Just like @GaBRi, Brendan was a super-talented originals maker who specialised in FP works. We used to host several of his tables at our P-O subdomain, and now I'd like to restore a few of them, starting with this gem. If you're an 'NES kid,' this one should take you right back!
PREMISE:Mega Man, known as Rockman (ロックマン, Rokkuman) in Japan, is a Japanese science fiction video game franchise created by Capcom, starring a series of robot characters each known by the moniker "Mega Man". Mega Man, released for the Nintendo Entertainment System in 1987, was the first in a series that expanded to over 50 games on multiple systems.
RULES:1. Character Select - At the start of each game, you will prompted to select a character (either Megaman, or Protoman). The character you pick determines the game's difficulty. If you pick Megaman, the game will be easier to beat because you can only lose lives when the ball is lost via the lower drain. If you pick Protoman, you can lose lives in either the lower drain or the upper playfield drain, making it harder. The game will show a different ending slideshow if and when you beat Dr. Wily for each character. Use the left flipper to pick Megaman, or the right flipper to pick Protoman.
2. Energy and Lives - In this pinball machine, you do not get a set number of balls to play. Instead, you have a certain number of lives and energy. You start with 3 lives, and can get an additional life at 1,000,000 points. In each life, you get 8 energy, which if lost, will result in the loss of a life. You can lose energy in a variety of ways, but you mainly lose it from letting the ball drain. If you are on level 1, you will lose 1 energy when the ball drains, on levels 2 - 4, you lose 2 energy, levels 5 & 6, you lose 3 energy, and on level 7, you lose 4 energy. When you have lost all 8 energy, the words "Low Energy" will appear for a moment, indicating that if you lose the ball one more time, you will lose a life. You also lose energy if the ball drains from the upper deck. If you are playing as Protoman, you will lose a life if the ball drains on the upper deck (if you have low energy). The game is over when you lose all your lives. It is not uncommon for 1 game to last for a long time, and it is likely you will play more than 10 balls throughout the game.
3. Defeating Enemies - The object of the game is to defeat Dr. Wily and 6 of his robots (Gutsman, Cutman, Iceman, Magnetman, Geminiman, and Bass). When you start the game (or after you defeat an enemy), "Stage Select" will be lit. When you shoot the ball from the plunger, or shoot the ball through either spinner, you will start the next level. The camera will focus on the backglass display for a moment to show you the next enemy. When play starts up again, the center 5 drop targets will sequence through a pattern of popping up and popping down, making them difficult to hit (Each enemy has a different pattern). Each time you manage to hit one of the targets, you will inflict damage on the enemy's energy. They, like you, also have 8 energy. You do 1 damage every time you hit a center target, 1 damage for every time you complete either of the two upper drop target banks, and 2 damage for everytime you complete the six stationery targets on the lower playfield. The upper playfield drop target banks are timed, so you must complete them quickly in order to do damage. The timer gets faster as you progress through the levels.
4. Enemy Escape - when you drain all of the enemy's energy, he will "escape to the upper deck". Now you must make your way to the upper deck and shoot the ball into the center hole to finish them off. This completes the level, and also completes the game if you are facing Dr. Wily. The camera tilts up to show the completion of the level, and then play continues with "Stage Select" lit.
5. Energy Bumpers - if the ball passes through either inlane, it will light the 2 two pop bumpers. If the green light is lit, hitting the bumper will add 1 energy. If the red light is lit, hitting the bumper will take away 1 energy.
6. Kickback - Kickback is lit at the start of each level.
7. Dr. Wily - Dr. Wily is very difficult to beat. His target pattern moves very fast, and is tough (but possible) to hit. However, you can still do damage by completing the upper drop targets or completing the stationary targets. When Dr. Wily escapes, he shuts off the upper playfield flippers for a moment, causing the ball to drain from the upper deck, if it is up there. The target in front of the center hole also resets itself every 3 seconds after being hit while facing Dr. Wily. If you manage to defeat him, the game will show an ending slide show. Megaman and Protoman each have different endings slide shows for you to see. Gameplay continues after the slide show is over, and you will automatically start playing as the opposite character.
Pinball Emporium Media Pack:This weeks Table is: Mega Man (Original) v1.0 patch Table Created By: @pinwizkid Download Table What this label means: P.E.C.M. - Pinball Emporium Complete Media All media is included: Menu Image Logo Alpha Image Topper Image Table Play...pinballnirvana.com