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These tips have been produced for Wakefield Pinball by MRD. Any corrections or improvements to mrd@wakey.com please. I've not seen a rulesheet for Revenge From Mars on the internet, and there's precious little information on the machine itself, so I hope that the following is of use. However, holding a flipper in will give details on what scores need to be attained for various awards. Please note that these tips have been written from memory, so there may be the odd minor slip here and there. Also, the tips will be revised as I play the game more. The following information is based upon the machine owned by Mr Fatty G String, which is currently resident (Oct 2002) at the Old Corn Mill in Brighouse, and the machine at Heaths bar in Halifax (Oct 2002) - see West Yorks Pinball from the menu above for more details. In summary, Revenge From Mars is a slick, visually pretty, but somewhat repetitive game. That being said, it offers the opportunity for a good long game for those who know how to play it. Extra balls are fundamental to this game - it is not unusual to see five in one game. OBJECT OF THE GAME As far as I can make out, the object is to collect nine saucers lights, and then Attack Mars. STARTING THE GAME Some games allow you to choose your starting feature by the outer flipper buttons (this may be a ROM upgrade from the original game). If this is the case, select Big-O-Beam because it is the highest scorer, and quickly gets you towards the first extra ball. It also guarantees a saucer light. MISSILES Ramps and orbits light missiles. Extra balls are usually awarded at 20 and 50 missiles. Missile awards are incremental too - get good at these shots, because they are a fundamental component of those big scores. They also generally contribute during the features, and keep the ball out of trouble. MULTIBALLS Multiballs are awarded at several stages during the game. Completing all 3 groups of weapon/saucer/fuel features will start a multiball. During multiball, use the outer flipper buttons to move award multipliers around the screen, and collect items by shooting them. Note that items are carried over during these multiballs. 30 items collected on this multiball will award an extra ball, and several jackpots along the way. Go for this!! 40 hits will start Mothership Multiball. The flippers will go dead, and the balls will drain - don't worry, it always does this! Mothership multiball is followed by Grandmothership multiball and then Wicked Step Mother multiball (or something!). Points are incremental for these multiballs. Multiball also arises through ball capture, through Martian Attack, and through Martian Hypno-beam. MARTIAN HYPNO-BEAM Not for epileptics, this multiball is awarded through a "random" award from the scoop. Although "random", you will always be awarded it during a long game. Hit the red shots to add balls, and then repeatedly hit the centre shot to decrease efficiency from 100% to 1%. At 1%, shoot the central ramp to get an extra ball. The feature will then repeat, with an award of 15 million. I don't know what the subsequent awards are. MARTIAN ATTACK MULTIBALL This is started from the scoop when the green light is lit. Shoot one of the left standups and one of the right standups (the martians will shake as per the original Attack From Mars pinball). You then shoot the central ramp to start the feature. This is a two ball multiball - shoot ramps and orbits to kill martians. Avoid shooting the central ramp, because this may kill the big martian and end the feature. There is a high score entry (and free game) for the martian champion (currently 48 in Brighouse, 33 in Halifax). SAUCER LIGHTS Saucer lights are awarded at 10 and 30 martians in the above multiball. They are also awarded for completing features flawlessly - instructions on how to do this are shown on the screen before starting a feature (eg. watching all six videos in Mars kneads women). Saucer lights can also come from "Stroke of Luck", and probably other places too. They are fundamental to the game. ? Irrespective of where you start the game, the fourth feature will be ?, which will be one of Martian Aerobics (space invaders), Martian Autopsy (not pleasant), Martian Bowling or Martian Tank. These features are time consuming, and not particularly big earners - get them out of the way as quick as you can! n.b. outer flipper button selects the angle for your shot in Martian Bowling. ATTACK MARS MULTIBALL Once you have collected nine saucer lights, the big red "Attack Mars" light will light - shoot the ramp to start. This is the "end game", and consists of three stages. During the first stage, use the outer flipper buttons to line up one of three saucers in your "sights", and then shoot the central ramp to destroy. In the second stage, targets appear in a circular formation above the central and outer ramps. Again, use the outer flipper buttons to rotate the targets, and the ramps to destroy. During the third and final stage, a giant martian head appears in the central shot. Hit the shot to raise the ramp, and then quickly (with 5 seconds?) shoot the ramp. This needs to be done repeatedly to kill the martian head, and complete Attack Mars. ...then it's back to square one - all features and saucer lights are refreshed, and if you've got the energy, and balls (pinballs!), then you can do it again. Like the martians, you could do with an extra pair of hands to do all of this! This feature is the most exhausting of any pinball feature I have seen, and has at times left me with repetitive strain injury! This is a very lucrative scorer - there is a high score table entry for the Attack Mars champion - this starts at 250 million! |
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