Plunge: Read the plunge rules and know what the 2nd button on the right does to maximize ball lock opportunities.
Opera Jackpot Carryover: The Opera Jackpot advances 50K by any hit to the standup targets on either side of the center ramp (Max 3M). This value carries over between balls, players, and games until either collected or the machine is powered off. It resets to 250K. Collect the Opera Jackpot by completing the drop banks when the pink car is lit and then shoot the captive ball.
Bonus Time: After ball 3 you may have bonus time where balls can be continuously plunged into play for MB. Bonus Time lasts 10 seconds times the number of green lit outlanes you had during the game.
The goal is to be in multiball as much as possible, which are effectively switch frenzies. Rip spinners to quickly gain switch hits, making a captive ball shot to increase spinner values.
If you don’t have a ball locked in the right saucer, plunge to hit the rollover at the top of the lane just enough to keep the ball in the plunger lane. The ball will be directed to the saucer for a lock.
If you do have a ball locked in the right saucer, you want to plunge just slightly harder to get the ball into the Auto-Lock lane. Here there is a vertical oriented flipper controlled by a 2nd flipper button on the cabinet’s right side. Hold this button to open the gate, which directs the ball to the left outlane lock.
Multiball (2, 3, or 4-ball MB)
There are three locks: right saucer, left outlane, and left ramp
On the plunge you have the opportunity to lock balls in the right saucer and left outlane locks
Shooting the left ramp will also light a lock, called out when making this shot:
Moon Street (right saucer): ball will be kicked through the Auto-lock to the right saucer
Maxwell Street (under the ramp): ball will be locked automatically under the jump ramp
Headquarters (left outlane): hold the 2nd right flipper button to direct the ball to the left outlane lock
You can also light a lock by shooting an unlit right saucer or an unlit left outlane
Once there is at least 1 ball locked, you can start multiball by shooting the center jump ramp
During MB, all switches advance the Bony Bonus.
Spinners are the most lucrative, and a shot to the captive ball (back left of playfield) will light both spinners yellow for a 1-time rip at 20K/spin.
Advancing the Bony Bonus to 100 (50 switch hits) will score 1M. Another 50 switch hits starts 2X playfield. 100 more switch hits rewards 1.5M.
Draining to single ball play will hold the playfield multiplier for any additional multiball played on this ball, it resets when the ball in play ends.
Jogging Path Bonus
Any hit to a lit spinner advances the Jogging Path bonus which is collected at end of ball or any captive ball hit. (Max 159K)
Advances on the Path play a role in Liz’s Surprise multiplier
Drop Target Awards
The bank is vertically stacked and located in the middle right of the playfield
Completing the bank grants a reward based on the lit car insert to the left of the bank
The lit car can be changed by a lit inlane or by hitting the standup target to the right of the right spinner
Change the lit inlane by hitting the switch behind the drop targets
White Car: lights extra ball (500K) hurry-up at loop shot from the upper left flipper across the playfield
Yellow Car: lights special (500K) hurry-up at loop shot
Pink Car: lights Opera Jackpot collect at the captive ball
Blue Car: awards Liz’s Surprise worth 100K times the ones digit on the number of steps you’ve made on the Jogging Path bonus (a zero is worth 900K)
Water Tower
Each hit to the blue pop bumper increase the water tower value by 20K.
This is collected and reset whenever the center ramp is made (regardless if it starts MB)