The Rules of Sin, Part IV

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SIN
RULESET VERSION 0.1 (CONTINUED)

SHADOW SALVATION (FINAL WIZARD MODE)
Shadow Salvation is only awarded when a Ninth Circle player successfully freezes Hell over. It is Sin’s final wizard mode, consisting of a 7-ball multiball with all sins, Cerberus, and Armageddon active simultaneously.

The mode begins by deadening the flippers and going through the following DMD sequence:

OUTLANES ARE LIT
PLAYFIELD MULTIPLIER +7X
STANDUPS ARE LIT FOR GREED
GREED SCORES (???)
HOLES ARE LIT FOR SLOTH
SLOTH SCORES (???)
RAMPS ARE LIT FOR LUST
LUST SCORES (???)
ORBITS ARE LIT FOR ENVY
ENVY SCORES (???)
SPINNERS ARE LIT FOR PRIDE
PRIDE SCORES (???) PER SPIN
SIN BIN IS LIT FOR GLUTTONY
GLUTTONY SCORES (???)
FRENZY IS ACTIVE FOR WRATH
WRATH SCORES (???) PER SWITCH
LOCK IS LIT FOR ESCHATON
SOUL BURN IS LIT FOR SUPER JACKPOT
SUPER JACKPOT = (???)

The Eschaton value is the sum total of all Sloth, Lust, Envy and Gluttony scores since the last time Eschaton was collected.

The ??? values for each sin’s shots are based on the total points previously scored in each sin and the Playfield X, as follows:
  • Greed: (Greed total x Playfield X) / 200
  • Sloth: (Sloth total x Playfield X) / 50
  • Lust: (Lust total x Playfield X) / 100
  • Envy: (Envy total x Playfield X) / 100
  • Pride: (Pride total x Playfield X) / 500, per spin
  • Gluttony: (Gluttony total x Playfield X) / 200
  • Wrath: (Wrath total x Playfield X) / 1000, per switch hit
  • Super Jackpot: 20M x Playfield X
  • All values above are rounded to nearest 10 points.
A 60-second ball saver is then activated as the table releases all 7 balls into play simultaneously! (One from each of Cerberus’s heads, one fed to lower left flipper, one fed to upper right flipper, one fed down from Sin Bin, and one fired by the plunger.) All of the above runs simultaneously until all but one ball have drained. At that point, the flippers go dead again and the table calculates the Shadow Salvation total. While this is going on, the table replaces balls. The table then reverts to First Circle and play continues.


WAGES OF SIN
Wages of Sin is started by the Fifth Circle award or by Infernal Secret: Wages of Sin.

The Sin Bin is continuously lit for 20 seconds. Since the wages of sin are death, the first four shots spell D-E-A-T and score 200K, 400K, 600K, 800K. The fifth shot gives the “H”, scores 1M and spots a random uncompleted sin.


PANDEMONIUM
Pandemonium is activated by completing the 6-6-6 bank 66.6 times; that is, by 66 completions and then 2 more drop targets.

Pandemonium is a frenzy like Lyman’s Lament on Monster Bash. It adds +13 Bonus X and increases the switch bonus from 370 to 6,660 for the rest of the current ball. For all subsequent balls, it adds +6 Bonus X and does not affect the switch bonus.


SKILL SHOTS
Sin offers two skill shots, the normal Skill Shot and the Super Skill Shot.

A normal Skill Shot is achieved by launching the ball through the lit S-I-N lane. The lit lane can be rotated through with the flippers. Hitting the lit lane scores 200K+100K and adds 3 to the Bonus X. Whether made or not, a normal Skill Shot attempt enables a 15-second ball saver.

A Super Skill Shot is achieved by holding in the left flipper while launching the ball. The ball is fed around the left orbit. Both orbits, both ramps and the Sin Bin are lit, making any of these shots in 5 seconds awards 10 times the normal Skill Shot value, increases the normal Skill Shot value by 100K, and starts a random uncompleted sin. Whether made or not, a Super Skill Shot attempt reduces the ball saver to 5 seconds.


SOUL BURNS
When the Soul Burn hole is not lit for anything else (i.e., Sloth is not running, Cerberus Super Jackpot is not active, neither Ninth Circle mode is running, and it is not lit for Infernal Secret or Extra Ball), shooting it scores a Soul Burn. Each burnt soul counts 100K toward end-of-ball bonus.

Accumulated Soul Burns can be used to complete objectives in active sin modes as follows. Note that once a sin mode is completed, Soul Burns will not score further objectives. If multiple sins are running concurrently, Soul Burns are applied to the oldest uncompleted sin.
  • Greed: Hits a random lit Greed target and adds time.
  • Sloth: Hits the hole that was not the most recently-hit hole. If no hole has been hit, hits the Cerberus Lock.
  • Lust: Collects a Lust Jackpot.
  • Envy: Collects a hurry-up value and adds 250K to it.
  • Pride: Spins the Gates of Hell 10 times.
  • Gluttony: Collects a lit Sin Bin and adds time.
  • Wrath: Immediately collects a Wrath Jackpot regardless of how many switch hits were needed (but the spotted switch hits do not count for scoring).
Additionally, collecting 8 Soul Burns (reflexing) lights Extra Ball at Soul Burn. A second extra ball is available at 30 Soul Burns.


INLANE/OUTLANE LIGHTS
Spelling H-E-L-L in the inlanes/outlanes 1, 3, 6, 10, 15… times lights Infernal Secret at Soul Burn. The lit letters in H-E-L-L can be rotated through using the flippers.

The outlanes can also be lit (left outlane for Extra Ball, right outlane for Special) by Infernal Secret: Light Outlanes or by Shadow Salvation.

If the outlanes are lit by Infernal Secret, then the left outlane starts lit and they alternate by slingshot hits. The outlanes turn off if the ball drains.

If the outlanes are lit by Shadow Salvation, then both outlanes start lit and they do not alternate after one is collected, nor do they reset if the ball drains. (Given that Shadow Salvation is a 7-ball multiball, it is practically guaranteed to pick up both the extra ball and the special during Shadow Salvation itself.)


INFERNAL SECRETS
Infernal Secret is lit at Soul Burn by spelling H-E-L-L enough times. Infernal Secret works like the Camera awards in Twilight Zone in that there are 7 awards semi-randomized; you’ll get all 7 before repeating any, it is not possible to get the same award twice in a row, etc.

Unlike the Camera, collecting an award doesn’t tell you what the next one will be.

The 7 Infernal Secret awards are:
  • 5,000,000
  • Wages of Sin (the same as the Fifth Circle award)
  • Light Outlanes
  • Reprieve (the table’s outlanes and flippers reset to their easiest setting; they advance one difficulty level every 60 seconds until they return to the level when Reprieve was collected)
  • Collect Bonus
  • Complete Current Sin (if multiple sins are running, this completes them all)
  • +1 Playfield X

MISCELLANEOUS SCORING
Various shots score as follows:
  • Jet Bumpers: 2530 when not lit for Infernal Jets.
  • S-I-N lanes: 4000 if not lit, 2000 if lit.
  • 6-6-6 targets: 3000 if flashing, 1500 if lit, 570 if not lit.
  • Gates of Hell: 1000 per spin when not lit for Pride or Infernal Spinners.
  • Orbits: 3000.
  • Ramps: 1000 for start of ramp, another 4010 for full ramp shot.
  • Cerberus Lock: 10K.
  • Soul Burn: 10K.
  • Sin Bin: 5000.
  • Greed targets: 2530 when not lit for Greed.
  • Slingshots: 70, not multiplied by Playfield X.
  • Inlanes: 1000.
  • Outlanes: 10K.

EXTRA BALLS
Extra balls can be obtained in the following ways:
  • Reaching Sixth Circle for the first time will light Extra Ball at Soul Burn.
  • Collecting 8 (reflexing) Soul Burns will light Extra Ball at Soul Burn.
  • Collecting 30 Soul Burns will light Extra Ball at Soul Burn.
  • Traveling down the left outlane when lit by Infernal Secret: Light Outlanes or Shadow Salvation will award an immediate extra ball.
  • Completing Level III for every sin mode lights Extra Ball at Soul Burn.
All extra balls lit at Soul Burn have memory and will stack.


SPECIALS
Specials can be obtained in the following ways:
  • Achieving the replay score will award a replay (special).
  • Traveling down the right outlane when lit by Infernal Secret: Light Outlanes or Shadow Salvation will award a special.

FUN WITH BONUS
End-of-ball bonus consists of five parts:
  • Switch bonus at 370 per hit. Accumulates in all modes, resets at end of each ball.
  • Sins started at 100K per sin. Accumulates throughout the game.
  • Sins completed at 500K per sin. Accumulates throughout the game.
  • Souls burnt at 100K per soul. Accumulates throughout the game.
  • Bonus multiplier. Increases by 1 each time the S-I-N lanes are completed. Increases by 3 if the Skill Shot is made. Resets at end of each ball.

HIGH SCORES
Sin offers the following high score lists, all with initial entry:
  • Infernal Champion (3 credits): All-time high score overall.
  • First through Seventh Sinners (2 credits for First through Third, 1 credit for Fourth through Seventh): Regular high score list.
  • Shadow Savant (1 credit): Highest score in the Shadow Salvation wizard mode.
  • Sin also keeps track of how many points are scored in each sin mode and multiball mode over the course of a game:
    • Avatar of Avarice (initial entry only): Highest score in Greed modes.
    • Terminally Lazy (initial entry only): Highest score in Sloth modes.
    • Rocket Rider (initial entry only): Highest score in Lust modes.
    • Genius Envy (initial entry only): Highest score in Envy modes.
    • Abandoned All Hope (initial entry only): Highest score in Pride modes.
    • Vomitus Maximus (initial entry only): Highest score in Gluttony modes.
    • Anger Mismanagement (initial entry only): Highest score in Wrath modes.
    • Hellhound Handler (initial entry only): Highest score in Cerberus Multiball.
    • Universal Annihilator (initial entry only): Highest score in Armageddon.
 

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