In Sky Jump or Free Fall, each numbered lane permanently lights its matching drop target for 500, and a moving 10x lamp raises one matching target to 5,000. Collect the numbered lanes, hit the target carrying both lamps, and finish the bank when only one or two safer targets remain so every drop resets.
The goal
Roll through numbered lanes with controlled returns to raise their matching target values, then follow the moving 10x lamp. If add-a-balls are disabled without a point conversion, avoid completing all seven numbers because the completion award has no tournament value.
Roll through numbered lanes whose returns are controlled so their matching targets rise from 50 to 500.
Hit a target when both its number lamp and the moving 10x lamp are on for 5,000.
Use a center-bumper hit to move the 10x lamp when the current target is down or unsafe.
If add-a-ball has no conversion, leave one number uncollected and keep cycling the 5,000-point target whose return has proved controlled.
Alternative route: Numbers first
Use this when the moving 10x target is down, its rebound is unsafe, or too few numbers are lit.
Send the ball up top from either flipper.
Collect a new number. The number stays lit for the rest of the game.
Return to the drops after several matching targets are worth 500.
Need to know
Main route
Roll through numbered lanes to raise their matching target values, then follow the moving 10x lamp.
Seven-number award
Completing all seven awards add-a-ball; avoid it when the event disables that award without points.
Target value
A target carrying both its number lamp and the moving 10x lamp scores 5,000.
In Sky Jump or Free Fall, numbered lanes raise their matching drop targets to 500 for the full game, and the moving 10x lamp makes one lit target worth 5,000. Collect missing numbers through the top, hit the double-lit target, and use a bumper hit to move 10x when that target is down or unsafe. Complete the bank for another 5,000 and repeat after all seven drops reset.
The goal
Roll through numbered lanes with controlled returns to raise their matching target values, then follow the moving 10x lamp.If add-a-balls are disabled without a point conversion, avoid completing all seven numbers because the completion award has no tournament value.
Roll through numbered lanes whose returns are controlled so their matching targets rise from 50 to 500.
Hit a target when both its number lamp and the moving 10x lamp are on for 5,000.
Use a center-bumper hit to move the 10x lamp when the current target is down or unsafe.
If add-a-ball has no conversion, leave one number uncollected and keep cycling the 5,000-point target whose return has proved controlled.
Top-player proof
At INDISC 2023, Jason Zahler collected numbered lanes, hit drops carrying both the white number and moving red 10x lamps for 5,000, then reset them through bank completions.
↪Fallback: Numbers first
Use this when the moving 10x target is down, its rebound is unsafe, or too few numbers are lit.
Send the ball up top from either flipper.
Collect a new number. The number stays lit for the rest of the game.
Return to the drops after several matching targets are worth 500.
↔Alternative: Finish the bank
Use this when the lit 5,000 target is down and only one or two safer targets remain.
Clear the remaining targets.
Collect the 5,000 bank-completion award.
Shoot the newly raised double-lit target for another 5,000.
◆Builds toward: Repeatable 5,000 targets
Roll through numbered lanes whose returns are controlled so their matching targets rise from 50 to 500.
Hit a target when both its number lamp and the moving 10x lamp are on for 5,000.
Use a center-bumper hit to move the 10x lamp when the current target is down or unsafe.
If add-a-ball has no conversion, leave one number uncollected and keep cycling the 5,000-point target whose return has proved controlled.
Sources and references6 references6 source links and outbound references.