Demolition Man earns Freezes through the M-T-L rollovers and the Cryo-Claw. Complete M-T-L, roll through the lit left inlane, shoot the right ramp, and choose Lock Freeze. If Multiball does not start there, shoot the left loop all the way to the top sinkhole for Fortress Multiball.
The goal
Send the ball through the M-T-L rollovers above the jet bumpers to open the Use the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.Cryo-ClawUse the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane., choose It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. for the easiest The full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball.Multiball startThe full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball., then shoot the Fortress Jackpot sequence.
Choose Lock Freeze
Reach the M-T-L rollovers above the jet bumpers from the wide center ramp or with a loop shot that falls short. Complete all three lanes, then roll through the lit left inlane and shoot the right ramp. Use the flipper buttons or gun triggers to move the Use the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.Cryo-ClawUse the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane. over It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball., then press the launch button to drop the ball into that lane.
Start Fortress Multiball
On standard settings, It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. fills every One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. lamp needed for the next Multiball. If Multiball is already lit, It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. starts it with one extra ball; otherwise, shoot the left loop all the way to the top sinkhole.
Collect the Fortress Super
During One Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot.Fortress MultiballOne Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot., shoot the center ramp, Underground, and left ramp in order, then shoot the right ramp for the triple Super Jackpot.
Need to know
Main route
Complete MTL to light The lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw.Access ClawThe lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw..
Long goal
Use It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. or Quick One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. for Fortress.
Safer fallback
Quick One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. and combos: Use this plan when the Claw is disabled or a custom ROM changes repeated It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball..
In Demolition Man, each Freeze advances a four-Multiball cycle from Fortress through Museum, Wasteland, and Cryo-Prison. Complete M-T-L and use the Cryo-Claw for Lock Freeze, then start the ready Multiball at the left loop and top sinkhole. After Cryo-Prison, shoot the lit right ramp for the Demolition Jackpot before draining or starting Fortress again.
The goal
Complete MTL to light The lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw.Access ClawThe lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw., roll through the lit left inlane, shoot the right ramp, select It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. to start each multiball quickly, complete all four multiballs, then collect the Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.Demolition JackpotSupers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million. before the ball ends.
Complete the three MTL lanes when the ball reaches them.Bonus X and MTL lane progress rules
Each MTL completion advances the end-of-ball multiplier, to 5x. A completion also lights Access Claw at the left inlane.Bonus XEach MTL completion advances the end-of-ball multiplier, to 5x. A completion also lights Access Claw at the left inlane.: Each MTL completion advances the end-of-ball multiplier, to 5x. A completion also lights The lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw.Access ClawThe lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw. at the left inlane.
Use either flipper to move the unlit lane. A 5x completion also lights Extra Ball at the left loop.MTL lane progressUse either flipper to move the unlit lane. A 5x completion also lights Extra Ball at the left loop.: Use either flipper to move the unlit lane. A 5x completion also lights Extra Ball at the left loop.
Roll through the lit left inlane. Then shoot the right ramp.Access Claw and Cryo-Claw rules
The lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw.Access ClawThe lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Cryo-Claw.: The lit left inlane opens the right-ramp diverter. The diverter sends the next right-ramp shot to the Use the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.Cryo-ClawUse the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane..
Use the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.Cryo-ClawUse the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.: Use the flipper buttons or gun triggers to move the Claw. Use a thumb button or launch button to drop the ball into an award lane.
Move the Claw above It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.. Drop the ball into that lane.Freeze and Lock Freeze rules
One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.: One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.
It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.: It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.
If Multiball is ready, shoot the left loop into the top sinkhole.Multiball start and Quick Freeze alternative rules
The full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball.Multiball startThe full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball.: The full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball.
Complete the lit yellow targets until Quick Freeze is lit. Roll through the lit right inlane. Shoot the left ramp within five seconds for one Freeze.Quick Freeze alternativeComplete the lit yellow targets until Quick Freeze is lit. Roll through the lit right inlane. Shoot the left ramp within five seconds for one Freeze.: Complete the lit yellow targets until Quick One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. is lit. Roll through the lit right inlane. Shoot the left ramp within five seconds for one One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes..
During One Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot.Fortress MultiballOne Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot., shoot the center ramp, Underground, and left ramp in order. Then shoot the right ramp.Fortress Multiball and related rules
One Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot.Fortress MultiballOne Freeze qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot.: One One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. qualifies it. The first three shots score Jackpots. The right ramp scores a triple Super Jackpot.
Shoot center ramp, Underground, left ramp, right ramp, left loop, right loop, then side ramp. The sequence relights the right-ramp Super.Second Fortress cycleShoot center ramp, Underground, left ramp, right ramp, left loop, right loop, then side ramp. The sequence relights the right-ramp Super.: Shoot center ramp, Underground, left ramp, right ramp, left loop, right loop, then side ramp. The sequence relights the right-ramp Super.
If Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.Secret JackpotIf Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.: If Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.
Fortress ends when one ball remains. It does not stack with another multiball.
Start All seven major shots light for Jackpots. Collect all seven to light the right-ramp Super Jackpot.Museum MultiballAll seven major shots light for Jackpots. Collect all seven to light the right-ramp Super Jackpot. with two Freezes. Collect every lit major-shot Jackpot, then shoot the right ramp.Museum Multiball setup and scoring
All seven major shots light for Jackpots. Collect all seven to light the right-ramp Super Jackpot.Museum MultiballAll seven major shots light for Jackpots. Collect all seven to light the right-ramp Super Jackpot.: All seven major shots light for Jackpots. Collect all seven to light the right-ramp Super Jackpot.
Jet-bumper hits increase the Jackpot value. If Secret Features are enabled, both thumb buttons can collect one regular If Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.Secret JackpotIf Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot..
Museum ends when one ball remains. Uncollected Jackpot persistence can vary by ROM.
Start More than one Jackpot can light at once. Follow the lit shots and display before choosing the next target.Wasteland MultiballMore than one Jackpot can light at once. Follow the lit shots and display before choosing the next target. with three Freezes. Collect the lit Jackpots. Make a double Car Crash to light another Jackpot.Wasteland Multiball setup and scoring
More than one Jackpot can light at once. Follow the lit shots and display before choosing the next target.Wasteland MultiballMore than one Jackpot can light at once. Follow the lit shots and display before choosing the next target.: More than one Jackpot can light at once. Follow the lit shots and display before choosing the next target.
A double Car Crash lights another Jackpot and starts a short ball saver on normal settings.
If Secret Features are enabled, both thumb buttons can collect one regular If Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.Secret JackpotIf Secret Features are enabled, press both thumb buttons once during this multiball. The buttons collect the next regular Jackpot. They cannot collect a Super Jackpot.. Wasteland ends when one ball remains.
Collect four Freezes, then shoot the left loop into the top sinkhole to start All Jackpot arrows light. Each lit-arrow shot adds value to the right-ramp Super Jackpot.Cryo-Prison MultiballAll Jackpot arrows light. Each lit-arrow shot adds value to the right-ramp Super Jackpot.. During Multiball, shoot the major shots marked by flashing Jackpot arrows to build the right-ramp Super Jackpot. Shoot the lit right ramp to collect the Super Jackpot.Cryo-Prison Multiball setup and scoring
All Jackpot arrows light. Each lit-arrow shot adds value to the right-ramp Super Jackpot.Cryo-Prison MultiballAll Jackpot arrows light. Each lit-arrow shot adds value to the right-ramp Super Jackpot.: All Jackpot arrows light. Each lit-arrow shot adds value to the right-ramp Super Jackpot.
After the first Super, make one lit-arrow shot to relight it. Later cycles need two, then three, then more shots.
If Secret Features are enabled, both thumb buttons count as one lit-arrow shot. Cryo-Prison ends when one ball remains.
After Cryo-Prison, shoot the lit right ramp for the Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.Demolition JackpotSupers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million..Demolition Jackpot and Collection rules
Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.Demolition JackpotSupers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.: Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.
The right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it.CollectionThe right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it.: The right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it.
After The right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it.CollectionThe right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it. or loss, the multiball cycle returns to Fortress.
↪Fallback: Quick Freeze and combos
Use this plan when the Claw is disabled or a custom ROM changes repeated It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball..
Complete the lit yellow targets until Quick One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. is lit.
Roll through the lit right inlane. Shoot the left ramp within five seconds for one One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes..
Repeat until Multiball is ready. Shoot the left loop into the top sinkhole.
During single-ball play, make controlled follow-up combos.Combo and Trigger Combo rules
Combo: A major shot lights available follow-up arrows. A lit follow-up starts at 5 million. Each continued shot adds 1 million.
The value resets when the combo window expires; another shot does not immediately cancel a still-lit continuation. Each combo adds 1 million to end-of-ball bonus for the rest of the game.
Use the gun triggers for a successful combo. It adds another 1 million to end-of-ball bonus.Trigger ComboUse the gun triggers for a successful combo. It adds another 1 million to end-of-ball bonus.: Use the gun triggers for a successful combo. It adds another 1 million to end-of-ball bonus.
When Computer lights, shoot the Underground to collect the displayed award.Computer Award setup and scoring
The normal threshold is ten combos. Difficulty settings can use six through fourteen.Computer AwardThe normal threshold is ten combos. Difficulty settings can use six through fourteen.: The normal threshold is ten combos. Difficulty settings can use six through fourteen.
Useful awards include Maximize Freezes, Collect Bonus, Collect Standups, and Light Explodes.
Maximize Freezes fills four Freezes and lights Multiball. Collect Bonus awards the current end-of-ball bonus with Each MTL completion advances the end-of-ball multiplier, to 5x. A completion also lights Access Claw at the left inlane.Bonus XEach MTL completion advances the end-of-ball multiplier, to 5x. A completion also lights Access Claw at the left inlane..
Reach 5x at MTL before a late Collect Bonus. Protect the accumulated end-of-ball bonus.
↔Alternative: Demolition Time
Use this plan when Claw selection is reliable and the four-multiball cycle is far away.
Select The first selection raises center-ramp awards from 5 million through 12.5 million. Later selections use 6 million through 13.5 million. Both thumb buttons give one free AcMag award.Start AcMagThe first selection raises center-ramp awards from 5 million through 12.5 million. Later selections use 6 million through 13.5 million. Both thumb buttons give one free AcMag award. once. Shoot the center ramp for increasing awards.Start AcMag setup details
The first selection raises center-ramp awards from 5 million through 12.5 million. Later selections use 6 million through 13.5 million. Both thumb buttons give one free AcMag award.Start AcMagThe first selection raises center-ramp awards from 5 million through 12.5 million. Later selections use 6 million through 13.5 million. Both thumb buttons give one free AcMag award.: The first selection raises center-ramp awards from 5 million through 12.5 million. Later selections use 6 million through 13.5 million. Both thumb buttons give one free AcMag award.
Select The Claw awards 15 million and feeds the upper-left flipper. Underground doubles the award. Side ramp triples it.Prison BreakThe Claw awards 15 million and feeds the upper-left flipper. Underground doubles the award. Side ramp triples it. once. Make the immediate Underground or side-ramp follow-up.Prison Break rule details
The Claw awards 15 million and feeds the upper-left flipper. Underground doubles the award. Side ramp triples it.Prison BreakThe Claw awards 15 million and feeds the upper-left flipper. Underground doubles the award. Side ramp triples it.: The Claw awards 15 million and feeds the upper-left flipper. Underground doubles the award. Side ramp triples it.
Select It starts with 25 hits at 1 million each. Yellow-standup hits add remaining jet hits.Super JetsIt starts with 25 hits at 1 million each. Yellow-standup hits add remaining jet hits. once. Make the required jet-bumper hits.Super Jets machine settings
It starts with 25 hits at 1 million each. Yellow-standup hits add remaining jet hits.Super JetsIt starts with 25 hits at 1 million each. Yellow-standup hits add remaining jet hits.: It starts with 25 hits at 1 million each. Yellow-standup hits add remaining jet hits.
The feature ends when the hit count reaches zero. Drain persistence can vary by ROM.
Select Seven major shots light for 5 million each. Three shots add a 25 million completion award.Capture SimonSeven major shots light for 5 million each. Three shots add a 25 million completion award. once. Shoot any three lit major shots.Capture Simon setup and scoring
Seven major shots light for 5 million each. Three shots add a 25 million completion award.Capture SimonSeven major shots light for 5 million each. Three shots add a 25 million completion award.: Seven major shots light for 5 million each. Three shots add a 25 million completion award.
Press both thumb buttons after the third shot for a 10 million Capture Bonus. The feature ends after three shots or a drain.
Select It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. once if it was not already selected.
After all five Claw awards start, shoot the lit Underground for The start awards 50 million. Every major shot begins at 15 million.Demolition TimeThe start awards 50 million. Every major shot begins at 15 million..Demolition Time scoring and timing
The start awards 50 million. Every major shot begins at 15 million.Demolition TimeThe start awards 50 million. Every major shot begins at 15 million.: The start awards 50 million. Every major shot begins at 15 million.
Complete all five yellow standups to add one ball and raise every major-shot value by 5 million. Losing a ball lowers the award. The mode ends when one ball remains.
↔Alternative: Explodes and bonus
Use this plan when the The full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball.Multiball startThe full left-loop shot must reach the sinkhole. A weak shot can enter MTL without starting Multiball. shots reject and the major shots are controlled.
Shoot an unlit Underground to light one Explode shot.Explode scoring details
A lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain.ExplodeA lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain.: A lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until The right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it.CollectionThe right ramp collects it after Cryo-Prison. A drain removes it. Starting Fortress again also removes it. or drain.
When A collect adds 15 million to the running value. Shoot another Explode to collect the new value.Explode Hurry-UpA collect adds 15 million to the running value. Shoot another Explode to collect the new value. starts, shoot one lit A lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain.ExplodeA lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain. before the value counts down from 15 million.Explode Hurry-Up scoring and timing
A collect adds 15 million to the running value. Shoot another Explode to collect the new value.Explode Hurry-UpA collect adds 15 million to the running value. Shoot another Explode to collect the new value.: A collect adds 15 million to the running value. Shoot another A lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain.ExplodeA lit left loop, right loop, left ramp, or right ramp scores 10 million. It stays lit until collection or drain. to collect the new value.
It ends after all four shots, at the countdown floor, or at the drain.
Complete MTL lanes until 5x is active.
Make controlled combos. Collect Computer at the Underground when it lights.
Collect Bonus if Computer offers it. Protect the remaining end-of-ball bonus.
◆Builds toward: Cryo-Prison and the Demolition Jackpot
Use It supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball.Lock FreezeIt supplies all missing Freezes for the next multiball. If Multiball is ready, it starts the mode with one added frozen ball. or Quick One stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes.FreezeOne stored lock step for the current multiball cycle. Later multiballs need one, two, three, then four Freezes. for Fortress.
Complete Fortress, Museum, and Wasteland while collecting as many Jackpots as possible.
Use four Freezes for Cryo-Prison. Collect repeated right-ramp Supers.
Shoot the lit right ramp for the Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.Demolition JackpotSupers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million. before the ball ends.
Do not start another Fortress until the Supers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million.Demolition JackpotSupers count as Jackpots. Its LA-4 value is (Fortress count + 1) x 15 million, plus (Museum + 1) x 20 million, plus (Wasteland + 1) x 25 million, plus (Cryo-Prison count + 1) x 30 million. resolves.
Sources and references9 references9 source links and outbound references.