Aerosmith Rulesheet

You qualify it by starting all of the inserts on the bottom (this includes the two multiballs). You start it at the scoop on the left. You can also start it while your last mode is running, which is nice. Don’t remember if the value was high, I’ve only seen it twice. Pretty much just felt like another ol’ multiball.

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I haven’t played one yet, but I saw this guy playing one in Louisville! :skull:

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Played it yesterday. I’ll add a lot more detail and additions to the initial info from @timballs

  • Super Modes
  • Love in an Elevator MB rules
  • Add-a-ball
  • Toys 2x scoring
  • Medley mini-wizard mode (I hid the details so people that don’t want to read this prior to playing it themselves can avoid spoiling it)
  • Commentary
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[quote=“stevevt, post:2, topic:2499”]
Can you describe the mini-wizard mode? (How to start it, how to play it, how relatively valuable it is, etc.)[/quote]

Yes. Done. It seemed valuable. I don’t want to describe it more in a general post so it doesn’t spoil it for others.

They all seemed useful, but obviously, if there is a song that has mode shots that overlap with known MB shots, then those would be preferable.

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you can lock an additional ball for 3x scoring while toy box mb (not sure for 4x etc.)

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I encountered what seemed to be a bug last night. Was playing a 3 ball MB, I got a ball in the left scoop and lock scoop and it allowed me to play a one ball MB. At first I thought it was a feature, but when I drained that ball, the game paused until it did a ball search and kicked those other 2 balls out.

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Feature! :wink:

In all seriousness, I did notice that each multiball’s add-a-ball feature animation/delay was MUCH longer than other recent Sterns. It did provide the ability to play a long time with my remaining single ball, but in this add-a-ball case, I knew it wasn’t a bug because the ball save flasher was active.

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Extra ball is achieved by starting 3 modes. The other way to get an extra ball is by shooting unlit shots. If you look on the screen there’s a stone looking border. On the left side of the border you will see a Jacky face with a number. That number goes down when you hit different unlit shots. On the right you have coin and notes count.

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I noticed the coins showing up on the screen. Do the coins and notes do anything yet in terms of points or achievement?

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You earn coins based upon how well you do on a mode. Hitting shots in combo are worth more coins. Crank it up is like away team as the mode gets harder but the shots become worth more and double the coins. The more coins you earn the more valuable the super modes are.

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Stern employee posting to a forum . . . [mindblown] :slight_smile:

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Sounds like an awesome feature - I wonder how heavily tuned the Coins are to reward good play.

Is this the part where we get the pitchforks out? :slight_smile:

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Here are some tips…

Lock 4 balls in the toybox before starting Elevator multiball. This will result in a 6 ball Elevator multiball which is very handy for spelling AEROSMITH to light the shot multipliers.

Try to save Walk This Way for when you have the center or left ramp multiplied. During WTW shoot CIU to start the ramp mode. If you can combo the ramps the shots will be worth 2x for the combo plus 2x the coins (plus any playfield or shot multiplier). All of this will make the super ramps mode very lucrative.

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Will this same effect work on starting any multiball if your opponent left 4 balls locked in the toy box?

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For elevator yes.

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Looks like 1-2% extra super mode scoring per coin. I am really pleased to see an idea like that get put into a game! :slight_smile:

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What are the advantages to pushing Toys MB to 4,5,6 balls? Base jackpot value? I wasn’t able to watch the screen much during multiball in the few games I played.

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Jackpot I’m not sure on, but it does give you the ability to lock more balls in the Toybox during multiball to boost the multiplier.

Plus, the previously mentioned 6-ball Elevator is only possible with 4+ Toy locks.

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I tried the 6 ball Elevator a couple times but without the playfield multiplier available in Toys, it scored very poorly in comparison. After realizing that, I stuck with Toys over and over. As the shots needed to the toybox increased to light locks, I was just wondering if the benefit of taking extra dangerous shots for additional locks was worth the risk, or if starting it with 3 balls was just as good. If it’s just “more balls in play to hit stuff” right now, then that answers my question.

Is light VIP always available with one completion of the two toybox standups? Seemed to work that way to start a ball, but I didn’t notice if it’s just as easy to relight after using it.

It would be nice to see some kind of skill shot value attached to soft plunging the lock lane. I like the option of plunging locks a la Addams, but it should still be worth something when lock isn’t lit.

Did the game ship with different code versions? I was looking for coins and notes totals, but didn’t see any numbers tied to those graphics in the display border.

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Coins don’t display a total it seems, but the game is keeping track of them. When you hit a shot coins fly off the screen and it says “+X Coins” along with your shot value.

Notes? Ask KME. I’m happy he mentioned this stuff or it would have taken a while to figure it out on our own.

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