Now that CGC has released the Lyman Sheats Complete Upgrade kit, I thought that the game was due to have its own wiki Rulesheet here.
Resources:
CCr manual official Rules (called “Extended” in the adjustment options): https://www.chicago-gaming.com/manuals/Cactus_Canyon_Manual_Rev_3.pdf
CCr Lyman Sheats Complete Upgrade details: Cactus Canyon Lyman Sheats' Complete Upgrade | Chicago Gaming Company
Lyman Sheats Complete Upgrade Kit and Rules
Kit Mechs & Toys
Skill Shot
Barts
Gunfight Changes
Showdown Multiball Changes
Rank Modes
Other Modes
High Noon Wizard Mode
Kit Mechs & Toys
- Saloon mech in front of Bart has rotating saloon doors that can act as a bash toy instead of letting the ball into the Bart area. Saloon has Bart character lights showing your progress on defeated Barts.
- Spinner added to R Orbit – very juicy spinner!
- Gold Mine Lock lights now displayed above the Mine on a railroad track
Skill Shot
- Hurry-Up added as first option in the cup’s rotation: Left orbit starts at 3M and successful HU collects will grow the value of future skill shot hurry-ups as well as the fixed 1M awards in the rotation.
- Very low value awards (10K, 50K) also interspersed in the rotation.
Barts
- Bella Bart has been added to the mix. So one more Bart needed to reach Bionic Bart.
- Saloon doors are down while fighting a Bart, blocking access to the Bart scoop area and making Bart fights more dangerous. The Saloon doors will open for any qualified Bounty, mode-start, or Bart kill shot.
- Saloon Party:
- new mode added after defeating all the Barts
- shots to Saloon will fill the patrons beer mugs and activate the Chug Bonus.
Gunfight Changes
- Gunfights (GF) are now qualified more frequently and have huge value potential, building like a Song Jackpot on AC/DC with every completed Shot Mode and defeated Bart points added to your cached GF value (and multiplied by +1x for each new addition on a previously qualified GF). The value is lost if your ball ends, or reset when you complete a GF.
- GF is now also lit by completing a Shot Mode (in addition to defeating a Bart or from a Bounty award).
- GF lit inlane insert can now be toggled between left/right inlanes to control when you start your next GF, and is unlit/disabled during any subsequent Shot Mode.
Showdown Multiball Changes
- the never-ending Showdown exploit has been eliminated.
- Rules significantly reworked:
- After completing each set of drops, a lit Jackpot shot will fire a shot at Boss Bart.
- Complete all sets of drops and jackpot shots to light Super jackpot at Bart.
- Then begin victory laps.
Rank Modes
- New modes added for achieving certain Ranks
- Deputy - Gunfight Ball Save:
- Carries between balls. One-time use.
- Draining out the lit left outlane starts it. Shoot the green-lit drop and avoid the other three red-lit drops to continue playing your ball.
- Note: this outlane ball-saver “Gunfight” is not the same as a Gunfight lit at the inlanes. It won’t collect your built GF value, though it is awfully handy to not lose your built GF value by continuing your ball in play.
- Marshall - mini-wizard mode:
- Phase 1: Single-ball play; each shot value is tied to one of your individual GF values. Shoot the 5 jackpots (guarded by Bad Guy drop targets) to bring the train home, which starts…
- Phase 2: Marshall Multiball – hit jackpots and drops to capture bad guys.
Other Modes
-
Saloon Fight:
- reach spinner count thresholds to qualify at the Saloon
- Timed; build value with switches and collect it only once at Beer Mug.
-
Beer Mug modes: hit Beer Mug target enough times to qualify at the Saloon.
- Franks & Beans: Timed switch frenzy mode. All switches score points and toots.
- Drunken Multiball: Reversed flippers. Beer Mug is the Super Jackpot.
-
Shootout Topper Modes
- Available as either topper modes or as video modes
- Shootout 1 and Shootout 2
- Shoot Bad Guys (and Gals). Avoid bystanders.
High Noon wizard mode
- a more extensive and complete wizard mode.