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Rule Sheet for Stern’s “AC/DC” Bowen Kerins ([email protected]) with gracious help from Lyman Sheats and many others last update: May 13, 2015 (version 1.68) Overview AC/DC is an incredible collaboration between Steve Ritchie, Lyman Sheats, and the rest of the team at Stern Pinball. AC/DC offers a mix of strategic options, and challenges players to continue mixing up their play to meet the game’s goals. Three major game mechanics all work together: a playerselected song influences scoring, shots build up a collectible Song Jackpot, and everything (including the Song Jackpot) can be collected with a timed 2x or 3x playfield multiplier. These mechanics combine to make scoring on AC/DC explosive. No lead is safe, and huge scores can be achieved in more than one manner. Pro / LE Like most recent Stern Pinball machines, there is a Pro and an LE (Limited Edition) model of AC/DC. There are many differences, including a lower playfield, drop targets, and other feature changes. This rule sheet will note when an LE feature is different from a Pro feature. Note: there are multiple different AC/DC LE and Premium versions. All have the same layout and rules. Throughout, game settings are described using defaults. Special Thanks A huge thankyou goes to Lyman Sheats for offering to describe some helpful AC/DC strategies along with the inner workings of the rules. A big thanks to Sean DonCarlos, whose AC/DC rule sheet here predates this one, and includes a large amount of great information that is also compiled here.

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Page 1: Rule Sheet for Stern’s “AC/DC” - Pinside · PDF fileRule Sheet for Stern’s “AC/DC ... ­AXE lanes: Standard top lanes score Skill Shot. ... Rock N Roll Train

Rule Sheet for Stern’s “AC/DC” Bowen Kerins ([email protected]) with gracious help from Lyman Sheats and many others last update: May 13, 2015 (version 1.68) ­­­ Overview ­­­ AC/DC is an incredible collaboration between Steve Ritchie, Lyman Sheats, and the rest of the team at Stern Pinball. AC/DC offers a mix of strategic options, and challenges players to continue mixing up their play to meet the game’s goals. Three major game mechanics all work together: a player­selected song influences scoring, shots build up a collectible Song Jackpot, and everything (including the Song Jackpot) can be collected with a timed 2x or 3x playfield multiplier. These mechanics combine to make scoring on AC/DC explosive. No lead is safe, and huge scores can be achieved in more than one manner. ­­­ Pro / LE ­­­ Like most recent Stern Pinball machines, there is a Pro and an LE (Limited Edition) model of AC/DC. There are many differences, including a lower playfield, drop targets, and other feature changes. This rule sheet will note when an LE feature is different from a Pro feature. Note: there are multiple different AC/DC LE and Premium versions. All have the same layout and rules. Throughout, game settings are described using defaults. ­­­ Special Thanks ­­­ A huge thank­you goes to Lyman Sheats for offering to describe some helpful AC/DC strategies along with the inner workings of the rules. A big thanks to Sean DonCarlos, whose AC/DC rule sheet here predates this one, and includes a large amount of great information that is also compiled here.

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Special thanks to those who donated to Pinball Outreach Project (http://pinballoutreach.org). Donations to PoP led to the creation of this work. ­­­ Help Me! ­­­ Although thorough, this rule sheet is surely incomplete and is not 100% accurate. The rule sheet is stored as a document at this link: http://bit.ly/acdcrulesheet Through this link, you can leave comments to the rule sheet, and the document will continue to be greatly improved based on this help. You can also click on “Comments” to see previous (resolved) comments. For those about to help, I salute you. ­­­ Frequently Asked Questions ­­­ Q: What song should I pick? A: See “Ranking the Songs” for some options. If you’re new to AC/DC,

War Machine is a pretty clear choice. Hells Bells seems to give the most points, especially on the LE.

Q: How do I get multiball? A: Collect enough ramps, target banks, or loops, then shoot the right

ramp. In general, Jam (ramps) is easiest to reach. Q: What do I do during multiball? A: The same thing you did to get to that multiball. Jam Jackpots are

ramps, Album Jackpots are target banks, Tour Jackpots are loops. Q: People fire the cannon into the bell instead of awards. Why? A: Hitting the bell 3 times doubles scoring, which can be worth a

lot. The bell is also less drain­risky than the AC/DC bank. Some players prefer to shoot the spinner, which is even less risky.

Q: What do the red “devil horns” do? A: Nothing important. They award a small number of points. ­­­ Playfield Layout ­­­

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This section describes, briefly, the location and basic rules for the AC/DC playfield. This is roughly clockwise, from left to right.

­ Left inlane / outlane: Award letters in FIRE when unlit. When flashing (via Super Lanes), outlane scores Double Bonus or Triple Bonus, inlane doubles next shot.

­ AC/DC targets: Five­bank of targets, completing the targets

advances toward Album Multiball. Also used to collect Cannon awards. On the LE this is a drop target bank.

­ Left loop: Spinner, advances toward Tour Multiball. Shots

return through the right loop; soft shots feed the top lanes. One of the five Musical Note shots.

­ Lightning bolt targets: Three standups, one on each side of the

left ramp and one to the right of the right ramp.

­ Left ramp: Advances toward Jam Multiball. Returns to left inlane. On the LE this shot feeds the Cannon when lit for awards, but will not start lit multiballs. One of the five Musical Note shots.

­ Bell: Center shot. Counts down to playfield multiplier, and

resets playfield multiplier timer. On the LE the Bell is a swinging ball with a saucer behind it, and a lane behind the swinging ball feeds the spinner return. Used to collect Cannon awards, notably multiball Super Jackpots. One of the five Musical Note shots.

­ TNT targets: Three­bank of targets, completing the targets

advances toward Album Multiball. On the LE this is a drop target bank, with a standup behind the middle target.

­ Right ramp: Advances toward Jam Multiball. Returns to right

inlane. Feeds the Cannon when lit for awards or multiballs. Starts all multiballs. One of the five Musical Note shots.

­ Right loop: Advances toward Tour Multiball. Feeds the Jukebox

saucer and the top lanes. One of the five Musical Note shots.

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­ Jukebox: Saucer at top middle, fed by plunge or right loop. Drops ball into top lanes, except during Super Skill Shot. Selects song when lit.

­ AXE lanes: Standard top lanes score Skill Shot. Adds +1 Bonus X

when completed.

­ Bumpers: Three in standard configuration below top lanes. Each bumper hit counts down to an advance in bumper level.

­ ROCK targets: Four­bank of targets, completing the targets

advances toward Album Multiball.

­ Right inlane / outlane: Award letters in FIRE when unlit. When flashing (via Super Lanes), outlane scores Double Bonus or Triple Bonus, inlane doubles next shot.

­ Cannon: Sits above right outlane. Fire at lit targets.

­ Hell Mini­Playfield: LE only. Available during three “Hell”

songs: Highway To Hell, Hells Bells, and Hell Ain’t A Bad Place To Be. When lit, enter Hell via the right ramp (Highway), the center saucer (Bells), or the Jukebox (Bad Place). Hell has a left and right loop and three center targets. The ball is launched automatically through the right loop. All play in Hell is on a countdown timer, and the main playfield resumes when time expires. Each Hell mode is different; see song details.

­­­ Extra Balls, Specials, and Free Games ­­­ There aren’t very many ways to earn an extra ball on AC/DC, but here they are:

­ 2 completions of the full set of AC/DC, TNT, and ROCK targets ­ 25 Combos + every 100 Combos

Extra Balls are collected on the right loop. During tournament play, Extra Balls are worth 2,500,000. The 2,500,000 can be multiplied by a playfield multiplier, but not by a Super Lanes shot (see Playfield Multiplier for details). A Special can be lit in these two ways:

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­ 5 completions of the full set of AC/DC, TNT, and ROCK targets ­ Completing all albums during Album Multiball

Specials are collected by completing a new set of AC/DC, TNT, and ROCK targets. During tournament play, Specials are worth 5,000,000, and can also be multiplied by a playfield multiplier. AC/DC replay score changes based on play. If you make a replay at base value, the next game’s replay will be 2x the base, then 3x the base, etc. Grand Champion and #1 high scores also award free games. ­­­ VIP Passes ­­­ VIP Passes are earned through Skill Shots, and an additional VIP Pass is awarded for every 50 “Song Requests”, where 1 Song Request is a completion of a song task (a loop, ramp, target or lane completion, or bumper level). VIP Passes can be used to collect a shot associated with the current song. The game selects which shot is awarded: in general, it is the next shot to progress through the song, though there are exceptions. Points and progress are awarded as though the shot were hit. VIP Passes stack, and carry over from ball to ball. There is no need to “spend” a VIP Pass as the ball drains, but you should burn them off at the end of the final ball. Strategy: VIP Passes are primarily used during multiball, where they count toward the add­a­ball awarded for the first completion of the five Musical Note shots. On the LE, VIP Passes trigger the Bell during Hells Bells, advancing or awarding playfield multiplier. Be careful using VIP Passes during modes like TNT or Let There Be Rock where the Musical Note shots may not be lit immediately. ­­­ Skill Shot / Super Skill Shot ­­­ The standard Skill Shot drops the ball from the Jukebox to the AXE lanes. Use lane change, and earn 250,000 (+25,000 each time), along with +2 Bonus X and 1 VIP Pass.

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The Super Skill Shot is activated by holding in the right flipper as the ball leaves the Jukebox. The Jukebox will kick the ball at full strength through the right loop. Making any of the Musical Note shots within 5 seconds scores 350,000 (+25,000 more each time), along with +5 Bonus X and 2 VIP Passes. If selecting a song in the Jukebox at the start of a ball, you must still hold in the right flipper. Strategy: There is a significant difference in value between these Skill Shots. A VIP Pass can be worth millions, so the Super Skill Shot is a risk­reward between 2 VIP Passes or nothing. Unless you are shooting poorly, have a specific need for 1 VIP Pass, or are playing a song involving the top lanes or bumpers, it is generally a better idea to go for the Super Skill Shot. On the LE during Hells Bells, you can use a VIP Pass to collect the Super Skill Shot, guaranteeing collection if you miss. ­­­ Playfield Multiplier ­­­ The playfield multiplier available from the Bell is one of the most significant features of AC/DC, and is a major key in unlocking the game’s huge scoring potential. With three shots to the Bell, 2x scoring activates for 20 seconds. All scores are 2x, including Jackpots, Cannon shots, and mode points. With a fourth shot to the Bell, the 2x timer is reset to 20 seconds. With a fifth shot to the Bell, the 2x timer is reset to 20 seconds. With a sixth shot to the Bell, 3x scoring activates for 20 seconds. With further shots to the Bell, the 3x timer is reset to 20 seconds. The status of the 2x or 3x timer can be seen on the playfield through the flashing lights. The faster the light blinks, the closer it is to the end of 20 seconds. The 20­second timer freezes any time any ball is in a saucer, in the Cannon, or on the LE’s mini­playfield. The timer will not freeze when a ball is in the bumpers.

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At any time, you can use Status Report to see the number of Bell shots necessary to activate 2x scoring. Progress toward 2x scoring is held between balls, which can be useful in starting 2x at the start of a multiball. Strategy: Activating and maintaining a playfield multiplier, especially during multiball, is probably the most important key to great scores on AC/DC. It is even more important on the LE, since Hell scoring can be doubled or tripled while the timer is frozen. 2x and 3x shots raise the Song Jackpot that much faster, which can then be collected at the multiplied value. One ideal outcome on the LE: play Highway to Hell, start a multiball, light the lower playfield, hit the Bell to raise the multiplier to 3x during multiball, spell FIRE to light Song Jackpot, load the Cannon when multiball ends, play the lower playfield at 3x, collect the Song Jackpot at 3x. ­­­ Songs and the Song Jackpot ­­­ At the start of the game and when shooting the lit Jukebox, you pick a song that activates bonus scoring on specific playfield features. In order on the Jukebox: You Shook Me All Night Long (bumpers) | Back In Black (AC/DC targets) Highway To Hell (right ramp / HELL) | War Machine (spinner) Rock N Roll Train (left ramp) | For Those About To Rock (FIRE lanes) Whole Lotta Rosie (top lanes) | T.N.T. (TNT targets) Hells Bells (Bell / HELL) | Hell Ain’t A ... (right loop / HELL) Thunderstruck (blue targets) | Let There Be Rock (ROCK targets) Details of play and scoring for each song are in sections below. The currently active song is always flashing on the Jukebox. To light the Jukebox for a song change, light eight other songs by completing their associated tasks:

­ One shot to each loop, ramp, and the Bell ­ One full completion of AC/DC, TNT, ROCK, Thunderstruck ­ One completion of lanes (FIRE / AXE) ­ One “bumper level” via countdown

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You can earn these completions during multiball. The Jukebox is frequently lit when multiball ends. You cannot collect the Jukebox during multiball. When the Jukebox is hit, you may change your song. Changing songs scores 50,000 per solidly lit song, increased to 750,000 if you lit all 11, plus 500,000 for each previous song played. Changing songs also makes the next Super mode available. Changing songs is not required: you can continue with the same song, but you lose the 500,000­per­song bonus. Lit songs reset either way. While playing a song, any points earned from song shots are scored, but are also added to the Song Jackpot. Its base is 1 million, plus 500,000 for each completed song, and there is no maximum. The Song Jackpot is lit at the start of a game, and after each 3 completions of the FIRE lanes. The Song Jackpot resets to its base value when collected and at the end of each ball. Collect the Song Jackpot when ready by loading the Cannon, then hitting the center AC/DC target. Like everything else, the Song Jackpot can be collected during 2x or 3x scoring, which can be an incredible boost to score. If you miss the Cannon shot, or fail to fire the cannon, you’ll need to complete FIRE three more times. In Tour Multiball and Album Multiball, it is also possible to collect the Song Jackpot’s value as a Song Bonus without resetting the Song Jackpot. (More detail in those sections.) The status report will show the value of the Song Jackpot and the required number of FIRE completions needed to light the Cannon. The high score table tracks the largest collected Song Jackpot. Strategy: Cash in medium­sized Song Jackpots unless you are deliberately going for a huge collect. Very small Song Jackpots, especially early in a ball, can be ignored: fire the Cannon into the Bell or the spinner instead. If you know a large collect is available, it is often worth the risk to try for 2x playfield before collecting. Going for 3x playfield is not worth the additional risk, except during multiball.

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­­­ Super Modes ­­­ During each song, completing an initial task lights the five Musical Note shots: the ramps, loops, and Bell. At this time one of the four white lights in the bottom center of the playfield will begin to blink. These are the four Super Modes, and the blinking one will become active (and strobing) after three more mode awards (typically Musical Note shots). Hitting a Thunderstruck target will rotate the blinking Super Mode counterclockwise until it is begun (and locked in) with the third mode award. Once a Super Mode begins, it will continue until the end of the ball. Multiple Super Modes can be active on the same ball, and become available when using the Jukebox to change to a new song. These are the four Super Modes in counterclockwise order, along with the text that appears when each begins:

­ Super Targets: “Target bank combos active. 2x second bank, 3x third bank.” If you hit two or three different target banks with the same shot, the second hit is worth double, and the third hit is worth triple. This can be significant in the target bank songs, and is especially beneficial in Album Multiball, where it can award a 2x or 3x Song Bonus.

­ Super Lanes: “Inlane = timed 2x shot. Outlane = double/triple

bonus.” After completing FIRE, one controlled lane among FIRE will flash. Go through a flashing inlane, and the next shot is doubled. Go through a flashing outlane, and bonus will be doubled (or tripled, if it was already doubled).

­ Super Loops: “Loops 250,000/500,000.” This does not have a

significant effect on strategy.

­ Super Combos: “Combos 2x.” This is more valuable than it may first appear, since combos happen frequently and have high value.

There are four Jackpots available from target banks, lanes, loops, and combos. These Jackpots are built up and collected independently of the Super Modes.

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Strategy: It’s hard to say which Super Mode is the most valuable. If you are lining up a Song Bonus via Tour Multiball, Super Lanes is the most valuable. If you are lining up a Song Bonus via Album Multiball, Super Targets is the most valuable. If you’re not lining up a Song Bonus, Super Combos may actually be worth the most long­term, with Super Lanes also pretty powerful. During multiball, you can cheat Super Targets by using a second ball to hit the second bank of targets. Super Lanes should be cashed in immediately unless something huge is lined up, since it impedes progress toward FIRE. You cannot double a Song Jackpot or any Cannon shot using Super Lanes, but you can double a Song Bonus during Album or Tour Multiball. A Super Lanes inlane can also be an excellent time to use a VIP Pass, especially during ______ (spoiler). ­­­ Combos ­­­ There are several Combos available in the game:

­ After a left loop, shoot the left ramp or Bell. ­ After a left ramp, shoot the right ramp or right loop. ­ After a right ramp, shoot the left loop, left ramp, or Bell.

No Combos are available from the Bell or right loop. Combos start at 250,000 and increase by 5,000 per combo. The Combo value does not reset at the end of each ball. Combos max out at 500,000. Combos are doubled during Super Combos, making a Combo worth a minimum of 500,000 and a maximum of 1,000,000. Each Combo adds value to the Combo Jackpot, which is available every 20 Combos. Each Combo adds 250,000 to the Combo Jackpot, while Super Combos add 500,000. ­­­ Firing the Cannon ­­­ When lit, load the Cannon and fire to collect awards. These awards can be collected from the Cannon:

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­ Song Jackpot, lit at game start and every 3 FIRE completions ­ Collect Bonus, lit every 8 bumper levels ­ Target Bank Jackpot, lit every 10 target bank completions ­ Lane Jackpot, lit every 10 completions of FIRE ­ Loop Jackpot, lit every 15 loops ­ Combo Jackpot, lit every 20 combos ­ Multiball Jackpot (up to 3), lit when starting a multiball ­ Multiball Super Jackpot, lit after set # of multiball shots ­ For Those About To Rock award (up to 5), lit during song

Load the Cannon by shooting the right ramp. On the LE you can shoot the left ramp to load the Cannon for any award other than a multiball start. The Song Jackpot is usually collected via the center AC/DC target. All multiball Super Jackpots are collected via the Bell. All other awards group as tightly to the center of AC/DC as possible. In the rare case that more than five awards are available, the game will offer the Bell and TNT targets as options. On the LE, a drop target bank will reset if any of its targets are lit for Cannon awards. If a Bell shot gives a Cannon award and a playfield multiplier at the same time, the Cannon award is multiplied. It is possible to collect more than one Cannon award with a single shot. If at least one Cannon award is collected, the Cannon will remain lit, and can be loaded again for a shot at the other awards. On a total miss, or if you elect not to fire the Cannon, all awards disappear except the multiball Super Jackpot and For Those About To Rock awards. During Highway to Hell on the LE, it is possible to load the Cannon when none of its awards are available, to hold the ball for the mini­playfield. When this happens, the game will autofire the Cannon into the TNT targets. Try to avoid this by loading the Cannon when awards are ready! Strategy: The Cannon is a drain risk when firing into the AC/DC or TNT targets. Consider ignoring low­value awards, firing into the Bell or spinner instead. If you have a large Song Jackpot ready, consider firing into a secondary award, like a multiball­start jackpot: this will keep the Song Jackpot ready, and you can hit the Bell a few

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times to earn 2x or 3x playfield before reloading and claiming the large awards. ­­­ Multiballs ­­­ There are three main multiballs in AC/DC:

­ Jam Multiball: light by shooting 6 ramps ­ Album Multiball: light by completing 3 target banks ­ Tour Multiball: light by shooting 8 loops

When a multiball is ready, its light will flash. Shoot the right ramp to begin the multiball, along with a short ball saver. At the start of multiball, fire the Cannon to collect a jackpot. This scores points but does not count as progress toward any Super Jackpot. During each multiball, shoot the same shots (ramps, target banks, or loops) to score jackpots. After a set number of jackpots, the Super Jackpot is lit: collect it by loading the Cannon and firing it into the Bell. Detailed scoring rules for each multiball are in the next three sections. During any multiball, completing all five Musical Note shots adds a ball once, and activates another short ball saver. Musical Notes made during a song carry into multiball, so you can enter multiball needing as little as 1 shot to add a ball. During multiball you cannot make progress toward any other multiball. At the end of a multiball it will take 2 more ramps, target banks, or loops to light the same multiball, to a maximum of 20. At any time, the status report will show your progress toward the three multiballs. Strategy: Use VIP Passes to activate the add­a­ball feature. This is one of the best possible uses of VIP. If a ball drains down the outlane, you can get that ball back and the add­a­ball if timed correctly. While multiball proceeds, keep track of which Musical Notes you still need to get the add­a­ball, and know in advance whether or not you have enough VIP Passes to earn it. If you have 1

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shot left and a VIP Pass in hand, you have an unlimited ball saver until you hit that last shot or use the VIP. It’s likely you’ll finish the Jukebox requirements during any multiball, so changing songs before starting multiball is generally a good idea. Some songs are reasonably good with any multiball: Hells Bells, Whole Lotta Rosie, You Shook Me All Night Long, and Thunderstruck. Most other songs are best with a specific multiball, so plan accordingly. ­­­ Jam Multiball ­­­ Jam Multiball is a 2­ball multiball. It is lit by making 6 ramps, then started on the right ramp. Later Jam Multiballs require 8 ramps, then 10, 12, 14, 16, 18, 20. During Jam Multiball, either ramp is worth a Jackpot. After a ramp is made, it shuts off briefly, and the other ramp is worth a Double Jackpot if made as a combo. Jam Multiball’s base Jackpot value is 150,000. The value increases 10,000 each time a Thunderstruck target is hit, and 20,000 each time a Jam Jackpot is made. The maximum base Jackpot is 750,000. After making 20 Jam Jackpots in any number of Jam Multiballs, the Super Jackpot will light for the grand total of all Jam Jackpots made, plus 1 million. Load the Cannon and fire into the Bell to collect. If you miss, you can reload immediately. If you make the Super Jackpot, you’ll need 5 more ramps to relight. These ramps score the Jackpot value but do not add to the Super Jackpot value. After each Super Jackpot it takes 2 additional ramps (7, then 9...) to light the next Super. It is possible to score the Super Jackpot after multiball has ended, but only on the same ball in play. Strategy: Jam is the easiest multiball to start. It’s a reasonable strategy to just “go for Jam” if you’re good at shooting the ramps. When lighting Jam, alternating ramps are worth more points (because of Combos) but tends to be more dangerous due to the crossfield ramp shots.

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The best songs to bring into Jam are Rock N Roll Train, Hells Bells, and For Those About To Rock. Highway to Hell is also a good option but is not as valuable as the others in version 1.68. Backhanding ramps may be easier during Jam to keep ball control. Remember that the Super Jackpot value is the total of all Jackpots scored, so making 2x Jackpots, keeping a playfield multiplier, and using Super Lanes skillfully will be doubly rewarded with higher Super Jackpots. Shooting the Bell when starting Jam is usually the best choice because of the possibility of getting a 2x or 3x multiplier going. ­­­ Album Multiball ­­­ Album Multiball is a 3­ball multiball. It is lit by completing 3 target banks, then started on the right ramp. Later Album Multiballs require 5 banks, then 7, 9, 11, 13, 15, 17, 19, 20. During Album Multiball, score a Jackpot by completing AC/DC, TNT, or ROCK. Lights in front of each will show you each bank’s progress. When an Album Jackpot is collected, progress on the other two banks is kept. Album Multiball’s base Jackpot value is 150,000 and increases anytime a target is hit, a bank is completed, or an Album Jackpot is made. The maximum base Jackpot is 1,500,000. If you complete any target bank in order, from left to right, you will earn a Double Jackpot. You can also multiply Jackpots via the Bell’s playfield multiplier or the Super Targets multiplier. Each Album Jackpot is named in the order of AC/DC’s discography. If the song you are playing is on that Album, you will additionally be awarded the Song Bonus, which is the value of the Song Jackpot. The Song Bonus cannot be doubled by hitting the target bank in left­to­right order. Scoring the Song Bonus does not reset the Song Jackpot, it’s just a great bonus. Here is a list of the 14 Albums, and the songs associated with each. Note that several albums do not have any associated songs, while others have multiple songs.

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Album Title Song Bonus Awarded 1. High Voltage T.N.T. 2. Dirty Deeds Done Dirt Cheap 3. Let There Be Rock Let There Be Rock, Whole Lotta Rosie

Hell Ain’t A Bad Place To Be 4. Powerage 5. Highway To Hell Highway To Hell 6. Back In Black Back In Black, Hells Bells

You Shook Me All Night Long 7. For Those About To Rock For Those About To Rock 8. Flick Of The Switch 9. Fly On The Wall 10. Blow Up Your Video 11. The Razors Edge Thunderstruck 12. Ballbreaker 13. Stiff Upper Lip 14. Black Ice Rock N Roll Train, War Machine If the machine is set for Australia or New Zealand, there will be an additional album, T.N.T. Australia, after High Voltage. T.N.T. then moves to associate with this album. After making 14 (or 15) Album Jackpots in any number of Album Multiballs, the Super Jackpot lights for the grand total of all Album Jackpots made, plus 1 million (the Song Bonus does not count). Load the Cannon and fire into the Bell to collect. If you miss, you can reload immediately. If you make the Super Jackpot, you’ll need 3 more banks to relight. These banks score the Jackpot value but do not add to the Super Jackpot value. After each Super Jackpot it takes 2 additional banks (5, then 7...) to light the next Super. It is possible to score the Super Jackpot after multiball has ended, but only on the same ball in play. Strategy: Overall, Album Multiball is the least valuable multiball in terms of direct scoring, and requires many risky shots to light. In general, staying away from Album is a good plan, until the Song Jackpot becomes high. The ability to earn a Song Bonus in Album is more valuable than the rest of its scoring, combined, so consider that to be the true goal of Album Multiball. The best songs to bring into Album are Hells Bells, Thunderstruck, and the three target songs (Back In Black, T.N.T., and Let There Be Rock). However, since the true goal is to score a Song Bonus, use the

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status report to tell you what album is next, and pick a song that will help you get a Song Bonus. If you don’t want to remember specifics, know that T.N.T. and Whole Lotta Rosie are very early in the list, Hells Bells and Back In Black are near the middle, and Thunderstruck and War Machine are near the end. It is possible to collect more than one Song Bonus in a game if songs are picked well to match with Album Multiball. Remember that the Song Bonus is tied to playfield multiplier. If you know you’re about to get a big Song Bonus, make it even bigger. It is possible to get up to 6x Song Bonus with playfield multiplier and Super Lanes. Super Targets makes it possible to score double or triple Jackpots, so consider aiming for the left or right banks of targets instead of TNT. You can frequently fool the game into awarding a double or triple Jackpot by hitting the target banks with different balls. ­­­ Tour Multiball ­­­ Tour Multiball is a 2­ball multiball. It is lit by completing 8 loops, either through the Spinner or toward the Jukebox, then started on the right ramp. Later Tour Multiballs require 10 loops, then 12, 14, 16, 18, 20. During Tour Multiball, either loop is worth a Jackpot. After a loop is made, the other loop is worth a Double Jackpot for a few seconds. Tour Multiball’s base Jackpot value is 200,000 and increases by 25,000 each time the Bell is hit or a Tour Jackpot is made. The maximum base Jackpot is 750,000. Each Tour Jackpot is named in the order of 20 listed AC/DC tours. If the song you are playing is associated with that tour, you will additionally be awarded the Song Bonus, which is the value of the Song Jackpot. This does not reset the Song Jackpot, it’s just a great bonus. Here is a list of the 20 Tours and the songs associated with each. Note that many tours do not have any associated songs while others have multiple songs.

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Tour Title Song Bonus Awarded 1. Australian Clubs 2. High Voltage 3. T.N.T. T.N.T. 4. Lock Up Your Daughters 5. Dirty Deeds Done Dirt Cheap Let There Be Rock 6. Let There Be Rock Whole Lotta Rosie

Hell Ain’t A Bad Place To Be 7. Powerage 8. If You Want Blood 9. Highway To Hell Highway To Hell 10. Back In Black Back In Black, Hells Bells

You Shook Me All Night Long 11. For Those About To Rock For Those About To Rock 12. Flick Of The Switch 13. Fly On The Wall 14. Who Made Who 15. Blow Up Your Video 16. The Razors Edge Thunderstruck 17. Ballbreaker 18. Stiff Upper Lip 19. Club Dates / Rolling Stones 20. Black Ice Rock N Roll Train, War Machine After making 20 Tour Jackpots in any number of Tour Multiballs, the Super Jackpot will light for the grand total of all Tour Jackpots made, plus 1 million (the Song Bonus does not count). Load the Cannon and fire into the Bell to collect. If you miss, you can reload immediately. If you make the Super Jackpot, you’ll need 4 more loops to relight. These loops score the Jackpot value but do not add to the Super Jackpot value. After each Super Jackpot it takes 2 additional loops (6, then 8...) to light the next Super. It is possible to score the Super Jackpot after multiball has ended, but only on the same ball in play. Strategy: Tour Multiball strikes a balance between the ability to cash in many regular Jackpots along with a Song Bonus. The choice of song should be based on your Song Jackpot value, and how close you are to earning a Song Bonus. The status report will tell you what tour is next, and you can use that to set up more than one Song Bonus during your game.

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The best song to bring into Tour is War Machine, because Jackpots can be collected by repeatedly shooting the spinner. The downside of this choice is that War Machine is on the very last tour. If playing a long game, consider saving War Machine for the second or third Tour Multiball, when you may have a chance to collect the Song Bonus. One useful strategy is to trap a ball on the left flipper, then use the other balls to shoot the spinner for Jackpots. This makes War Machine especially helpful, much more so than the other loop mode, Hell Ain’t A Bad Place To Be. It’s not unusual to make all Tour Jackpots on the spinner. The two modes that send the ball to the bumpers, Whole Lotta Rosie and You Shook Me All Night Long, tend to be less useful in Tour Multiball because you may prefer the ball to come around the left loop. If you’re not comfortable catching balls that come around the loop, these become excellent choices. Pick Whole Lotta Rosie early, then You Shook Me later, to maximize the chance of earning multiple Song Bonuses. Other songs do not mesh well with Tour Multiball. Since the focus is on loops, target banks tend not to get many hits, nor ramps. If you must choose something else, pick Thunderstruck, since missed loop shots may hit a Thunderstruck target, or Hells Bells to try for a playfield multiplier. If the song you’re playing doesn’t match Tour Multiball, don’t worry about it. Jackpots are still valuable, and the Jackpot is effectively made larger by the spinner’s points. Don’t forget about the add­a­ball! You’ll be making lots of loops, just make sure to hit each ramp at least once and pick off the Bell. ­­­ Double Multiball ­­­ It is possible to start two multiballs at once by qualifying the correct number of ramps, target banks, and loops. Double Multiball is 4 balls if Album Multiball is involved, and 3 balls if not. At the start of Double Multiball, the Cannon shot is available for both Jackpots, each doubled in value. There is no change to the value of Jackpots made during the multiball or the availability of Super Jackpots. If two Super Jackpots light at once, they can both be collected with one dramatic shot to the Bell.

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Strategy: In general it is better to avoid Double Multiball. It may seem like more points are being earned, but at the expense of an entire second multiball. If you’re closing in on lighting Double Multiball, start the first multiball and get the second one after it’s over. If you are going to play Double Multiball, songs that feed the bumpers (Whole Lotta Rosie and You Shook Me All Night Long) become more valuable, since you can park balls there, score, and pick up other shots. In a 4­ball Double Multiball, be careful about completing the five Musical Note shots for the add­a­ball. If you do this too quickly you’ll only get a ball saver instead of another ball put into play. ­­­ Triple Multiball ­­­ It is possible to start all three multiballs at once by qualifying the correct number of ramps, target banks, and loops. Triple Multiball is 4 balls. At the start of Triple Multiball, the Cannon shot is available for all three Jackpots, each tripled in value. There is no change to the value of Jackpots made during the multiball or the availability of Super Jackpots. If two or three Super Jackpots light at once, you can pick them all up with the same Bell shot. In addition to the usual Jackpots, a Triple Multiball Jackpot is available at the Bell. The Triple Multiball Jackpot is lit at the start of Triple Multiball. After making one of each type of Jackpot (Jam, Album, and Tour) the Triple Multiball Jackpot lights. Its value is based on the the total of the other Jackpots collected. Strategy: Like Double Multiball, there is a large opportunity cost to playing Triple Multiball: you could have played three multiballs instead of one! It’s generally not worth it to try for this, even with the added value of the Triple Multiball Jackpot. Still, it’s probably worth trying once or twice.

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Since Triple Multiball uses all four balls, be careful about completing the five Musical Note shots for the add­a­ball. If you do this too quickly you’ll only get a ball saver instead of another ball put into play. If you are setting up Triple Multiball, the most useful song is probably Hells Bells, since you’ll be shooting the Bell more frequently than usual. On the LE a VIP Pass will swing the bell, score the Triple Multiball Jackpot, and progress toward playfield multiplier: huge! Other than Hells Bells, For Those About To Rock becomes valuable here, since it loads the Cannon for an easy Bell shot from the right ramp (on the LE: either ramp). Whole Lotta Rosie and You Shook Me All Night Long allow you to park balls in the bumpers. Thunderstruck isn't bad either, since there will surely a lot of bouncing and missing going on. ­­­ Songs: General Scoring ­­­ Whenever you pick a new song, it begins with a small task. Completing the task lights the five Musical Note shots for an award. Typically, Musical Note shots shut off when hit, but you can complete the same task again to relight the Musical Note shots. In most songs, completing all Musical Notes also relights them. Each shot has an assigned base value. Shots actually score between 100% and 200% of this base, depending on progress during the game. This rule sheet notes the base value of each song shot and percentage growth, like this: 350,000 + 2%. That means the shot is worth 350,000 at base value and adds 2% to all shot values: if the first shot was 350,000, the next is 357,000 (102% of 350,000), and the next is 364,000. The maximum value of this shot would be 700,000, twice the original base value. When shot values increase, the increase applies to all song shots for the rest of the ball in play, even if a different song is started. This means you can pick a song, grow the value of shots, then start a new song at a higher point value. If you manage to complete the five Musical Note shots during the song, you will earn a permanent 6% boost to all song shots for the

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rest of the game, up to the 200% cap. This boost can be earned once per song. You must change songs to make it achievable again. Completing the five Musical Notes also adds 2,500,000 to the Song Jackpot. This bonus can be awarded more than once per song. Note: a fair amount of the information about song scoring values is incorrect and incomplete. Thanks for your help! ­­­ Song: You Shook Me All Night Long (bumpers) ­­­

(Album #6, Tour #10) Opening task: Complete 1 bumper level OR shoot both loops. Bumpers are worth more than usual during You Shook Me. Completing a bumper level (via the countdown) lights the Musical Notes. You can also light the Musical Notes by shooting both loops for 250,000 + 2%. Lit Musical Note shots are 250,000 + 2% during You Shook Me. Completing a bumper level gives an award, relights the Musical Notes, and adds 2% to their value. Strategy: You Shook Me is halfway through the list of songs for Album and Tour, so pick it sometime in the middle of the game. This mode does well balanced with Album or Tour Multiball because balls are more frequently in the bumpers. It’s not bad with Jam either, so this is a good “anytime” song if you’re not sure what you are heading for next. Overall, You Shook Me is not worth a ton of points. If you are skilled with catching balls around the left loop, it reduces the value of You Shook Me, because balls won’t go around that loop anymore. Conversely, You Shook Me increases in value if you’re not great at that catch, and also increases in value on games with lively bumpers. If picking You Shook Me at the start of a new ball, take the regular Skill Shot instead of the Super Skill Shot to pick up some mode points. You can also drain the ball on purpose to ball­save into the bumpers for more.

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If your AC/DC is prone to draining out of the bumpers, or the bumpers aren’t very active, You Shook Me takes a huge hit in value and should be avoided. ­­­ Song: Highway to Hell (right ramp / HELL) ­­­

(Album #5, Tour #9) Opening task: Shoot right ramp (feeds HELL mini­playfield). Making the solidly­lit right ramp scores 125,000 and lights the Musical Notes for 350,000 + 2%. The right ramp remains solidly lit throughout for 125,000. When multiball is not lit or running, either ramp feeds the Cannon to play the mini­playfield. Shoot both loops for 125,000. This lights the 3 head targets for 150,000; flashing targets are 150,000 + 2%. Completing the flashing head targets lights a strobing shot for 300,000 + 2%. When time is up, you’ll get your normal Cannon shot, or the ball will fire into the TNT targets if no Cannon shot is available. The mini­playfield freezes the timer for the playfield multiplier. After playing the mini­playfield you must collect the Musical Notes to make it available again. Strategy: Highway to Hell is not a high­scoring song. On the LE it is slightly more valuable than Rock N Roll Train. On the Pro, it is slightly less valuable. Play this song linked with Jam Multiball for a boost to ramp values. On the LE, ideally you want to visit the mini­playfield before multiball begins, then again immediately after multiball. Keep track of which Musical Note shots you have made; if you get an add­a­ball, the mini­playfield will definitely be ready when multiball ends. When this happens, set up Cannon awards and playfield multipliers so that the mini­playfield can give maximum rewards. The best possible stack is to run 3x while Song Jackpot is lit. If you’re close to a playfield multiplier, take it before shooting the mini­playfield. On the LE, be careful when loading the Cannon if nothing is lit! The Cannon shot into the TNT targets is a near­death experience. Knowledge of the software version is important for Highway to Hell on the LE. Version 1.68 reduces the value of the mini­playfield

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significantly. Prior to 1.68, the mini­playfield was many times more valuable, making Highway To Hell one of the most valuable songs in the game, and well worth the first selection. As of 1.68 it is a medium­tier song, and choosing it as the first song in the game is generally not advised. ­­­ Song: Rock N Roll Train (left ramp) ­­­

(Album #14, Tour #20) Opening task: Shoot left ramp, then right ramp / right loop / ROCK. Making the solidly­lit left ramp scores 125,000 and lights the right ramp, right loop, and ROCK targets briefly for 400,000 + 2%. After completing the opening task, Musical Notes light for 350,000 + 2%. The left ramp remains solidly lit to restart the opening task. Completing the task relights all Musical Notes each time. Strategy: Link Rock N Roll Train with Jam Multiball for increased value. In general Rock N Roll Train is a medium­tier song, and not worth as much as in the earliest versions. Shooting the left ramp repeatedly is worth very little: it does not score many points, does not increase Song awards, and does not light Musical Notes. ­­­ Song: Whole Lotta Rosie (top lanes) ­­­

(Album #3, Tour #6) Opening task: Roll over any top lane. (Lit lanes, not unlit lanes!) Rolling over a lit top lane scores 75,000 and lights Musical Notes for 300,000 + 2%. The third top lane is worth 75,000 + 2%. Throughout the song, lit lanes score, which is different than AXE’s normal behavior. Strategy: Link Whole Lotta Rosie with an early Album or Tour Multiball to collect a Song Bonus. During Tour, balls will divert to the lanes and bumpers instead of going around the left loop. Decide based on your skills whether this is good or bad. Whole Lotta Rosie is a good “anytime” song since it mixes pretty well with any multiball. It’s not worth a lot of points. You Shook Me is

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worth more points than Rosie, but Rosie opens the option of an earlier Song Bonus pickup. If picking Whole Lotta Rosie at the start of a ball, take the regular Skill Shot, since it will feed the lanes and immediately light the Musical Notes. ­­­ Song: Hells Bells (Bell / HELL) ­­­

(Album #6, Tour #10) Opening task: Shoot the Bell. Shooting the Bell scores 400,000 + 2% and lights the Musical Notes for 400,000 + 2%. Hitting the Bell relights all Musical Notes. On the LE, VIP Passes during Hells Bells swing the Bell, which then counts the shot toward playfield multiplier progress. Hitting into the saucer behind the Bell in single­ball play activates the mini­playfield. Head shots are 150,000 + 2%. Hitting at least one head shot lights the loops for 150,000 + 2%. Completing all five flashing shots scores 400,000 + 2%. The mini­playfield freezes the timer for the playfield multiplier. After playing the mini­playfield you must collect the Musical Notes to make it available again. Strategy: Hells Bells is one of the most valuable songs in the game, probably the most valuable on the LE because of the VIP Pass bonus. The primary reason is that hitting the Bell is a significant part of the mode, and frequently its mode awards are doubled or tripled. On the LE linking Hells Bells with any multiball is a ticket to 2x or 3x playfield if you have VIP Passes. If you have a high number of VIP Passes banked, you can use them to extend 2x or 3x time if you are not able to hit the Bell in 20 seconds. Extended play of Hells Bells at 2x or 3x scoring leads to very high Song Jackpot collects, especially if you maintain the playfield multiplier for the Song Jackpot collection. Because of this, keep an eye on the FIRE lanes while playing Hells Bells and work the ramps to make completing FIRE easier. On the LE you can use a VIP Pass to score the Super Skill Shot by triggering the Bell. If running Hells Bells at the start of a new ball, choose the Super Skill Shot and the worst that can happen is

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using 1 VIP Pass to score 2. Some tournaments have disabled this setting, preventing the bell from automatically swinging. The mini­playfield on the LE is generally out of play for most machines, and isn’t worth a whole lot. If you happen to get it, great, but do not expect to get into the mini­playfield frequently or have it pay off. Early software versions have higher scoring for the mini­playfield during this song. ­­­ Song: Thunderstruck (blue targets) ­­­

(Album #11, Tour #16) Opening task: Shoot the strobing blue target. Hitting a strobing blue target scores 250,000 and lights the Musical Notes. Lit Musical Notes are worth 275,000 + 2%. When a strobing blue target is hit, it also begins a strobing shot worth 2x the Musical Note value (550,000 + 2%). Hitting more strobing blue targets before the strobing shot makes it 3x, 4x, then 5x. The strobing shot includes unlit Musical Notes. Strategy: When collecting the strobing shot, wait for it to come to your favorite shot, unless a playfield multiplier is running. Thunderstruck is especially valuable linked with Super Lanes, since you can double the valuable collection of the strobing shot. The strobing shot can be worth as much as 16.5 million if collected for maximum value (200% base, 2x Super Lanes, 3x playfield, 5x collect). Thunderstruck is a late song in the Album/Tour cycle, so ideally play it after a successful Album or Tour Multiball. It is a solid song to connect with Album Multiball, since blue target hits are especially likely. Some players like Thunderstruck since it rewards missing. When advancing toward Jam, you can time ramp shots so that they pick up strobing blue targets if missed. ­­­ Song: Back In Black (AC/DC targets) ­­­

(Album #6, Tour #10)

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Opening task: Complete the AC/DC target bank. Each AC/DC target is worth 250,000 throughout the song. Completing the bank scores 750,000 + 2% and lights the Musical Notes for 400,000 + 2%. Completing all Musical Notes also relights them. Strategy: Back In Black is one of the worst songs in the game, perhaps the worst, because of the difficulty in lighting the Musical Notes. If you are considering this song, you either really love Back In Black or you are running out of songs to pick. Even if you are about to start Album Multiball, there are much better options. ­­­ Song: War Machine (spinner) ­­­

(Album #14, Tour #20) Opening task: Shoot the spinner enough to complete a spinner “level”. Shoot the left loop to spin the spinner. The left loop is always lit during War Machine. Each spin scores points and counts down to a spinner “level” in the lower right corner of the display. The levels are 10, 15, 20, then 25 spins repeatedly. The spinner is worth 15,000 per spin, plus 1,000 for each 2% gained from song shot advancement. The maximum spinner value is 50,000 per spin. Completing a spinner “level” awards +2% to all Musical Note shots; by doing so it adds 1,000 to the spinner value. This lights all five Musical Notes for 350,000 + 2%. A strong shot to the spinner may complete more than one spinner “level”, along with the value added for making a left loop. A made left loop with nothing else lit is worth 125,000. If you use a VIP Pass at the start of War Machine, it will count as one spin of the spinner, not credit for the made loop. Don’t do this. Strategy: War Machine is a great way to score big while also building the base value of song shots. Strong left loop shots frequently add 3,000 to the spinner value and +6% to song shots. Moving from War

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Machine to other high­value songs like For Those About To Rock and Hells Bells can be very valuable. It can be just as valuable to stick with War Machine. Left loop shots can be worth 2 to 2.5 million each, and advance toward Tour Multiball, when the left loop becomes a Jackpot! If pursuing War Machine as a strategy, learn the feed from the loop; bumping off the right wall can be very important to success. Players who can live catch the loop feed can get solid scores by sticking to War Machine. ­­­ Song: For Those About To Rock (Cannon) ­­­

(Album #7, Tour #11) Opening task: Fire the Cannon to complete all lit AC/DC targets. Load the Cannon via the right (or left) ramp, then fire into the marked AC/DC targets for 500,000 + 2%. Marked targets light the corresponding Musical Note shot for 700,000 + 2%: for example, A lights the spinner, while D lights the right ramp. Cannon shots also light the other Musical Notes for 350,000 + 2%. On the LE, doubled Musical Notes are pink instead of red. Reload the Cannon to hit more targets, lighting more doubled Notes and relighting other Musical Notes. The number of available shots grows from 1 to 5 as the song continues. VIP Passes are not available when For Those About To Rock begins since no mode­advancing shot is lit, but become available when the Musical Notes are lit. Strategy: There is no penalty for missing the AC/DC targets, so you can use the Cannon to shoot the Bell or the left loop whenever you prefer it. If other Cannon awards are lit, such as Song Jackpot, they remain lit as long as one or more scoring targets are hit. By hitting a For Those About To Rock target you can bail on a Song Jackpot or other major collect without it disappearing, work in 2x or 3x, then reload the Cannon. Loading the Cannon stops timers, so use For Those About To Rock to extend 2x and 3x scoring during multiball, or to hit the Bell if the timer is running low. Song shots are worth a lot; with 2x or 3x

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running, points add up in a hurry. Playing this song for the entire game is a risky but possible strategy. Playing For Those About To Rock on the LE will make it much more difficult to light Song Jackpot, since the ball will divert away from FIRE lanes almost every time. On the Pro, use the left ramp to spell FIRE and the right ramp to feed the Cannon. On the LE the only way to consistently get FIRE lanes is to shoot ramps while a ball is already in the Cannon. ­­­ Song: T.N.T. (TNT targets) ­­­

(Album #1, Tour #3) Opening task: Complete the TNT bank and hit the standup. Hitting any TNT target scores 250,000. Completing all TNT targets starts a Hurry­Up. On the LE, the first Hurry­Up is the standup target behind the TNT drops, and counts down from 750,000 to 250,000. After completing TNT and the standup, 2% is added to song shots. The Musical Notes light for Hurry­Up, counting down from 350,000 to 250,000. Hitting any of the Musical Notes scores this value and locks it in for the other Musical Notes. Each Musical Note also adds 2% to future song shots. Completing TNT again and the standup adds 2% and resets the Musical Notes to a new higher starting Hurry­Up and a new countdown. Strategy: TNT is extremely early for Song Bonus collection, so starting TNT before your first Album Multiball is generally a good idea if you have a high Song Jackpot built up. TNT doesn’t pair well with Tour Multiball since it does not involve the loops, bumpers, or lanes; Whole Lotta Rosie is a better choice if you’re looking for an early Song Bonus in Tour. Remember that the Musical Note shots will not light until TNT and the standup is completed. Be careful not to burn VIP Passes on TNT letters, which happens when the Musical Notes are unlit. On the LE, some players use a VIP on the standup to score a large hurry­up and light the Musical Notes, especially if a playfield multiplier is running.

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­­­ Song: Hell Ain’t A Bad Place To Be (right loop / HELL) ­­­

(Album #3, Tour #6) Opening task: Shoot the right loop. The right loop scores 250,000 + 2% and lights the five Musical Note shots for 500,000 + 2%. The right loop relights all Musical Notes. Placing the ball in the Jukebox starts the mini­playfield. Loops and head shots are 150,000 + 2%. Completing the second loop scores 400,000 + 2% and relights the loops. On relight, first loop is 150,000, second loop is 150,000 + 2%. The mini­playfield freezes the timer for the playfield multiplier. After playing the mini­playfield you must collect the Musical Notes to make it available again. If Jukebox is lit to change song when the mini­playfield is lit, you get to play the mini­playfield before the song decision is made. You also get to play the mini­playfield at the start of each ball if you plunge into the Jukebox. Strategy: This song pays off early for Song Bonus, so consider using it early to attach to one of those multiballs. This song is deceptively valuable. On the LE, the mini­playfield is not worth much, but you can advance the value of song shots by quite a bit, making it a strong selection for the beginning of the game or the beginning of a ball. Playing this song during Tour Multiball is an advantage, but not as big as War Machine, since the left loop is made much more often than the right loop during Tour. This is a solid “first song of the game” choice. ­­­ Song: Let There Be Rock (ROCK targets) ­­­

(Album #3, Tour #5) Opening task: Hit any ROCK target four times. The full ROCK bank is lit throughout this song. Hitting any ROCK target scores 250,000. The fourth hit to the ROCK targets scores 750,000 and lights the Musical Notes for 350,000 + 2%.

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Strategy: This song has very low value, though it provides some benefit during Album Multiball since any ROCK target scores, and the Song Bonus is awarded early. The biggest reason to play this song is the high­quality animation of what looks like the Curly Shuffle, and that it’s a pretty great song. ­­­ Completing All 12 Songs ­­­ Once you complete a song and move on, you cannot go back, unless you complete all 12 songs. If this happens, you can start ______ (see Spoilers section below). Once it is finished, you can pick any song a second time and start over. ­­­ Ranking the Songs ­­­ Consider this completely subjective, situational, and a general grading of songs from high to low opportunity. GREAT Hells Bells War Machine SOLID Hell Ain’t A Bad Place To Be For Those About To Rock Thunderstruck OKAY You Shook Me All Night Long Highway To Hell Rock N Roll Train Whole Lotta Rosie MEH T.N.T. CRUD Let There Be Rock Back In Black If you’re not sure what to pick, pick the highest unplayed song on this list, but be prepared to change depending on what multiball is nearby or whether you have a high song base going. ­­­ End Of Ball Bonus ­­­ At end of ball, AC/DC gives bonus:

­ 370 per switch you hit ­ plus 25,000 per song you “lit” by shots during the active song

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­ plus 50,000 per song you completed in the Jukebox ­ plus 50,000 per song during which you got all the Musical Notes ­ plus 1,000,000 if you played ______ (spoiler)

The game then counts off your bonus multipliers. Finally, if you hit flashing outlanes during Super Lanes, the entire bonus can be doubled or tripled, with a special Double Bonus or Triple Bonus stamp effect. ­­­ Pity Points ­­­ Several shots in the game score a marginal number of points, generally irrelevant to the overall game scoring. Most of this information is probably wrong, but it doesn’t matter! All “added” values listed here reset each ball.

­ Completing AXE scores 55,000 + 5,000 for each completion. ­ Completing a bumper level scores 75,000 + 1,500 for each level. ­ Each spinner spin is 5,000 + 1,000 per AC/DC completion + 750

per ROCK completion + 500 per TNT completion. ­ Bumpers are worth 10,000 + 200 for each bumper level. ­ Red “horns” are worth 25,000 + 500 for each “horn” shot made. ­ Completing all 3 “horns” scores 100,000 + 2,000 for each set. ­ Unlit ramps score 25,000 + 5,000 for each completion of FIRE. ­ Unlit loops score 50,000 + 5,000 for something. (AXE?) ­ Slingshots and lanes and standups and drops score similarly

insignificant points. ­­­ Basic Strategies ­­­ War Machine All Day: This strategy isn’t very hard to describe. Pick War Machine, and plow the spinner as many times as you can. Shoot the right ramp from the left flipper, or backhand the spinner. Shoot the right ramp when any multiball is ready. Jam Out: Pick a song that involves ramps (Rock N Roll Train is best). Then ramp out, left­right­left­right, making Combos and playing Jam Multiball. During Jam, keep ramping out while hitting the Bell and the Musical Notes to add balls and increase the playfield multiplier.

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Hells Bells All Day: Pick Hells Bells, start any multiball, then work the Bell during the multiball. Use VIP Passes to keep the mode going strong (and count the Bell on the LE). Try to collect Cannon shots during playfield multiplier. Cannon All Day: Pick For Those About To Rock and keep shooting ramps to get to Jam Multiball. Fire into the AC/DC targets for points and collect song shots. During multiball, get a playfield multiplier going and continue to shoot AC/DC targets and song shots. ­­­ Advanced Strategies ­­­ This details players’ decisions in online video, including PAPA Circuit events where AC/DC was played. [I SHOULD HAVE DONE THIS BY NOW] ­­­ Version Changes ­­­ You should only care about this if you’re playing earlier versions of AC/DC than the current version. Why would you do that? Few changes are listed here, the full changelist is here and here. 1.65 to 1.68

­ Timer for Super Lanes 2x shot is longer. ­ Mini­playfield access can be set HARD which means they will

only be available if the five Musical Notes are completed. ­ Highway to Hell mini­playfield scoring lowered significantly.

1.63 to 1.65

­ Game won’t yell at you for a cannon miss if you bail out to the spinner, left ramp, or Bell.

­ VIP Passes give priority to add­a­ball shots in multiball. ­ The awesome attract­mode radio was added for free play only.

1.61 to 1.63

­ Doubled shots in For Those About To Rock implemented. ­ Spinner ­> Bell and right ramp ­> Bell count as combos. ­ Awesome Super Jackpot speech added.

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­ Timing out the Cannon deletes lit awards (except For Those About To Rock targets and Super Jackpots) and fires into TNT, not AC/DC.

1.6 to 1.61

­ Thunderstruck rules changed to current version. ­ Super Skill Shot worth 2 VIP Passes instead of 1. ­ Missing with the Cannon deletes lit awards (except For Those

About To Rock targets and Super Jackpots). ­ Mini­playfield progress resets each time you visit it.

1.52 to 1.6

­ VIP Passes implemented. ­ Completing all 12 songs starts ______ (spoiler). ­ Triple bonus was accidentally awarding double bonus. ­ Family Mode defaults “on” due to added profanity. ­ Timing out the Cannon fires into AC/DC, not the right ramp. ­ Base Song Jackpot increases 500,000 when changing songs. ­ Triple Multiball special jackpot added. ­ Opening jackpots in multiballs (via Cannon) are multiplied on

double or triple multiballs. ­ Mini­playfields only become available again after completing

the five Musical Notes. ­ Bell swings on VIP Passes during Hells Bells.

1.5 to 1.52

­ Collect Bonus shot added to Cannon awards. 1.4 to 1.5

­ Bonus for completing all five Musical Notes added. ­ Song Bonus added to Tour Multiball. ­ Spinner scoring lowered. ­ Left ramp scoring lowered during Rock N Roll Train. ­ End of ball bonus changed to include song progress. ­ Playfield multiplier timer pauses while on mini­playfield.

1.21 to 1.4

­ TNT scoring increased. ­ Super Jackpots added to multiballs. ­ Loop, Combo, Target Bank Jackpots added. ­ Song Jackpot won’t reset when you change songs. ­ Tour and Jam multiballs are 2 balls instead of 3 to start. ­ Seriously, update your game.

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­­­ Spoiler Space ­­­ “Super Jackpot” sound bites. Wizard mode. Other secret stuff. [WORK IN PROGRESS, SORRY!] ­­­ What Else? ­­­ I can’t think of anything else. What’d I miss?