However, they can be reacttivated by shooting either of the lower stand up targets when the purple sheild light is flashing (they are lit when the ball passes through one of the inlanes). They only save the ball once and then shut off. Savers - The game begins with the kickback and the save gate active. If a ball is locked the left side eject hole, you cannot score a hurry up award there. You have 10 seconds to shoot any hole (or the drop target in front of the lower eject hole) before complete the targets again. Hurry Up - Completing the 5 stand up targets along the upper and lower playfields starts the "Hurry Up" feature. During multiball, shoot the upper left side hole for a 250,000 point jackpot! When two balls have drained, normal play resumes, only now you must complete the drop targets twice in order to light lock. After locking two balls, the upper left side hole will be lit for multiball. Multiball - Shoot the bottom and top 3 banks of drop targets to light the middle and side eject holes for ball lock. To enable Ultra DMD, check the source code Original Sonic recreation "The Hedgehog 2" of Future Pinball created by Brendan Bailey in 2005
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |