Sea Scare pinball rules and strategy

Strategy summary

The goal

The three left-side drop targets qualify Extra Ball, Double Bonus and a 50,000-point hole award. Collecting Double Bonus then enables Special. Each award must be collected at its own lit location.

  1. Drop targets: Hit each of the three left-side drop targets to complete their combination. This qualifies the 50,000-point hole award and the Extra Ball and Double Bonus lanes.

  2. Kick-out hole: Put the ball in the hole below the right-side bagatelle to raise the drop targets again. When its 50,000-point award is lit, the hole also scores those points.

  3. Extra Ball: After completing the three-target combination, roll through the lit lane marked Extra Ball to earn another ball. Completing the targets only qualifies this award.

  4. Double Bonus: Complete the three-target combination, then roll through the lit Double Bonus lane. This doubles the accumulated end-of-ball bonus and enables Special.

  5. Special: Collect Double Bonus first, then roll through the lit lane marked Special to collect its award. Completing the drop targets alone does not enable Special.

  6. End-of-ball bonus: The game counts the accumulated bonus after the ball drains. Double Bonus changes that payout; the playfield kick-out hole instead raises the drop targets and collects its own lit award.

Need to know
Playfield
Three separate drop targets run down the left side. On the right, a small bagatelle area sends the ball through rows of pins and lanes toward a kick-out hole.
Award lights
Knocking down the targets qualifies awards; it does not immediately collect them. Watch the hole and the lanes marked Extra Ball, Double Bonus and Special.
Sources and references3 source links and outbound references.
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Playbooks

Sea Scare playfield

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