Pinball Setan
Peringkat
BezPtoka9271704000
pikpok77777124340000
FinkbraU7124252500
speedufo6937167000
pikpok77775543836000
mhorta4986799000
speedufo4880754000
FinkbraU4740841000
rudy_dzil3970669000
binheniek3896399000
Pinball Setan aturan

STRATEGY

This place is different from anything you have seen before, but in a while you will probably get used to it. But there are special things you should know to stay secure…

MULTIBONUSES

While playing the game you collect points. The number of points shows how strong you are. If you get enough points, you can compare yourself to other daredevils at the high score table. In the game you also get a bonus, which are special points that you receive after the game if you have fought according to the rules (you cannot make the table tilt). Bonus points are awarded for hitting the majority of the targets and bumpers in the table. Bonus Multiplier is a special counter that can be increased in the game. At the beginning of the game the bonus multiplier equals one. At the end of the game there is a bonus added to the player's points and multiplied by bonus multiplier (if the table has not tilted, of course). The bonus multiplier is increased when all three '6' lamps are lit. The bonus multipliers are increased in the following order: x 2, x 4, x 6, x 8. '6' lamps can be cycled via flipper keys. To get x2 bonus multiplier you have to lit all three '6' lamps twice, to get x4 - four times …

LAMPS

While playing the game some lamps flash and another ones are lit, some still inactive. General rule is that when the lamp flashes you can get something (collect points, activate a feature, get special award…) if you shoot a ramp, a ball-trap or a target is indicated by this lamp. When the lamp is lit, it can mean:

That target was hit,
Ball passed through line,
Mode is (or was) played,
A feature is active.

There is one exception to the basic rules described above: the Kickback lamp. The Kickback lamp is lit when the Kickback is in a state that can be activated by a passing ball. It flashes when it is in 'grace period' and it indicates that it will be made inactive in a few seconds.

KICKBACK

Sometimes in his life a man needs help. If you hit all three targets (skull targets) placed in the center of the table, you will activate a kickback. When a kickback is activated, the lamp in one of the outlines is switched on. If the ball falls down this outline it will be kicked back automatically onto the table. The kickback will enter the 'grace period' mode and the lamp will flash for a while and the next kickback will be deactivated. There are two kickbacks available in the Demon. At the beginning of the game both are passive. Having hit the skull targets you get kickback awards and one of the kickbacks is switched on. You can switch between both kickbacks by pressing flipper keys.

BALLSAVER

This special feature is usually activated at the beginning of the game. If the ball drains when the ball saver is active, the ball is saved and redirected to the plunger line. The ball saver is usually active through some period and can be used a limited number of times. The ball saver can also be activated as one of the Random Awards (see subsection The Clock Tower - Random Award) or when the multiball modes are initiated. There is a special situation in the Witchcraft Mode (see Modes subsection). In this mode the ball saver is active throughout the mode - when the ball drains - it is saved and the mode is finished.

COMBOS

If a player can shoot ramps at least twice in succession he will get a combo award. At the end of the game all combos are converted into points. When the player gets a combo he also gets points and a bonus award. These points and a bonus are multiplied by the number of successive shots so far and this number cannot be greater than the predefined value - usually five. Of course the player has a limited amount of time to complete this task. Having shot the first ramp, the lamps at the ramp entrances start to flash. When they stop, your time is over. When you get a combo, you also get extra time, which can be added if you shoot any lock. If ramps are shot in special sequences you can get special combo awards. There are two such combo awards, so try and find them.

TARGETS

All targets on the table can be divided in three groups:

Skull Targets - these targets are placed in the central part of the table. When you hit the three of them and the lamps below show which ones have been shot, you get a kickback award (see subsection kickback).
Moon Drop-Targets - these targets are located at left side of the table. When hit, they drop down. If all of them are hit - video modes are enabled (Werewolf and No Pain No Brain mode). These modes can be activated if you lock the ball into Wolf lock or Spirit Lock respectively.
Tower Drop-Targets - if you are successful enough and all the five targets are hit and they drop down, your random award is activated in a Tower lock. It means that next time you lock the ball in a Tower lock you will get a randomly chosen award (except Tournament mode, when you can choose your prize).

For both Moon and Tower drop-targets you also get a special award if you hit all the targets in order - one after another.

THE CLOCK TOWER - RANDOM AWARD

Having hit all the five Tower drop-targets you get a random award. Next time you lock the ball in the Tower trap you will get one of the Random Awards. There are the following Random Awards:

Super SlingshotWhen this award is activated, you get a large number of points every time the ball hits the slingshot. In a few seconds the feature is deactivated.
QuickshotYou can check your aiming abilities, try to shoot the flashing ramp. You can get 20,000,000 points if you are successful. Of course the skill shot is activated only for a short period of time.
CreditYou get a credit. After the game you will get points for collected credits and you will be able to buy extra balls and play another game. Game played with extra balls is collecting the Buyin Game.
Double BonusYour bonus is doubled.
Ball SaverBall saver is activated.
MagnetWhen it is activated, you will get four times more points for each combo, but this time in the center of the table a magnet is activated. A magnet deactivates in a while.
Kickback EnabledKickback is activated - when the ball goes through outlines it can be kicked out.
Bonus HeldThe Bonus Multiplier is held for all the games - and it will not be reset for each new ball.
Super PunchWhen this award is activated, you get a random number of points every time the ball hits the bumper. In a few seconds this feature is deactivated.
Collect BonusYour bonus is added to your points. Of course, you can still collect the bonus at the end of the game.
XBall EnabledYou will get an extra ball if you are able to lock the ball in Spirit Lock.
10,000,000You get some extra points.
Tilt BlockedIf you get this award you can nudge the table without any consequences.
Xball QuickshotWhen you get this award, one of the ramps starts to flash and if you shoot this ramp in the limited time, you will receive the Extra Ball. This Quickshot is deactivated in game modes.
Super QuickshotWhen this award is activated, one of the ramps starts to flash and the inner counter is set. Every five seconds the inner counter decimates. When it reaches zero, an award is disabled. A player should try to shoot the flashing ramp. If he is successful, he collects the bonus points multiplied by the value of the counter. Next another ramp is activated, bonus points and the inner counter are increased and a player can try to shoot once again. This Quickshot is deactivated in the game modes.