Mermaid pinball rules and strategy

Strategy summary

The goal

Complete numbered bumpers 1–7 three times to light the two kickout holes for Special. The separate point counter also builds toward replay awards.

  1. Complete the first set: Hit numbered bumpers 1–7 to turn off their lights. The first completion raises the side rollover award to 200,000 and lights the lower 100,000-point bumpers.

  2. Increase the holes: Complete bumpers 1–7 a second time to light the two kickout holes for 500,000.

  3. Light and collect Special: Complete bumpers 1–7 a third time to light the holes for Special. Enter either lit hole to collect one replay.

  4. Collect a point: Roll over the lit button in the center row to add one point to the separate point counter; unlit buttons score 10,000.

  5. Raise the safety gate: A launched ball passing the top shooter-lane switch raises the gate between the flippers. The white center rollover also raises it while lit. Scoring a one-point award lowers the gate.

Need to know
Two score scales
Point-counter awards are separate from the main score. The point and score totals needed for replays depend on the machine’s adjustment.
Sources and references2 source links and outbound references.
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Playbooks

Mermaid playfield

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