• We have added Language Translations for French, Italian and Spanish menus, you can change your language at the bottom of every page, bottom left in the footer.
  • Spanish (Espanol, Latin American) translations have been added for the Forums and Resource Manager (Downloads).
Indiana Jones ULTIMATE Pro (Stern, 2008)

BAM Indiana Jones ULTIMATE Pro (Stern, 2008) 1.06

No permission to download
Notes: Requires the latest version of @ravarcade's BAM ("Better Arcade Mode"). No ROM file required. Based on Stern's Indiana Jones game, but with a modified and improved rule set, including new video segments.

Here's @TerryRed's gameplay video:

And the rules:
Indiana Jones (Stern) - ULTIMATE Pro 1.06

Free Shot

During any scene you may be able to use a FREE SHOT to make an automatic shot.

When the lockdown bar button is flashing, make the choice to use it or save it for later.

You have 1 FREE SHOT when a new game starts and more can be awarded from the Mystery.

Player-Controlled Scene Rotation

Pressing the Action Button (Special 1 Key) will rotate the movie scenes which can be started in any order.

Any scene which is ready to start is locked and can no longer be rotated.

Next Scene

Awarded as a Mystery award or SKILL SHOT.

Completes the required number of shots needed to start the next scene in order, starting with all scene 1s.

If scenes have been rotated by the player, Next Scene will still only complete the next scene in order.

Combos

Making a continued shot from the ramp to the ramp or right loop will award progressive Combo scoring.

Make a 4-way Combo to light the SPECIAL.

Perk: Any Combo shot also increases the score value for that shot (ramp or lane)

The Combo is disabled during certain scenes.

Skill Shot

Launch the ball on the lit SKILL SHOT feature to start it.

You can launch a ball before the Skill Shot starts to skip it.

Cairo Swordsman

Shoot the MAP ROOM captive ball the required number of times to start, then quickly shoot it again to fight the Swordsman and collect the value before time runs out.

Beat the Swordsman 3 times to light the EXTRA BALL at the ramp.

Can also be started as part of the SKILL SHOT.

Perk: Beating him within 10 seconds awards double the value.

Press the plunger button to shoot the Swordsman at anytime during the feature to kill him instantly, but this will award no points and reset the Swordsman Hurry Up Value.

The Swordsman will move in and out after the first win, making it harder for you to hit him. Then move faster after each subsequent win.

Map Room

Hit all MAP ROOM targets to advance the End of Ball Multiplier, which is limitless.

Get the ball in the kicker 3 times to activate DOUBLE SCORING for a limited time.

When DOUBLE SCORING is active, getting the ball in the kicker will extend the timer.

Perk: The Map Room Multiplier increases by X 4 instead of X 2 each time.
Perk: Double Scoring timer is increased by 20 seconds.

INDY or JONES Fast Scoring

Can only be started as part of the SKILL SHOT.

INDY Scoring: Indy will hide Marion in a basket. Find the basket 3 times to complete the feature.

JONES Scoring: Hit the strobing letter to collect the value which starts at 55k. 3 hits completes the feature.

INDY JONES Fast Scoring

Complete INDY and JONES to start INDY JONES Fast Scoring.

All INDY JONES targets score 210k for a limited time.

Perk: 5 hits during INDY JONES Scoring wins an EXTRA BALL.

Ball Saver Lane

Roll the ball over the left inlane trigger to progress towards a Ball Saver.

Perk: Each time the Ball Saver is activated, it's timer increases by 1 second.
Perk: The grace timer is increased.

One Shot, One Time Bonus

Make a direct shot to the Ark without hitting any of the Ark targets with the first ball.

If Indy sets off the trap the bonus is lost (he has a 50/50 chance).

A shot to any Ark target will void this feature for the rest of the game.

Mystery

Can also be started as part of the SKILL SHOT.

Roll the ball over the right inlane trigger the required number of times to light the Mystery at the Grail scoop.

ANTS, RATS, SNAKES Hurry Up

Started only from the Mystery.

Make the left, right or both loop shots to collect the Hurry Up Value and light the SUPER SPINNER.

SUPER SPINNER will increase the Hurry Up Value with each spin.

Hazard Shot: The Grail scoop instantly ends the feature.

Grail Challenges

Awarded only from the Mystery.

Shoot the left loop when the grail insert is flashing to make it safely through, past the deadly spinning blade.

Complete all 3 challenges succesfully for an EXTRA BALL.

For now, only 1 challenge is completed - the Breath Of God.

Hazard Shot: The Grail scoop instantly ends the feature.

Special Award

Awarded from the Mystery or when a 4-way Combo is made.

Awards an EXTRA BALL, an extended BALL SAVER and the combined total of all Movie Jackpots.

The SPECIAL light rotates when the slingshots are hit.

Perk: Lights both SPECIALS at the same time.

Extra Ball

Collected from the ramp when lit.

Qualifications for an EXTRA BALL:

- Score over 15 Million or 40 Million
- Cairo Swordsman win 3 times
- Collecting SPECIAL
- Mystery Award (2 chances)
- Completing a full set of movie scenes
- Match win
- 5 hits during INDY JONES Scoring (Perk)

During an active scene where the ramp shot is used, the EXTRA BALL is awarded without any fanfare.

Super Pops

Each bumper represents a different movie and will increase each Movie Jackpot.

After a certain number of hits, the SUPER POPS will activate adding more value to the Movie Jackpots.

Movie Jackpots are collected when each movie scene is completed successfully.

Can also be started as part of the SKILL SHOT.

Perk: SUPER POPS timer is extended by 7 seconds and resets with each hit.

When SUPER POPS is active, any ramp shot diverts the ball into the bumpers.

Super Spinner

There is a spinner on each loop entrance - a Rat and Ants.

After 100 spins each spinner will become a SUPER SPINNER and increase the Hurry Up Value and award 5 x the normal Spinner Value.

Perk: SUPER SPINNER also increases a random Movie Jackpot.

Winning any Hurry Up (ants, rats, snakes) also lights the SUPER SPINNER.

Bonus Ball

Qualified when a certain number of End of Ball Bonus objectives are completed.

For a limited time at the end of the game, a ball is ejected into play - with no Ball Saver.

Shoot the lit movie shots to complete the light matrix on the lower playfield.

Skip the End of Ball Bonus at any time by pressing the flippers.

Pro Tip: Hold up the right flipper to view game status and pick off the shots you need.

Player Perks

Complete any scene successfully to gain a special perk for the rest of the game.

- SDTM drain awards a Bonus Held (one use only)
- Map Room Multiplier increases by 4 instead of 2
- Super Spinner also increases a random Movie Jackpot
- INDY JONES Scoring awards an EXTRA BALL if 5 hits are made
- Each time the BALL SAVER is activated, it's timer increases by 1 second
- Super Pops timer is extended by 7 seconds
- Double Scoring timer is extended by 20 seconds
- Complete loops increase Spinner value each time
- Combo shots will increase ramp or loop value each time
- SPECIAL lights on both outlanes
- Ball Saver grace time increased
- Quick win (within 10 seconds) to Cairo Swordsman awards double the value
- Failed ramp shot resulting in SDTM drain returns the ball

Perks are given out ranomly and some have only 1 use like the Bonus Held SDTM Perk.

MOVIE SCENES

Raiders of the Lost Ark

Shoot the Ark and spell R-A-I-D-E-R-S to start each scene.

Only a shot directly to the Ark qualifies. If the ball hits any of the Ark targets, the magnet will activate and deflect the shot.

SCENE 1: The Boulder Run

The ball is held on the magnet and a timer starts and shows the giant stone boulder rolling towards Indy.

Shoot either spinner to run as fast as possible, then shoot the Ark to crash though the wall. This starts the chase to the plane.

Shoot the ramp TWICE to esape in the plane.

SCENE 2: The Bar Shootout

The ball is held on the magnet, which depicts the scene in the movie where Marion is held by the Nazi, and a new ball is auto-launched into play - this is Indy.

Hit the held ball as quickly as possible to release it and set the Nazi Kill Value. Shoot the INDY JONES targets to kill Nazis at that value.

When all INDY JONES targets are clear, they will reset for double the value.

The scene ends when only 1 ball remains in play.

Killing at least 10 Nazis will award a Player Perk when the scene is over.

SCENE 3: The Truck HiJack

After the ball is held at the Ark for the intro, shoot either loop to jump onto the truck.

Then hit any INDY or JONES target to fight a guard. At least 1 hit to INDY and 1 hit to JONES is required to throw a guard from the truck (each target bank will go out when hit).

Repeat until 4 guards are thrown off the truck. Then shoot the Ark to throw the last guard from the truck and complete the mode.

SCENE 4: Ark Ceremony

The Ark opens and balls 6 balls are released into play.

Hit 100 switches to activate the first Movie Jackpot at the Ark. Collect it to reset the switches - 75 are now needed to re-light the Ark for the Super Jackpot. Collect the Super Jackpot to reset the switches to 50 for the Double Super Jackpot and then the Triple Super Jackpot.

The scene ends when only 1 ball remains in play.

The INDY JONES targets and the bumpers will increase the Jackpot Value by a small amount.

Collecting the Double Super Jackpot will award a Player Perk when the scene is over.

Temple of Doom

Shoot the Sankara Stone captive ball a number of times to reveal the Temple.

Shoot into the hole to start the next scene.

The Temple will only remain open for a limted time. When it closes, a single hit to the captive balls will open it again.

The required number of shots will increase after each movie scene has been played.

SCENE 1: The Antidote

Shoot the roving ARROW (random position start) to collect the antidote. Then shoot the roving INDY JONES targets to collect the diamond (antidote and diamond can be collected in any order).

Finally, shoot the ramp to get to the plane and escape.

SCENE 2: Plane Jump

Shoot the Ark to grab the life raft. Then shoot the ramp to jump from the plane.

SCENE 3: Minecart Chase

You are instructed to shoot the 'left tunnel' but in the movie you go through the right tunnel, so this is the shot needed.

Shoot the right loop to start the chase (this adds 2 more balls into play).

Shoot the INDY JONES targets to kill the enemy.

When all INDY or all JONES targets are cleared, a mine cart full of bad guys is derailed and the Movie Jackpot is awarded.

Shoot the ramp to reset the INDY JONES lights and repeat.

The scene ends when only 1 ball remains in play.

Killing at least 10 enemies will award a Player Perk when the scene is over.

Hazzard Shot: Shooting the 'left tunnel' as instructed will exit the mine and end the scene immediately.

SCENE 4: Rope Bridge

Make a Combo shot to the ramp or right loop to start cutting the bridge. Then shoot the Ark to cut the bridge and make it fall.

Finish by shooting the Temple to get the last remaining stone.

The Last Crusade

Shoot the Grail scoop a number of times to start the next scene.

The required number of shots will increase after each movie scene has been played.

SCENE 1: Young Indy

Shoot the Ark to grab the cross. Then shoot the orbits to catch up to the train. Then shoot the ramp to run across the train.

Finish by shooting the Grail scoop to disappear in the trunk and escape.

Hazard Shot: The Grail scoop contains snakes.

SCENE 2: Dogfight

Get Jones Snr on the Machine Gun and shoot down the plane.

Shoot the Ark to crash land.

SCENE 3: Tank Rescue

Quickly shoot the lit shots before the tank elimiates them to save Jones Snr.

SCENE 4: Choose Wisely

All main shots are now lit. Shoot only the lit shots to pick them off one by one and choose wisely.

Hit a red shot to choose poorly and fail.

The Crystal Skull

Shoot the small stand up targets at the ramp entrance to light the torches and activate the Crystal Skull.

Shoot the ramp when the Crystal Skull is lit the required number of times to start the next scene.

The required number of shots will increase after each movie scene has been played.

SCENE 1: Rocket Sled

Shoot the bumpers to power up the rocket sled's thruster.

Shoot the Grail scoop to hang on and launch it.

The Ball Saver will remain active for the duration of this scene and any ramp shot will divert the ball into the bumpers.

Pro Tip: Let the ball drain and it will auto-launch into the bumpers.

Pro Tip: Activating a FREE SHOT will add 50% thrust, so use it if you have it.

SCENE 2: Nuke Town

Shoot the Sankara Stone captive ball to open the fridge.

Shoot the hole to get into the fridge and survive the nuke.

SCENE 3: Mind Control

Shoot the ramp to reduce the power of the skull and regain control of the flippers....and your mind.

For the first shot only, the flippers will be reversed and the Ball Saver is limitless.

Pro Tip: Keep a FREE SHOT handy for the first shot.

SCENE 4: Return (INCOMPLETE)

Return the Skull then escape the chamber.

Get to the water chute and return to the surface.

Multiplayer

Up to 4 players can play and each player will become a character from the movies: Indiana, Jones Snr, Marcus and Sallah.

Match Sequence

Match the randomly generated number (1 in 6 chance) to win an Extra Ball and keep playing.

The Match sequence is disabled for multiplayer games and can only be used once in any single player game.
  • Like
Reactions: DuMichAuch72
Author
SLAMT1LT
Downloads
31
Views
202
First release
Last update
Rating
5.00 star(s) 2 ratings

Latest reviews

Phenominal Table !!
Top