Cactus Canyon (Midway, 1998) VP8

VP8 Bally SS Recreation Cactus Canyon (Midway, 1998) VP8 v1.0

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Cactus Canyon (Midway, 1998) VP8 v1.0
by Lord Hiryu
IPD No. 4445

Released: 16-12-2008

(Modified version of Brian Taylor's Rulesheet with some minor descriptive and corrective changes. Brian's Rulesheet was compiled from the official website rule descriptions which can be found here:


The ultimate objective of Cactus Canyon is to complete the High Noon at the OK Corral mode. This requires that all components of the Sheriff's Badge be lit.

See the High Noon at OK Corral section for details on completing this final mode.

Playfield Description

Plunger: The plunger sends the ball careening through a loop called the Lasso.

Skill Shot: When plunged into play, the ball will spin, and the Skill Shot award will rotate on the dot matrix display. When the ball falls through to the right inlane ramp, the Skill Shot meter will stop and you will receive the bonus indicated on the display.

Left/Right Inlanes: The left and right inlanes will activate Quick Draw mode if Quick Draw has been lit.

Bronco Loop: The Bronco Loop is located at the far left of the playfield. You can shoot it to score Buckin' Bronco, Wild Ride, and Ride 'em Cowboy.

River Adventure Ramp: The River Adventure Ramp is located at the left of the playfield, just to the right of the Bronco Loop. You can shoot it to score White Water, Water Fall, and activate Save Polly Peril mode.

Bonus Multiplier: The Bonus Multiplier lanes are located at the top left of the playfield, easily accessed by shooting the Bronco Loop. There are two Cactus lights that must both be lit to advance the bonus multiplier by one.

The Gold Mine: The Gold Mine is located at the left center of the playfield, immediately to the right of the River Adventure Ramp.

In normal operation (nothing else is lit), the gold mine will begin in a closed (down) position and is used to the light the ball lock there. The mine will gradually move upward and thus open as you hit it. Once a ball is shot into the mine, the lock shot is lit at the Gold Mine. The mine is then fully opened and shooting a ball there again will lock a ball. Locking three balls at the mine (or through a combination with skill awards) will start Gold Mine Multiball.

The Gold Mine is also used to collect the Extra Ball when it's lit. The mine will normally open itself at that time so you can score the shot (regardless of its condition for lighting locks). When the Mother Lode is lit (akin to a Super Jackpot), the door to the mine will repeatedly open and close, making for a reasonly difficult shot (you must have good timing in addition to good aim). The Gold Mine also starts the "High Noon at the OK Corral" (wizard mode) when the Sheriff's Badge has been completed.

The Train Ramp: The Train Ramp is in the center of the playfield, immediately to the right of the Gold Mine. It feeds into the left inlane. You can shoot it to score Catch Train and Stop Train. You can also shoot it to score Gold Mine Multiball and
Stampede Multiball, as well as score a jackpot during High Noon.

The Bart Brothers: The Bart Brothers target is located at the upper right of the playfield, immediately to the right of the Train Ramp. You can shoot the target to attack the Bart Brothers in sequence. There are three Brothers to defeat: Big Bart,
Bandelero, and Bubba Bart.

Sharpshooter Loop: The Sharpshooter loop is on the right of the playfield, to the immediate right of the Bart Brothers target. You can shoot it to score Good Shot, Marksman, and Gunslinger awards. You can also shoot it for a jackpot during Gold
Mine Multiball, Stampede Multiball, and High Noon.

Bank Robbery Ramp: The Bank Robbery Ramp is on the far right side of the playfield. You can shoot it to score Sound Alarm, Shoot Out, and activate Save Polly. This ramp feeds into the right inlane. You can also shoot it for a jackpot during Gold
Mine Multiball, Stampede Multiball, and High Noon.

Bad Guy Targets: There are four Bad Guy pop-up targets scattered across the center of the playfield. One will pop up during the Quick Draw and Gunfight modes, and all four will appear during Showdown Multiball and High Noon.

Shoot to Collect: The Shoot to Collect indicator is located at the right-center of the playfield, in front of the Sharpshooter and Bank Robbery Ramps and above the Rank and Sheriff's Badge indicators. When items under this indicator are lit, shoot various targets to collect the prize. When Extra Ball is lit, shoot the Gold
Mine. When Bounty is lit, shoot the Bart Brothers. When Jackpot is lit, look for the various jackpot lights.

Play Modes/Mechanics

Lasso Skill Shot

When a new ball appears, the player must pull the plunger to launch it through the lasso (skill bowl). The number of times the ball rotates through the lasso depends on the strength with which the plunger is pulled. As the ball careens in the lasso, the
DMD will show a rotating display of potential awards. When the ball slows and falls through to right inlane ramp (and then the playfield), the rotation stops and one of the following Awards is granted:

Light Quick Draw
Light Gunfight
Light Extra Ball
Light Bounty Award
Complete Bronco Loop
Complete River Adventure Ramp
Complete Train Ramp
Complete Sharpshooter Loop
Complete Bank Robbery Ramp
Increase Rank
Increase Bonus Multiplier by 3
1,000,000 Points
Light Lock (or, if already lit, Award Lock)

Bonus Multiplier
The Bonus Multiplier can be increased by the following methods:

- Complete the two lanes in the back left corner. When both cactus lights above the lanes are lit, the lights will go off and the bonus multiplier will increase by a factor of 1.

- Receiving the Bonus X 3 award in the Lasso Skill Shot.

- Receiving the Bonus X 5 award from a Bounty.

Earn Your Rank
The Rank indicators are a panel of five lights that arc around the Sheriff's Badge indicator at the center of the playfield. You begin the game at Stranger rank, but you can advance your rank through the Bounty Award, the Lasso Skill Shot, or by
winning a Gunfight. The rank progression is as follows: Stranger, Partner, Deputy, Sheriff, and Marshal.

A higher rank yields more potential points during Quick Draw and High Noon at the OK Corral.

Extra Ball

The Extra Ball can be lit by completing Save Polly Peril mode, through the Lasso Skill Shot, and by starting the Showdown Multiball mode.

The Extra Ball can be collected by shooting the Gold Mine.

Quick Draw

The Quick Draw mode can be lit by the Bounty Award, the Lasso Skill Shot, or by the upright targets on either side of the center of the playfield. The Quick Draw mode is triggered by the inlanes, but the ball doesn't stop. When Quick Draw is activated, you must hit the Bad Guy target that pops up as quickly as possible.

The points awarded for successfully completing a Quick Draw vary by your current rank. The awards start at the following values, then decrease with time down to 50,000 points.

Rank Award
Stranger 500,000
Partner 750,000
Deputy 1,000,000
Sheriff 1,500,000
Marshal 2,000,000

When a Bad Guy is hit in Quick Draw, it will stay lit. When all four Bad Guys are hit during Quick Draw, the Showdown Multiball mode will start.

Completing Quick Draw will also light a Bounty award.


The Gunfight mode can be triggered by the Bounty Award, by the left outlane (when lit), or by defeating one of the Bart Brothers. Gunfight is triggered by the outlanes, and the ball will be stopped. A Bad Guy target will pop up, and you must
hit it quickly in order to complete the mode. Completing Gunfight will advance your Rank.

Save Polly Peril

The Save Polly Peril mode can be activated by completing one of the three Ramps (River Adventure, Train, or Bank Robbery). The object of this mode is to prevent the train from reaching the end of the tracks and possibly causing Polly's premature demise. To accomplish this, you must shoot the River Adventure Ramp and/or the Bank Robbery Ramp the number of times indicated on the DMD. To slow the train down and give yourself more time to stop it, you can shoot the Train Ramp. If you successfully Save Polly from Peril, the Extra Ball will be
lit at the Gold Mine.

Collect Your Bounty

You can light the Bounty Award through the Lasso Skill shot or by defeating a Bad Guy in Quick Draw mode. To collect the bounty, shoot the Bart Brothers target.

The possible Bounty awards are as follows:

Light Extra Ball
Light Gun Fight
Light Quick Draw
Light Lock (if Lock is already lit, Award Lock)
Plus x5 Bonus Multiplier
Increase Your Rank
Points (250,000-1,000,000)

Battle the Bart Brothers

Battle the Bart Brothers is a continuous mode in the game (similar to the saucer in Attack from Mars and the castle gate in Medieval Madness). You must shoot and hit the Saloon shot (the entrance to where the the giant mechanical Bart sits). Shooting this shot and/or the giant mechanical Bart will light the mode if it's not already lit. Once lit, a strong shot to the Saloon will go up a mini-ramp and hit Bart in the face and activate a switch that sends him into motion (it moves left and right and the hat will fly up in the air). A weaker shot will enter the ramp well into the Bart Popper and still trigger a blow to the Bart Brother a couple of seconds later. The ball will then exit into the right orbit behind Bart. There is also a secret entrance to the ball popper located behind the center ramp. A weak shot to the orbit will sometimes land a ball in it and act as if you had shot the saloon shot directly. After a successful attack on Bart, the DMD will display the number of hits remaining to defeat the current Bart Brother.

There are three Bart Brothers to defeat: Big Bart, Bandelero, and Bubba Bart.

This mode is one of the five requirements to activate the High Noon at the OK Corral final mode. You must defeat all three Bart Brothers to light Get Bart Bros on the Sheriff's Badge.


Combo is another continuous mode. There is a Combo light on each of the three ramps and two loops on the playfield. The Combo light is lit for a brief period after every ramp or loop shot. Shooting a ramp or loop when the Combo light is lit will increase your Combo total by one. The more Combos you hit at a time, the faster the Combo lights will go out on successive attempts.

This mode is one of the five requirements to activate the High Noon at the OK Corral final mode. You must collect 10 Combos to light Combo on the Sheriff's Badge.

Gold Mine Multiball

In order to activate Gold Mine Multiball, you must first lock three balls in the Gold Mine. Lock must be lit to do this. If Lock is not lit, it can be lit by either shooting the Gold Mine, the Lasso Skill Shot, or through a Bounty Award (balls can also be directly locked by a Bounty Award).

During Gold Mine Multiball, the Jackpot is lit on each of the three Ramps and two Loops. After a Jackpot is scored, the Mother Lode is lit. To score the Mother Load, shoot the Gold Mine while it's open (it will keep opening and closing). At this point, shooting another jackpot will again enable the Mother Lode. Each Jackpot must be hit once in order to reset the Jackpot lights, at which point they can all be scored again. Every time all five Jackpots are hit, the Mother Lode value multiplier increases. The mode ends when you no longer have at least two balls in play.

Mother Lode

The Mother Lode is part of the Gold Mine Multiball mode. After shooting a ramp or loop to collect a Jackpot, the Mother Lode is lit. To collect the lit Mother Lode, shoot the Gold Mine when it opens.

The Mother Lode is one of the five requirements to activate the High Noon at the OK Corral final mode. Once you collect a Mother Lode, the Mother Lode light is lit on the Sheriff's Badge.

Showdown Multiball

To activate the Showdown Multiball mode, you must defeat all four Bad Guy targets in Quick Draw mode. As soon as this is achieved, all four Bad Guy targets will pop up, and the multiball begins. Each Bad Guy target must be hit once before they
all re-appear with a higher point value. This process can be repeated until fewer than two balls remain in play. Starting Showdown Multiball lights the Extra Ball.

Showdown Multiball is one of the five requirements to activate the High Noon at the OK Corral final mode. Once you start the Showdown Multiball mode, the Showdown light is lit on the Sheriff's Badge.

Stampede Multiball

To activate Stampede Multiball, you must complete each of the Ramps and Loops on the playfield. This includes the Bronco Loop, the River Adventure Ramp, the Train Ramp, the Sharpshooter Loop, and the Bank Robbery Ramp. To complete each of these shots, you must collect each award
(i.e. Good Shot for the Sharpshooter Loop) available by shooting a particular shot three times. Once all five have been completed, the multiball begins.

The Jackpot lights for each of the ramps will be lit and can be hit repeatedly until fewer than two balls remain in play.

Stampede Multiball is one of the five requirements to activate the High Noon at the OK Corral final mode. Once you start the Stampede Multiball mode, the Stampede light is lit on the Sheriff's Badge.

High Noon at the OK Corral

High Noon at the OK Corral is the final mode (sometimes referred to as the "Wizard Mode") and the ultimate objective of Cactus Canyon. To activate it, you must complete the Sheriff's Badge by performing the following actions (refer to mode descriptions above for more detailed information on completing these requirements):

1) Score a Mother Lode during Gold Mine Multiball mode.

2) Score 10 Combos by repeatedly shooting ramps and loops.

3) Defeat all three Bart Brothers.

4) Start the Showdown Multiball mode.

5) Start the Stampede Multiball mode.

Once the Sheriff's Badge is completed, High Noon at the OK Corral will be lit in the center of the badge.

To begin High Noon at the OK Corral, shoot the Gold Mine.

When High Noon begins, all of the balls will be kicked into play and will be returned if lost. All of the Bad Guy targets pop up and all of the Jackpot lights are lit. High Noon is a timed mode of 30 seconds, with one additional second awarded for each Bad Guy hit during the game, including those hit in Quick Draw,
Gunfight, and Showdown Multiball Modes.

To complete High Noon at the OK Corral, you must hit 20 Bad Guys before time expires. If you successfully complete this mode, you will be awarded 20,000,000 points and the flippers will stop responding, draining all the balls momentarily and
giving you a brief celebratory breather and a simple animation sequence.

At this point, the Sheriff's Badge will reset and you start over on your quest to rid Cactus Canyon of bandits.
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Lord Hiryu
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Latest reviews

'Cactus Canyon IPD No. 4445 October, 1998 4 Players
'VPM Version 1.00 by Lord Hiryu December 2008
'Gracias especiales a Pacdude, ya que gran parte del script de esta tabla es suyo,
'así como a JPSalas por usar también parte del script de su Odin Deluxe y facilitarme los archivos de sonido.
'Fecha 13/12/08

Sadly the ball gets stuck at the train rails.
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