Devil's Crush FAQ v0.6.5.9 by Crush_d (Crush_d@friedmayonnaise.com) you can check this FAQ out at FriedMayonnaise.com at /hidden/dcfaq.txt for the latest edition, I update that version more regularly, and only release more polished files to gamefaqs.com. For TurboGrafx-16 TurboChip Edition [Recently ported to Nintendo Wii as a 6.00 USD download.] (Sequel game to: Alien Crush. For TG16) Contents: ~~~~~~~~~ 1. About A. Glossary 2. Screen 2 3. Screen 3 4. Screen 1 5. Bonus Screens 6. BUGS 7. Other Notes 1. About: ~~~~~~~~~ I have played this game without the manual, so there may be some very helpful information in there that I do NOT possess, and therefore am forced to find out on my own. I decided to write my first FAQ to a game ever, on this game, because I was blown away at how much fun the game was compared to other electronic pinball games. I am a big fan of the pinball game MEDIEVAL MADNESS which is not available for any console but is a $7,000 physical, MECHANICAL machine that is the best pinball experience I have ever had. All electronic pinball games are weak in my opinion when compared to MM, except Devil's Crush. Then I looked up a guide on Gamefaqs.com and noticed how incomplete it was, and how it was partly written from memory. I am currently playing the game several times a week and so I think it is fair for me to have a stab at a more complete FAQ. I plan to make this FAQ as complete as possible, if you will notice I am attempting to log the exact point value, etc., of every interactible item in Devil's Crush. So far I believe my FAQ is already more detailed than Slateman's, while I consider mine nowhere close to finished (first posting of this FAQ was at v0.5.2). Lastly, this game is amazing and if you can, get your hands on a copy. -Crush_D A. Glossary: ============ DB: "Destroyed Bonus". This is an additional number of points you are awarded ON TOP of the normal number of points that you get for "hitting" an applicable object ONLY WHEN you score the final "Hit" and the object is destroyed. DAB: "Destroyed All Bonus". This is an additional number of points you are awarded for destroying ALL the objects in one group, thus allowing them to regenerate to full numbers (i.e. Skeletal Soldiers [Left Group OR RIght Group], Dragon Eggs, etc.). AB: "Access Bonus". This is a bonus you get when you Access an object that cannot be destroyed. (i.e. get a ball inside a "Star" or inside the Dragon's mouth", etc.). This is sometimes differentiated from BSAB which means "Bonus Stage Access Bonus" on objects that have BOTH possible. BP: "Bonus Points". This is the BASE number of BONUS POINTS that your BONUS MULTIPLIERS amplify. This figure is listed just to the right of your SCORE on the top of the viewing screen after the letters "B.P." and starts out as 100 (and can never be 0) and cannot go beyond 9900 (further boosts to this are simply wasted), and is ONLY increased in increments of 100. PBM: "Primary Bonus Multiplier". The most important number in the game (unless you never lose balls). This number is represented on the game screen by the RED DOTS on each screen and small two digit numbers on Screen 1 and Screen 2. The Red Dots represent the one's (1's) place while the little numbers in circles show the ten's (10's) place. Your BASE BP is first multiplied by this number, then by your SBM (Secondary Bonus Multiplier). Your PBM maxes out at 109 and is increased by 1 for destroying an applicable object. The first dot doesn't add anything to your PBM essentially because it is at 1 even if no Red Dots are lit. Also, at PBM 109 all but one Red Dot will stay be lit, however, if you destroy one more enemy that adds another point to your PBM then you are awarded an EXTRA BALL, but the last light will never be filled in and to start counting up toward an EXTRA BALL again you will need to drain your bonus, but don't be too hasty to do this (read the next entry). SBM: "Secondary Bonus Multiplier". This is the second, and last, number that your BP is multiplied by before being awarded to you. It is the large one digit number on all the screens that lights up to show its current value, a value from 1 to 9, that looks like "x5" in a red and white circle. You can increase this by destroying an applicable object. If your SBM is maxed out AND your PBM is maxed out, when you drain your bonus you get roughly 100,000 pts. per BP 100 BP (in other words 1,000 pts. per BP since BP is always a factor of 100). For example if you your PBM & SBM are maxed out and you have 3300 BP, your bonus will come out to be roughly 3,200,000 pts. S"#": "Screen 1", "Screen 2", "Screen 3", Bottom, Middle, and Top, respectively. The "#" symbol refers to which level of the pinball game I am speaking of. So when I say "The Side Stars on S2" I mean "The Side Stars on Screen 2". BS(#): "Bonus Stage" 1, 2, 3, etc. I use this to abbreviate the bonus stage I am talking about so if I say that you can access "BS4, BS5, and BS6" from one of the "4 Stars" on "S3" then I am just telling you which Bonus Stages I've reached from that object. I also use it alone to simply stand for the phrase "Bonus Stage", as in "any BS" for "any Bonus Stage". N/A: "Not Applicable". When and ONLY when it appears, in caps, exactly as "N/A." does it mean "Not Applicable" as in that object doesn't deal with Bonus Stages, Bonu Points, Points, etc.. 2. Screen 2: ~~~~~~~~~~~~ Skeletal Soldiers <---------------> Placement: 2 groups of 5 (10 total); one group comes from the Lower Left Side Star and the other comes from the Right Side Star on the Upper Right of S2. When one group is destroyed it regenerates from its originating Side Star, changing color and sometimes movement pattern as well. Points: 3,000 pts. X 2 Hits; 5,000 pts. DB; 20,000 pts. DAB/Group (Left OR Right). Bonus: 1 PBM/Kill; *Sometimes= 1 SBM DAB/GROUP: this can happen before your PBM is maxed out (Possible triggers: ball two; after destroying at least one Bumper; after activating Castle Safety;... ?) Special Notes: The Skeletal Soldiers have a specific color cycle they go through after each time you kill an entire group of them (Left or Right group) when they regenerate, as follows in the format of "Body Color/Shoulder Pad Color": 1. Gray/Purple (This is the Default and Reset color.) 2. Yellow/Gray 3. Blue/Green 4. Red/Pink (Sometimes, in the Right (Left too?) Group one of them will regenerate Gray/Orange. I haven't figured out why/when this happens, or its effect.) The color/(movement?) cycle(s) will reset if you enter a BS. Bonus Stages: N/A.* Reset Behavior: YES: Any BS... NO: Lose ball... Dragon/Woman Head <---------------> Placement: The Dragon/Woman Head (henceforth referred to as the D/W Head) is basically the "mascot" for Devil's Crush and appears on the cover of the TG16 game box as a green face wearing its red-jewel encrusted armored helmet that you see in the game at all stages of damage except OPEN (see "Special Notes" in this entry). The D/W Head is in the Center of S2 and starts out OFF/Inactive/Shadowed until you activiate it by getting the ball in the top of its helmet (there is a Left Slot and a Right Slot on top) where the ball can fall in on either side of the helmet point. The ball is then launched out the side it fell into. The D/W Head goes through a cycle of morphing into the Dragon that is progressed each time you get the ball in one of the two Side Stars and damage the D/W Head (see next entry below) that generate the Skeletal Soldiers, until the ball goes into the ungaurded mouth of the Dragon Head taking you to a BS, then when you return the D/W Head is OFF/Inactive again. Points: 300 pts. X infinite Hits; 300 pts. X 12 Hits (3,600 pts.) for inside Helmet; 10,000 pts. BSAB D/W Head's mouth when "OPEN"; "Special Point" 2,000,000 pts. Helmet AB if launched DIRECTLY into the top (only ever seen Left Slot, on first launch to Activate the D/W Head) without hitting a single blob, on the first ball (only on first launch?) (if you do this on any other ball you don't get any "Special Point" just the normal 3,600 pts., which you get after the "Special Point" AB as well). Bonus: 100 BP Helmet AB. *Sometimes= 1 SBM Helmet AB (this has happened midgame, this has also happened when all I had done in the game was killed a few Skeletal Soldiers, not even one Group). Special Notes: You can get the Red Ball (6x Ball) (see Section "5. Bonus Screens") as a Helmet AB (I don't know when or how you get the red ball). Possible triggers: get Three Blobs red; have not lost a ball / first ball? NOT-Required: Blue Ball; D/W Head BS~. The damage cycle of the D/W Head stages is as follows: 1. OFF/Inactive/Shadowed 2. ON/Activated/Woman Head 3. +Fangs 4. +Red Eyes 5. +Green Skin 6. +Scaly Skin (Now dragon-like) 7. OPEN/Armorless/Dragon Head Bonus Stages: BS4. (!) Reset Behavior: YES: D/W Head BS. (!) MAJOR UPDATE TO THE FOLLOWING ENTRY, READ CAREFULLY UNDER "Points:" Side Stars <--------> Placement: The two Side Stars I refer to are the one on the Lower Left of S2 and the one and only one on the Right side of S2 toward the Upper part of the Screen. These 2 Side Stars have multiple functions. They generate the Skeletal Soldiers after you destroy a Group of them; they damage the D/W Head (see above entry) to the next stage in the cycle IF the D/W Head has been turned ON/Activated in its current cycle and before it is OPEN/Armorless. Points: 8,000 pts. AB; BSAB (Right Side Star)?; "Special Point" 100,000,000 AB !!!!!!! *I have only gotten this once, and it was in the Left Side Star, and I don't know the triggers, AND it MAY have given me an EXTRA BALL (I was really tired and not expecting to stumble onto something like this!!!) Game setup as I remember: Had gotten Red Ball, don't know if I had gotten Blue Ball and/or if it was from the D/W Head BS, Big Star stopped on "V" with one (1) Warlock left (Brown, I THINK?) (this might be one of the two triggers!), SBM Maxed out, PBM/BP not maxed out, this activation damaged the D/W Head to OPEN for the 3rd OR 4th time I believe (?) (this I think might be the second trigger, don't know yet, I AM WORKING ON REPRODUCING THIS, BELIEVE ME) Bonus: N/A.* Special Notes: The Left Side Star will sometimes get the ball stuck in it, in which case it starts to shoot it back out but then immediately sucks it back in, this is really cool when you can AND want to damage the D/W Head, but if you can't OR don't want to it is either wasted or unwelcome (not sure if it's a bug). MAJOR/***SOMETIMES FATAL?*** BUG: The Right Side Star will take you to "Bonus Stage 6" (BS6) sometimes (don't know when). However it doesn't tell you if it's active or not, as there is no green arrow that lights up (standard indicator of something being ACTIVE to take you to a BS), if you beat ANY bonus stage you are awarded the BLUE BALL for a short period of time, however when the ball launches back out of the Right Side Star then it SOMETIMES rebounds off of the regenerating Skelatal Soldiers and bounces back into the Right Side Star and back into BS6, again, infinitely, whether you win or lose from this point on, because once you win you get the Blue Ball, the Blue Ball cannot expire while you're in ANY BS, you must be on the normal screens for it to wear off. The ONLY WAY TO AVOID THIS BUG FOR SURE: after you go inside the RIght Side Star DO NOT BEAT BS6, let the ball fall down and leave BS6, after getting a few points if you want. Recently, I I THINK I was able to get the ball from rebounding back into the BS by SMASHING the TILT button like crazy, but this doesn't always work, in fact in updating this section again I believe it might be random whether or not you can get out of the cycle, because sometimes the Blue Ball WILL just fall out of the Right Side Star and just destroy one of the SKeletal Soldiers and not rebound back in to BS6, so I don't know... I will continue to experiment with this, but a few times I have spent around 10 minutes having the Blue Ball bounce back into BS6, letting it fall down, then smashing the TILT button and being unsuccesful in escaping this cycle. Of course if somehow you master controlling whether it goes back in or comes out correctly, then you can basically get roughly 2,000,000 pts. X infinite number of BS6 completions... good high score huh? Bonus Stages (Right Star): #6, ?. Reset Behavior (Left Side Star): unknown. Reset Behavior (Right Side Star): unknown. Walled Star <---------> Placement: This is the Star on the Upper Left of S2 that is behind a brick wall. You must hit the wall five (5) times to open it. When accessed the Walled Star will calculate your Bonus, then reset it to just 100 B.P. with PBM 1 and SBM 1, and always(?) take you to a BS. Points: 5,000 pts. X 5 (Wall) Hits; 40,000 pts. DB (Wall); X? pts. BS/AB. Bonus: Calculates your current total BONUS then RESETS IT! Does it add any just before calcing? Special Notes: This sometimes (I am not sure when still) takes you to a BS after calcing your bonus and resetting it. Bonus Stages: #1,#2,#3,#4,#6. Reset Behavior: YES: Walled Star BS. Three Blobs <---------> Placement: These 3 Blobs hover over the D/W Head and each individually move in one of four single motion directions outlining a square and crossing through the middle of it. They absorb the ball's momentum and kind of stick to it frequently so that the ball stops then drops from them. The ball CAN graze them but it must be going very fast to not slow down. Points: N/A. Bonus: N/A.* Special Notes: These blobs do not give you any points. So far the only thing I've discovered they do is give you an EXTRA BALL when they are all RED. They are all on a RANDOM color cycle, so you don't know when they might turn red or any other color. The possible colors are: Gray, Blue, Pink, Red. (There also seems to be a possible correlation with getting an EXTRA BALL from them and activating the RED BALL from the D/W Head.) Bonus Stages: N/A.* Reset Behavior: YES: Getting EXTRA BALL from them; Any BS; ?? Wooden Gate <---------> Placement: This is the yellow Gate/Wall in the Upper Left corner of S2. After it is destroyed, the Knights (see next entry below) will come down one at a time from S3 and stand where the Wooden Gate was. Points: 5,000 pts. X 3 Hits; DB 50,000 pts. (!) Bonus: N/A.* Special Notes: The Gate becomes restored (as do all the Knights behind it) if you lose your ball. This is noteworthy because most other things are not Reset after losing a ball. For more information read about the Knights (below). Bonus Stages: N/A.* Reset Behavior: YES: Lose ball. (!) Knights <-----> Placement: There are 4 of these guys. They take 4-5 hits each I think (I will find this out soon for sure hopefully), sometimes you get a double hit, so it's hard to tell. Only one at a time will come down from Screen 3 through the Wooden Gate after it's destroyed. Points: 5,000 X 4 Hits; DB 5,000 pts.; DAB=? Bonus: 1 PBM/Kill. Special Notes: After you kill all of these guys you can shoot the ball up around where they line up and get it onto S3 while killing a line of Gray Blobs (see Section "4. Screen 3"). This will trap the ball on S3 via Blob Safety (see also Gray Blobs entry in next Section). Knights besides the one in the gateway are stored on S3 awaiting their brother(s) to fall before performing their duties one-a-time, in single file. You can hit the rear-most Knight from the back by getting the ball around the top of S3 and killing all the Gray Blobs! Bonus Stages: N/A.* Reset Behavior: YES: Lose ball. (!) 3. Screen 3: ~~~~~~~~~~~~ Gray Blobs <--------> Placement: Seven (7) of these Blobs that look identical to the Three Blobs on S2 are at the very top on a shoot behind the main area of S3. You can gain access to them via S2, as described above (see "Knights" and also "Wooden Gate" at the end of Section "2. Screen 2"), or by hitting the ball up the Upper RIght Corner of S3 (however, this is very difficult because the ball tends to get STUCK from the buggy physics and stop on the lower part of this entry way). Points: 100,000 X 1 Hit; No DB; No DAB. Bonus: unknown. Special Notes: Destroying all of these will draw the Three Blobs from S2 up to cluster between the two flippers here on S3 to form Blob Safety. You can circumvent Blob Safety by going back around and killing all the Gray Blobs again. [+?] If you do this the Three Blobs will resuem their normal position on S2 just before the ball gets there. You can also kill these guys and activate Blob Safety this way if there are Knights (see above entry) there to block/bounce the ball back around to the main part of S3. Remember, if you have the BLUE BALL these are worth 400,000 pts. each! Bonus Stages: N/A. Reset Behavior: BS on S3 (lose Blob Safety); leave S3 via rear shoot. Warlocks <------> Placement: 8 of these guys come out of the Star on the Lower Right of S3 and circle the Big Star in the center of S3. If you kill all of them then they regenerate. Points: 1,000 pts. X 2 Hits; 5,000 pts. DB; DAB= if you have "V" lit up from the LIttle Skulls on the Big Star then you get "Special Point" 2,000,000 pts. as a DAB; however this must be completed in a relatively short amount of time, as the Big Star only stays pointing any one direction for a limited time, and this is the shortest... ALSO if you get the ball in one of the 4 Stars (see next entry) the Warlocks change color (see "Special Notes" in this entry), and this appears to drain time off the invisible timer for the lit "V" very quickly, sometimes you only get to change color once, sometimes twice; additionally if the Little Skulls aren't gray and you can destroy them, doing so will drain (or zero?) the timer for a lit "V" (This is important, so be sure to understand the cryptic relationship between these three: Big Star, Little Skulls, and Warlocks. Remember: getting this special DAB will give you 8,000,000 pts. with the BLUE BALL. Bonus: 1 PBM/Kill; The even numbers on the color cycle yield 100 BP/Kill as well, the odd numbers yield none. (These can also give SBM, before PBM maxed, but when?) Special Notes: You can change the color of the Warlocks by getting the ball in any of the "4 Stars" on S3. The color cycle is as follows: 1. Light Blue_ 2. Green^ 3. Yellow_ 4. Red^ 5. Dark Blue_ 6. Purple^ 7. Teal_ 8. Brown^ The colors with the "^" symbol give you +100 BP/Kill, the ones with "_" do not. Bonus Stages: N/A.* Reset Behavior: YES: All 8 destroyed; 4 Stars <-----> Placement: There are two of these on the bottom of S3, one right, one left, on the outside of the flippers, at the end of short angled shoots. The other two are at the top of S3 and they each have a hand that can open and close to allow your ball in or block it, respectively. Points: No Hit; No DB; No DAB; 10,000 pts. AB; BSAB? Bonus: 100 BP/AB. Special Notes: The "Little Skulls" (see below entry) can activate one of 8 features on S3, four of which make one of the "4 Stars" lead to a Bonus Stage. Bonus Stages: Lower Left "VI"= #1 ; Lower Right "IV"= #3,#5 ; Upper Left "VIII"= #3 ; Upper Right "II"= #6 . Reset: BS on S3, maybe any BS? Timed reset (!). No Reset: N/A.* Side Worms <--------> Placement: These 2 Worms are located between each of the 2 "4 Stars" on either side wall of S3. They are at the end of two side shoots that do nothing unless that specific Worm is activated as a Bonus Stage Access point. Usually the ball will just bounce up inside the shoots then come back down. Points: AB ? pts.?. Bonus: unknown. Special Notes: These Worms are activated by the Little Skulls/Big Star (see the 2 entries below). They are numbered "III" & "VII" Right & Left, respectively. Bonus Stages: Right "III"= #1,#3,#4,#6 ; Left "VII"= BS6, . Reset Behavior: YES: BS on S3; Timed Reset; lose ball? Little Skulls <-----------> Placement: There are 2 pairs of these at the top of S3 on either side of the Undead Head (see last entry of this section). These will slowly regenerate, unless you have destroyed all of them at least once, in which case they will all become gray and immune to the ball for a little while (reset?). Points: 2,000 pts. X 1 Hit; No DB; DAB? Bonus: unknown. Special Notes: If you destroy all four of these then the arrow stops on the Big Star (see next entry) where it is currently pointing. Destroying a single one yields only a change in speed etc. of the Big Star (not sure of pattern yet). Bonus Stages: See Big Star below. Reset Behavior: YES: BS on S3; maybe any BS; timed reset; lose ball? Big Star <------> Placement: This is in the center of S3, it will rotate and spin the ball off of it at it different speeds/directions that changes each time you destroy a Little Skull. If you have killed all 4 Little Skulls (above), then it will stop if it is moving. There is an arrow that flashes around with the Big Star more or less that will cycle through pointing in one of 8 directions. These directions correspond to numbers in the form of Roman Numberals: I, II, III, IV, V, VI, VII, & VIII. This rotation also stops and selects one of the numbers when the Little Skulls are destroyed in the correct way (see above). Points: N/A.* Bonus: N/A.* Special Notes: Here is the key to the numerals: I: The Undead Head access BS. II: Upper Right Star access BS. III: Right Worm access BS. IV: Lower Right Star access BS. V: Special Point 2,000,000 pts. for Warlock DAB. VI: Lower Left Star access BS. VII: Left Worm access BS. VIII: Upper Left Star access BS. I'm not sure of the rotation cycle of the Big Star and exactly its speed/direction specifically. Bonus Stages: See Above. Reset Behavior: YES: BS on S3; Timed; Warlock death? timing? Undead Head <---------> Placement: This is near at the top of the main part of S3 in between the Upper Left and Upper Right two 4 Stars with only the Gray Blobs and their access shoot behind it. Points: 1,000 pts. BSAB. (!). Bonus: unknown. Special Notes: Bonus Stages: #2,?. Reset Behavior: YES: 4. Screen 1: ~~~~~~~~~~~~ Castle <----> Placement: The Castle sits in the very middle/center of S1. You activate the Castle Safety by getting the ball through the front of the Castle. The Castle Safety is your number one ticket to staying alive. The Castle also produces the Fish (see next entry). Points: 5,000 pts. X 6/7 (7th takes you to BS5) Hits; 10,000 pts. AB (Castle Safety Activation); BSAB= None (does it give normal Hit pts.? at least). Bonus: N/A.* Special Notes: After 6 Hits the Castle (SOMETIMES? bug?) becomes orange. When you get the ball in for the 7th time it takes you to BS5. Bonus Stages: #5. (!) Reset Behavior: YES: Castle BS access (Castle Hit Count); (other times?); lose ball (Castle Safety); Use Launcher Safety (Castle Safety); any BS (Castle Safety)... NO: lose ball (Castle Hit Count); any BS other than Castle BS (?)(Castle Hit Count). Fish <--> Placement: 4 Fish come out of the front of the Castle and then walk around it clockwise. They are a good source of nutrition. Points: 1,000 pts. X 2 Hits; 5,000 pts. DB; 20,000 pts. DAB. Bonus: 1 PBM/Kill; unknown. Special Notes: None at this time. Bonus Stages: N/A. Reset Behavior: YES: All destroyed. Dragon <----> Placement: This is the big green two headed Dragon on the left side of S1. Points: 5,000 pts. X 8 Hits (to OPEN) / X Infinite Hits (Invulnerable); 10,000 pts. DB (to OPEN); (1,000,000 AB?). Bonus: 100 BP/Hit. Special Notes: If you hit this enough times it will open its front most set of jaws and start to breath 3 fireballs at a time at regular intervals. These fireballs knock your ball around as they move across the screen diagonally. However, in this state, the jaws may be passed through to reach BS1. The jaws do not stay open for very long at all even compared to the Bonus Stages on S3, most comparable is probably "V" (which isn't even a BS access point), but a sometimes a little longer. I believe you can extend the time by hitting the dragon normally while it is OPEN (?). Bonus Stages: #1. (!) Reset Behavior: YES: Dragon BS access (both); Timed Reset (both, only while OPEN however) (fast, 2nd fastest in game). NO: lose ball (both); other BS (?) (OPEN). Big Skull <-------> Placement: This Big Skull is on the Right Side of S1. It's hard to miss, it follows the ball with its eye(s). Points: 4,000 pts. X Infinite Hits (Invulnerable); No DB; No DAB; X? pts. AB? Bonus: 100 BP/Hit. Special Notes: If all 6 Dragon Eggs on S1 are destroyed then the Big Skull's mouth will OPEN up. When OPEN the ball can enter the mouth, scoring a hit (sometimes(?), on the way out sometimes(!)), and then having your Bonus calculated and reset to 100 BPx1x1 IF AND ONLY IF your total Bonus is ABOVE a certain amount (don't know what that amount is) otherwise it just calculates Bonus, then closes, and you KEEP your bonus! Sometimes you enter a BS when you do this as well? (when you have castle?) Bonus Stages: ? Reset Behavior: YES: lose ball (OPEN). NO: other BS (OPEN)? Dragon Eggs <---------> Placement: There are 6 of these just beneath the Dragon on S1. Each one of these releases a single Dragon Baby when destroyed. Points: 1,000 pts. X 1 Hit; No DB; 10,000 pts. DAB. Bonus: 1 PBM/Kill. Special Notes: Destroy all 6 of these to OPEN the Big Skull's mouth. You often destroy the Dragon Baby when you hit the egg as it comes out! (30mil ab?) Bonus Stages: N/A.* Reset Behavior: YES: Destroy all 6 eggs, then wait approximately 5 seconds. Dragon Babies <-----------> Placement: One of these comes out of a destroyed Dragon Egg. They fly in a set pattern of doing a couple loops doubling back around the Castle then they fly off the Right Side of S1 and are gone in a matter of seconds. Points: 20,000 pts. X 1 Hit; No DB; unknown DAB!. Bonus: 1 PBM/Kill. Special Notes: The Dragon Babies are often destroyed immediately upon release, depending on the balls bounce off of the Dragon Eggs. Bonus Stages: N/A.* Reset Behavior: DEPENDENT on Dragon Eggs (see previous entry above). Bumpers <-----> Placement: These are the 2 quintessential bumpers that all pinball machines must have, however, this time you can destroy them, and what's more, they each release 6 Demons upon destruction. THESE ARE YOUR BEST SOURCE OF SBM! (read on) Points: 1,000 pts. X 9 Hits; 20,000 pts. DB; DAB unknown. Bonus: 1 SBM/Kill; Do these activate other objects as +SBM objects? Special Notes: The status cycle of the Bumpers is: 1. Unhit (so far in game) Black Eyes/Purple Flesh 2. Slightly Red Eyes 3. Red/Orange Eyes 4. Orange/Yellow Eyes 5. Orange/White Eyes 6. Red Flesh 7. Pink Flesh, Yellow/White Eyes 8.Partly Chipped/Cracked 9. Half Chipped/Cracked 10. Destroyed/OPEN After you kill them they start out looking like they are at status level 2, but they will just stay there for an extra hit. However, after entering a BS they will simply return to their absolute original state. Bonus Stages: N/A.* Reset Behavior: YES: Destroyed, wait about 3.5 seconds; Any BS. Demons <----> Placement: 6 of these burst forth from a destroyed Bumper and wander around for a few seconds before dissappearing in little blue puffs of smoke. Points: 2,000 X 1 Hit; No DB: 100,000 pts. DAB. Bonus: +1 SMB? (as DAB?). Special Note: The only particular aspect of these Demons is that the ball doesn't bounce of off them. When you hit/destroy them the ball simply continues on its trajectory. Bonus Stages: N/A.* Reset Behavior: YES: timed, about 7 seconds. Front Spiders <-----> Placement: There are 2 of these guys, one under the Left Bumper and one under the Right Bumper. They just crawl back and forth under the Bumpers. Points: 8,000 pts. X 1 Hit / 4,000 pts. X 1 Hit; No DB; No DAB. Bonus: unknown. Special Notes: These guys each take only one hit to destroy, however they are each on their own cycle starting at 8,000 pts. per Hit/Destroy, then going to 4,000 pts. for the next Hit/Destroy, then starting over at 8,000 pts. etc.. The Left Front Spider will activate Green Trap Door Safety over the Left Shoot when Hit. The Right Front Spider will activate Launcher Safety over the Right Shoot when Hit. If these safeties are already in place they will not be affected when the Front Spiders are destroyed. Bonus Stages: N/A. Reset Behavior: YES: Timed, ? seconds. Launcher Safety <-------------> Placement: The Launcher on S1 opens up on the side and forms a scoop to grab a ball that would otherwise fall down the Right Shoot. Points: 4,000 pts. AB. Bonus: Unknown. Special Notes: Sometimes you can kill the Right Side Spider when the ball is scooped up. Bonus Stages: N/A.* Reset Behavior: YES: Use Launcher Safety; lose ball. NO: BS? Trap Door Safety <--------------> Placement: This green Trap Door Closes and Opens over the Left Shoot on S1. When it's Closed, you cannot lose your ball down the Left Shoot Points: unknown. Bonus: 100 BP / Use. Special Notes: Trap Door Safety (Closed) is Used when it's hit by the ball. Also, of import is that it gets reset if you use Launcher Safety as well. I point this out b/c you need to know where you have safety, so you can get it ASAP if you don't have it. Bonus Stages: N/A.* Reset Behavior: YES: Use Trap Door Safety; Use Launcher Safety; lose ball. NO: BS? Side Spiders <----------> Placement: There are 2 of these guys, one in the Left side shoot, and one in the Right side shoot. Points: 10,000 pts. X 1 Hit: No DB; DAB?. Bonus: Unknown. Special Notes: Your Bonus is calculated then RESET if you go down either of the two side shoots and lose the ball, in addition to killing the Side Spider on that side. Bonus Stages: N/A. Reset Behavior: YES: Destroyed. 3 Mercy Stars <-----------> Placement: If you get to your last ball with under 500,000 pts. scored, 3 Stars will show up in front of the center hole and transport your ball to S3 if entered, then they will dissappear. However, additionally you will have Blob Safety automatically activated when your ball is transported to S3 in this manner. Points: 1,000 pts. X 1 Use. (!) Bonus: N/A.* Special Notes: Once you use the 3 Mercy Stars, they are gone for the remainder of the game, (at least I have never got an extra ball via Three Blobs, then lost my ball again, without getting my score above 500,000 pts., which is the only conceivable way you could get them twice, and maybe not even then). Bonus Stages: N/A.* Reset Behavior: YES: Access. (!) 5. Bonus Screens: ~~~~~~~~~~~~~~~~~ Bonus Ball Notes: Blue Ball: If you successfully complete any Bonus Stage (the word "PERFECT" flashes across the screen and the ball stops) your ball will return to the normal screen it was last on. However it will be colored light blue. This special Blue Ball will grant you a 4X multiplier for all points from Hits, including DB, DAB, hits while on another BS, AND bonus calculation. You keep the Blue Ball even if you lose your ball. However, the Blue Ball will eventuallly run out via an invisible timer if you are not in a BS. If you beat another BS after getting the Blue Ball while it is still BLUE then the "Perfect Special Points" will also be multiplied by 4, and the invisible timer on your Blue Ball will be reset, so it won't run out so quickly...! Red Ball: If you get inside the Dragon/Woman Head after activating some "trigger" (completing its bonus stage? getting Three Blobs Red?) you get the Red Ball. I have only gotten the Red Ball from getting inside the Helmet, and ONLY from a normal looking ball (I haven't gotten the Red Ball while I had a Blue Ball). The multiplier on this ball is 6x, however it doesn't work universally/with bonus calculation etc. like the Blue Ball, but I'm not sure exactly WHEN it doesn't multiply... Also, the Red Ball runs out MUCH faster than the Blue Ball. NOTE: Contradictory to all my other logs of getting the Red Ball, I once got it "back-to-back" w/o satisfying any of the suspected triggers... I hadn't even gone into (or activated?!??!?!) a BS, hadn't gotten the Three Blobs EXTRA BALL... this lead me to believe maybe if you get the ball inside the D/W Head's Helmet within a FEW SECONDS after getting the ball THROUGH the Castle (w or w/o activating Castle Safety in that instance !??!?!?!!??!) you get the Red Ball (also I had killed 5 groups of Skeletal Soldiers... but I don't think that is the trigger)... and what I mean by "back-to-back" is the music reset, etc. as per getting the Red Ball, but upon launching back out of the D/W Head Helmet the ball hit a blob and fell BACK into the Helmet and did the music again as though it was activating Red Ball!!!!!!!!!!!!!! Bonus Stage 1 <-----------> Description: There is a 5 Headed Dragon at the top of this stage. Each of the middle three heads has a blue egg in front of them that will deflect the ball, but also be destroyed in one hit. However these eggs regenerate rapidly, so be careful, it is very easy for the ball to bounce out of the screen after being deflected on this stage. The two side heads have their eggs more along the sides of the screen, so shooting the ball along the wall doesn't work as well here as it does on most bonus stages. Destroy all 5 heads to beat this stage. Average Completion: 250,000 "Bonus Points". "Perfect Special Points": 1,000,000. Point-by-Point: Dragon Head Hit = 5,000 pts.; Egg Hit= ? 4?; Launch=? Bonus Stage 2 <-----------> Description: This is the most difficult bonus stage (the only one I've never completed ). 5 Bird Demons come out of a hole on the top right of the screen and 5 Cat Demons from a hole on the left. The march and turn 90 Degrees and line up on a grid of circles that I will attempt to illustrate below with ASCII art (ha). They onlly regenerate after you have killed the whole group, otherwise they walk across the screen and enter a hole on the opposite side of where they originated and disappear, the same number reappearing in the location listed above. They each take only one hit, and if you destroy one while it is over one of the circles on the grid, the circle will lit up. Once lit a circle cannot be unlit, relit, or become more lit, it is just lit, or ON. You beat the bonus stage when you have lit ALL of the circles (28 total). Notable is the fact that if you hit one of these Bird/Cat Demons in BETWEEN two of the circles you don't fill EITHER one of them! Here is the grid: 00000000 0 0 00000000 0 0 00000000 Average Completion: An unknown number of "Bonus Points". "Perfect Special Points": Unknown. Point-by-Point: 1 Bird/Cat Demon Hit= 45,000 pts.??; Light Circle=?? Bonus Stage 3 <-----------> Description: 3 Monks come out of the walls and enter 3 circles in a triangle shape with the apex at the top of the screen, opposing the bottom of the screen. Each Monk has 6 Servants that come out of the walls and circle them. You can kill the Servants, but after you have killed them all, they all regenerate. Kill all 3 Monks to beat the stage. Average Completion: 750,000 "Bonus Points". "Perfect Special Points": 2,000,000. Point-by-Point: Bonus Stage 4 <-----------> Description: 3 Large Skulls are attached to the top of the screen. They each spit out bubbles that have a Minion in them with little swirling defensive balls around them. You can kill the Minion, but then the owner Large Skull will quickly spit out another one. Kill all 3 Large Skulls to beat the stage. Average Completion: X? "Bonus Points". "Perfect Special Points": Not logged. Point-by-Point: Large Skull Hit = 10,000 pts.; Pop Bubble of Minion = 10,000 pts.; Launcher? DB? ***MAJOR BUG***: In the two flipper version of this stage, by default the ball will launch out of the left hole and bounce off the Left Large Skull directly between your two flippers and off the screen to end the bonus stage. The only way to avoid this is to smash the TILT button as quickly as possible in the hopes that at the very instant of contact the ball bounces a little extra hard so one of the flippers can contact it. ***MINOR BUG***: You can get the ball caught in the Middle Large Skull's Left Eye, if this happens you get to hit TILT to Hit it until it is destroyed or bounces out. It doesn't usually bounce out. This is a fun bug! Bonus Stage 5 <-----------> Description: There are 15 Pots divided into 5 groups of 3, each group is guarded by a Knight like those in S2/3. Each Pot has 3 status levels before it is gone (1. Perfect, 2. Cracked, 3. Chips). Hit each Pot 3 times to destroy it. The Guards have X hits each. They will lose their shields (3 Hits), then swords (5 Hits?), then die (6 Hits?). They will come back quickly however from the pile of bones they leave where they fell. However, when they respawn they will not have their shields or swords. Destroy all 15 Pots to beat the stage. Average Completion: 1,000,000 "Bonus Points". "Perfect Special Points": 3,000,000. Point-by-Point: Knight Hit = 5,000 pts.; 1ST Pot Hit/Pot = 10,000 pts.; Bonus Stage 6 <-----------> Description: There are 2 Armored Giants on this stage, one on each side, that throw spears into the ground in an area roughly in front of them. These spears will dissappear after a while in the ground, but they will also be destroyed if you hit them with the ball, which results in the ball being deflected. Destroy both Armored Giants to beat the stage. Average Completion: 500,000 "Bonus Points". "Perfect Special Points": 1,500,000. Point-by-Point: Armored Giant Hit = 5,000 pts.; Armored Giant DB = 200,000 pts.; Spear Destroy = 1,000 pts.. 6. BUGS: ~~~~~~~~ Bugs: The physics in this game are NOT precise. They are actually VERY buggy. I cannot even begin to list all the physics bugs I have encountered. I had a game recently wherein I saw three new bugs appeared that I had never seen before. As such, I will only list common or ridiculously awful physics bugs here. Flipper Bugs: Sometimes you can try to hit the ball with the tip of your flipper and suddenly the ball will instead change places with the tip of the flipper, as if in 3D it rolled over the flipper or something (however this is NOT a behavior the developers were trying to simulate [addtionally this almost NEVER happens in real pinball]). Wall Bugs: The ball can also get "stuck" or somehow "hooked on" or "on top" of a wall and be part way inside it (the ball is drawn not the wall when this happens) and it will slow down. Sometimes if you tilt when this is happening you will help the ball climb UP the wall toward the top of the screen. Sometimes there is nothing to be done and you will lose the ball either way. This commonly happens at three places: 1- on S3 where the ball SHOULD go around to destroy the Gray Blobs but often gets stuck on the at the upper right when going from an S3 flipper, 2- on S1 on the Left side wall underneath the Bumper starting at the top, 3- on S1 on the Right side wall underneath the Bumper starting at the top. ***MAJOR BUG***: Once, the ball was either lost and respawned over the launcher, or, was caught by Launcher Safety (don't remember which): either way, the ball slowly drifted through the Launcher ("Cup AND Spring" of the Launcher), fell through the plunger cup, drifted slowly down through the spring, and went off the screen (the bottom of S1) and was lost, on what was giong to be a record shattering game...! 7. Other Notes: ~~~~~~~~~~~~~~~ Codes/PASSWORDS: I have tried a few of the codes floating around out there (we have em here on gamefaqs...) and I don't think these were actually ACHIEVED by any NON-DESIGNER player. That is, the PASSWORD entry screen isn't just for CHEATS/DEBUG codes and to see the ending, etc. They allow you to keep playing from a place you previously got to in the game... now, I HAVE ONLY HAD A PASSWORD AWARDED* TO ME ONCE AFTER GETTING A HIGH SCORE. I will now share this password with you, it is a legitimate CONTINUATION PASSWORD that I was awarded after my game was over and I entered the High Score... I do not know when these are awarded to a player, b/c I have gotten around three-and-a-half times the score of this PASSWORD as my all time high score... ... anyway... here it is: OBGGBLHKNO : 38,019,100 pts., BASE B.P., 0 extra balls left. To GET A PASSWORD DURING GAMEPLAY: If you PAUSE the game, the hit SELECT (you will now see the HIGH SCORES), then hit RIGHT FLIPPER (button "II") you will get a password for your current game... HOWEVER, it won't give you the full state of your game back: your bonus will be drained (without being awarded to you)! So if you're okay with your bonus being ZERO (0) when you resume, then go ahead and use the passwords you get during the game. I good time to do this I suppose would be just after your bonus is drained. You hit TILT to get back to viewing the High Scores, then hit SELECT again to see the game screen, then UNPAUSE! Here is the PW is got after getting that crazy 100,000,000 "Special Point" thing... See Side Stars in Section 2.: BEMJLAJACJ