METALLICA PINBALL

From: scd@st-andrews.ac.uk (Sean Desmond)
Subject: Fantasy: Metallica Pinball
Date: 9 Nov 1994 15:01:38 GMT

I started thinking about a pinball machine based on the music of Metallica
around the time that all the GnR rumours were flying around. I did a little
work on it then, and much more over the summer, when I was offline for a
couple of months.

Feedback is welcome, especially on the Solos/Jams idea. Has this been
done before? Most of the modes are better understood if you know the music
well, but objective comments on tasks, monotony, scoring etc. are also
welcome.

So far, the machine has no attention-getting gimmick (apart from great
music :), and rules for the kickback haven't yet been written. Feel free to
add to the rules / place them in the pinball archive / whatever.

Sean.


                                METALLICA PINBALL
                     A Fantasy pinball game by Sean Desmond

OBJECTIVE

Starting in 1991 (the Black Album), retrace the band's musical history and
complete modes based on songs. The final mode (Whiplash Multiball) has many
parameters which depend on your earlier performance in the game.

TECH DETAILS

Widebody with a the launch rail to the right of the right outlane (so the
lower playfield isn't as wide as ST:TNG's), six balls installed. Four
flippers, lower two and upper left flipper are full-length, upper right
flipper is 3/4 length ("lightning" or "mutant pygmy.")

PLAYFIELD LAYOUT
----------------

As usual, clockwise from the left lanes.

LEFT OUTLANE / INLANE

A travelling light, controlled by the flippers can move across both inlanes
and outlanes (like WhiteWater). When on the inlanes, it usually spots one
"METAL" letter, and on the outlanes, it scores a token value. The left outlane
has a kickback.

LEFT LOOP

This is a U-turn at the left side of the playfield. The top entrance can be
shot by either of the right flippers, and sends the ball to the lower left
flipper (too fast for a simple hold-the-flipper-up catch). The bottom entrance
can only be shot by the lower right flipper, and will send the ball across the
playfield from the upper entrance.

"M" TARGET

This is the first of five targets that spell "METAL". It's between the
entrances to the Left Loop, and it can be hit directly from the lower right
flipper, or it can be spotted by the inlanes.

SECURITY TARGET / SNAKEIT ENTRANCE

The Security target is a single drop target covering a sinkhole between the
upper end of the Left Loop and the Left Ramp entrance. The sinkhole leads to
the Snakepit, the sub-playfield. The target is an easy shot from the upper
right flipper, but more difficult from the lower right flipper. The sinkhole
is at the back of a short tunnel, angled so that you can only shoot it
directly from the upper right flipper.

LEFT RAMP

The lane that leads to the left ramp is in a similar place, but higher up than
the Car Crash in DM. The ramp itself isn't really a ramp: it's a "Guile Flip"
(like in SFII) at the back left corner of the playfield. The score switch is
immediately after the flip, and the ball is fed to a long habitrail leading to
the left inlane.

UPPER LEFT FLIPPER & LEFT ORBIT

The upper left flipper is in the same position as DM's upper flipper, and the
left orbit starts there and goes around the back of the machine to the upper
right flipper, which is lower down than the left one. Weak shots in either
direction end up in the pop bumpers. The orbit scores either a Left Orbit or a
Right Orbit, depending on the direction of the ball. Some modes treat left and
right orbits as different shots.

"E" TARGET

The second of the "METAL" targets. It's just to the left of the Centre Lane.
It can be shot from either lower flipper, or spotted by the inlanes.

CENTRE SHOT

This is a short lane with a saucer at the end. It is usually the easiest way
to feed the ball to the upper left flipper. The lane itself can be shot from
either flipper, and the saucer kicks out to the left-hand side of the orbit.

"T" TARGET

The third of the "METAL" targets. It's the right boundary of the Centre Lane.
It can be shot by either lower flipper, or by the upper left flipper. It can
also be spotted by the inlanes.

GATE

This is a one-way gate leading into the pop bumper area. It can be shot from
the upper left flipper or with a bounce off the "T" target. It has no sensors:
it's there to provide a way to get the ball into the bumpers without using a
diverter in the orbit (specifically, during a Jam. See below).

POP BUMPERS

Three of them, in a triangle. There are no rollovers. Balls that end up here
will eventually roll out through a short lane into the right hand side of the
orbit.

LOOP RAMP

This is a steep ramp, next to the Gate, accessible only from the upper left
flipper, that leads around the back of the machine to the Left Ramp habitrail.
There is a trapdoor in the ramp that can drop the ball in the left half of the
orbit, allowing the ramp to be shot repeatedly from the upper left flipper.
The launch habitrail deposits the ball here after the crest of the ramp, but
before the trapdoor.

RIGHT SCOOP

This scoop is used to lock balls and start modes. It can only be shot directly
from the upper left flipper. Up to three balls can be stored here: when
released, they are pumped out into the left orbit, just below the pop
bumper
exit.

"A" TARGET

This target faces down and left, and can be hit by the lower left flipper, but
it's easier from the upper left one. It can also be spotted by the inlanes.
It's similar in position to the "more time" target in Tommy.

RIGHT RAMP

This ramp faces downwards, and is meant to be shot from the lower left
flipper. It rises over the Side Scoop and Left Orbit, and turns 180 degrees to
feed a habitrail leading to the right inlane.

UPPER RIGHT FLIPPER & RIGHT ORBIT

The upper right flipper is at the right end of the orbit, and it is used to
shoot the upper part of the Left Loop, and the Security Target.

RIGHT LOOP

This is a U-turn at the right of the playfield, and both entrances can be shot
from the left flipper. Balls emerging from the lower entrance head for the
lower right flipper: those coming out from the upper part go to the lower left
flipper.

"L" TARGET

This target sits betwen the entrances to the Right Loop. It can be shot from
the lower left flipper, and sometimes a ball from the upper entrance of the
Left Loop will hit it. It can also be spotted by the inlanes.

RIGHT INLANE / OUTLANE

These function as the left outlane and inlane, except that there is no
kickback on the right outlane.

MODES AND ALBUMS
----------------

Each album has three modes associated with it. Completion of two of these
modes allows you to go back in time to the previous album, but you can choose
to complete the extra mode as well. There are fifteen modes tied to the five
albums. The Wizard Mode, Whiplash Multiball, is a special case.

The right scoop will be lit for Mode Start unless it's lit for lock and you've
already locked two balls.

When Mode Start is shot, it offers a choice of two modes (chosen by tapping
one of the flipper buttons). If two of the modes for that album have been
completed, one of the choices will be to precede to the next album. If you
have already played all three modes, the game will automatically precede.

The Albums, in the order visited by the player, are Metallica, ...And Justice
For All, Master of Puppets, Ride the Lightning  and Kill 'Em All. The
Metallica logo on top of the backbox lights up with a different colour for
each album: unlit (black) for Metallica, white for ...And Justice For All,
purple for Master Of Puppets, blue for Ride The Lightning and red for Kill 'Em
All.

The modes associated with each album are:

METALLICA
Enter Sandman, Sad But True, Wherever I May Roam.

...AND JUSTICE FOR ALL
...And Justice For All, One, The Shortest Straw

MASTER OF PUPPETS
Battery, Master Of Puppets, Welcome Home (Sanitarium)

RIDE THE LIGHTNING
Fade To Black, For Whom The Bell Tolls, Creeping Death

KILL 'EM ALL
The Four Horsemen, Jump In The Fire, Seek And Destroy

Whiplash Multiball may be started after two or three Kill 'Em All modes have
been completed.

[Note: unless otherwise specified, assume that the trapdoor is in the down
position during all modes].

ENTER SANDMAN

A hurry-up timer starts counting down from a modest value (20M, at 1M per
second). Shoot the Right Orbit-Loop Ramp combo to collect the value (this will
exorcise one of your nightmares, e.g. falling, big truck, wolf, snake). When
the combo is collected, the timer is reset, and counts down from a greater
value more quickly. There is a grace period of about half a second that allows
collection of the max value.

The trapdoor in the Side Ramp is left closed: the ball will be returned to the
lower left flipper after a successful combo, so the combo can be looped.
There's also a timer freeze when the ball's on the habitrail.

The four nightmares are:
Falling: countdown from 20M in 20 seconds
Big Truck: countdown from 30M in 15 seconds
Wolf: countdown from 40M in 10 seconds
Snake: countdown from 50M in 5 seconds

If a timer runs out, you see an animation of the boy from the video waking up,
screaming from the nightmare as the dawn sunlight streams through his window.
Completing the Snake combo gets the quote "Did you sleep well, Jimmy?" from
the boy's mom.

Draining during this mode gets an animation of the boy falling onto the
sidewalk / being run over by the truck / being eaten. Probably not in family
mode.

SAD BUT TRUE

The idea is to smash the mirror dividing you and your true self. All targets
and pop bumpers (but no other switches) count as mirror hits, and score 1M
each. After twenty hits, the left and right ramps become lit. Shoot one for
3M*the number of targets hit so far. Failing to hit 20 targets/pops within 30
seconds lights both ramps for a wimp award of (1M*number of targets already
hit) for 10 seconds.

As the targets and pops are hit, cracks appear in the score display, and when
the 20th one is hit, the whole thing shatters. A dark shilouette can be seen
beyond it. Shooting either ramp shows your hand reaching out to the figure and
pulling it into the light. It's a skeletal form with fangs. It grins at you.
It *is* you. "Sad but True."

WHEREVER I MAY ROAM

Similar to Q's Challenge. You are given a choice of six shots out of the eight
possible (Left Loop, Left Ramp, Left Orbit, Centre Shot, Loop Ramp, Right
Ramp, Right Orbit, Right Loop.) Each stands for part of the world (e.g. North
America, Europe, CIS etc). Shooting one awards 15M, unlights the other lit
ones, and lights four of the seven you haven't shot for 20M.

This continues, lighting a decreasing proportion of the shots that have not
already been hit, until the last shot is made. Timers: After 5 seconds,
another of the lit shots times out. This is not a serious problem earlier on,
but it becomes critical towards the end.

1st shot: 4 out of 8 lit, 10M
2nd: 4 out of 7 lit, 10M
3rd: 3 out of 6 lit, 15M
4th: 3 out of 5 lit, 15M
5th: 2 out of 4 lit, 20M
6th: 2 out of 3 lit, 20M
7th: 1 out of 2 lit, 25M
8th: last shot lit, 50M and "Nowhere else to roam" animation.

...AND JUSTICE FOR ALL

Demolish the desecrated Justice statue. Display shows the statue being pulled
down, with dollar bills blowing by in the wind (one dollar bill for every
switch).

This is a two-ball Multiball with some Frenzy features. Every 15 switches adds
a shot to knock down part of the statue. A successful "statue hit" unlights
all shots. The number of switches so far is not forgotten, and a new shot is
lit on every multiple of 15.

The shots are lit in this order: Loop Ramp, Left Orbit, Right Orbit, Left
Loop, Right Loop, Left Ramp, Right Ramp.

Six hits destroy the statue (sword, scales, right arm, left arm, head, torso).
Scoring is similar (but scaled up from) Whirlpool Challenge in Whitewater.
Completion bonus for destroying each statue.

Display: Statue, number of statue (if second statue or later), dollar bills
and switch countdown to light next shot.

ONE

Instructions given before the mode starts: 50 switches required to
communicate. Shoot centre lane when you think you have closed 50 switches.

The first part of the mode is played with no feature lights on the playfield,
and only the background music. The display shows Johnny from the video (the
decerebrated quadraplegic) and a timer counting down from 30 seconds. The
number of switches you have closed so far is *not* shown. When you shoot the
centre lane, you are told how many switches you closed. 50 or more will light
the lane again for 2M*number of switches (Quote: "Morse code. He's trying to
tell us something.")

You have 10 seconds to shoot the hole for the second time. If you do, Johnny
successfully communicates his SOS message, and you get the quotes:

Chaplain: "He's saying, 'S.O.S, Kill me'"
 General: "Isn't there anything you can do, Chaplain?"
Chaplain: "He's a product of your profession, not mine."

Missing the ramp or not making 50 switches and the hole within 10 seconds
makes the display fade slowly away, with Johnny still rolling his head around.
Zero points.

Family mode: less visuals, "Kill me" quote replaced with "Help".

HARVESTER OF SORROW

Two-ball multiball. Each target or pop bumper hit adds 5M to the Harvest
value, which starts at 20M. The value counts down like a hurry-up (2M per
second), but stops at 5M and doesn't time out. The display shows one ear of
wheat for every whole 5M in the Harvest value. Ears of wheat sprout and wither
to keep pace.

Shoot either orbit to collect the Harvest value, and reset it to 5M. The
display shows the Harvester of Sorrow (spooky dude in a white robe) swinging
his recurved scythe and cutting the wheat. If family mode isn't engaged, each
sweep with the scythe causes blood to fly from the severed stems.

THE SHORTEST STRAW

Four straws shown being offered to you. They are equivalent to the left &
right ramps, and the left & right orbits. One (you don't know which) is the
short straw, which will end the mode immediately. The others each score a
countdown value (counts down from 50M to 5M in 30 seconds). The mode also ends
when the timer runs out (which gives a "shortest straw has been pulled for
you" quote).

The animation will give clues as to which is the shortest straw, becoming more
obvious over time. When it does become obvious which it is, there's only time
to shoot one of the three good shots. The more times you do the mode, the
earlier you will be able to identify the shortest straw. Of course, you could
always cross your fingers and shoot at random.

...

SEEK AND DESTROY

Four-ball multiball, shoot the roving target. Further (faster) roving targets
score increasing values. Mode stops when only one ball is left.

...

WHIPLASH MULTIBALL

When this mode is started, it starts playing "whiplash", and displays your
scoring for the multiball. It immediately awards 25M for each mode you started
earlier on in the game. All six balls are launched into play.

All shots score 10M for each mode you started. As sooon as you have shot each
of the shots at least once, the award is upgraded to 15M*(mode starts).
Further completions of all the shots increase the award by 5M*(mode starts)
each time, up to 25M*(mode starts). That's a maximum value of between 250M and
375M per shot.

All mode scores are added during Fun With Bonus (Except Whiplash Multiball. If
someone tilts during that, they are probably going to try and kill the machine
if they lose their mode score).

OTHER FEATURES
--------------

MULTIBALL

When METAL is spelled (by hitting the targets, or spotting them with the
inlanes), Bonus X is increased by 1. For your first multiball, each even
multiplier lights the lock (so you can light the lock at 2X, 4X and 6X on your
first ball, or at 2X on each of your (first) three balls). For your second
multiball, the lock is lit at 3X, 6X and 9X. The third and all further
multiballs light lock at 4X, 8X and 12X (the maximum bonus multiplier). The
lock lights do *not* stack.

Balls are locked at the side scoop, and if a mode isn't already running, a new
one will be started. Once two balls are locked, the inlanes no longer spot
letters, and the targets themselves have to be hit to light the scoop.

Important: if you max out the bonus multiplier, the machine keeps track of the
number of times you have spelled "METAL", and lights lock at intervals of
2, 3 or 4 completions, depending on how many multiballs you've played.

During the Multiball, all ramps and targets build the Jackpot, and the Loop
Ramp collects it. The trapdoor allows this ramp to be shot repeatedly for
single, double and triple jackpots. If you miss a double or triple jackpot,
and after every successful triple jackpot, the Loop Ramp must be relit by
shooting both left and right ramps.

SOLOS & JAMS

A solo (drums, bass or guitar) is started by hitting a reflexing number of
pops, loops or ramps, respectively (the orbit counts as a loop). Each
solo lasts for 15 seconds, and all hits to the relevant shots score lots of
points.

If you start a second solo before the timer runs out, it becomes a Two-Way
Jam, and 15 seconds are added to the timer. Both sets of shots are now worth
double the regular solo value. Starting the third solo adds another 15
seconds, and upgrades to a Three-Way Jam, with the instrument scores tripled.

When the solo or jam finishes, the count for the respective instrument(s) is
reset to zero, with more hits required for the next solo. Solos and Jams can
run during modes or Multiballs.

THE SNAKEPIT

There is a mini-playfield underneath the centre of the main playfield (like
the Car Crush on SF2, but bigger). The main playfield illustration is of
Metallica's diamond stage, and the mini-playfield is in the middle. It's
called the snakepit. It features Magna-Flip like TZ's Powerfield, and is
diamond-shaped. There are three large targets in the upper, left and right
corners, and the sides have rubber bands and switches on them. When a ball
drains from the snakepit, it is fed to the trough. A new ball is immediately
launched and fed to the lower left flipper.

It is accessed by repeatedly hitting the Security Target. The first two times
the target is hit, the drop target resets immediately, but the third time, it
stays down for 15 seconds. It will always reset during a mode (with the
exception of the Kill 'Em All modes, see below), and if the number of hits
required to make it stay down was reached or exceeded during the mode, it will
stay down on the next hit. The number of hits increases by one for each
snakepit visit.

Animations (target): a fan trying to persuade a security dude to give them a
snakepit pass: the last hit shows them grabbing the pass. Once you shoot the
snakepit, the display shows a view from inside the pit, with the viewer slowly
rotating, so you see a whole load of fans with their backs to you and watching
the band. If you hit a target, the view quickly pans to one of the band
members, who has turned around and is facing you.

During the Kill 'Em All album, the Security Target will stay down if hit once.
Shooting the snakepit gives an animation of a fan jumping onto the stage,
pursued by security, and diving into the snakepit. All snakepit values are
doubled during Kill 'Em All modes (which are all multiballs anyway). The
Magna-Flippers will make the main playfield dynamics a bit more interesting,
too.

PLUNGER CHOICES / SKILL SHOTS

There are three choices: Upper skill shot, Lower skill shot, Start Mode and
Lite Feature. The last one depends on which ball you are starting.

Upper skill shot: the ball is fed through the trapdoor to the upper left
flipper. Shoot the Loop Ramp to collect the 2X Skill Shot value (starts at
2X25M = 50M), and increase the base skill shot value by 25M. Shoot the Side
Scoop to lock a ball and launch another (fed to the lower left flipper).
Shooting the Side Scoop to lock a ball as part of the Upper Skill Shot doesn't
affect the Bonus X or METAL targets.

Lower Skill Shot: The ball is fed along the left habitrail to the lower left
flipper. shoot the Right Ramp to collect the 1X Skill shot value. Shoot the
Right Loop-Loop Ramp combo to collect the 3X Skill shot value (the 1X Skill
Shot value is awarded if you shoot the Right Loop but miss the Loop Ramp).
After any successful skill shot, the Skill Shot value is increased by 25M.

Start Mode: Self-explanatory. You don't get to choose which mode, though. If
more than one ball needs to be launched for the mode, balls are served
alternately to the lower and upper left flippers.

Lite Mystery / Lite Multiball: On the first launch of the last regulation
ball, this lights Multiball at the Side Scoop or Centre Lane. Shoot either to
start the standard Multiball. On previous balls (and all extra balls), Mystery
will be lit at the Centre Shot.

MYSTERY / EXTRA BALL

Mystery is lit from a plunger choice, or by a reflexing number of Centre
Shots. The third Mystery award lit by number of centre shots (rather than by
plunger choice) is replaced by Extra Ball. All others will display a list of
six possible awards, drawn from those below, and choose one.

Lite Guitar Solo
Lite Bass Solo
Lite Drum Solo
These increase the number of ramp/loop/pop hits to 1 less than needed to
start the respective solo.

Big Points
Typical award, displayed in scientific notation (e.g. 1.0E+5 :-)

Lite Extra Ball
...at the Loop Ramp.

Increase Bonus X
If bonus maxed, counts as one completion of the METAL targets and awards 25M.

Increase Skill Shot
Increases the award by 25M.

Soundcheck
Hurry-up: hit one ramp, one loop and at least one pop bumper within 20 seconds
for countdown value.

Backstage Pass
One security target hit required per snakepit visit for the rest of the ball.

Target Range
Hit the METAL targets for 15-second count-up value. Hit them all within 15
seconds for an additional 50M. Graphics are of James Hetfield blasting away
with a rifle. If you hit the Security target, he hits a roadie!

(other possibilities: a fake video mode, e.g. "Mode not completed. Award=5M"?)

MISCELLANEOUS
-------------

COMPENSATION (difficult cases only)

METAL targets: nonfunctioning targets must be spotted by the inlanes. When two
balls are locked for multiball, all functional targets must be physically hit,
*then* any broken ones may be spotted by the inlanes as normal.

Trapdoor stuck in the Up position: In Multiball, Jackpots stop registering
after the Triple Jackpot, and must be relit in the standard way. Enter Sandman
mode has fixed awards (half the max hurry-up value) awards for shooting the
Loop Ramp repeatedly.

Trapdoor stuck in the Down position: In Multiball, there is a time limit of 15
seconds allowed between subsequent Jackpots. This is reset to 2 seconds
whenever the ball is kicked out of the Centre Saucer (to prevent multiple
Centre Shot-Loop Ramp attempts for a single Jackpot).

MATCH SEQUENCE

Lars (the drummer) throws a drumstick out into the crowd. One of the fans
jumps up and catches it. He's wearing an American Football shirt, with a
number on the back (00, 10... 90). If this number is the same as the last two
digits of your score, you get the match.

ROLLING OVER

If a score of 100B or more is attained, the game's volume is immediately set
to maximum for the rest of the game, unless the background music was operator
disabled (Holding the Launch button in for 2 seconds will reset the volume to
its old value. A message to this effect is also displayed on the screen).

-end-

Sean Desmond                                                scd@st-and.ac.uk

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