The Rules of Sin, Part V

EDIT 11/07/2013: Updated rules can be found here.

GENERAL CHANGES
Sins no longer have individual timers. Instead, when a timed sin is started on top of currently running timed sin(s), half the new sin's time (but at least 20 seconds) is added to the current timer value and the new timer value is used for all the sins. This allows the player to not have to worry as much about inadvertently starting more sins than they can finish, gives him a method to extend sins that are about to expire, and also prevents him from having to go "OK, the DMD's saying I have 30 seconds left in Pride, but I have to remember I only have 10 seconds left in Gluttony and 45 in Sloth". Also makes the programming easier on me. :D

Playfield X now increases after starting 3, 6, 10, 15, 21 and 28 sins. After the 28th sin, Playfield X increases every 7 sins started. The sin count no longer resets after each ball. (The Playfield X itself still does, of course.)

Completing 28 sins with at least one failure no longer starts Armageddon immediately. Instead, the easier version of Repentance (see below) is started. If Repentance is completed successfully, Armageddon starts according to the previous rules.

Completing 28 consecutive sins with no failures no longer starts Hell Frozen Over immediately. Instead, the harder version of Repentance (see below) is started. If Repentance is completed successfully, Hell Frozen Over starts according to the previous rules.

To reflect the increased difficulty of getting to Shadow Salvation, scoring values during it have been doubled.

Completing the Six-6-Six target bank certain numbers of times now activates various features in addition to lighting Start Sin:
  • 3 completions: 3,000,000
  • 7 completions: Hold Bonus X (or +3 Bonus X if bonus is already held)
  • 12 completions: Light Extra Ball
  • 15 completions: 8,000,000
  • 18 completions: Complete Current Sin (if multiple sins are running, this completes them all)
  • 22 completions: Dark Machine (see below)
  • 25 completions: +1 Playfield X
  • 29 completions: 15,000,000
  • 33 completions: Sever the Wicked (see below)
  • 36 completions: Spot Random Sin
  • 40 completions: Hold Bonus X (or +6 Bonus X if bonus is already held)
  • 45 completions: 24,000,000
  • 48 completions: 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)
  • 50 completions: Light Extra Ball
  • 54 completions: Complete Current Sin (if multiple sins are running, this completes them all)
  • 60 completions: +1 Playfield X
  • 63 completions: 35,000,000
  • 66.6 completions: Pandemonium
Pandemonium now increases the switch bonus to 66,600 points instead of 6660.

The Devil's Technician (highest Dark Machine total) and Sword of the Lord (highest Sever the Wicked total) have been added to the high score lists.

REPENTANCE
Both the Eighth and Ninth Circle wizard modes now start with a round of Repentance. In Repentance, the player goes through a untimed single-ball mini version of each sin in order. (Sort of like "Encore" on AC/DC.) The player must complete all seven stages on a single ball or Repentance ends. The Eighth Circle version of Repentance is played for fixed point values and is easier. The Ninth Circle version is harder, but awards percentages of your sin mode totals instead of fixed awards.

The seven stages are:
  • Greed: Hit any 3 Greed targets for 1M each. (Ninth Circle: Hit any 5 Greed targets for 20% of the Greed total each.)
  • Sloth: Hit either the Cerberus Lock or the Soul Burn hole for 1.5M. (Ninth Circle: Hit both the Cerberus Lock and the Soul Burn hole for 50% of the Sloth total each.)
  • Lust: Shoot the left ramp and the right ramp for 2M each. (Ninth Circle: Hit the left ramp and the right ramp twice, alternating each shot, for 25% of the Lust total each.)
  • Envy: Shoot the left orbit and the right orbit for 2.5M each. (Ninth Circle: Hit the left orbit and the right orbit twice, alternating each shot, for 25% of the Envy total each.)
  • Pride: Spin each Gates of Hell spinner 5 times for 600K per spin. (Ninth Circle: Spin each Gates of Hell spinner 20 times for 2.5% of the Pride total per spin.)
  • Gluttony: Hit the Sin Bin as a combo for 3.5M. All four Gluttony lights are lit. (Ninth Circle: Hit the Sin Bin as a combo twice for 50% of the Gluttony value each. The inlanes are lit for the first Sin Bin, the upper flippers are lit for the second.)
  • Wrath: Accumulate 10 bumper hits for 100K each, then hit the Sin Bin for 4M. (Ninth Circle: Accumulate 25 bumpers hits for 2% of the Wrath total each, then hit the Sin Bin for 50% of the Wrath total.)
Completing the Eighth Circle version of Repentance awards 25M and starts Armageddon. Completing the Ninth Circle version of Repentance awards 50M and starts Hell Frozen Over.

DARK MACHINE
Dark Machine is a 2-ball multiball started by completing the Six-6-Six bank 22 times. If Dark Machine is started when a multiball is already in progress, any balls lost in that multiball are relaunched and 1 additional ball is added, up to a maximum of 4 balls.

Once Dark Machine begins, all active sin timers stop and Envy’s hurry-up value is frozen. It is not possible to start sins during Dark Machine (because the S-I-N lanes and the Six-6-Six target bank are the jackpot shots). Dark Machine has a 15-second ball saver.

Jackpots are shots to the S-I-N lanes and the Six-6-Six target bank. Hitting a flashing lane or target turns that light solid and scores a jackpot. The jackpot value starts at 500K and increases 10K per second that Dark Machine remains active. Completing S-I-N or Six-6-Six scores triple and returns all lights in that set to flashing.

After 6 triple jackpots, the S-I-N lanes and Six-6-Six targets alternate being lit, starting with S-I-N. The player must score the triple jackpot to light the other set.

During Dark Machine, the bottom two flippers randomly move on their tracks to the various difficulty level settings. They do not necessarily move together; it is entirely possible for the left flipper to be at its Extra Easy setting and the right flipper on Extra Hard. While a flipper is moving; it is unpowered and unresponsive to player control. To prevent cheap drains, when Sin detects a ball in either inlane, it will not start moving that flipper for at least 2 seconds to give the player a chance to get rid of it. Otherwise, once a flipper moves, it stays in position for at least 3 seconds before moving again.

While Dark Machine is running, the Sin Bin always feeds the S-I-N lanes and the left ramp always feeds the upper left flipper (for shots at the Six-6-Six targets).

Dark Machine ends when all balls except one drain, and the sin timers all resume. There is no restart. However, there is a 5-second ball saver while the flippers move back into their proper positions. This ball saver also means that if you double-drain out of Dark Machine, you’ll get one ball back to continue play. Basically, your ball cannot end because of Dark Machine.

SEVER THE WICKED
Sever the Wicked is a single-ball mode started by completing the Six-6-Six bank 33 times. If any multiball is running, Sever the Wicked will start as soon as single-ball play resumes and no sin is running. Sever the Wicked is the one mode in the game (besides the wizard modes) that does not stack; it must be played solo. Sins cannot be started during Sever the Wicked.

Once Sever the Wicked begins, the left ramp always feeds the left inlane, the right ramp always feeds the right inlane, and the orbit diverters are always open to allow the ball all the way around.

While Sever the Wicked is running, the object is to shoot specified combos as follows. There are four rounds of Sever the Wicked. The first round is 2-way combos, the second 3-way, and so on. In each round, Sin will pick 2 of the round’s combos at random and will lead the player through those combos with flashing lights and DMD instruction. A given combo will only be selected once. Each round lasts 60 seconds or until the player successfully shoots both required combos.

Each combo value starts at a given value, holds there for 10 seconds, then counts down evenly over 20 seconds to the ending value. Scoring a combo pauses the value for 10 seconds. Once the ending value is reached, it stays there for the remainder of that round.

  • 2-Way Combos: 8M to 3M, decays at 250K per second.
    • Left Ramp > Right Spinner
    • Left Ramp > Right Ramp
    • Left Ramp > Right Orbit
    • Right Ramp > Left Spinner
    • Right Ramp > Left Ramp
    • Right Ramp > Left Orbit
  • 3-Way Combos: 16M to 6M, decays at 500K per second.
    • Left Ramp > Right Orbit > Sin Bin
    • Left Ramp > Right Orbit > Six-6-Six Target Bank
    • Right Ramp > Left Orbit > Sin Bin
    • Right Ramp > Left Orbit > Soul Burn
  • 4-Way Combos: 25M to 10M, decays at 750K per second.
    • Left Ramp > Right Ramp > Left Orbit > Sin Bin
    • Left Ramp > Right Ramp > Left Orbit > Soul Burn
    • Right Ramp > Left Ramp > Right Orbit > Sin Bin
    • Right Ramp > Left Ramp > Right Orbit > Six-6-Six Target Bank
  • 5-Way Combos: 35M to 15M, decays at 1M per second.
    • Left Ramp > Right Ramp > Left Orbit > Left Orbit > Soul Burn
    • Left Ramp > Right Ramp > Left Orbit > Left Ramp > Cerberus Lock
    • Right Ramp > Left Ramp > Right Orbit > Right Orbit > Six-6-Six Target Bank
    • Right Ramp > Left Ramp > Right Orbit > Right Ramp > Sin Bin
Successfully completing Sever the Wicked gives a bonus 50M and +1 Playfield X. Otherwise, Sever the Wicked ends when time runs out or the ball drains.
 

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