EpicPinball
Overview
This page tries to give as many details as possible about the "Super Android" table in the 1993 computer game Epic Pinball. I have collected the information on this page while playing the shareware edition of Epic Pinball that is distributed with Boxer.app, a very nice and user-friendly Mac OS X front-end for the DOS emulator DOSBox.
95% of the information on this page has been verified by first-hand experience while playing the game. In a few cases I have made assumptions where the collected data seemed to indicate a trend. For instance, after I had collected the "Full Power Up" bonus twice with the same ball, each time getting the same amount of points, I assumed that the bonus will always be the same.
Usually however, if I have not seen something happen during the game, it cannot be found on this page. Since I have not completed all goals in the game (I'm no pinball wizard), this means that the information on this page is still incomplete. Maybe I will find more time in the future to play the game and collect additional details about the more difficult goals.
A final note: This page uses terms from the glossary that can be found on the Internet Pinball Machine Database.
References
- Epic Pinball on Wikipedia
- http://en.wikipedia.org/wiki/Epic_Pinball
- Epic Pinball's Android Pinball FAQ (version 1.12, May 15 1994)
- http://www.textfiles.com/games/android.faq
- The Internet Pinball Machine Database Glossary
- http://www.ipdb.org/glossary.php
- Boxer.app homepage
- http://boxerapp.com/
- DOSBox homepage
- http://www.dosbox.com/
Elements on the playfield
- Plunger
- the term "plunger" is taken from page 1 of the rules; the term also appears in the IPDB glossary
- Plunger lane
- the term "plunger lane" is taken from the IPDB glossary
- Left flipper, right flipper
- the term "flipper" is taken from one of the messages displayed at the beginning of the game (those that appear when you do not press any key); the term also appears in the IPDB glossary
- Left inlane, right inlane
- the term "inlane" is taken from the IPDB glossary
- Left slingshot, right slingshot
- the term "slinghsot" is taken from the IPDB glossary
- Ramps, numbered from left to right
- (1) Test ramp
- the term "test ramp" is self-coined, because the ramp leads to the test hole (hole 1)
- (2) Left lane
- the term "left lane" is taken from page 2 of the rules
- (3) Computer ramp
- the term "computer ramp" is taken from page 3 of the rules
- (4) Center ramp, middle ramp
- the term "center ramp" is taken from one of the messages displayed at the beginning of the game (those that appear when you do not press any key)
- is referred to as "middle ramp" in messages displayed while playing
- (5) Computer link ramp, right ramp
- the term "computer link ramp" is taken from pages 1 and 3 of the rules
- is referred to as "right ramp" in messages displayed while playing
- (1) Test ramp
- Holes, numbered from left to right
- (1) Test hole
- the term "test hole" is taken from page 2 of the rules
- (2) Android millions hole
- the term "Android millions hole" is self-coined, because hitting the hole awards the "Android millions" bonus
- (3) Power Up hole
- the term "Power Up hole" is self-coined, because hitting this hole awards the "Full power up" bonus
- (4) Center hole
- the term "center hole" is self-coined, because the ball ends up in this hole after hitting the center ramp (ramp 4)
- (5) Physical systems sink hole, right hole
- the term "physical systems sink hole" is taken from page 2 of the rules
- is referred to as "right hole" in messages displayed while playing
- (1) Test hole
- Drop targets
- the term "drop targets" is taken from page 2 of the rules; it also appears in the IPDB glossary
- there are 3 drop targets, numbered 1-3 from top to bottom (the same order as they are numbered on the playfield)
- Kicker
- the term "kicker" is taken from one of the messages displayed while playing
- the IPDB refers to this as the "Kickback"
- Rollover lanes
- the term "rollover lane" is taken from page 1 of the rules
- there are 4 rollover lanes, numbered 1-4 from left to right
- rollover lanes are used for the skill shot and increasing the multiplier
- Bumpers
- the term "bumper" is taken from one of the messages displayed while playing; it also appears in the IPDB glossary
- Panel wired to the Android's head
- displays progress with waking up the Android
- Panel wired to the Android's arm
- displays progress with activating the Android's physical systems
- Triangles
- triangles mark the entrance to each ramp
- they blink when xxx
- Link, IQ, Virus (located at the entrance of the computer link ramp)
- these fields blink when xxx
- Android millions rollover
- the term "Android millions rollover" is self-coined; "rollover" because it is a rollover (cf. IPDB glossary), and "Android millions" because the rollover activates the Android millions hole (hole 2)
- the word "POWER" on the left and right outlanes
Game controls
The following information is copied verbatim from the "Epic Pinball's Android Pinball FAQ":
Key Function ------------------------------------------------------------ Space Bar Shoot the ball, Tilt the pinball machine up Left Arrow Flip up the left flipper Left Shift Flip up the left flipper Right Arrow Shoot the ball, Flip up right flipper Right Shift Flip up the right flipper Up Arrow Scroll pinball machine viewing area up Down Arrow Scroll pinball machine viewing area down M Turn music on/off P Pause S Turn sound on/off T Adjust tracking (smoothness) control Z Tilt the machine right / Tilt the machine left ESCape Quit (Y/N)?
Additional notes:
- when the bumper/rollover lane region is visible: use the left and right shift keys to shift the lighted state of all rollover lanes one position to the left or right; this is important for a faster increase of the bonus point multiplier
- be careful when you tilt the machine (aka "nudge"); too many nudges in too short a time will tilt the entire table and waste one ball
- with my Swiss German keyboard layout, nudging left/right can be done using the keys "Y" and "-"; these keys are conveniently close to the left/right shift keys used to trigger the flippers, so if you have a different keyboard layout you should simply check out all keys that are close to the shift keys
Cheats
In-game cheats
An ultra-short section because I only use one cheat to get 6 instead of 5 balls. From the "Epic Pinball's Android Pinball FAQ":
To get an extra ball before playing, press F1 at the OPTIONS screen at the number of balls choice.
Unlimited balls cheat
- Edit
CONFIG.PIN
in a hex editor - Change the number of balls for the Super Android table to 0
- To find out which byte you need to change, make a backup copy of
CONFIG.PIN
, then change the number of balls within the game, then look at the difference between the newCONFIG.PIN
and the backup copy - To check whether your change worked, start the game and look at the options page - it should now display 0 balls
Goals
Waking up the Android
General strategy
- to start the wake-up process, first achieve the "Computer link" goal
- once this goal has been achieved, progress is displayed on the panel wired to the Android's head
- the name of the next program that must be installed is displayed with blinking letters
- when a program has been successfully installed, its name no longer blinks
- names of programs to install, in the listed order
- Basic IO
- AI
- AI2
- Database
- Activate
- so far I have only made it to the "AI" goal
Computer link
- precondition: none
- hit the computer link ramp (ramp 5)
- as an indicator that you should do this, the "link" field and the triangle in front of the computer link ramp (ramp 5) entrance are both blinking
- achieving this goal activates the I.Q. counter and is a precondition for the "Basic IO" goal
Basic IO
- precondition: achieve "Computer link" goal
- first hit the following in any order
- the center ramp (ramp 4)
- the computer link ramp (ramp 5)
- finally, hit the computer ramp (ramp 3)
- achieving this goal is a precondition for the "AI" goal
AI
- precondition: achieve the "Basic IO" goal
- first hit the following in any order
- the center ramp (ramp 4)
- the computer link ramp (ramp 5)
- all drop targets
- finally, hit the computer ramp (ramp 3)
- achieving this goal is a precondition for the "AI2" goal
AI2
- precondition: achieve the "AI" goal
- first hit the following in any order
- the computer link ramp (ramp 5) (xxx almost sure of this one, because a) its triangle blinks, and b) we always need to hit this ramp for all other wake-up goals)
- the test ramp (ramp 1) (xxx I am sure of this because I hit all other ramps (2 and 4) and it still did not work; also the triangle blinks)
- xxx don't know: the center ramp (ramp 4) and the left lane (ramp 2)
- finally, hit the computer ramp (ramp 3)
- achieving this goal is a precondition for the "xxx" goal
Activating physical systems
General strategy
- to start the activation process, first achieve the "Physical systems online" goal
- once this goal has been achieved, progress is displayed on the panel wired to the Android's arm
- when each physical system is close to becoming activated, the corresponding body part starts to blink on the panel
- when each physical sytem actually becomes activated, the corresponding body part is lighted on the panel
- physical systems to activate, in the listed order
- Left arm
- Right arm
- Left leg
- Right leg
- Head
- Torso
- so far I have only made it to the "Activate left arm" goal
Physical systems online
- precondition: none
- hit physical systems sink hole (hole 5)
- achieving this goal is a precondition for the "Activate left arm" goal
Activate left arm
- precondition: achieve "Physical systems online" goal
- first clear all three drop targets; if you have already hit some drop targets before starting on this goal, you do not have to hit those drop targets again - it is sufficient to hit all the remaining drop targets until none remains
- next hit the physical systems sink hole (hole 5)
- achieving this goal is a precondition for the "Activate right arm" goal
Miscellaneous
Activate kicker
- precondition: none
- hit the center ramp (ramp 4) four times
- this counter is not reset when the ball drains
- the kicker can be used only once, i.e. after it kicks the ball back into play it will de-activate and you will have to hit the center ramp (ramp 4) another 4 times
- once activated, the kicker remains activated even if the ball happens to drain down the right outlane or between the flippers
Increase bumper value
- precondition: none
- hit left lane (ramp 2)
- it is sufficient if the ball goes through about 1/2 of the lane and then falls back down
- it is also ok if the ball falls down the lane from the bumper/rollover lane region
- hit center ramp (ramp 4)
- starting bumper value: 10'000
- verified increases: 40'000, 70'000, 100'000, 130'000, 160'000, 190'000, ..., up to 490'000 in steps of 30'000
- assuming further increases also occur in steps of 30'000
Bonuses explained
Skill shot
- before you begin each ball, one of the rollover lanes is blinking
- hit this lane when you shoot the ball from the plunger to achieve a so-called skill shot
- you get 2 million points for each skill shot, plus an additional 1 million points for each time the bonus is collected
- the first time you make the skill shot, you get 2 million points
- the second time you make the skill shot you get 3 million points: 2 million points for the skill shot, and 1 million for the previous skill shot
- the third time you make the skill shot, you get 4 million points: 2 million points for the skill shot, and 2 million for the two previous skill shot
- and so on
- assuming you have 5 balls to play with, the maximum number of points you can get from skill shots is: 2 + 3 + 4 + 5 + 6 = 20 million
Multipliers
- at first all rollover lanes are unlighted
- when the ball passes a rollover lane, the lane becomes lighted
- when all four rollover lanes are lighted, the multiplier is increased
- the first time all four rollover lanes are lighted, the multiplier increases to x2
- thereafter, the multiplier increases to x3, x4 and finally x5
- it's not possible to go higher than x5
- the shift keys can be used to shift the lighted state of all rollover lanes one position to the left or right; this makes it a lot easier to achieve a x5 multiplier, esp. when the ball is kicked around like crazy by the bumpers
Full power up bonus
- the Full power up bonus is awarded each time the Power Up hole (hole 3) is hit for the 11th time
- the bonus is 10 million
- progress on getting this bonus is tracked when the letters of the word "POWER" (printed vertically along the left and right outlanes) become lighted
- when the Power Up hole (hole 3) is first hit, the letter "P" in the left outlane becomes lighted
- subsequent hits of the Power Up hole (hole 3) will light first all letters in the left outlane, then all letters in the right outlane
- when all letters of both words are lighted, another hit of the Power Up hole (hole 3) will achieve the goal and award the bonus
- "POWER" is a 5-letter word, so you need 2 x 5 + 1 = 11 hits to get the bonus
- the counter how many times the Power Up hole (hole 3) has been hit is reset when the ball drains
I.Q. upgrade bonus
- an I.Q. counter is activated when the "Computer link" goal is achieved
- once enabled, the I.Q. counter increases by 1 each time a bumper is hit
- the initial I.Q. is 99
- there is no upper limit for the I.Q.
- once the I.Q. counter is enabled, an I.Q. upgrade bonus is awarded each time the computer link ramp (ramp 5) is hit
- the bonus is called "I.Q. upgrade" because of the message that appears when you hit the ramp
- the I.Q. upgrade bonus is 10'000 times the current I.Q. counter
- e.g. if the I.Q. counter is 100, the bonus is 1 million
Android millions bonus
- the Android millions bonus is awarded each time the Android millions hole (hole 2) is hit
- the bonus increases each time it is awarded, until the ball drains, after which time the bonus is reset to its original value
- 1 million when the bonus is awarded for the first time since the last drain
- 2 millions for the second award
- etc.
- 4 millions is the highest bonus seen so far
- to hit the Android millions hole (hole 2)
- first hit the Android millions rollover; the rollover will light up and activate the Android millions hole (hole 2)
- as an indicator that the Android millions hole (hole 2) is activated, the arrow above it will be lighted
- also, when you hit the rollover, the Android will say "Go!"
- now hit the computer ramp (ramp 3)
- when it descends the ramp, the ball is re-directed to the Android millions hole (hole 2) and the Android millions bonus is awarded
- first hit the Android millions rollover; the rollover will light up and activate the Android millions hole (hole 2)
- things that can de-activate the Android millions hole (hole 2)
- the Android millions rollover is a toggle switch: if you hit the rollover a second time, before you manage to hit the Android millions hole (hole 2), the rollover will unlight and de-activate the Android millions hole (hole 2)
- the Android millions hole (hole 2) is also de-activated if the ball drains down the left outlane but is kicked back by the kicker; in my personal opinion, this is a bug because the hole remains activated if the ball *really* drains - so why should you be punished for being lucky and having the kicker save the ball?
Virus flush-out bonus
- virus detection is triggered when the "AI" or the "Database" goal is achieved by hitting the computer ramp (ramp 3)
- you have 10 seconds for "flushing out" the virus; a countdown is displayed during that time
- the virus is "flushed out" by hitting the the computer link ramp (ramp 5)
- when the virus is flushed out, a bonus of 15 million is awarded
Physical systems testing
- each hit of the test hole (hole 1) awards 400'000 points in the bonus point calculation after a ball drains - during the game, hitting the test hole (hole 1) has no effect if the "Physical systems online" goal has not yet been achieved - once the "Physical systems online" goal has been achieved, each hit of the test hole (hole 1) performs a test on that physical system that is cleared to come online next - performing a test awards points, but has otherwise no effect on the game (e.g. performing tests is not a precondition on any goals) - a physical system is cleared to come online if the "clear three drop targets" task of the corresponding goal has been performed
- xxx is this true? or is this a special case only for the "diagnostic" level? what happens if the left arm is activated, the drop targets have not been cleared yet for the right arm, and the test hole is hit? I suspect that a test for the right arm will be performed!!!
- test levels
- each physical system can be tested on 5 levels, i.e. for each physical system the test hole (hole 1) can be hit 5 times, each hit awarding more points than the previous hit - xxx hits 6-n will award the same number of points as hit 5 - progress is tracked by lighting the numbers 1-5 that are printed along the test ramp (ramp 1)
- physical systems to test
- Diagnostic - this type of test is performed if the "Physical systems online" goal has been achieved, but the "clear three drop targets" task of the "Activate left arm" goal has not been achieved yet - awards for the 5 levels of test: 50'000, 100'000, xxx - Left arm test - this type of test is performed if the "Physical systems online" goal has been achieved, the "clear three drop targets" task of the "Activate left arm" goal has been achieved, but the "Activate left arm" goal itself has not been achieved yet - awards for the 5 levels of test: 1/2/3/xxx million - xxx
When the ball drains
Things that are reset
- bonus point multiplier
- Power up counter
- Android millions counter
Things that are not reset
- progress in achieving goals (e.g. the number of times you need to hit the center ramp (ramp 4) to activate the kicker)
- I.Q. counter
- which of the rollover lanes are lighted
- bumper value
- which drop targets have been hit
- activated kicker
- activated Android millions hole (hole 2)
- the number of test hole (hole 1) hits
Point system
During the game
- 5000 for each hit of a slingshot
- rollover lanes
- 2 million for making a skill shot
- 50'000 for hitting an unlighted rollover lane (awarded in addition to the skill shot bonus)
- nothing for a lighted rollover lane
- bumpers
- verified bumper values are: 10'000, 40'000, 70'000, 100'000, 130'000, 160'000, 190'000
- assuming further increases occur in steps of 30'000
- see bumper value details
- bumper hits that increase I.Q. do not award more points
- drop targets
- 10'000 for hitting the first and the second drop targets
- 1 million for hitting the third drop target
- this remains the same when the drop targets reappear after the third drop target has been hit
- ramps
- test ramp (ramp 1)
- nothing for hitting the ramp itself
- the test hole (hole 1) at the end of the test ramp awards points, though (see holes)
- left lane (ramp 2)
- nothing
- computer ramp (ramp 3)
- 100'000 for each hit before the "Computer link" goal is achieved
- nothing after the "Computer link" goal is achieved
- center ramp (ramp 4)
- nothing for hitting the ramp itself
- the center hole (hole 4) at the end of the center ramp awards points, though (see holes)
- computer link ramp (ramp 5)
- nothing for hitting the ramp for the first time
- I.Q. upgrade bonus (10'000 times the current I.Q. counter) for the second and all subsequent hits of the ramp
- 15 million when the "Virus flush-out" bonus is awarded
- test ramp (ramp 1)
- holes
- test hole (hole 1)
- see "Physical systems testing" for details
- Android millions hole (hole 2)
- awards the "Android millions" bonus
- see "Android millions" bonus details
- Power Up hole (hole 3)
- 500'000 for each hit of the Power Up hole (hole 3), except when the hit awards the "Full power up" bonus
- 10 million for the "Full power up" bonus
- 50'000 for each hit of the center hole (hole 4)
- physical systems sink hole (hole 5)
- nothing if the hit does not achieve a goal
- goal bonus if the hit achieves a goal
- test hole (hole 1)
- goals
- 5 million for achieving goal "Basic IO"
- 10 million for achieving goal "AI"
After the ball drains
- tests
- 400'000 for each test, i.e. hitting the test hole (hole 1)
- points are awarded even if the physical systems sink hole (hole 5) has not yet been hit
- physical system holes
- 200'000 for each time the physical system hole (hole 5) is hit
- power ups
- 100'000 for each power up, i.e. hitting the Power Up hole (hole 3)
- ramps
- 60'000 for each time a ramp is hit
- all ramps except the left lane (ramp 2) are treated as ramps
- left lanes
- 300'000 for each time the left lane (ramp 2) is hit
- the sum of all bonus points is multiplied using the multiplier achieved from repeatedly lighting all rollover lanes
Aiming strategies
General
General ball control techniques can be studied on the IPDB. Skills that I have achieved to a certain degree:
- hold trap (trapping a ball in an upraised flipper)
- hold pass and bounce pass (transferring the ball between flippers)
Ramps
- test ramp (ramp 1)
- see test hole (hole 1)
- left lane (ramp 2)
- "xxx" technique
- when the ball falls down from the bumper/rollover area through the gap between Power Up hole (hole 3) and the computer link ramp (ramp 5), it can be hit with the right flipper and redirected directly into the left lane (ramp 2)
- this works only if the ball is kicked out of the bumper/rollover area in the right angle, which is along the axis of the gap
- "backwards" technique
- when the ball is in the bumper/rollover lane area, near the exit of the left lane (ramp 2), rock the table; there is a chance that the ball will fall down the left lane (ramp 2)
- "xxx" technique
- computer ramp (ramp 3)
- use the right flipper for aiming for that ramp
- when the ball rolls down the flipper at a moderate speed, flip when it is about halfway down the flipper
- sometimes when the ball is kicked out from the physical systems sink hole (hole 5), after travelling there via center ramp/center hole, the ball is kicked right on to the middle of the right flipper and can be directly sent (= redirected to use a IPDB term) to the computer ramp (ramp 3)
- center ramp (ramp 4)
- use the left flipper for aiming for that ramp
- when the ball rolls down the flipper at a moderate speed, flip when it is about halfway down the flipper
- also when you have stopped the ball in mid-air after it was kicked out from the Power Up hole (hole 4), if you flip again slightly earlier than you would if you were intending to hit the Power Up hole (hole 4)
- computer link ramp (ramp 5)
- use the left flipper for aiming for that ramp
- "smooth rolling ball" technique
- most important is that the ball must roll *smoothly* down the left flipper; if the ball bumps even slightly, it all depends on chance whether you are going to hit the ramp
- sometimes the ball rolls smoothly after it falls down after hitting the computer ramp (ramp 3), but most of the time the ball's run is too bumpy
- the best chance to get a smooth rolling ball is to first trap the ball on the left flipper, then release the flipper so that the ball starts rolling smoothly down the flipper; because the ball is always jittering slightly and never rests completely, a smooth run is not always possible
- flip when the ball is close to the tip of the flipper; the ball's speed may influence when exactly to flip
- "ball travels up the flipper" technique
- when the ball comes rolling down fast, raise the left flipper before the ball reaches the flipper
- the ball will travel up the raised flipper
- lower the flipper when the ball has reached the middle of the flipper and has slowed down
- for a short time, the ball will hang in the air and then fall down
- at exactly that moment, raise the flipper to kick the ball in the direction of the ramp
- if timing and ball speed are right, the ball will hit the ramp
- "power up hole marathon" technique
- try each time when you are about to kick back the ball into the power up hole (hole 3) to wait until the very last moment
- sometimes the ball will take an angle and hit the computer link ramp instead of the power up hole (hole 3)
Holes
- test hole (hole 1)
- the ball must travel up the test ramp (ramp 1) with high speed, otherwise it will not reach the test hole (hole 1)
- Android millions hole (hole 2)
- xxx
- Power Up hole (hole 3)
- xxx
- center hole (hole 4)
- see center ramp (ramp 4)
- physical systems sink hole (hole 5)
- use the left flipper for aiming for that hole
- "low speed" technique
- use this technique when the ball rolls down the left inlane with moderate speed
- a good opportunity for this is when the ball comes down the computer ramp (ramp 3), which is an easy target, so you should have many opportunities to practice
- if the ball comes down too fast, a nudge might slow down the ball
- flip the left flipper while the ball is still in the upper part of the flipper
- if everything is ok the ball will sail over the playfield into the vicinity of the hole
- with luck it hits the hole
- if it sails by the hole very closely, a nudge will push the ball into the hole
- if the ball slightly rebounds from the top of the slingshot, a nudge might also push the ball into the hole
- "high speed" technique
- when the ball rolls down the left flipper, flip when it reaches the uttermost tip of the flipper
- the ball will fling across the playfield at high speed and end up in the hole
- this is a very risky move and often results in an immediate drain because the timing is so crucial
- even if timing is correct and the ball does not drain, it still does not hit the hole very often
Drop targets
- "down the inlane" technique
- when the ball travels down the right inlane with moderate speed, flip while the ball is still near the flipper base
- possibilities for this to happen
- when the ball travels down the computer link ramp (ramp 5)
- when the ball rolls first up the right inlane and then rolls back down
- possibilities for this to happen
- if you do it right, the ball will slowly sail in a graceful arc over the playfield to hit one or sometimes even two drop targets
- closely watch the ball and be prepared to nudge if it threatens to go down the left outlane
- when the ball travels down the right inlane with moderate speed, flip while the ball is still near the flipper base
- "hold trap" technique
- hold trap the ball on the right flipper
- release the flipper, then flip while the ball is still near the flipper base
- the same happens as with the "up and down the inlane" technique
- the "hold trap" technique is much more error-prone and difficult; timing is important - if you flip when the ball is too far down the flipper, there will be to much impact and the ball will go anywhere but in the direction of the drop targets (actually it will often hit the left slingshot, which will kick the ball down the right outlane)
Preventing drains
- when the ball is kicked out of the physical systems sink hole (hole 5), after going through the center ramp (ramp 4) into the center hole (hole 4), it often hits the top of the right slingshot, rebounding into an arc and draining down the middle
- to prevent this (works most of the time, but not 100%), nudge at the exact time when the ball is kicked out from the physical systems sink hole (hole 5)
- when the ball is not fast enough to travel all the way through the center ramp (ramp 4), it often falls down again and drains through the middle
- if the ball has already reached, but hesitates to go over, the curve at the top of the center ramp (ramp 4), a nudge will often send it all the way over the curve
- if the ball is falling down straight, along the right edge of the ramp, there is no need to worry: it will fall down directly on the tip of the right flipper and can be sent up again with greater speed so that it will clear the ramp's curve
- if the ball is falling down more along the left edge of the ramp, a sideways nudge might help
- when the ball is not fast enough to travel all the way up the test ramp (ramp 1), it often falls down again and drains through the middle
- xxx
Miscellaneous
- rock the table when the ball is slowing down in the upper table region and threatens to fall down; there is a chance that the ball will hit one of the bumpers and start another round of hitting bumpers and rollover lanes; this is especially important if the multiplier is not yet at x5
In-game rules
Overview
The following three chapters are transcripts of the rules displayed in-game. The text uses the notation "(n)" to refer to playfield elements that are illustrated in-game by playfield screen shots. I have not included those screen shots because I provide my own playfield element reference in a chapter further up on this page ("Elements on the playfield").
Page 1: Rules for SUPER ANDROID
Your objective is to bring the Android to life. To do this, you must install and activate all physical components of the Android, then install and test his computer functions.
Skill shot (1): Shoot the flashing rollover lane from the plunger. Earn 2 million plus 1 million for each time the bonus is collected.
Computer link ramp (2): The right-most ramp on the playfield. Shooting this ramp links the computer to the Android, thus activating the ramp (3).
Page 2: Physical Systems Sink Hole
Shoot this sink hole (1) once to begin activating the Android's physical systems. Shoot the drop targets (2) then the sink (1) to advance through the systems.
Shoot the test hole (3) to collect testing awards for each system. Activate "arms" for dual-ball play. Then activate "legs" for dual-ball play again, and aim for the left lane (4) for the jackpot.
Page 3: Computer Ramp
This ramp (1) is the key to waking the Android.
To enable this ramp, shoot the computer link ramp (2). When the computer ramp is active, you may begin installing programs into the Android.
You must match certain goals to install each program into the Android. These goals are shown on the screen when you shoot the computer ramp.
When all programs are installed, the Android will wake up and the Super Jackpot becomes available.
In-game messages
Messages displayed at the beginning of a game
This chapter lists messages displayed at the beginning of a game, after you select "Play game" from the main menu. The messages appear in the listed order, but only if you wait for a moment and do not press any keys.
- Press space to begin
- Use up/down arrow keys to view all of the playfield
- Use shift keys to control the flippers
- Press enter to remove the score board
- Shoot the right ramp to link the computer to the Android
- Shoot right sink hole to activate physical systems
- When physical systems are active, shoot test hole
- Shoot left lane to activate center ramp
- When linked, bumpers will increase I.Q.
- Then shoot right ramp to collect I.Q. bonus
- Shoot flashing rollover lane to collect skill shot bonus
- When physical systems active shoot drop targets to adv.
- Light all rollover lanes to advance multiplier
- Android Pinball
- Design and graphics by James Schmalz
- Music by Robert Allen
- Breathe life into the Android
Messages displayed while playing
This chapter lists messages displayed while playing the game. If possible I have tried to order messages according to order in which the game progresses. For each message I provide an explanation which event triggers the message. When I am mentioning a certain "goal", see the chapter on goals further up for details.
Note: The current list is not complete as, at the time of writing, I have not yet completed all goals of the game.
Waking up the Android
- Shoot right ramp to link to computer
- appears when you hit the computer ramp (ramp 3) but have not yet achieved the "Computer link" goal
- this message indicates what you should do next, i.e. hit the computer link ramp (ramp 5)
- Computer link established
- appears when you achieve the "Computer link" goal by hitting the computer link ramp (ramp 5) for the first time
- Basic IO - Shoot all the ramps
- appears when you hit the computer ramp (ramp 3) after the "Computer link" goal but before the "Basic IO" goal has been achieved
- this message is a hint (although not a very good one) what you have to do to achieve the "Basic IO" goal
- Basic IO installed: 5M
- appears when you achieve the "Basic IO" goal by hitting the computer ramp (ramp 3)
- AI - Hit all ramps and targets
- appears when you hit the computer ramp (ramp 3) after the "Basic IO" goal but before the "AI" goal has been achieved
- this message is a hint (although not a very good one) what you have to do to achieve the "AI" goal
- AI installed: 10M
- appears when you achieve the "AI" goal by hitting the computer ramp (ramp 3)
- AI2 - Shoot red triangle paths
- appears when you hit the computer ramp (ramp 3) after the "AI" goal but before the "AI2" goal has been achieved
- this message is a hint (although not a very good one) what you have to do to achieve the "AI2" goal
- I.Q. is now <value>
- appears when you hit a bumper anytime after you have achieved the "Computer link" goal
- I.Q. upgrade <value>
- appears when you hit the computer link ramp (ramp 5) anytime after you have achieved the "Computer link" goal
- this message indicates that the "I.Q. upgrade bonus" has been awarded
Activating physical systems
- Shoot right hole to activate physical systems
- appears when you hit the test hole (hole 1) but have not yet achieved the "Physical systems online" goal
- this message indicates what you should do next, i.e. hit the physical systems sink hole (hole 5)
- Physical sys computer online
- appears when you achieve the "Physical systems online" goal by hitting the physical systems sink hole (hole 5) for the first time
- Hit targets to adv system
- appears when you hit the physical systems sink hole (hole 5) a second time without having hit the drop targets since the last physical systems sink hole (hole 5) hit
- this message indicates what you should do next, i.e. hit all drop targets
- Level <value>: Diagnostic
- appears when you perform one of the five diagnostic tests on the Android by hitting the test hole (hole 1)
- Shoot right hole to activate
- appears when you hit the third drop target and the "Physical systems online" goal has been achieved
- this message indicates what you should do next, i.e. hit the physical systems sink hole (hole 5)
- Level <value>: Left arm test
- appears when you perform one of the five tests on the Android's left arm by hitting the test hole (hole 1)
- Left arm activated
- appears when you achieve the "Activate left arm" goal by hitting the physical systems sink hole (hole 5)
Bonus messages
- Skill shot
- appears when you make a skill shot and the skill shot bonus is awarded
- Power Up
- appears whenever you hit the "Power Up" hole (unless the hit awards the "Full power up" bonus, see next message)
- Full Power - 10M
- appears when you hit the Power Up hole (hole 3) and the "Full power up" bonus is awarded
- <value> Mil - Android millions
- appears when you hit the Android millions hole (hole 2) and the "Android millions" bonus is awarded
- Virus detected
- appears when you achieve the "AI" goal by hitting the computer ramp (ramp 3)
- this and the following countdown messages indicate that you now have 10 seconds to get the "Virus flush-out" bonus
- Virus flushed out - 15M
- appears when you hit the computer link ramp (ramp 5) and the "Virus flush-out" bonus is awarded
- No bonus
- appears when the ball drains and there are no bonus points to collect
Miscellaneous
- Give the Android life
- appears at the start of the game, and at random times during the game
- this message does not have any special meaning
- 2x, 3x, 4x, 5x
- appears when all 4 rollover lanes become lighted
- this message indicates which multiplier you have achieved
- Left lane to light ramp
- appears when you hit the center ramp (ramp 4) but it is not currently lighted (see details about how to increase bumper values)
- this message indicates what you should do next, i.e. hit the left lane (ramp 2)
- Shoot middle ramp
- appears when the ball hits the left lane (ramp 2) or falls down the left lane (ramp 2) from above (see details about how to increase bumper values)
- this message indicates what you should do next, i.e. hit the center ramp (ramp 4)
- Bumper value is now <value>
- appears when you achieve the "Increase bumper value" goal by hitting the center hole (hole 4)
- Kicker is now active
- appears when you achieve the "Activate kicker" goal by hitting the center ramp (ramp 4)
- Tilt
- appears when you nudge the table too hard, i.e. too many times in too short a time