Aspen pinball rules and strategy

Strategy summary

The goal

The top rollover boosts shot values. The three red targets qualify end-of-ball bonus multipliers, while a separate set of switches earns a free ball.

  1. 10× scoring: Roll through the top-center rollover, above the pop bumper. Other scoring switches become worth ten times their normal value for the rest of that ball, except the pop bumper. The top rollover's own score is not multiplied.

  2. End-of-ball bonus: The upper side rubber switches, lower side kickers and two side rollovers each add 1,000 bonus. Each of the three red standup targets adds 2,000. This bonus is collected automatically when the ball drains.

  3. Double and Triple Bonus: Hit both outer red standup targets for Double Bonus (2×), or all three for Triple Bonus (3×). These multiply end-of-ball bonus. Unfinished target progress carries between balls; after collecting a multiplier, qualify it again.

  4. Free ball: Register the top-center rollover, pop bumper, both upper side rubber switches, all three spinners, both lower side kickers and either side rollover. Hits carry between balls until Same Player Plays Again lights for a free ball; qualification then restarts.

Need to know
Version
These rules cover Brunswick's 1979 Aspen, model 55-860228-2.
Two kinds of bonus
10× changes immediate shot scores. Double and Triple Bonus multiply the bonus collected when the ball drains.
Sources and references1 source links and outbound references.
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