Iron Maiden Pinball Rulesheet (WIP)


#1

This is a wiki - users can add more new info when the machine releases.

Info based off of pre-release videos of code v0.9x.

Song Choice

At the start of each ball, you can select your soundtrack of choice. This has no effect on gameplay and is purely for the player to up the irons.

Skill Shots

Standard Skill Shot

Soft plunge into the skill shot target to score a normal skill shot. This scores 1,000,000 points, one EDDIE letter, and adds 5 seconds of ball saver time.

Super Skill Shot

Hold the left flipper and plunge to the inner orbit. The ball will roll back down to the upper flipper. Shoot the Super Jackpot shot to score a Super Skill Shot worth 5 million points, a lit Playfield Multiplier, and 10 seconds of ball saver time.

Power Features

Hit features around the playfield many times to advance toward Power Features. The features are:

  • Power Spinners
  • Power Orbits
  • Power Ramps
  • Power Targets
  • Power Bumpers

The remaining hits to activate a power feature are displayed on the left side of the screen. Once a Power Feature is activated, score more hits to complete the Power Feature and build the Power Jackpot.

Once a Power Feature is complete, the Power Jackpot is available to cash in at the the Orb spot target. You can instead complete another Power Feature to multiply the value of the lit Power Jackpot. The Power Jackpot can be multiplied up to 5x by completing all five Power Features. The Power Jackpot unlights if you drain before it is cashed in.

Cyborg Eddie Multiball ("? mode")

Complete all Power Features to activate Cyborg Eddie Multiball. During the Multiball, light all of the Pyramid Segments (spinners, orbits, ramps, targets, and bumpers) by hitting them each at least once to light the Super Jackpot at the Orb. Collecting the Super Jackpot also awards an Add-a-Ball for the first two times the shot is made. Every shot increases the value of the Super Jackpot and the value also increases every time the Super Jackpot is collected. Starting this Multiball lights the Cyborg Eddie card, and completing it by scoring a Super Jackpot nets you a Level 2 Cyborg Eddie card.

After completing the micro-wizard mode, the Power Features reset and increase in value and difficulty.

Eddie Battle Modes

Qualify an Eddie Battle mode by shooting white arrows to spell EDDIE. Then shoot the center Pharaoh shot to start the flashing mode. You are spotted two EDDIE letters for your first mode. Shoot the left spinner to change the flashing mode.

Aces High

2 ball multi-ball.
For the first stage, you must destroy 4 fighters. Shoot blue arrow shots to defeat a fighter.
For the second stage, you must defeat 2 bombers. Shoot a ramp to lock on, then shoot the center bulls-eye shot to destroy a fighter.
For the third stage, you must defeat the ace. Shoot the strobing shot to lock on, then shoot the center Sarcophagus shot within 5 seconds to destroy the ace.
Increased scoring from shooting the center of the bulls-eye target instead of the outsides.

Fear of the Dark

Four shots are lit with purple arrows. Completing any of them lights the Spinners for a ton of points (the REVIVE spinner scores 2x the value.) The more difficult the shot is, the more points the Spinners score (need more info on specific point values.) Shooting the right ramp also increases the value of the Spinners when they are lit. The mode is completed after 3 times the lit Spinners are shot.

Rime of the Ancient Mariner

Center shot is lit for a hurry-up counting down from 1,000,000. Shoot center shot to lock in this value and start a 2-ball multiball.
Shoot the lit shots to complete. Certain shots on the playfield are lit to move the ship (on the display) left or right. If any of the arrows on the display are facing north, the center shot will light for a Jackpot (which scores more points the more arrows you have facing north).
If you don’t make a shot for some time, the Jackpot will unlight and you will have to shoot more shots to relight it.

Hallowed Be Thy Name

Complete four objectives in order as quickly as possible.

  • Shoot two orange arrows
  • Complete all of the drop targets
  • Shoot an orange arrow
  • Shoot the center ramp

Score based on how much time is remaining in the mode.

Flight of Icarus

Shoot alternating ramps. Combo ramps for multiplied scoring.

Soul Shards

Completing an Eddie battle mode will start a Soul Shard hurry-up at the center Pharaoh shot. Shoot the bulls-eye target to collect a Soul Shard. Soul Shards give bonus and increased scoring in the 12 Minutes to Midnight mini-wizard mode(?). They also light Tomb Treasure at the right loop (there are 8 of these to collect in total).

Tomb Treasures

Collecting Soul Shards by completing modes also lights the right loop to collect a Tomb Treasure. There are 8 different awards to collect (are they awarded in a random order?):

  • 15 Million
  • Can I Play With Madness
  • Super Slings (slingshots worth 50k + 2k increment)
  • Light Extra Ball (always the fourth Tomb Treasure)

2 Minutes to Midnight

Play all Eddie battle modes to start the 2 Minutes to Midnight mini-wizard mode. Collect shot type for each song to light super jackpot(?). Super jackpot collect at Orb shot(?).

Drop Target Awards

Complete the drop targets to collect the lit award. Sweep the drop targets to collect two times the drop target value (increased by hitting the Orb) and two awards at once. The awards are Light Trooper Locks, Light Orb, and Advance Bonus X.

Trooper Multi-Ball

Earn the “Light Lock” drop target award to light locks. Hit the green arrows to lock a ball. For the first multiball, both the inner orbit and the right loop are lit to lock a ball. For subsequent multiballs, only one shot is lit for a lock. Lock 3 balls to start Trooper Multi-Ball.

Trooper is a 3 ball multi-ball. At the start of a trooper jackpot, all shots will be lit for a 1x jackpot and will unlight when collected. Collecting 3 Jackpots lights the first Super Jackpot. Shoot the super jackpot shot to collect the super jackpot and relight collected jackpots with +1x scoring, while uncollected shots remain lit at their previous scoring level.

Complete the drop targets and then shoot the center bulls-eye shot to score a Cannon Award that collects a lit jackpot and instantly advances all Jackpots up by 1 multiplier level. This will also Add-A-Ball once per multi-ball.

Mummy Multi-Ball

Shoot the Sarcophagus captive ball to spell MUMMY and start Mummy Multi-Ball. For the first multi-ball, each hit of the captive ball will spot a letter. For subsequent multi-balls, the letters will be cycling, and hits to the captive ball will collect the lit letter.

After collecting a jackpot, one Add-A-Ball is available by shooting the left ramp.

Loop Feature/Loop Jackpot

LOOP FEATURE- Use upper flippers to shoot loops to build up and light LOOP JACKPOT. Loop awards are displayed in the big loop. Values range from 250k to 2.5mil. Shooting consecutive loops will build up the loop value. Each loop scores the lit value plus adds that value to the LOOP JACKPOT value. Shots to the mini loop lights the 2x loop insert. When the required number of loops is reached the LOOP JACKPOT lamps will come on solid.

LOOP JACKPOT- LOOP JACKPOT lamp lights up solid until the first LOOP JACKPOT is collected. Once collected a 12 second timer will begin. Each consecutive loop shot during this period will score 1x, 2x, 3x etc. the value of the LOOP JACKPOT.

Playfield Multipliers

Complete the X targets around the playfield to qualify 2x Playfield scoring. If 2x Playfield is qualified, complete the X targets a second time to qualify 3x Playfield scoring. Subsequent completions of the X targets with 3x qualified will increase the playfield multiplier timer.

Alley passing from the right flipper through the left inlane into the Orb target will spot an unlit X target.

Once qualified, activate the playfield multiplier by rolling over the lit Activate X inlane. Use the flipper button to toggle the lit inlane. The base timer for the playfield multiplier is 20 seconds. Hitting an X target while the multiplier is active will add 5 seconds to the timer.

Revive

Shoot the left spinner to spell REVIVE. Spelling REVIVE lights an outlane for a virtual kickback. The first time you spell REVIVE, both outlanes will light for REVIVE. Subsequent times only light a single outlane. Letters cannot be spotted while a Revive is still lit.

Orb Award

Complete the drop targets to earn the Light Orb award. This lights the Orb target for a mystery award. Collect Light Orb again to increase the mystery level for better rewards.

Combos

Combos are based on unique shots and not on a timer. Repeating a shot ends the combo. Up to a 6-way combo is possible. Combo scoring starts at 250,000 for a 2-way combo and increases exponentially.

Deathblow

Ending a combo at a specific target scores a Deathblow which scores points and adds to your bonus. For example, ending a 3-way combo at the captive ball scores a Deathblow(?).

End of Ball Bonus

Bonus is scored as follows:

Switches × 3,500
Mummy Letters Collected × 25,000
Deathblows × 45,000
Loops × 50,000
Power Features Completed × 75,000
Soul Shards Collected × 250,000
Eddies Collected × 250,000

All values are multiplied by Bonus X multipliter. Increase Bonus X for the ball by completing the drop target bank for the Bonus X award.

Number of the Beast

Collect all 4 Eddie inserts to start Number of the Beast wizard mode. The 4 Eddie inserts require:

  • Super Jackpot on Trooper Mutli-Ball
  • Super Jackpot on Mummy Multi-Ball
  • Completing the Power Pyramid
  • Completing? 2 Minutes to Midnight

#2

Game came out a full 11 hours ago and still nothing here? Man… Tiltforums has really gone downhill!


#3


#4

Is there a replay of the stream at all available?


#5

We are hoping that you have already done this and can do a quick copy and paste here!


#6

Where’s the fun in that?


#7

Dude . . . just say “This is pending licensor approval” . . . that works for EVERYTHING :wink:


#8

I filled in a bunch of stuff from my rough notes and from memory, most of it is probably not accurate! KME gave a very nice and thorough explanation of the rules during the stream. Wish I would have taken better notes! :slight_smile:


#9

I was too busy drooling all over my notepad so i got nothing.

But i think it’s pretty much start a mode and chase the moving arrow around the board for 2 minutes. Do that 18 times and get to the wizard mode…oh wait, wrong game :wink:


#10

LOOP FEATURE- Use upper flippers to shoot loops to build up and light LOOP JACKPOT. Loop awards are displayed in the big loop. Values range from 250k to 2.5mil. Shooting consecutive loops will build up the loop value. Each loop scores the lit value plus adds that value to the LOOP JACKPOT value. Shots to the mini loop lights the 2x loop insert. When the required number of loops is reached the LOOP JACKPOT lamps will come on solid.
LOOP JACKPOT- LOOP JACKPOT lamp lights up solid until the first LOOP JACKPOT is collected. Once collected a 12 second timer will begin. Each consecutive loop shot during this period will score 1x, 2x, 3x etc. the value of the LOOP JACKPOT.


#11

Already more info than Pirates! IMG_1905


#12

There is a classic bit of Maiden history, the reverse message before Still Life on their album Piece of MInd. It would be cool if that message played just prior to the flippers reversing. Complete ‘goal x’, the message plays forward, flippers go back to normal.


#13

Thanks! Are you going to publish something like Dwight did for GOT and GB?


#14

Theres a new short facebook video from the PRO gameplay in Copenhagen. The player starts Aces HIgh and its a 2 ball multiball. I didn’t see that mentioned in the Aces High rules.


#15

Shouldn’t have to if the playfield and rulecard have most of it covered :slight_smile:


#16

An in depth rule doc is forthcoming…


#17

#backstagepassftw


#18

Based on limited play at Cactus Jacks tonight, not sure whether REVIVE letter progress can be done within multiball - anyone know?


#19

Are these power features always limited to one ball? I got all five checked off and couldn’t figure out how to relight them…but it was ball three so I don’t know if they would’ve refreshed on the next ball.


#20

Yes you can