The Machine: Bride of Pinbot
Keefer's Guide to
The Machine Bride of Pinbot
V 1.1.2 - 10-Jun-95
This rules compilation is freely distributable. I retain any and all rights to this guide. You may take this guide and redistribute it and/or make changes to it as long as it remains freely distributable and this policy is stated at the beginning of it. No charge may be made from the distribution of this guide and no one may make a profit from it. Send comments/updates/ suggestions/corrections to me.
The only other legal mush to say is that The Machine Bride of Pinbot is made by (and probably copyrighted/trademarked/whatever) by Williams Electronics.
This is more or less a glossary of the shots that will be referred to during the discussion of the game.
The loops work like this: When no value on the loop is lit, you get the lowest one on there, and it starts flashing. The flashing score is the LAST score you got for that loop. Actually, more specifically, it indicates the next score you'll get by shooting the loop, which would be the next-highest non-flashing one.
Once a score is flashing, it'll continue to flash until either you get the loop again, or it times out. The amount of time depends on the loop. If a value times out, it'll start counting down on the next-lowest value (if there is one). If the loop is at its highest value, then if the value times out, the loop will be back to the bottom again.
At the end of a ball, the number of loops you got that ball is multiplied by 10K and added to your total bonus, which can then be multiplied.
The left lane serves 3 purposes: Spin the small wheel, collect jackpot, and "power charge" during multiball.
Small Wheel: Shooting the ball up the left lane ANYtime except during multiball and when the jackpot is lit spins the small wheel. Your awards are:
This is hardly a random feature. It will give you whatever it damn well pleases (i.e. 90% 2, 5, or 6).
The reason the Shuttle Ramp is called the Shuttle Ramp is because of the big picture of a space shuttle in front of it. When lit, a solid shot up the ramp will send the ball into the Pinbot area. Otherwise, the ball will go into the Face.
Here is the normal sequence of events for shooting the ball up the ramp:
In multiball, all scoring is doubled (except for Big Wheel awards, the jackpot, and Power Charges). Also, the main goal is to get the balls back up the ramp. Here's what happens as you do:
Big Wheel awards:
When multiball ends, what happens next depends on how far you got. If you DIDN'T get a metamorphosis, then your next left lane or Face shot will turn the face back to #2 (the eyes). (You're much better off trying to turn it back via the left lane since you'll get points that way. You don't get squat if you shoot the ramp.)
If you DID get metamorphosis, then at the end of multiball the next Face/ left lane shot will turn her back to Face #1! Even if you didn't get a single Big Wheel spin. Also, as noted above, getting metamorphosis causes the Shuttle to light in between eye shots on Face #2.
The face can get screwed up on some machines (for instance, only being able to turn to the right). When this happens, the machine will tend to do some strange things (esp. if it's on the 1st face during multiball %) ). However, you'll always get credit for shooting whatever you're SUPPOSED to be on eventually. (I've experienced "Partial optical link" - "I can speak!" - "Partial optical link" all with ONE shot.)
The bonus and bonus multiplier seem to have no limit. I've gotten over 1.4M base bonus before (excluding loops), and a multiplier of 6x. I've heard of someone getting at least 9x bonus. The best way to rack up bonus is to shoot the Jets. If you get all of the Jets awards in one ball, your bonus will be well over 1M before loops. The highest total bonus I've gotten is like 11.9M with multipliers.
Another potentially big source of points is the skill shot. The skill shot multiplier will start at 1x for the beginning of each ball. This is ONLY regulation balls in play. EVERY time the ball goes back to the plunger, be it from the Pinbot area, shooting another ball after locking one in the eye, or starting an extra ball for that ball, the multiplier will increase by 1. I've gotten it up to around 17x, and I've heard of it being as high as 23x. That could potentially be a whopping 4.6M for the skill shot!
Since none of these seem to have limits, they can really help out your score in the long run. You'll never score a billion by just going for these scores, but they can help your standing in the high scores or Billionaire's Club.
WIMP extra ball: Lit when the game feels terribly sorry for you. If you've had a really bad game (no Shuttle Ramp shots, few (if any) loops, and a low score) then the extra ball will be lit for you. There's no warning, it just is. There are lots of games that do this; BoP is by no means unique in this regard. (What are some others? T2, HS2, Diner, Dr. Dude, Police Force, etc.)
Also on the third ball, if you haven't hit the Shuttle Ramp yet, it'll spot you the Pinbot area (well, you won't get points for it) so you can shoot directly for Activate Voice.
Since BoP is a special case, some explanation is needed for the way it handles high scores.
Williams knew it would be unfair to put billion-point scores in the regular high score chart (since it can only hold 5), so they came up with the "Billionaire's Club." This separate high score chart keeps track of the top 19-20 scores for anyone who's made the billion shot.
I say 19-20 top scores, because any time you make the billion shot, you are GUARANTEED to get onto the Billionaire's Club. If your final score is lower than the lowest total in the Club, then you'll still get to put your initials in, get your 2 credits (if that's what your machine is set for), and get 20th spot in the Club.
Then there's the standard high-score table. This has Grand Champion and the other more recent top 4 scores just like any modern Williams pin. Now, though it's good that they split them up, this brings in the 50 million Big Wheel award. It's not really a problem if you get the billion too, but if you just get the 50M, that'll throw off your score more than anything else in the game. Surprisingly enough, the 50M is a bigger score-unbalancer than the billion shot! They really should have come up with something else, but what can you do?
Shoot the Shuttle Ramp.
Seriously, though, that really is the point of the game, is mastering the Shuttle Ramp. It's too bad, but if no one at your machine can make the billion, than maybe some of these suggestions will help. Even though it is obviously a one-shot game, I still really enjoy playing it because it's a good challenge and provides excellent practice in handling multiball.
Well, first I'll start with multiball. If you want to go for the billion, then you have to get the balls back up the ramp. There are a few ways to do this:
Now some other scoring strategies since we've discussed the most important ones (to get the billion!).
Since scoring is doubled during multiball, one good idea is to hold 1 ball in the left flipper or lock it in the Face and shoot the Heartbeat Ramp. This will give you unlimited 2-millions.
Avoid the Power Charge shot; it really isn't worth the trouble it is to hit it. Especially if you consider that a miss will often hit the left rubber on the Shuttle Ramp and go down the left outlane.
Always shoot the Jets when you can. The amount of bonus you can get from them is just enormous after awhile. And usually you'll get a safe return to the right flipper. There are those times, however...
If you're getting bored with the billion, or you're really good at loops, try to shoot the left loop (extra ball) at the start of each ball. This can make your games last a long time. Don't forget about the standard lane- change feature! Except that in this game, the left flipper moves the extra ball light to the left, and the right flipper moves it to the right. This is instead of the normal "any-hit-moves-the-target-to-the-right" routine. If you shoot the Shuttle Ramp and your ball will come back, there's no reason not to get the extra ball. Note that the Heartbeat Ramp feeds the ball BELOW the return lane sensor, so you can't collect the extra ball from the Heartbeat Ramp. Tricky, huh?
I nifty shot I've developed on our machine is to get in a right loop-left loop groove. You can start by shooting the right loop, then just at the right moment, backhand the ball (still with the left flipper) up the right loop. The ball should come back in just the right spot to return it to the right loop, etc. You can get fairly high-numbered combos doing this. (I've only gotten up to a 6-loop combo, BTW.)
Don't forget that the loop combos are ANY loops. Hitting the Heartbeat Ramp 4 times in a row counts as a 4-loop combo.
If you have a high bonus (you can check with status report), then consider actually shooting for the standup targets. They are not really dangerous and can be worth a lot in the long run. Usually they'll often just hit themselves, so it's not a big deal. Just keeping the ball alive can net you some high multipliers, whether you mean to or not. Don't aim for the bottom of the right loop, though; that's usually a sure drain, and the ball will go up there by itself off of a slingshot or something.
There's a bug in the game (unless it falls into the "it's-not-a-bug-it's-a- feature" dept.) where you shoot your 2nd ball into the Power Charge at the end of multiball. If you get credit for the Power Charge while the other ball is being registered at the bottom of the drain where it kicks it back to the reserve, DOUBLE SCORING WILL STAY ACTIVE! Really! I had noticed this before, but only recently realized the circumstances at which it happened. Right after I realized it, I shot for it after the end of my next multiball, and it worked. So if you have a drain, shoot for the Power Charge as soon as you can. If you get it at the right time, you're golden. However, it WILL end if you shoot the ball back up the Shuttle Ramp. It might also end if you shoot the Power Charge again, but I'm not sure about that.
Every time you get a chance, either slam tilt or power-cycle the game (when the guys are not looking of course). It seems that the designers have put a lot (if not most) of their birthdays into the machines. After said slam tilt or power-cycle, if it's a birthday, you'll see Happy Birthday xxx and hear a couple of bars of Happy Birthday in that unusual and distinctive Bride of Pinbot style. Sounds neat! I've seen 3 so far.
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