Cactus Canyon Remake (Lyman Sheats Complete Upgrade) Rulesheet

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.
5 Likes

Wikified. Thanks, Colin.

1 Like

Thanks, all!

Can anyone share some insights on Saloon Fight? We played in a local tourney recently. Player had started Saloon Fight. I didn’t see the way it unfolded, but he had ripped the spinner and the ball was in the saloon. The ball remained in the saloon until the spinner completely stopped spinning. The timer was paused that whole time at 20 sec. The jackpot quickly built up to 51M. Then it ejected and he cashed it in at the beer mug for like 52M. In the past I had only seen collects in the range of 10-25M. What am I missing?

Depends on the level of Ridiculous of each copy’s spinner. The copy at Austin Pinball Collective can get upwards of 120-150 registered spins for the biggest rips.

Vs the copy at INDSIC would give around 40.

Personally I don’t think it’s actual physical spins difference, but differences in how many spins are registered per revolution.

And yes, on the APC copy, I think I’ve gotten a Saloon Fight high score of around 40M, IIRC.

Even more OP: that value shown in the mode summary is only HALF of what you actually scored. You got all those points instantaneously as the spinner went brrrrrr. AND you get all those points AGAIN when you cash out at the beer mug target.