The Rules of Sin, Part III

SIN
RULESET VERSION 0.1 (CONTINUED)

SIN MODE DESCRIPTIONS (CONTINUED)

Wrath
The Wrath sin is a 2-ball multiball that involves hitting a certain number of switches in a frenzy, which then lights the Sin Bin for a Wrath Jackpot. This process then repeats with increased numbers of switch hits and higher scoring.

If Wrath is started when a multiball is already in progress, any balls lost in that multiball are relaunched and an additional ball is added, up to a maximum of 4 balls.
  • Level I
    • Goal: Collect 3 Wrath Jackpots.
    • Wrath Jackpots take 20+10 switch hits to light.
    • Wrath switch hits score 5000+2500, limit 50K (increments each jackpot).
    • Wrath Jackpots score 400K+100K, limit 2.4M.
  • Level II
    • Goal: Collect 4 Wrath Jackpots.
    • Wrath Jackpots take 30+15 switch hits to light.
    • Wrath switch hits score 7500+3750, limit 75K (increments each jackpot).
    • Wrath Jackpots score 550K+150K, limit 3.55M.
  • Level III
    • Goal: Collect 5 Wrath Jackpots.
    • Wrath Jackpots take 40+20 switch hits to light.
    • Wrath switch hits score 10K+5000, limit 100K (increments each jackpot).
    • Wrath Jackpots score 700K+200K, limit 4.7M.
  • Level IV
    • Goal: Collect 6 Wrath Jackpots.
    • Wrath Jackpots take 50+25 switch hits to light.
    • Wrath switch hits score 12.5K+6250, limit 125K (increments each jackpot).
    • Wrath Jackpots score 850K+250K, limit 5.85M.
  • Level V
    • Goal: Collect 7 Wrath Jackpots.
    • Wrath Jackpots take 60+30 switch hits to light.
    • Wrath switch hits score 15K+7500, limit 150K (increments each jackpot).
    • Wrath Jackpots score 1M+300K, limit 7M.
Once the required Wrath Jackpots are collected, Wrath continues to run until all but one ball is lost. The Wrath Jackpots and switch hit values continue to increase up to their limit.


PLAYFIELD MULTIPLIER
The Playfield X multiplies everything on the table (except slingshots and end-of-ball bonus) by itself. This includes sin modes, special modes, jackpots, everything.

The Playfield X starts at 1 and is increased by 1 after certain numbers of sins are started: 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120. After 120 sins, the Playfield X increases every 15th sin started.

The Playfield X resets to 1 and the count of sins started resets to 0 at the end of each ball.


TABLE DIFFICULTY
Sin features a progressive difficulty system where the outlane posts and the lower flippers move apart as the game goes on, increasing the challenge.
  • Start: Extra Easy difficulty. Outlane posts at lowest setting, flipper gap shorter than normal by 1/4 inch.
  • After completing 7th sin: Easy difficulty. Outlane posts move to second-lowest setting, flipper gap shorter than normal by 1/8 inch.
  • After completing 14th sin: Normal difficulty. Outlane posts move to middle setting, flipper gap normal.
  • After completing 21st sin: Hard difficulty. Outlane posts move to second-highest setting, flipper gap wider than normal by 1/8 inch.
  • After completing 28th sin: Extra Hard difficulty. Outlane posts move to highest setting, flipper gap wider than normal by 1/4 inch. As completing the 28th sin immediately starts one of the wizard modes, Sin waits until after all wizardly activities before moving the posts and flippers.

CIRCLES
One of the main objectives in Sin is to complete sins so as to descend through the Circles of Hell. You start at First Circle, and can progress through Eighth Circle. There is a special Ninth Circle by meeting special requirements.

Circles are held from ball to ball. After 28 sins are completed (7 sins x 4 levels), and the appropriate award given, the player returns to First Circle.

Circles and their awards are:
  • First Circle
    • Active at start of game, or after completing Eighth/Ninth Circle.
    • No special bonus.
  • Second Circle
    • Complete 1 sin.
    • Awards Hold Bonus X. If Bonus X is already held for some reason, this award becomes +3 Bonus X.
  • Third Circle
    • Complete 3 sins.
    • Starts an instant Cerberus Multiball, Sin’s regulation 3-ball multiball.
  • Fourth Circle
    • Complete 6 sins.
    • Awards Infernal Jets. The bumpers now award 50K per hit for the rest of the ball.
  • Fifth Circle
    • Complete 10 sins.
    • Starts the Wages of Sin round.
  • Sixth Circle
    • Complete 15 sins.
    • Lights an extra ball at Soul Burn, once. Subsequent trips to Sixth Circle award 5M.
  • Seventh Circle
    • Complete 21 sins.
    • Awards Infernal Spinners. The Gates of Hell now award 50K per spin for the rest of the ball.
  • Eighth Circle
    • Complete 28 sins, having failed (started but left incomplete) at least one of them once.
    • Starts Armageddon, a 4-ball wizard mode.
  • Ninth Circle
    • Awarded instead of Eighth Circle if conditions are met.
    • Complete 28 sins consecutively, having failed none of them.
    • Starts the Hell Frozen Over wizard mode, which if completed successfully leads to Shadow Salvation final wizard mode.

CERBERUS MULTIBALL
Cerberus Multiball is Sin’s regulation 3-ball multiball. If Cerberus Multiball is started when a multiball is already in progress, any balls lost in that multiball are relaunched and 2 additional balls are added, up to a maximum of 4 balls.

For the first Cerberus Multiball, shooting Light Lock at the unlit Cerberus Lock will light all three locks. For the second Cerberus Multiball, each lock must be lit separately. For the third Cerberus Multiball, the 6-6-6 target bank must be completed before Light Lock illuminates for the first lock. The second and third locks do not require 6-6-6 bank completions. For the fourth Cerberus Multiball, the 6-6-6 target bank must be completed before Light Lock illuminates for the first and second locks. For the fifth and subsequent Cerberus Multiballs, the 6-6-6 target bank must be completed before Light Lock illuminates for each lock. The Instant Cerberus Multiball award from Third Circle is not counted when determining lock difficulty.

Once Cerberus Multiball begins, all active sin timers stop and Envy’s hurry-up value is frozen. It is possible to start sins during Cerberus Multiball (through completing the S-I-N lanes or 6-6-6 target bank to light the Sin Bin). Sins started in this way have their timers immediately frozen. Cerberus Multiball also has a 15-second ball saver.

Jackpots are the left and right orbits, and the Sin Bin. All three start lit, shooting any of them unlights that shot. Jackpots are re-lit by shooting the Cerberus Lock. The base jackpot value is 1M, and hitting any Greed target adds 25K to the value. The jackpot value is limited to 20M, and resets to 1M after each multiball.

After all three jackpots are collected, the super jackpot lights at Soul Burn. The super jackpot is worth 5 times the regular jackpot, adds 1M to the jackpot value and relights all jackpots.

Cerberus Multiball ends when all balls except one drain, and the sin timers all resume. If no super jackpots were collected, the Cerberus Lock lights for Restart for 12 seconds. Locking a ball restarts Cerberus Multiball with 3 balls where it left off with a fresh 15-sec ball saver, but the sin timers continue to run during the restarted multiball. This is to discourage deliberately not collecting the super jackpot to take advantage of another round of stopped sin timers.


ARMAGEDDON (EIGHTH CIRCLE WIZARD MODE)
Armageddon is Sin’s “mini” wizard mode, awarded for 28 completed sins with at least one failure. It consists of a 4-ball multiball. Any running sins or other modes (including other multiballs) are canceled when Armageddon starts. Armageddon has a 30-second ball saver.

Jackpots are the left and right ramps, the left and right orbits, and the Sin Bin. All five start lit and remain lit throughout. The jackpot value is 5M+1M, no limit.

After the first jackpot is collected, the Cerberus Lock lights for Eschaton. The Eschaton value is the sum total of all Armageddon jackpots scored since the last Eschaton was collected. After Eschaton is collected, it unlights until another Armageddon jackpot is scored to start a new Eschaton total.

Armageddon continues until all but one ball remains. Once it ends, the game reverts to First Circle and the player can resume completing sins.


HELL FROZEN OVER (NINTH CIRCLE WIZARD MODE)
Hell Frozen Over is Sin’s wizard mode, awarded for 28 consecutive successfully completed sins. Once the 28th sin is complete and the table is in single-ball play, all holes light for Hell Frozen Over. Shooting a hole starts the wizard mode.

Hell Frozen Over is a 3-ball timed multiball. There is only a 5-second ball saver. All other running sins, modes and table features stop. The player must shoot Soul Burn, the left orbit, the left ramp, the Sin Bin, the right ramp, the Cerberus Lock and the right orbit once each within 60 seconds. Each shot is worth 25M, and cuts power to the playfield for 2 seconds when made. (This causes any held flippers to dump any balls on them – this is not a trap-style multiball, this is a juggle!)

During this time, 2 of the Greed targets light and randomly move every 3 seconds. Hitting a lit Greed target unlights it and adds a ball to Hell Frozen Over. This can only be done twice.

If the player does not shoot all 7 shots within the time limit, or drops out of multiball, the wizard mode ends and the table reverts to First Circle. If the player succeeds in making all 7 shots, then Shadow Salvation starts.
 

Members online

No members online now.

Members online

No members online now.
Top