
This is version 2.2 of the Demolition Man rules sheet ...

Demolition Man Rules (LA-4 ROMs)
By Jonathan Deitch and Brian Dominy.

Anything and everthing that Williams might consider to be their legal property
is, in fact, quite likely their legal property .... in particular, according
to the back of the manual, Williams, Lane-change, and Multiball are trademarks
of Williams Electronics Games and Demolition Man is a trademark of Warner Bros.

This Rules sheet is still under construction ... please email suggestions
and errata information and even downright mistakes to musjndx@gsusgi2.gsu.edu.

Demolition Man is the Williams pin to immediately follow Star Trek:TNG...
and it is a widebody game.  It is a *five* ball game, and has lots of stuff
on the playfield.  It has as many gizmos as Judge Dredd but has a much better
design.  In many ways, it's what Judge Dredd could have and should have been.

The most distinguishing features are two handles mounted about six inches
forward of the flipper buttons on the sides of the case sticking out above
the surface of the topglass.  The handles each have a trigger button which
acts as a flipper button, and a thumb button on top used by some modes.

There is not, so far as we know, a video mode, a special award, or any major
major bugs .... so far.


Playfield Description and Layout:
--------------------------------

Flippers: There are two standard-length flippers at the bottom, and one upper
     left flipper at the bottom of the left loop.  There isn't much space
     between the two bottom flippers, thankfully.
Slingshots: The left slingshot is standard,  but with a slight angle at the
     top to make the left inlane larger at the top.  The right slingshot is
     shaped like ST:TNG slings at the top, but much narrower.  It's more like
     a standard slingshot with a flattened top.
Left Inlane: When lit, this inlane lights the Access Claw on the right ramp.
Retina Scan: This is the leftmost shot of the game.  The ball passes through a
     gate and into an eject that feeds the left inlane.  If hit hard enough
     through the gate, it will hit the captive eyeball.
Car Crash: Located to the left of the retina scan is the Car Crash target.
     Triggering the switch causes two miniature cars to crash.   This is
     supposedly a "new feature."  The ball will rocket off this target, but
     there's a ballsaver if it goes STDM.
Left Loop: This loop is just to the right of the upper flipper.  It feeds to a
     sinkhole when hit hard enough; otherwise, the ball passes behind the top
     ramp into the MTL rollovers.  This shot can be lit to start multiball and
     award extra balls, otherwise it awards a mystery bonus.
     Lights are, from bottom up, Extra Ball, Start Multi-Ball, Explode,
          Jackpot, Combo arrow.
Left Ramp: Directly to the right of the left loop is this ramp which always
     feeds to the left inlane.  It can be lit for "Quick Freeze" and the
     "Car Chase" round.
     Lights are, from bottom up, Quick Freeze, Car Chase, Explode, Jackpot,
     Combo arrow.
Upper Rebound : This is a three inch piece of rubber forming the left wall of
     the Center Ramp that is stretched across a switch ... hitting the rubber
     activates the switch, just like the left and right 110 switches on
     Whirlwind.
Center Ramp (the ACMag): Located at the very top of the playfield, it is a
     wide ramp (three pinball widths wide) that is triggered only by a gate.
     Balls drop immediately and roll either down the left loop or into the
     MTL rollovers.  The center ramp has a Jackpot lamp and a Combo arrow.
     The Center Ramp is bounded on the left by the Upper Rebound and on the
     right by the left jet bumper.
Top Sinkhole: This shot awards a mystery bonus when nothing is lit; it awards
     multiball and extra balls when lit.  This shot is most easily made from
     a left loop shot; occasionally, however, a ball will bounce in there from
     a lucky center ramp shot.
MTL rollovers: In the top right corner are three rollovers which advance the
     bonus multiplier.  Balls leave the rollovers into the jet bumpers.  These
     are very hard to see from the player's point of view.  Especially the
     leftmost (M) rollover.
Jet Bumpers: There are two regular jet bumpers and a top slingshot which
     scores the same as a jet bumper.  They advance the Retina Scan value.
     The left jet bumper can also be hit from the center ramp -- it acts as
     the right wall of the center ramp.
Underground: This is a sinkhole to the left of the jets and to the right of
     the center ramp, with the opening on the left side.  It is an easy shot
     from the upper left flipper, and it can also be made with a little luck
     from either of the lower flippers.  The Computer and Demolition Time are
     awarded here. The Underground has a Jackpot lamp and a Combo arrow.
     The ball is returned, via a VUK to the right ramp habitrail.  The
     Computer and Demolition time are indicated by yellow and blue lights
     mounted over the Underground entrance.
Side Ramp: This is a small, twisting, and difficult ramp just below the
     Computer.  It is used for the skill shot.  The Side Ramp has a jackpot
     lamp and a Combo Arrow.
Right Ramp: This is a tall ramp similar to the right ramp in Judge Dredd.
     It has a diverter which normally sends the ball to the right inlane, but
     it can send the ball to the Cryo-Claw when that feature is available.
     It's also used during the Car Chase round, and to score Super Jackpots.
     Lights are, from bottom up, Claw Ready, Car Chase, Explode, Jackpot,
     Combo Arrow.  There is a Super Jackpot light mounted over the ramp.
Right Loop: This shot feeds the ball past the MTL rollovers and all the way
     around to the upper left flipper.  If it doesn't make it (ie: weak shot)
     the ball will fall into the MTL rollovers.
     Lights are, from bottom up, Explode, Jackpot, Combo Arrow.
Right Inlane: When lit, this inlane lights the left ramp for a "Quick Freeze."
Right Rebound : This is a three inch piece of rubber on the right  side of the
     playfield, just above the right outlane.  Just like the Upper Rebound, it
     is rubber stretched across a switch.
Outlanes: There are posts on the inlane/outlane dividers, but they are very
     dangerous due to the crazy spins the ball tends to have.  DM is shipped
     without rubber on these posts.  There are no "Specials" or other awards
     in the outlanes.
Standups:  There are 5 yellow standup targets scattered about the playfield,
     like those in TZ.  However, these targets are very important to game
     play.  One is located directly below the upper left flipper; another is
     to the right of the left ramp; two more are angled to the left of the
     right ramp; and one is to the right of the right ramp.
Cryo-Claw:  This is the game's big gimmick.  An "elevator" carries balls from
     the right ramp up to a magnetic claw which the player controls with the
     two gun triggers.  The claw can be positioned and the ball dropped into
     one of 5 lanes, each starting a different "mode" (I use that term
     loosely).  Depending on the mode chosen, the ball will return to a
     different position.

There are four Multiball status lights stacked on top of each other dead
center above the flippers and a set of four "Freeze" lights for locked
balls in a gentle arc left to right across the lower middle playfield.

The Ball-Saver is indicated by a pair of small red inlays just above
each flipper.

Lastly, each flipper has an anti-biff bar under it ... like it's possible to
bang a ball back into play on a wide-body game with the new drain setup ...


Skill Shot:
----------
The Skill Shot is made by hitting the launched ball (assuming it makes
it all the way around to the upper left flipper) up the side ramp from the
upper left flipper.  This is in actuality the first lit Combo shot and as
such is worth 5million.  The second made skill shot is worth 10mil, etc.
Made skill shots increase the value of subsequent combo shots.

Combos:
------
Combos are the most important part of Demolition Man ...

A combo is any sequence of the seven major shots when lit by its flashing
red arrow.  In a really neat feature, unlit shots lite the next shots in
sequence ... in other words, you can keep hitting shots one after the
other and the game will keep lighting the proper shots in sequence.

Any major shot will light whatever shots can easily be made from that
shot.  Ie: Left inlane lights right ramp, right loop, AcMag ramp ... Right
inlane lights Left orbit, Left ramp ... Right orbit (or AcMag/left roll)
lights Computer and Side Ramp, etc.

This is *not* as easy as it sounds ...

Each combo awards a set value depending on how many shots you have hit
in sequence ... 5M for the first, then 6M, 7M, etc. with no apparent
limit.  The scoring reverts to 5M when the lit flashing shots time out.
You can make other shots in the meantime and the combos will remain lit.

The skill shot increases the base combo value by 1 million.

The side ramp will score "Double Combo" as the second part of a right loop/
side ramp combo.

Four of the combo shots (left and right loop, left and right ramp) also
have "explode" lites which award 10million a shot.  Explodes are lit by
hitting an *unlit* underground hole (i.e. not lit as a combo; it may be
lit for Computer or Demolition Time).   The Retina Scan also starts a
"Explode Hurry Up" round which makes use of these lights.  See "Retina
Scan" for details.

The Combo shots lite the Computer every 10 combos and an extra ball at
12 and 50 combos.  The 12 combo extra ball is percentage adjustable.  The
Computer @ 10 combos is operator adjustable to 6,8,10,12 combos.  Defaults
are 10 combos/computer and 12 combos/extra ball.


Computer:
--------
The Computer is accessed via the UnderGround shot and is lit by a yellow
lamp immediately above.  Lit every 10 combos, the Computer is a random
award like the Camera on Twilight Zone.  Awards seen so far :

Light Extra Ball
Light Explodes (lights all four explode 10M lamps)
3x Car Crash
2x Retina Scan
Light Arrows   (lights Laser millions on all combo shots)
Maximize Freezes (freezes four balls and lights multiball)
Collect Bonus (complete with bonus music!)
Collect Standups (awards all the lit yellow targets)

Retina Scan:
-----------
This is the eyeball shot on the left side of the playfield.  Shots that
knock the captive eyeball into the upper target award the Retina Scan value.

At certain numbers of Retina Scans hits, Explode Hurry Up is activated.
It takes 1 hit for the first Hurry-Up, four for the next.  All four
Explode ramps are lit at a value of 15M that begins counting down.  Hit
any explode lamp to collect and add 10M to the value for the next Explode
shot.  The round times out when the countdown reaches 5M (or higher if
you've collected a few of the shots).

An extra ball is lit at three Retina Scans.

Retina Scan shots feed to the left saucer which drops the ball into the
left inlane.


Car Crash:
---------
Placed immediately above the Retina Scan, the Car Crash contains two captive
cars (yes, that's right ... captive cars) behind an impact target.  Hitting
the target adds to the Car Crash value and lights an additional Car Crash
light.  Hitting the target with three lights lit award the Car Crash value.

Car Crash is worth three, then six, then ten million (for 1/2/3 hits) and
is doubled if the top car hits the target at the end of the captive lane.

Car Crash lights Car Chase on the left/right lamps.

The Car Crash target has a terrible habit of deflecting the ball straight
down the middle, but the software does compensate with a short duration
ball saver.  (Which, I'll warn you, can be turned off in LA-4 ROMs)

It's also quite easy to shake the cars across their opto switches if your
tilt is liberal enough.


Top Lock:
--------
The top lock is accessible via the left loop and a lucky center ramp shot.
It awards multiball and extra balls when lit and a mystery value when unlit.

Mystery values include :
   Big Points: 1M
   Hold/advance bonus X
   Hold standup value
   Boost combo values
   Hold combo values
   Light Access Claw
   Light Quick Freeze
   Increase Retina Value (+2 mil)

A left loop/top lock combination shot awards two combos and, in Capture
Simon mode, two Simon awards.


MTL Rollovers and Jet Bumpers
-----------------------------
MTL Rollovers light an increasing bonus (2x, 3x, 4x, 5x) multiplier.  They
are *very* hard to see because of the two big ramps in the way.
Getting the 5x bonus multiplier lights the extra ball on the left loop.

Each completed MTL rollover sequence lights Access Claw.

The Jet Bumpers increase the Retina Value.  It starts at 5M and goes up
100K per jet.  There are two Jet Bumpers and one slingshot ... the slingshot
counts as a jet bumper.

Jet Bumpers award 500k a Pop.


The Claw:
--------
The Claw is the other major important feature of Demolition Man.  It
awards five different modes culminating with a 'wizard award' of Demolition
Time.  The Claw is accessed via the right ramp when lit.  Completing the
MTL rollovers lights the left inlane which then lights the claw on the
right ramp.  The five claw award (from left to right) are :

Start AcMag -- this mode returns the ball to the left inlane.  Repeated
   center ramp shots award an increasing value just like Judge Dredd's
   excellent Safe Cracker mode.  Animation is an increasingly bizarre range
   of objects being blown to kingdom come.
   Awards are 5mil to 12.5mil, then 6mil to 13.5mil, adding 1million for
   each successful center ramp shot.
Lock Freeze -- This is a simple award, not really a mode.  Lock freeze locks
   as many flashing Freeze lamps as you need to light multiball, or starts
   a multiball if lit.  When you Lock Freeze to start a multiball, it starts
   the multiball with one *additional* frozen ball.  VERY HANDY.
   The ball is returned to the saucer above the left inlane.
Prison Break -- This is an award/shoot mode that's very quick.  The ball is
   dropped above the upper left flipper.  You are awarded 15million.  A
   reflex shot into the Underground doubles this, a reflex shot into the
   side ramp triples this.
   Prison Break also lights Car Chase which is an alternating ramp award
   very similar to PayBack Time on T2.  Awards are 5 million per
   successful ramp.
Super Jets -- The Jet Bumpers are lit for 25 hits at 1million per hit.  Each
   yellow target adds to the number of hits left.
   The Ball is dropped directly into the jet bumper area.
Capture Simon -- The ball is dropped down a tunnel and served to the right
   ramp just like the Underground.  The seven major shots are lit for 5mil
   each for three shots.  Each 5million award is added to a 25million award
   for completing all three shots for a total of 40million.

All Claw mode awards increase the second time around.


Demolition Time :
---------------
This is the award for completing all five Claw Modes.  It is accessed via
the Underground which is lit via a blue light.  All major shots are lit
for 15million and stay lit.  That's right -- all shots remain lit for as
long as you keep more than one ball in play.  Completing the five yellow
targets adds a ball and increases the jackpot award by 5mil.  Losing a ball
decreases the award.  All shots are totalled for a "Demolition Time Total"
like LITZ is and is a separate high score table entry.

Demolition time starts with an outright 50million point award.

And some very, very neat sounds/animation ...


The Yellow Targets:
------------------
These are similar to Twilight Zone's Greed targets.  They are worth 1million
plus 1million per number of hits (resets on each ball).  Maximum of 20 hits.
Depending on machine settings, One, Two, or Three sets of targets must be
completed to light Quick Freeze, depending on whether Quick Freeze is set
to easy, medium, or hard.


Multiballs:
----------
Demolition Man has *four* multiball modes ... each of which has a variable
number of balls.  Ball locks are lit by lighting Freeze lamps via the
yellow targets ... Balls are then locked via the left ramp or Claw.
Multiball is started by hitting the top lock via the left loop or, sometimes,
a lucky shot up the center ramp.  Multiball can also be started, if all
required balls are already frozen, via the Lock Freeze mode on the Claw.

Fortress Multiball -- Requires one frozen ball.  Jackpots are Center Ramp,
    UnderGround, Left Ramp.  Then the Right Ramp is lit for a Super Jackpot.
    First three are normal jackpots, Super Jackpot is a Triple Jackpot.
    Base is 20mil to 35mil based on number of frozen balls and the yellow
    targets add 2mil to the base value.  After getting the Super Jackpot,
    the center ramp relights to start over again.  During the second go-round,
    more shots are required before the Super Jackpot is lit ... mainly, the
    left and right loops are added as Jackpot shots.
Museum Multiball -- Requires two frozen balls.  All shots are lit for
    jackpots.  Once all jackpots are made, the right ramp is lit for the
    Super Jackpot.  Base value is 25M (minimum since you froze two balls),
    jet bumpers add 1million.
Wasteland Multiball -- Appears to function exactly like Fortress with
   larger jackpots (because of more freezes) and more than one jackpot can
   be lit at a time.
Cryo-Prison Multiball -- All Jackpot shots are lit and ADD to the Super
   Jackpot which is lit for repeated shots to the right ramp.  The regular
   Jackpot shots do not award Jackpots, though ... they *just* add to the
   Super Jackpot.  Note that after shooting a Super, you have to shoot a
   regular Jackpot shot to relight it ... and you can't collect another
   Super Jackpot until the animation from the current one finishes.

Interesting note -- Super Jackpot shots go to the Claw where they are
    returned to the left inlane.

Completing all Multiballs light a special Demolition Jackpot shot on the
right ramp.  The game takes the best Jackpot score for each multiball
mode (regular jackpot or super jackpot) and multiplies it by the total
number of jackpots in each multiball mode according to the following
formula (thanks Keefer !) :

For the purposes of the DJ, all super jackpots count as jackpots.  Then,
all the jackpots are added up like this :

(# Fortress jackpots + 1) * 15M +
(# Museum jackpots + 1) * 20M +
(# Wasteland jackpots + 1) * 25M +
(# Cryoprison jackpots + 1) * 30M = Demoltion Jackpot

Therefore, the minimum DJ you can get is 90M, if you didn't get a single
jackpot.  Also, if you start another multiball (Fortress) when the DJ is
lit, it goes away (just like draining)!

After you complete Cryo-Prison multiball, and hopefully collect the
Demolition Jackpot, you start over with Fortress Multiball.


Bonus:
-----
Bonus count consists of 10mil for each claw visit, 1mil for each combo,
and a bonus multiplier.  Bonus can be speeded up by pressing both flippers.
Note: you can repeat claw modes and each claw visit, NOT each lit claw
award, scores 10M in bonus.  There is a special trigger award ... see the
spoilers for more details.


Game Notes :
----------
As I've noted in many posts, this game has *weird* physics.  I've seen balls
clear the entire playfield in the air ... roll in circles ... hit a wall
and bounce 20 inches to clear a metal wall ... and worse.  There is lots
of rubber, lots of spin, and we all know what that ends up with.

Animation is superb, and the L-1 sound ROMs are an exceptional improvement
over the old P-1 ROMs.  This game has the best sound other than Star Trek TNG
I've heard ... for music alone, I think its actually better than STTNG.

Ball play is fluid, albeit frenetic when the ball goes on one of its physics
bending tricks.  Shots lead fluidly from one to another.

There doesn't seem to be a big scoring flaw in the game and scores seem
to be stabilized in the 1 to 5 billion range.  While this is still high,
it's considerably better that STTNG's absurdly high scoring.


Cows and Secret Awards :
----------------------
Spoilers abound behind the following ^L ...


Cows and Secret Awards :
----------------------
There are a few secret awards from the triggers ...
     - All combos made by using the triggers as flipper buttons award an
       additional 1 million at fun with bonus.
     - Pressing both thumb buttons on the handles during a multiball awards
       the next Jackpot as a "Secret Jackpot" (not including super jackpots).
     - Pressing both thumb buttons when you get "Big Points/1million" from
       the top lock yields an "Eat at Joe's" graphic and 5 million points.
     - Pressing both thumb buttons *and* both triggers when you get "Big
       points/1million" from the top lock yields "WAG" for 10 million points.
     - Pressing both thumb buttons right after the third Capture Simon shot
       (when you've captured him) yields a 10 million capture bonus.
     - Pressing both thumb buttons right after hitting the second Retina
       Scan yields a great graphic of the prison warden getting his eye poked
       out and used for the retina scan ... plus 10 million.  This is called
       the "Smithers" bonus after the character in the movie.
     - Pressing both thumb buttons right after getting the U-Look-Gr8-2Day
       gives you a 10 million "Feel Great" bonus ...

There are also three cows so far :
     - The eighth AcMag award is an exploding cow.
     - There is also a secret cow in the AcMag mode ... just press both thumb
       buttons at any point to get a free AcMag award and the same exploding
       cow from above.
     - There is a cow on the rotating icon panel for the top lock's mystery
       award.

Rolling the ball up the left inlane and into the Retina Scan saucer will
give you 10 million and a "Huxley" bonus.

