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Transporter the Rescue tips

The saucer on the mid right side feeds to the upper right flipper (do you need to light the saucer?). Hold up the upper right flipper for an easier shot to the bowl.

Knock down all drop targets to light locks. (Do you need to complete them twice to lock both balls?) Left ramp locks balls. Start multiball by hitting transporter shot under upper right flipper.

Increase X-cellerator value (value shown on left side of backglass) to 1 million via bowl shot from UR flipper. Collect by hitting X target in front of pops.


Multiball jackpot (right side of backglass) is collected by hitting drop targets (R-E-S-C-U-E) in order.

Rulesheet:

General Layout

Left & Right Out-Lanes:
Score 20K points or Special When Lit. Out-Lanes drain the ball, but the left side has a Kickback solenoid that is re-lit by completing the RESCUE drop targets.

Left & Right In-lane:
Score 5K, In-Lanes feed the flippers. They light the Spinner “Double Score” lamp for 5 seconds, and also Increases X-cellerator target score when lit.

Left & Right Sling Shot:
Scores 10, Slings ball to the other side of the playfield. They alternate which side has the lit in-lane X-cellerator Lamp and increase the value of the tens numeral for matching at the end of the game.

Left & Center Side R-E-S-C-U-E Drop Targets:
Scores 20K points initially then 30K each. That is, once a target is hit it scores 20K then drops below the playfield until all three targets from its group are completed, then all three targets are reset, independently from the other group of drop targets, and from then on score 30k each time they are hit. During this time they are reset individually each time they are hit (got it?). This allows for heavy duty scoring during multi-ball. Completing all six RESCUE targets re-lights Left Outlane Kickback and Lights ball lock on U.N. Orion Space Station or scores 50K points, increased by 50K for each additional completion per ball, if ball locking is completed.

U.N. Orion Space Station Ramp:
Scores 15K or 40K when lit for ball lock. Used to lock balls for multi-ball. Unlocked balls are fed to the lower right flipper. The Super Bonus is collected by shooting the X-cellerator target when the ball is fed to the lower right flipper, or increase the Super Bonus by successive shots up this ramp — up to 1M.

X-cellerator target:
Scores 5K, or 50K-250K when lit. Also used to collect Transporter bonus and Super Bonus Scoring. How the lights (40k-10k) that point to it on the playfield score is an Enigma.

Transporter:
Score 10K. Sits above U.N. Orion Space Station & X-cellerator target: Only access is via upper right flipper across bridge. Each loop made increases Transporter bonus value up to 1 M. Score is displayed in lights on left side of Backglass. Score decreases over time if not collected.

Jet Bumpers:
Scores 1K points. Flings ball around randomly and should be helped by a little nudged of the cabinet.

S-O-S In-Lanes:
Score 20K points. Completing all three increases Bonus Multiplier or Lights Extra Ball. Center lane is extra ball target.

Spinner Target and Lane:
Score is operator adjustable from 1k-5k points. Has a Double Score lamp lit by the in-lanes.

U.N. Orion Space Station:
Used to lock balls for multi-ball. Feeds either right lower or upper flipper depending on position of the wire gate that is controlled by a small solenoid.

Transporter Pop Bumper:
Scores 10K points, feeds flipper to Transporter Bridge.

Ball Plunger Skill Shot:
Scores 50K initially, each skill shot increases the value of the next skill shot by 50K. A skill shot is available at the start of each ball and any extra balls, but not after locking a ball. Shoot the ball with just enough spring tension so that the ball drops into the spinner path rather than going through the top gate and into the S-O-S lanes. That is, underneath the U.N. Orion spaceship the spinner lane intersects the shooter lane in an opening about 5 inches long, you need to drop the ball into this opening so that the first score is the spinner target. Patience will allow you to get this shot most every time, because unlike other more difficult skill shots missing it on the short side will give you another chance at it.

Others:
Backglass shows current Transporter and Jackpot values. Music and Sounds are used to signal things that are happening during the game. Pay attention to these sometimes subtle game cues; such as, Main theme, High Score Theme.

Rules

S-O-S Lanes:
Lighting the top S-O-S lanes increase the Bonus Multiplier to 2X up to 5X, then lights Extra Ball. Multiplying the Bonus value can really pay off if you’ve just had a good ball so go for these S-O-S lights. What is the bonus you ask? It simply rewards good ball play. Each time a significant shot is made such as drop targets & X-cellerator target (there is no need to describe each and every shot that increases the bonus it was hard enough getting the score for each target), the bonus score adds up by 1k points (maybe more sometimes?). The bonus score is awarded at the end of each ball and the bonus multiplier multiplies its value. The bonus score is reset to zero for the next ball. The bonus multiplier value is indicated by lights located along the bottom of the playfield. Remember, you’re also going for the extra ball here. The extra ball light is just below the center in-lane (letter O). There are many ways to shoot the S-O-S lanes. A shot from the right flipper straight up the center in-lane; i.e. the extra-ball shot, is awesome! Follow the monster’s tentacle. Even if you miss this shot you’ll feed the jet bumpers, which are located in a “classic” position right below the in-lanes. It’s fun to bump the machine to keep the jet bumpers active thereby increasing the odds that a jet bumper will shoot the ball up an in-lane. In addition there is the spinner lane, which you should go for when the “Double Score” lamp is lit.

X-cellerator Target:
Return lanes increase X-cellerator target value from 50k up to 250k (as indicated on playfield). The X-cellerator target has triple duty, because it is also the target you shoot to collect the Transporter and Super bonuses. It’s a hard target to see being located underneath the transporter ramp. There is a sign on the ramp with an arrow that points down to the X-cellerator target, just so you know that its there. Also, the playfield has three green arrow lamps and a red arrow lamp that indicate when the Super Bonus is lit. These lights point to the X-cellerator target and the line that they make help to line up the X-cellerator shot from the right flipper. You’ll be shooting from the right flipper a lot to collect the Super Bonus, while the Transporter Bonus is collected from a left flipper shot, simply because of the way these two bonuses are turned on. OK, so when you’re not collecting these bonuses, the X-cellerator is worth 5K unless you increase its value by entering the lit return lane. Only one return lane is lit at a time, and hitting either slingshot will alternate which return lane is lit. The X-cellerator score is increased in increments of 50k up to 250k, but once the X-cellerator is hit its value goes back to 5k and you start over. There are 5 lamps in the center of the playfield that indicate the value of the X-cellerator target. When the target is only worth 5K the lamps flash in sequence.

Transporter Shot:
The number of spins in the Transporter increases X-cellerator target value from 10K up to 1 Million (as indicated in Backglass). Shoot the Transporter ball popper to feed ball to the upper flipper for a shot across the bridge and into the Transporter ring. The transporter bonus is a possible 1M points! The transporter value is shown on the left-hand side of the backglass in a transporter machine that looks like an inverted V. Its difficult to get the value up to a million with one shot, so shoot for the transporter bunker again as soon as the ball drops down the ramp toward the left flipper. Multiple shots in succession will run the Transporter value up to 1M (listen for the male voice to say “Beam me up Bally!”). It is worth 1M for a limited time (10-15 seconds via operator adj. # 37), then drops back down to 500k, and continues to drop in value over time.

R-E-S-C-U-E Drop Targets:
Completing the R-E-S-C-U-E drop targets lights the lock in the U.N. Orion Spaceship. Making R-E-S-C-U-E thereafter increases the value of each RESCUE completion by 50K. The rescue drop targets can play a predominant role in this game. Completing them all lights the ball lock in the UN Orion Station, re-lights the left outlane kickback, are a source of potentially high scoring because each completion increases its scoring value by 50K, and completing them in sequence awards the Jackpot during multi-ball. Since making R-E-S-C-U-E- in order during multiball is required to collect the Jackpot, getting good at shooting these targets can pay off

Multi-Ball Play:
During Multi-ball:
Complete R-E-S-C-U-E in sequence to collect Jackpot (this sounds like a tough task!)
Shoot balls into Spaceship to light Outlanes for Special.
After locking two balls in the U.N. Orion space ship, start Multi-Ball play by shooting the Transporter.
During multi-ball the playfield values are tripled or doubled as indicated by the playfield lights just above the flippers. Unfortunately these don’t stay lit according to how many balls are in play and the bonuses are not multiplied at all. Multi-ball starts with the ball popper ejecting the first ball to the transporter flipper allowing a chance to increase the X-cellerator target value. Next the two balls in U.N. Orion space station are ejected one at a time giving you two more chances to run the X-cellerator value up to a Million. Be careful as focusing on the Transporter is a good way to drain. The operator can set the value of the Special to award points or an extra ball, as the special is lit by going through the space station during multi-ball.

X-cellerator/U.N. Orion Super Bonus:
Entering the U.N. Orion space station lights the three green arrows and a red arrow tip that point to the X-cellerator target. The lamp table in the instruction manual calls these the Super Bonus lamps, so that’s what I call it. They strobe at about once per second giving the impression that shooting the X-cellerator at the proper moment will award from 10K to 40k in additional points; however, I’ve never seen points added to the score in this manner. In general the Super Bonus scoring is an enigma. It can reach 1M by multiple successive shots up the ramp, or sit around at 20K. The Super Bonus scoring is altered when the X-cellerator score in lit by the in-lane.

Techniques

The designers added the middle bumper post between the flippers to enable shots from either side of the playfield. When the ball has enough speed in the in-lane just let it roll down the flipper, hit the center post, and then bounce up to the other flipper. Care must be used to avoid draining as its not always a sure thing. This is especially obvious since the right in-lane also lights the Spinner “Double Score” lamp for only 5 seconds. To score you must change flipper sides. Note, the flippers are properly adjusted by inserting a toothpick into the hole on the playfield located behind the tip of the flipper. Hold the toothpick between the rubber ring and flipper. This technique holds the flipper position when tightening the bolt from underneath the playfield.

The Transporter and Super Bonus should be run up to 1M by successive shots. For the Transporter,
one must learn to catch the ball with the left flipper to set up multiple shots to the transporter. This is done by timing your shot just right, so that the ball and flipper are moving together and no bounce occurs. Either release or engage (your preference) the flipper just as the ball arrives. The Super Bonus just requires you to flip away. The left U.N. Orion ramp (with no ball lock) feeds the ball back to the lower right flipper for multiple shots up the ramp, or try to collect what you’ve earned at any time with an X-cellerator shot.

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Attack From Mars

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Skateball Tips

Complete SKATE drop targets on the left twice, then shoot saucer on right to collect repeatedly. You can plunge into the drop targets or send it all the way around. Watch the inlane outlane situation on the left. Tap pass to right, shatz to left.

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Alien Poker Tips

Complete the top lanes as much as you can. Left inlane spots a lane. Finish the drop targets in order. Lit Joker targets advance bonus X. Be careful with the right flippers, don’t let the ball go between them.

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Ripley’s Believe It Or Not Tips

Seems like the way to go is hit the shrunken head to light locks, lock balls on the right ramp, hit shrunken head again to start multiball and then hit ramps for jackpots. Will update after I play it.

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Bram Stokers Dracula Tips

0. NEVER attempt to hit the castle lock targets unless it’s
during the time you start a multiball and the ball saver is on.

1. Hit the right ramp 5 times to light coffin lock, and then pass the
ball to the right flipper.Do not start locking balls, because
it’s risky. anytime the ball is sent into the pop bumpers,
it’s like Russian Roulette. The reason we light the lock
first is so that 12 Left Ramps will award a castle lock lit
instead of advancing Coffin by one measly ramp! This little
trick is a MAJOR factor in getting castle locks safely!

2. Start hitting the Left ramp. This is the bread and butter shot
of the game. Ultimate Glory awaits those who can hit this
shot anytime. At 3 ramps, it will start Bats. DO NOT
even bother trying to hit switches to maximize Bats. Just
Keep hitting the left ramp.

3. At 5 left ramps, mist is lit. If your castle lock targets are
close to being lit (i.e. one center hit away to light castle
lock), then hit the left ramp to light caslte
lock from the award at 6, and then once more to collect the
lock. Now start mist multiball. While the ball saver is
on, hit the center target to light another castle lock!

4. During Mist, collect 1 or 2 coffin locks if the oppurtunity
presents itself. I prefer to trap one ball on the left fliper,
and loop the left ramp with the other. The idea is to get
all three multiballs going.

5. Ok, now you’re in the state where just about every multiball is
ready to get started. You should go for Mist first if
possible, since if you start mist during another multi, the
balls flying around keep you from getting a clean shot.
Second priority is Castle multi, because you can lock
up to two balls in the left ramp to get them off the
playfield for about 20 seconds. Keeping the playfield
clear will allow you to make unobstructed shots. So in
our preferred order, we start mist, get the third castle
lock from the targets during ball saver, start castle
multi, then go for a coffin shot or the sinkhole to collect
the jackpot, which ever is a safer shot. Never get greedy
and try to start the coffin right away. Collect a couple of
castle jackpots a couple of times if you don’t get a good
clean collected shot at the coffin. Don’t force up a bad
shot. Dracula is the most unforgiving game every made.
you can’t afford to take a risky shot on the fly. Only
take controlled shots off a dead catch or a bounce pass.

6. All three multis are started: Go for Coffin or Castle?
Preferably Castle, since you can lock two balls up there
and clear the playfield for a clean shot at the jackpot.
But again, don’t force a shot. If you have a clean shot
on the left flipper, take a shot at the coffin. But if you
are given the choice, Let the ball bounce pass to the
right flipper or do a dead catch from the right flipper
to take a shot at the left ramp or sink hole.

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Dirty Harry Tips

Choose the ramp skillshot and shoot the side ramp with the upper right flipper!

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World Cup Soccer 94 Tips

Shoot goals!

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ACDC Tips

Understanding AC/DC is the key to having fun!
1) Know your 3 Multiballs – each focuses on JUST 1 Thing:

  • JAM – Shoot Ramps to start and for Jackpots
  • ALBUM – Complete Target Banks to start and for Jackpots
  • TOUR – Shoot Orbits to start and for Jackpots
  • Add-A-Ball – Shoot all lit Red Arrow shots in ANY MB
  • VIP Pass – hit the Action Button if lit to spot a Red Arrow shot in MB

2) The Bell Playfield X is the key to bigger scores!

  • every 3 hits to the Bell starts the next level Playfield X (2X or 3X)
  • the Playfield X will time-out (insert will flash) – hit the Bell to reset the timer
    ALWAYS think about the Bell before a high value shot or multiball.

3) Understand the Song Jackpot
The Song JP is ALWAYS building by Song Mode White Arrow shots.
Spell FIRE 3 times to light the Cannon to attempt to Collect the Song JP.
The Song JP can easily build very high – use the Bell to collect 2X or 3X!

4) Don’t worry about the Song Modes at first
Don’t get too caught up in what each song does (unless it’s fun for you).
Simply shoot the lit White Arrows – which will light more White Arrows!
Remember that these White Arrows are also building your Song JP

You are ALWAYS in a song mode. Each song mode has a key shot to LIGHT WHITE ARROWS. Combine that with the following…
A) Use the Playfield Multiplier for 2X / 3X a LOT!!! >>>> The Bell
B) Play the Multiballs: Jam (ramps), Album (targets) and Tour (loops) with 2X / 3X
C) Extend Multi-balls using Add-a-Ball >>> Use VIP Passes to assist
D) Collect BIG Song Jackpts (with 2X / 3X)

  • 1) Build a BIG Song Jackpot (white arrows), especially in MB
  • 2) Spell FIRE on lanes to Light the Cannon
  • 3) Fire Cannon to cash In the Song Jackpot with 2X or 3X playfield

It is better to NOT stack the multi-balls together -> play each MB separately
NOTE: Top Song Modes: War Machine, Hell’s Bells, Thunderstruck

Each mode and multiball focuses on certain shots. So stacking modes and multiballs that use the same shots will make your play twice as effective!

Bell: Hell’s Bells + Any MB – Keep your Playfield X going!

Ramps: Jam MB + Rock N Roll Train + Highway to Hell + For Those…

Targets Banks: Album MB + Back in Black + TNT + Let There Be Rock

  • Lightning targets are in the same area, so add: Thunderstruck

Orbits: Tour MB + War Machine + Hell Ain’t…

  • Orbits also feed the top lanes, so add: Whole Lotta Rosie + You Shook Me

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