsider.

RVH - That part goes along the back orbit, where balls shoot up the center ramp, hit the bullseye, and then fall straight down to the playfield. On initial games all that they put there was mylar. After several months they started installing this. So if you have a game that still has mylar, you can reach out to Stern Support with your serial number and they will ship you this replacement part which provides better protection against the ball drops.

#5363 1 year ago
Quoted from Chalkey:

Can anyone post the location of the set screw Keith was talking about? I was not tracking what he was saying at all.

Dead center of the game along the back orbit. Directly to the left of the bullseye target. The screw is facing down towards the PF, and it’s screwed into the end of the metal guide.

4EA58B50-BA1D-428D-8E21-7E4DF67AD2F1 (resized).jpeg
#5377 1 year ago
Quoted from WizardsCastle:

Wicked score! What's the strategy to get big points? I consistently get Cyborg, but my average score is like 300M.
I was one Mummy shot away from lighting Beast, and I think that game was like 520M.

Quick strategy tips are:

1. Light revive immediately
2. Focus on loops
3. When you get PF multiplier make sure you only cash it in when you are ready to score big. Only cash it in when you have loop jackpot ready, or running FOTD or Hallowed modes. Also watch your Power Jackpot, once it hits a healthy number cash in the multiplier and then collect.

2 weeks later
#5511 1 year ago
Quoted from jardine:

Talking of the loop shot earlier... I heard that Keith said there is a screw at the loop that can be adjusted to slow the speed down.
Can anyone confirm if it's the one placed on the metal ramp right at the edge, just before it drops behind the sarcophagus?!

See Topic Key Post #5363 Loop speed set screw location picture.

#5523 1 year ago
Quoted from jardine:

Yep, that's the screw...now what do you do with it? Does it lower the ramp to make it slower or faster?
Has anyone done this at all?

There is a set screw along the back loop that can be tightened or loosen. If you loosen it, it will make the ball go around the big loops slower. Tighten it up and it makes go faster.

#5538 1 year ago
Quoted from Graysonsdad:

I dont know if this is common knowledge but I didnt know until tonight.
If you are going for the super skill shot and you hit the mini loop prior to hitting the target, it will light 3x playfield multiplier instead of 2x.

You should try hitting the loop twice then hitting the target

1 week later
#5548 1 year ago
Quoted from NightTrain:

Can someone answer the following questions please?
Does this shaker work in the game? I've heard guys having issues with the shaker activating the slam tilt. Is that still an issue?
https://www.pinballlife.com/shaker-motor-kit-rev-c-for-stern-spike-spike-2-system-games.html
What mirror blades work for this game? Will these work even thought they say they are for Stern DMD?
https://cointaker.com/products/stern-mirror-blades

Check out the new Pinshakers! You get maximum and ultimate control over the shaker.

https://pinside.com/pinball/biz/directory/1657-pinshakers

Scratch that, not ready for IMDN yet.

#5554 1 year ago
Quoted from NightTrain:

Can someone explain to me how the drop targets work in this game???

Drop Targets: A 3-bank of drop targets that can be made off of almost any flipper. When completed, they award the following (in this order): “Bonus X” (up to 50x), “Lite Orb” (plus advancing the Mystery level by 1), and “Lite Lock” (for Trooper Multiball, all 3 Locks the first time and just 1 Lock every time after. Can’t be collected during a Multiball round.)

Complete the drop targets to collect the flashing award. Sweep all three drop targets to collect two times the drop target value (increased by hitting the Orb) and two awards at once. The awards in order are Advance Bonus X (maxes out at 50x), Light Orb, and Light Trooper Locks. The game starts with Light Orb lit as the first award, but competition settings will start with Advance BonusX as the first award.

1 week later
#5611 12 months ago
Quoted from Mancave:

Has there be any whispers for when the next code update is coming?? Seemed to be some stirring a while back but nothing happened

They were hoping in time for Expo, didn’t happen with JP taking priority.

1 month later
#5788 10 months ago
Quoted from red-line:

If it doesn't need to be waxed, then shouldn't the right flipper be able to hit the center target? Just trying to figure out what's wrong here.

Start with checking the flipper coil power. Next, lift the PF and examine the entire flipper mechanism to make sure nothing is amiss.

1 week later
#5822 9 months ago
Quoted from Meegis:

Update,
Played with the spoon of the captive ball, it solved the issue for a game or two, but now the issue is back.
This is horribly frustrating

Just replace the switches and your frustrations will go away.

#5841 9 months ago
Quoted from yuriijos:

I’m still on 1.05. I need to update to 1.06 but I was trying to understand all the rules before I updated.

Don't try and understand all the rules because things change with the new version. No need to waste time on the old version.

2 weeks later
#5923 9 months ago
Quoted from Graysonsdad:

Also while I'm here. Wth is the (?) hi score?

Shatz

#5931 9 months ago

The Gravestone Target is very powerful. This nondescript target above the left inlane may not seem important, but hitting it with an alley pass can be extremely helpful. Making this combo will spot an “X” target during normal play or help you out if you’re in an Eddie Battle.

Also, when playing Fear of the Dark, after you shoot a purple arrow shot, the next satisfying shot on this game is ripping the upper spinner with the right flipper and letting it orbit all the way around back to the bottom right flipper and one timing the left spinner for insane points. It's very tough to do but it's awesome when you pull it off!

4 weeks later
#6095 8 months ago
Quoted from parsonsaj:

Woo hoo Jurassic Park 1.0 released today... does this mean a new IM code release is coming soon?

It will be released before TPF.

#6164 7 months ago
Quoted from woody76:

I am thinking about giving this machine a whirl, but wanted to secure a different custom music mix someone has created first. If someone could point me in the right direction I would appreciate it.

Pinball Mix does a stellar job.

https://m.facebook.com/pages/category/Local-Business/Pinball-MIX-1841127499277944/

1 month later
#6326 6 months ago
Quoted from Dantesmark:

Anyone kno... i had someone do a custom soundtrack on an sd card... if new code drops, do i need to put the original sd card in the game and forget about the custom soundtrack? Or is ok to keep the custom sd card in and perform an update?

The update will wipe everything out. Once the update is done, you will need the person who made your custom music bed to redo it.

#6334 6 months ago
Quoted from Billy16:

Unfortunately there does not seem to be any real urgency for completing our code update.

Umm, we are in the middle of a pandemic. Stern sent everyone home. I'm sure there is some limitations to what Keith can do while working from home verus in the office. Plus, my guess is since he is working on game 4 already, he's probably putting more efforts into the future of Stern, versus the past. With the factory shut down, they are going to need to come out of this pandemic with a grand slam title, so maybe his efforts are focus on that more than IMDN.

Does this game need an update? Absolutely and it's in the works. But the game will still rock on without that update. Patience is a virtue.

#6354 6 months ago
Quoted from red-line:

lol, that's pretty great. You got me thinking about changing the music on my maiden - do you by chance have a list of the stock songs used with their respective lengths?
And any tips or pointers for replacing music? I haven't looked into it. I'm just starting to look through the pinball browser thread on pinside.

The replacement songs don’t have to be exactly the same length, however what mp3 file you do drop in has to be the same length. I have 26 songs loaded into my maiden, but that involved fading and mixing tracks to equal the length of the existing tracks.

For example, Rime of Ancient Mariner is like 12 minutes or something, I did a mashup of 4-5 songs to cover that entire track.

1 week later
#6409 6 months ago
Quoted from snappahead:

Thank you for the reply. So, you replaced the default white GI with frosted leds? What does that do? I've heard of frosted bulbs, but I don't think I've seen them in person. Would you recommend frosted bulbs for the red ones?

I did the same. The frosted are easier on the eyes, but still bring the brightness.

3 weeks later
#6549 5 months ago
Quoted from kingfishtr:

I sure hope so and I love how the audits keep track of the games that you reset quick. Anyone have any speculation on The next theme or where in the release calendar would be Keith’s next game? I wish he was on TMNT...

No speculation on the theme, but Elwin is already working on game 4.

#6552 5 months ago
Quoted from kingfishtr:

I guess you are counting Archer as game 1?

No. Game 4 at Stern.

#6563 5 months ago
Quoted from Rob_G:

The consensus is that another update is coming? I kind of thought one was being worked on when the 'making of Jurassic Park' video had a clip with a whiteboard and some updated rule notes.
Rob

Yes, there is at least one more big update on the way.

1 month later
#6723 3 months ago
Quoted from ectobar:

Joined the club \m/[quoted image]

I put that up on 1 ball. . Did you give up JP for this, or just add another game to the wife’s home office, lol?

Edit - JP is to the right

#6725 3 months ago
Quoted from ectobar:

Future all Elwin collection here I come!
Score isn't great but that was already set from when it was at the Railroad. Now that's it's home I'm going to give it the business. 1b+ coming soon.

2 years later, I’m still trying to defeat the Beast. Heck, I’ve only got to battle him once and that was about a month ago. Still our most played game. Approaching 3000 plays.

1 week later
#6805 3 months ago

Competition mode installed.

DEE5A412-E437-4CED-A093-C1BF8B087FA9 (resized).jpeg
#6842 3 months ago

I just got to Cyborg on Ball 1. One extra ball. Game ended with 330M. What a let down!

#6874 3 months ago

Relax everyone. It's still happening 100%. Things got pushed back, that is all. Keith has been busting ass polishing Jurassic Park, as well as Game #3 AND Game #4. Hang in there, it will drop when you least expect it, just don't expect it in the next month or so.

#6991 3 months ago

Been giving this game hell the past couple of weeks trying to A) get to the Beast again and B) defeat him!

So tonight I threw on my Legacy of the Beast shirt and started another run. I played 3-4 warm up games then started my attempt.

Game is set to factory settings with a pretty decent tilt level.

After Ball 1, and the 1 extra ball I earned, I had 3 EDDIE cards.

5F9E6339-0ACF-4629-9455-6C892AEC5982 (resized).jpeg

On Ball 2 I got to 2MTM, which gave me my fourth card and drained out.

939C75B2-4B5A-493E-A659-32BE95021D01 (resized).jpeg

Started ball 3 with the Beast ready to go. This was my second time ever battling the Beast. The first time I played terrible and only took 2-3 health away. While I didn’t defeat him, I did get him down to 6 health. Pretty ironic what my final score was too!

8B24ACC5-3E37-414D-94B4-15E35F7B4F05 (resized).jpeg6EBD2AC3-A3AF-4035-B5AC-2489F7B586EB (resized).jpegE05D653D-309A-47BE-AD9D-2F3F6A7AF2A0 (resized).jpeg

#7008 89 days ago

#reviveftw

#7034 85 days ago
Quoted from Mudflaps:

Jeez, I must suck. Haven’t sniffed the Beast yet. Mummy Card still eludes me. Gotta keep playing!

I wouldn’t claim that you suck. Every game is setup different(not taking anything away from Eskaybee). But game setup can dictate a lot. For example, I’m a pretty decent player (IFPA rank 350), and I have owned IMDN Pro since launch, so a little over 2 years. Just until last month I had never battled the beast due to my game setup. 7 degree angle, semi-tight tilt. No rubbers on posts, set to Tournament mode, EBs off, initial ball save at 3 seconds and all MB ball saves lowered by 10 seconds.

Last month I decided to set all my games to default. I’ve now had 3 attempts at the beast in 3 weeks. Almost every game is over 500 million.

One other thing, prior to quarantine, every time I played the game I was only going for maximum score. Everything changes when you go into the game with a specific game plan.

So, loosen her up a bit and enjoy and explore the $6000 piece of equipment you have!

#7048 82 days ago

Here we go! Ball 1 over, starting EB now. Got 2 Eddie cards lit. Cyborg ready. 1 Eddie letter away from lighting my last mode to get to 2M2M. Is the Beast gonna happen??? Stay tuned!

00E0F1CF-CB2E-4123-8147-D2F960E5CAA9 (resized).jpeg
#7049 82 days ago

SIGH! Ball 1 Extra Ball, plunge into sling and right to the outlane, auto launch all the way around to right flipper, passed to the left flipper, first flip brick the ramp post and monster drain to the left outlane.

On to Ball 2. Total wasted opportunity.

#7051 82 days ago

Ball 2 is over. I got 2M2M lit. 1 jackpot away from Mummy card but I got to relight the entire thing again. Also got my 5th tomb award and EB is lit again. Hopefully I can cash it in.

981501EA-145D-4FD6-BC81-554B60D2336C (resized).jpeg
#7052 82 days ago

Ball 3 over. 98 million on 2M2M. Playing my final EB. Need 5 shots to captive ball to start Mummy and then cash in one jackpot to Battle the Beast. Here. We. Go.

3CE082FB-FBD3-481D-B889-C789FD4E1B5E (resized).jpeg
#7053 82 days ago

Forgot, this was 3rd time playing Mummy, requires double the shots so I had to hit the captive ball 10 times!!!! Got it and hit the Super to collect the card. Beast is ready. It’s showtime.

E9E6AF84-6554-4331-BB33-AC3566CD3D15 (resized).jpeg
-1
#7054 82 days ago

The Beast won. Oh yea, I got a custom audio mix on my Maiden, final sing is AC/DC - Highway To Hell!

47B9F276-D2B8-4427-AB0D-F2A6F2A2CFD2 (resized).jpeg
#7057 82 days ago

Last night was my 4th time battling the Beast in 4 weeks. It's only a matter of time now before I defeat him. And then I get to Run To The Hills!!!

#7066 81 days ago
Quoted from yuriijos:

I don’t know about this game. Too frickin hard. Getting soul shards and Eddie cards is a PITA and I don’t think I’ll ever reach Battle The Beast or RTTH. Lately it has been more frustrating than fun. Soon to be on the chopping block if things don’t change. I know play better but just can seem to get any control or make any shots while in multiball. Sometimes I try to cradle up and hit shots but doing that blocks shots, then you have to stage the left flipper to make the left inner loop which puts the balls back out of control. Then I try just hitting and flailing and that leads to chaos, balls hitting other balls and not making shots. I guess I just suck at this game.

Go back to the previous page and read my little blurb on setting up your game to play easier. It’s NOT cheating. You have a $6000 machine at your house that’s making you frustrated and it should never be that way.

Set the difficulty to easy.
Shrink your outlanes.
Lower loops EB from 50 to 25.
Increase the ball save time on all MB’s by 5–0 seconds.

Remember, this game was designed by a former #1 player and with settings on “factory” the game can still be very tough for ALOT of people.

So, don’t feel bad for making the game ENJOYABLE! After you start reaching some of these impossible modes, slowly start to make the game harder again. Enjoy!

#7067 81 days ago

Oh yea don’t forget this game added another accolade to its lengthy list of awards.

2020 Stern Showdown Champion!

#7073 81 days ago

I'm jealous of all of you players out there working from home getting better and better every single day! I got to work from home for about 4-5 days during this whole pandemic and my skills are sliding backwards

#7096 80 days ago
Quoted from WizardsCastle:

Anyone else feel that the NOTB wizard mode could be more exciting? Maybe an add-a-ball, or shoot again bonus if you hits a certain number of things?
Also, feel like a more intense light show and callous, ala Lord of the Rings, would make this one hell of a fun mode.

That’s why I swapped in Highway to Hell song, that at least ups the energy!

2 weeks later
#7188 61 days ago

FYI they make a "pee break" device that you place over the flipper button to hold the balls while you walk away to pee, drink, etc. Get some.

#7192 61 days ago
Quoted from red-line:

Link? I gotta see this thing

I don’t have the link. It was on a recent podcast. Some guy is making them.

2 weeks later
#7239 41 days ago
Quoted from Graysonsdad:

Werent we supposed to get a code update after JP hit 1.0 code?
Im stupidly excited about Avengers but i still want my Maiden update.

Code update is still happening. Just gonna have to wait on it. But it’s coming.

#7244 41 days ago

Relax. It’s going to happen. 2 major things popped up that delayed the code.

Covid.

Avengers. This game was bumped up the in production, thus shifting priorities.

#7286 38 days ago

Yes, initially we were waiting on JP 1.0, then AIQ took precedent after that.

2 weeks later
#7338 24 days ago

Code update coming to fix a huge exploit! Credit to World Champion Escher Lekoff.

Credit to Zach Parks for telling me about this and credit to Zach McCarthy for figuring out the best way of maximizing the scoring.

To keep things short, you can completely freeze every timer in flight of icarus. Not only does the mode timer not run, the combo timer wont run either meaning you can get insane scores very quickly. I’m not 100% sure if playfield X’s time out or not, but there’s a chance they will freeze as well.

The set-up is actually quite easy. All you have to do is start mummy stacked in with icarus (works on both prem and pro). You immediately cradle up and time out the ballsaver. Hit the right ramp once and drain one of the balls and cradle up again without hitting anything. The animation of the Mummy total will come up, and now the game is temporarily soft-locked.

Now the catch to it is that it is very delicate, and random things will unlock you from the state. For example, sometimes completing a power jackpot will unlock the game, and other times it will not. Any major animation will unlock it like collecting a power jackpot or locking a trooper ball. Hitting both flippers together will unlock it and sometimes it will random unlock itself.

The scoring potential is insane, and Zach McCarthy already has multiple games over the 10b mark. I would love to see a game get past a trillion before it gets patched. Let me know if you have any questions on getting it to work and I can provide a video if needed. Good luck!

Stern is already aware of the bug, and it will hopefully be patched soon.

Zach McCarthy’s best, 2b icarus and 16b in TMTM.

#7348 23 days ago

2ACAC31B-C6BA-4DDF-8A71-CE1AA29D23C3 (resized).jpeg

Big scores now being put up.

#7363 22 days ago

Anyone else using the exploit to blow the game up?

#7378 19 days ago
Quoted from TomN:

Cannot get this to work at all. Anyone else try it?

Yep. Just haven't been successful posting big scores because I keep hitting the power jackpot which starts the timers again.

#7382 19 days ago
Quoted from mattosborn:

I tried a couple times on a premium, and I couldn't keep the timers locked up. Not exactly sure what I'm doing wrong. If you have to keep hitting the ramps and nothing else, then that's probably my problem. Has anyone posted a video of this yet?

The ramps is how you rack up your score, but you can miss. The only thing you can’t do is hit a shot that will trigger an animation. Examples are power jackpot, center bullseye, trooper lock, etc.

#7387 18 days ago
Quoted from Bohdi:

I must of missed some posts here recently in the last few weeks. How the hell are some of you putting up these massive high scores??

Scroll back 1 page. Scoring exploit/bug in the game.

#7390 18 days ago

It's really quite simple to trigger.

1. Start Icarus
2. Immediately start Mummy MB
3. Trap up both balls.
4. Let ball save timer expire.
5. Shoot the RIGHT ramp, then drain the other ball.
6. Timers are now frozen.

#7451 12 days ago

Another Pro owner with no issues from the right. Pitch is very close to 7.

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