Tommy, The Who's (Data East, 1994) VP9 v1.2 Sun9 MOD
SunWizard, Kristian, El Condor, Mr White, Destruk
IPD No. 2579
SunWizard, Kristian, El Condor, Mr White, Destruk
IPD No. 2579
Sun 9 mod 1.2
Improved resolution graphic for playfield.
Captive ball broken since v1.1
Blinders improved, thanks to destruk, we have eyes on them again while blind.
Improved VUK, sometimes it would take more than 1 kick to make ramp.
Sun 9 mod 1.1
Updated for version 9 (won't work right on v8.1):
New flipper, VUK, plunger settings
Collect VUK ramp needed redesign.
Plane decal redesigned from backdrop to playfield so it renders correctly.
Added a ball drop sound when it drops from ramps.
Sun mod 1.1
Fixed a bug from v3.3 when you get the ball in the rarely hit secret passage right of Collect hole, it would vanish and your game is over in a bad way.
Changed the skill shot and mirror troughs to output right of Collect hole, like the real machine, avoiding clogging the VUK during multiball.
Changed to ballstacks which gives better performance for VUK, skillshot, and mirror hole troughs.
Added a sound when the Holiday Camp captive ball is hit.
Increased the width of the backbox and the lockdown bar.
Sun mod 1.0
New pics used for better resolution on most of the graphics.
Changed inclination and POV for a wider view like jpsalas great pins.
Made the mirror look like a mirror.
Moved parts to match a factory drawing (used as background in VP editor), making it work more like the real table:
Upper left flipper higher
Upper right jet bumper lower and to the right.
Lower jet bumper to the right.
Union Jack collect hole narrower.
Added the Genius light in the center chute.
Added many missing flashers: left scoop red light, genius chute 2 blue lights, upper left, parachute hole & center top.
Changed backside graphics on spinners.
Added a Credit light to the backbox.
Fixed the blinders by splitting each in 2 so they work with changes in inclination and FOV, preventing ball inside the flipper.
Fixed a bug where a ball would get trapped below the top center kicker sometimes.
Changed all ramps and wire rails to use the VP graphics instead of decals on top, which looks better as the ball goes on them, and provides more visibility of the ball near the top, like the real table.
Cleaned up the code to comment out unused sections, like emreel1,2,3
Changed to an IMplunger so there is more resolution to make the skill shot, fixed the bug in that code: was switch 18, should be 16, and adjusted the settings to work best.
Made the plunger visually accurate to show the amount of pull.
Put round targets on the lower 3 banks & holiday camp & more time.
Put graphics on the right ramp target.
Added Vpinmame controller.pause and unpause so it stops when you pause the table (with Esc key, so now sounds and other action stops too).
Version 3.3 - Kristian
Bugfix version. Mirror fixed.
Version 3.2 - Kristian
Improved plunger skill shot. Added support for high resolution plunger (PD) in the script. Add it if you want.
Version 3.1 - El Condor, Destruk & Kristian
Fixed the kicker hole, shooter lane and tweaked with some graphics. Should be "finished" now. :)
Version 3.0 - Kristian
Massive graphics and layout rebuild. Removed propel reel animation and light GI and replaced them with decals.
Thanks to MrHide for the hires playfield images!
Thanks to Destruk for fixing the blinders with current VBS scripts.
Thanks to El Condor for support and co-operation.
Version 2.82 - El Condor
Widened flipper arc to 55 degrees to make play more accurate in comparison with local Stern tables (same system).
Also replaced backglass flasher with EMReel, as in TAF - more effective.
Please contact me through the forums if you know of any way to superimpose an EMReel onto the plane without parts of the plane disappearing - this will be the final destination of the propeller frames on the backdrop.
Note: It has come to my attention that more playfield flashers have effects on the backglass than currently represented - based on reaction to the Apollo 13 system, I will make alterations to this in due course.
As compensation the ball 'spins' on this table when it does not in A13 (I would appreciate access to the TAF graphic though, this one seems too small to see in play)
Version 2.81 - El Condor
Latest Pinball Ken flipper adjustments in place, too many to list.
Problems caused by redefinition of a mech step change in vbs 2.4+ have been solved by removal of all old code, cuurently being replaced with a digitised genuine propeller motion in the form of two EMReels (a TAF trick).
More animation changes to come, if I can work out how to beat the system again.
No spinning balls, though, due to my inability to find the images.
Version 2.61 - Pinball Ken with the approval of El Condor and Destruk
ShapeCustom triggers nowyouseeit and nowyoudont have been altered so balls disappear and reappear at the blinders' edges. Playfield walls' elasticity has been reduced to 0.1 so balls hug the left loop to be picked up better by the TLFlipper, and plunged balls go round the right loop more consistently. TLFlipper is now in in its proper playfield position (it was positioned farther right to pick up balls better previously, El Condor will know).
Version 2.6a (2.6 recalled before announcement due to serious render bugs and flipper errors)- El Condor
This should be as far as Tommy goes for now, when a better animation system is in place expect far better blinders. I haven't abandoned this project, although this will be the last version unless any plastic scans, technological advancements or bugs are reported.
The flipper blinders now work based on the creation of invisible flippers, as used in the very first version of the TZ table (and still used in lieu of the magnet on slow machines). As a side effect, ball searches are now correct (the upper flipper should be on it's own solenoid '47', not shared with the lower left flipper). I've also applied the invisball image to the bumpers to hopefully stop the render errors when a ball gets too close.
This table release, although seemingly sane, was put together by a lunatic UK student. Therefore I feel it is relevant to pay my respects to Spike Milligan, who passed away during the gap between 2.6 and 2.6a, still thinking the BBC were b*****ds.
Version 2.56 - Destruk
Minor trigger placement/location adjustments. Should be good to go. (Triggers needed at least 13vp unit separation from flippers, and same minimum from any other triggers)
Given that even 2.52 didn't stop the fault, a new version had to be created. Clever trigger positioning means that only really slow PC's should experience problems (The crashes were caused by half the ball being on a flipper, half on a trigger, confusing computers. With the trigger a minimum of 25 units away, on event should clear before the other starts. On another note, the shadow implementation has moved on apace, hence the jumped numbers. The flippers are now covered up on deployment of the blinder, and the 'eyes' have been added. The plane also has a very nice shine to it, but I don't know how that's happened. Looks cool though...
Honestly, the fatal bugs have to occur when I'm away
A quick kludge release to hopefully iron out the blinder problem - the ball may appear when it shouldn't, but that's only because I've erred on the side of caution - droppable walls don't seem to register rollovers, so flippers and triggers are used (triggers out of flipper stroke range.
The number jump says it all. OK, maybe it doesn't *clears throat*
THE BLINDERS ARE EMULATED, REPEAT, THE BLINDERS ARE EMULATED
Unfortunately droppable wall limitations prevent me from showing you my incredibly good hand made blinder images, so instead I have a text box showing the position number(6 is fully out, 1 is fully in). However, using the power of custom triggers, several nested calls and the 'invisiball' (TM) I've managed to pull off the illusion of blinders (I must ask you to turn off ball shadows though, no way round eliminating those).
Other than that, nothing's new
Only minor revisions, in the strive for perfection, the flippers are now slower, but stronger - as this makes them a little more accurate in terms of difficulty of aiming. I've also made the diverter helper display an EM Reel set, for two reasons.
1. It looks nice.
2. Tommy came from the EM era, so I'm trying to immerse you in that environment (OK, the second reason's flimsy, I just like the reel!)
Also, the instruction cards have been tweaked, as the black was actually the apron shining through (The black was just the wrong shade for the VP image manager.)
Top tip RE: black or white images when transparency is not wanted.
Use your image packages fill tool to set the colour of the pure white/black image approximately 3 greyscale points from pure white/black - indistinguishable to us, but it prevents image handling errors.
Version 2.23 (Necessary bug fix)
This nearly led to the end of the table! In a certain combination of circumstances (i.e using VPinMAME 1.1 with Vbs 2.33), the mech handler for the mirror lost track of the 'mirror up' and 'mirror down' switches, leading to erratic mirror and skill shot behaviour. As a result, the new version no longer relies on the .Addsw vbs call, which may be the source of the problem (at least, the problem was solved when I ceased to use it)
The problem was NOT emulation related, as previously diagnosed, apologies to all concerned.
I have also changed the flipper strengths to a different speed and strength, as this gives a more realistic behaviour, if a bit more difficult. - the game should play more like Guns and Roses than The Addams Family.
The auto plunger has also been tweaked, the ball should get around the orbit a bit more often.
A GI relay noise has also been added, if people vote this as irritating through the forum, it will be removed.
Version 2.22 (2.21 just included GI support, no gameplay changes)
El Condor + Destruk
Destruk's launch ramp mods added, as well as an invisible wall to prevent fall-through.
Spinners placed in their correct positions and orientations, as deduced through playfield images.
In theory, my custom trigger should prevent 'good' balls bouncing off the right spinner lane. However certain balls will still bounce off, those that would not go through on a normal table.
Triggers resized and relocated as above.
TAF subway handler no longer used, as there are possibilities of balls being lost in reasonably likely circumstances. Instead a trough has been constructed on the right hand side of the table. Can't find it? You can see it in the editor, but it has been made invisible in normal play, through droppable walls and a blank ball image. This works more like the genuine table, which uses an under playfield trough and ball stack.
As a result of these new techniques, VP official dogfood 5 is required.
I could probably avoid using them, but you've all got to adopt at some time .
Version 2.2 (New numbering system implemented, Ass version is 1.0, adding .1 for every major release since, with exception of this latest one, which is big enough to warrant a .8 addition)
I've cracked the mirror, so to speak! A new mech handler, similar to that of the propeller, is controlling it, meaning that a short pulse will not send the mirror out of phase, like in previous versions.
And with a groundbreaking development such as BSMT 2000 emulation, this table should also be radically updated - and it has!
Anybody experiencing issues with handling of parachute and mirror trough hits, i.e. all of you, will be extremely grateful to discover that a true subway handler is incorporated (Yes, the parachute should kick through the VUK, there's only one kicker in the trough). Thanks to the TAF team for the handler, which I mercilessly stole from their table, although I must confess I amended it to take into account multiple entry points and multiple balls in a stack. Mind you, I consider it payment for the speed limiters!
(NOTE: There may be some issues when too many balls enter the trough at one time, although given the way the system works, I believe this to be a DE bug, rather than my sloppy coding).
And while I remember, the GI string has been added through lights, no longer stacked, but thanks to Shockman for his help.
The latest Pinball Ken amendments have been made, and the help trigger is back instead of the kicker, to help multiple balls.
As you may also have noticed, the version numbering system has changed to reflect these major changes, I've tried to explain it at the top of this entry. The name has also changed to "The Who's Tommy, as there is another pinball table called Tommy. (edit: later discovered to be actually called Wizard, but name change retained)
Authors as in Version D.
Mirror kickout behaviour fixed(?), propellers simulated through ball images and a mech handler (may not be 100% reliable)!
All flashers now believed to be correct, and Pinball Ken's adjustments to kickers/plungers/flippers added. For someone who has never played the table, he knows it better than me!
El Condor/Destruk/Pinball Ken (latter through forum).
Flipper strengths and table slope corrected.
Flashers used to fix kickouts (may not be 100% accurate).
As close to ready as I'm going to get for now.
Any comments, raise them in the release thread, or email me through my profile (I am the POC).
Charlie (Not Released)
El Condor/Destruk Alpha version.
Music added (see TommyMus.zip)!
Ball release/Outhole fixed by Destruk, using Guns and Roses code (I think)
VUK fixed using hidden kickers. Note: this has allowed auto-plunge support, hold down both flippers at ball start to activate.
More lights mapped, and flasher implementation begins.
El Condor version.
Attempt to fix troughs, and map solenoids to playfield.
Plane propellers simulated by light, some trough jams and VUK jams remain, and serious auto-plunge issues discovered.
Original Release (MR WhITE).
Still some issues, released for others to develop.
Professional and Amateur Pinball Association's Guide to
Sega/Data East's The Who's Tommy
(If there are any discrepancies, contact Kristian or El Condor for corrections on the VPinMAME sheet only)
DISCLAIMER: This rule sheet is meant as a guideline only, and is not an official documentation. To the best of our knowledge, the information contained in this rule sheet is accurate. However, due to various ROM editions, operator setup options, and tournament modes, the rules of any particular game may deviate from those listed below.
The VpinMAME version of this table uses Revision 4 of the ROM set, however, some rules specific to earlier revisions may remain. Contact El Condor if this is the case, and they will be edited.
This rule sheet has been derived from Stewart's Guide to The Who's Tommy, by Dave Stewart <firstname.lastname@example.org>, available in the rec.games.pinball archive,
1. Playfield Layout
In this section, the layout is described with the terminology used for the rest of the rules sheet. Going from left to right:
Left inlane: Lights the right spinner for double-value. Also, if there is no UJ feature currently running and the Union Jack (UJ) is not lit, then it will light it for about 2 seconds unless you have already been through Pinball Wizard UJ.
Left-bank-targets: Three plastic targets, with triangular lights pointing to them. Hitting a target lights the light. Lighting all 3
increases the left spinner value by 25K a spin, and scores 5M,
10M, 15M, then 20M for all subsequent completions. It resets
back to 5M between balls. The unlit left scoop spots a left side target. These targets are also used in some UJ features.
Left scoop: When the union-jack is lit, it starts the flashing UJ. UJ's can be started from this scoop only until Pinball Wizard has been reached. Tommy Multiball can also be started here (see Section 3). This scoop is also used in the acid queen UJ.
Left and Right spinners/orbits: Each spin scores the current spinner value, which begins as 25K a spin, and increases each time the left bank targets are completed, to a maximum value of 1M. The value is doubled (thus max 2M per spin) if the ball just went through the right inlane. At the top of the lane is a switch, which is the `orbit' switch. This switch relights the UJ. Normally the ball loops around the orbit feeding the right flipper quite fast, but not too fast, so it is possible to make these loops, which are worth 1M, 2M, 3M, 4M. After the 4th loop, all loops are worth 5M for the rest of the game. Note that to score these loop values does not have to be continuous loops. There is also an orbit diverter, which is active at various times in the game to send the ball into the pop bumpers, instead of orbiting all around.
Left ramp: This ramp is quite easy to hit from the right flipper. It is used to count down the captain walker mode, to collect the single jackpot(s) during Tommy Multiball, and during the Sally Simpson UJ feature and Captain Walker (non-UJ) mode. On a shallow table or with very strong flippers, the left ramp can be backhanded from the left flipper.
Silver ball targets: these are 3 white targets with the picture of a pinball on the playfield. Two of them are on either side of the left ramp, while one of them is just above the right ramp. Hitting each one twice lights the silver ball for 20M. Initially the lights for these targets are off. After one hit, they are flashing. After two hits they are solid. These targets are also used during the Silver Ball and Cousin Kevin UJs.
Genius lane: Easiest way to feed the upper left flipper. Each hit (while not in Multiball) awards the next letter in the following
words: OK, WOW, GOOD, SUPER, and GENIUS. Collecting
each word awards the point value of 5M, 10M, 15M, 20M, and 25M respectively, and 25M for each subsequent spelling of GENIUS. The first completion of GENIUS lights special at the outlanes. There is sometimes an extra ball awarded for completing one of these, instead of the points. This lane is also used to collect Extra Balls, collect Mystery, and is used in the Acid Queen UJ.
Silver ball: This ball scores 20M when flashing. When not flashing, it spots one hit on one of the silver ball targets. It is also used in the Silver Ball UJ, and is part of a combo which results in the Sigma Bonus (See Section 6). Hitting this target also advances the next UJ to be awarded to be the next one that has not yet been collected.
Pop bumpers: The pop bumpers rotate the ready UJ and are used in the There's a Doctor UJ. Pop bumpers start off at 100K per hit, and increase by 100K for every 10 hits to a maximum of 1M per pop. This resets on each ball. The Super Pops mystery award sets the value immediately to its maximum of 1M.
Parachute: A very wide hole at the top-right of the playfield, which is for the skill shot. The ball often lands in here during normal play (especially during multiball) in which case the value of the next skill shot is increased by 5M.
Tommy mirror: This is a mirror which is similar to the tombstone in TFTC. Unfortunately the mirror doesn't register half the hits to it, so it can get frustrating. Each hit spots a letter in T-O-M-M-Y. Completing TOMMY lowers the mirror, and exposes the Tommy Hole. The mirror is also used in a couple of the UJs.
Tommy hole: this is a hole behind the mirror, and it is well designed in that balls sent to it do not bounce out! Generally this is only exposed when Tommy multiball is lit; shoot it to start multiball. During Tommy multiball it is also a mini-jackpot which must be collected five times to light the super jackpots. Any ball in this hole is fed to the right flipper.
Right ramp: this ramp can only be hit by the upper left flipper. During normal play, it counts down to the Mystery feature, which becomes lit at the GENIUS lane. To light the Mystery feature, you need 2 ramp shots the first time, 3 the second time, etc. During Tommy multiball, the double jackpot(s) is collected on this ramp. The ramp is also used in the Sally Simpson UJ.
More-time target: This is a single plastic target below the right
ramp, which when hit resets the timer in most timed modes.
Resetting the time can only be done once per mode. If multiple modes are running concurrently, it resets the timer for the most recent mode only.
Right scoop: This scoop awards the flashing UJ when lit. The scoop is also used in the Acid Queen UJ.
Captive Ball: The captive ball advances the end-of-ball bonus multiplier by 1x for each hit, to a maximum of 7x, and spots a right-bank target. After 7x, you get 10M a shot. It is also used during the Holiday Camp UJ.
Right-bank-targets: Just like the left-bank-targets described above, except that they increase the value of the right spinner instead, and targets are spotted with the captive ball.
Right inlane: Lights the left spinner for double-value. Also, if there is no UJ feature currently running and the UJ is not lit, then it will light the scoops for about 2 seconds unless Pinball Wizard UJ has been reached in the game.
Blinders: You can't see them, and when you can see them, you can't see the flippers! The blinders are a fan which come out and cover the flippers, up to about two inches above the flippers. The idea with the blinders is that you are playing blind, just like Tommy. The blinders are used during the Tommy Scoring and Pinball Wizard UJ features, as well as after collecting a super jackpot. You can also start a game such that the blinders are active for the entire game by holding the EB-buy-in button when you press the Start button.
As with many of the modern games, there are many modes, which are called Union-Jack (UJ) features. The UJ is bright blue and red on the playfield, so you can't miss it! The game always starts with Christmas UJ flashing; the flashing UJ changes with the pop bumpers and the sil-ver ball.
To collect the flashing UJ, shoot either the left or right scoop when lit. After collecting a UJ, you must shoot one of the orbits to relight it. You can normally relight the UJ during another mode; the only exceptions are if you have a multiball mode going, in which case starting other modes is disabled, and you can't relight the UJ either. If there is no UJ running, and the scoops are not lit, then either inlane will light the scoops for about 2 seconds. The UJ is automatically lit at the beginning of each ball.
At the completion of each UJ, you are told how many points you got for the UJ, but the points are awarded when you get them, not when this final tally is displayed.
Following are the 12 UJs. Collecting all 12 starts the Pinball Wizard UJ. They are listed in the order that they rotate when the pop bumpers or silver ball are hit. Note that if ball time on the last few games is low, then at the start of the 2nd or 3rd ball the lit UJ may change such that the next UJ is Light EB.
Christmas: This is a 20-second round, during which all playfield
switches score 300K. Hitting any 3-bank target increases this
value by 100K. The roving flashing target on the 3-banks adds 5M to the Christmas total. The orbit diverter is active during this round, and the more-time target resets the timer.
Cousin Kevin: This is a 20-second round, during which the three ramp targets are flashing. The first time each ramp target is hit, it becomes lit and an additional ball is launched into play (thus you can get a maximum of 4 balls in play). When the timer has expired, play continues until fewer than two balls remain in play. The ramp targets are worth 5M throughout this round. No other rounds can be started during Cousin Kevin. The more-time target resets the timer. If multiball is lit, then it becomes unlit until this feature ends.
Holiday Camp: This is a round during which the captive ball is initially worth 1M, counting up to 20M. The value may be collected repeatedly. The round expires after the value reaches 20M.
Lite Extra Ball: This feature lights an Extra Ball at the Genius Lane. If extra balls are disabled, then EB is still lit, but collecting it scores 25M instead.
Silver Ball: This is a 20-second round, during which the Silver ball is initially worth 10M, and the ramp targets score 5M. Collecting the Silver ball value increments all of these values by 5M. Values may be collected repeatedly. The more-time target resets the timer. It is possible to score over 100M in this round by pounding on the Silver Ball, and hitting the more-time target with only 1 or 2 seconds to get another 15 to 20 seconds with the higher silver ball value.
Captain Walker: This is a video mode, during which the flipper buttons steer your bomber on-screen. The left button moves up, the right button moves down. Hit anything (bombs, planes, and buildings) Firing is automatic. The maximum value of this mode is 19M.
Smash The Mirror: This is a two-ball Multiball, during which the
raised Mirror is lit for Jackpots of 5M, 10M, 15M, 20M, and 25M, after which the Mirror lowers and the Tommy hole is lit for 50M, after which the sequence repeats. This round ends whenever at least one ball drains. If multiball is lit, then it becomes unlit until this feature ends.
Fiddle About: This is a 20-second round, during which the 3-bank targets (all six) are lit for an initial value of 5M. Hitting any target increases its subsequent value by 1M, to a maximum of 10M per target.
Acid Queen: This is a round during which the right scoop, left
scoop, and Genius lane are lit for an initial value of 25M, counting down to 10M. Collecting any one of these shots adds 10M to the running value for the remaining two shots. Collecting another shot adds 10M to the remaining value. The round ends after the shots have counted down to 10M. There is about a 3 second delay once the counter has reached 10M. The more-time target does not apply.
There's A Doctor: This is a 20-second round where you start with 5M; the pop bumpers and sling shots are lit for 1M per hit. After 20 hits, 25M bonus is awarded (for a total of 50M in the round) and the round ends. Also, as long as you are in the pop-bumpers the timer does not expire (it will give you at least 2 more seconds, although the timer will still show 0). The orbit diverter is active during this round. The more-time target resets the timer.
Tommy Scoring: This is a 3-ball Multiball, during which the blinder is active and all playfield switches score 500K. The round ends when fewer than two balls remain in play. No other rounds can be started during Tommy Scoring. The orbit diverter is active during this round. If you lose all balls while the blinders are still on, then the ball saver kicks in and you get the last ball back. If multiball is lit, then it becomes unlit until this feature ends.
Sally Simpson: This is a 20-second round, during which the ramps are lit for an initial value of 5M. Hitting the left ramp increases the subsequent value by 2M. Hitting the right ramp doubles the subsequent value. The more-time target resets the timer.
Pinball Wizard: This is a 6-ball Multiball, during which the blinder is active and all playfield switches score 1M. Collecting 20 switch closures awards an additional 20M and the letter W. The next 30 switch closures awards 30M and the letter I. This continues for all letters in WIZARD, (Z: 40 switches for 40M, A: 50 switches for 50M, etc.). Completing a letter also launches an additional ball into play. The round ends when fewer than two balls remain in play.
Multiball is lit by hitting the Mirror to spell TOMMY during single
ball play. When completed, the Mirror lowers and Multiball is lit at the Mirror scoop and the left scoop. Regular Multiball is 4-ball play; starting Multiball from the left scoop is only 3-ball play. Subsequent Multiballs are not lit at the left scoop.
Until you get the first multiball, 1 letter is spotted at the beginning of ball 1, 3 letters at the beginning of ball 2, and 1 letter at the beginning of ball 3, thus guaranteeing that multiball is lit by the 3rd ball.
For the 2nd multiball, TOMMY letters carry from ball to ball, and no letters are spotted at the beginning of a ball. For the third and subsequent multiballs, you must spell TOMMY with 5 mirror hits on the same ball.
Modes continue running during multiball (but they do pause the timers during the multiball opening animation!), except for quick-multi-ball modes (Cousin Kevin, Tommy, and Smash the Mirror modes).
There are several stages to multiball, and completing one stage lets you move on to the next.
Stage 1: Jackpots: At the start of multiball, the left ramp is lit for Jackpot, and the right ramp for Double Jackpot. Initial jackpot value is 20M if you start at the Tommy hole, 15M if you start with the left scoop (or 40M and 30M for Double Jackpot). All playfield switches increase the Jackpot value by 200K, and the Double Jackpot value by 400K. Collecting any Jackpot launches an additional ball into play. When BOTH Jackpots are completed, both are relit.
Stage 2: 3rd Jackpot. Collect either the single or double jackpot by shooting one of the ramps. Jackpots continue to rise by 200K/400K a switch, and the initial value is carried over from stage 1. After ONE of the two jackpots, an additional ball is launched into play, and you move on to the next stage.
Stage 3: Spell Tommy: The Tommy hole spots the letters T-O-M-M-Y and each one scores a 20M jackpot (which does not increase). No balls are added to play for collecting these jackpots. Completing TOMMY moves you to Stage 4. In newer ROMs, each switch adds 1M to the Super Jackpot and 2M to the Double Super Jackpot.
Stage 4: Super Jackpots: The left ramp is lit for the super jackpot, and the left ramp is lit for the double super jackpot. The initial values are 250M and 500M respectively, and go up by 1M and 2M respectively for each playfield switch. You can only collect ONE of these two. When you collect one of the super jackpots, you move to Stage 5.
Stage 5: Blind Multiball. You go back to stage 1 of the multiball, but the blinders are active. In older ROMs, you do not get any new balls added if you collect a jackpot. In newer ROMs, you do get a new ball shot out for each jackpot when you repeat Stage 1 and 2. Initial jackpot values return to their base values.
If you don't collect at least one jackpot, then the left scoop and mirror are relit for 2-ball or multiball respectively.
For the second and subsequent multiballs, only the Tommy hole is lit to start/restart multiball. Note, even though the left scoop is not lit to start multiball, it doesn't let you collect UJ modes if multiball is lit at the Tommy hole.
4. Other Modes
There are some modes/features which are not started as UJ features.
Captain Walker: During single ball play, the left ramp advances towards Captain Walker mode (not the same as the Union Jack feature). 2 ramp shots required to start it first time, 3 for second time, etc. The Captain Walker round is a 20-second round, during which the left ramp is worth 5M, the right ramp is worth 10M, and the spinners are initially worth 100K, increasing by 100K for each ten spins, to a maximum of 1M per spin. Hitting the more-time target resets the timer.
Mystery: During single ball play, the right ramp advances towards lighting Mystery at the GENIUS lane. The possible awards are the following:
Max Bonus X: Set the end-of-ball bonus multiplier to 7x.
Max Skill Shot: Raise the value of all subsequent skill shots to
Double Scoring: Scoring is doubled for next 20 seconds; how-
ever you cannot start Tommy multiball nor start a UJ, so
what's the point?
Super Pops: Pop bumpers are worth 1M a hit for rest of ball.
Million Spinners: Set spinners to maximum 1M per spin for rest
Silver Ball Lit: The silver ball is lit for 20M, same as completing
2 hits of each silver ball target.
Extra Ball: haven't seen it myself, but apparently it's possible.
Special Lit: ditto what I said the previous line!
5. Skill Shot
You have the choice of using either the manual or automatic plunger. To use the automatic plunger, flip both flippers at the same time. Be careful though; if you have a habit of flipping the flippers before launching the ball just to loosen up your fingers, you'll accidentally launch the ball. If you want to check the status report, hold down one flipper and don't press the other one. When the status report starts, then you can hit the other one to page through the status; but do it before the status report starts and you launch the ball.
There are several possibilities for the skill shot:
Parachute: the parachute is lit on ball 1 for an initial value of 10M. Hitting from the plunger shot awards that value, and raises the next value by 5M. Hitting the parachute at any time during normal play advances this skill shot value, but does not score the value. This skill shot maxes out at 50M.
Right ramp: this is a flipper skill shot. Instead of shooting for the parachute (or if you over shoot by too much) the ball is fed to the upper left flipper, for a shot at the right ramp. Hitting it scores 10M, and advances you one notch closer to the mystery award.
Tommy hole: if multiball is ready and the parachute skill shot is lit, then shoot the ball around the orbit to the top left flipper. If you hit the Tommy hole with that shot, you score the One Way Combo (Section 6), and start multiball. If you choose to go for this skill shot, make sure that the mirror is all the way down before launching the ball. The mirror takes about 4 seconds to lower, so if you launch too quickly, it might not be all the way down.
6. Combos and Bonuses
There are various combos and bonuses in this game, and they are not the kind you expect as in Williams and Bally games. Most of them are quite unique. Here are the ones I've seen. Let me know if you find any others:
One Way Combo: This is worth 5M, and it is scored by shooting the Tommy hole when Tommy multiball is lit instead of a skill shot.
Extra Ball Combo: This is worth 5M. It is scored by lighting the UJ extra ball, and immediately collecting it without hitting any other switch. It works after light EB from either left scoop or right VUK.
Sigma Bonus: This is worth 10M, and is scored when you shoot the silver ball, and deflect into the Tommy hole when multiball is lit.
Lyman Bonus: This is worth 2M ... but a BIG 2M! It is named after PAPA-3 champion Lyman Sheats. If you drain and are within 2M of the replay, you will be awarded an extra 2M, and hence you will get your replay.
Inlane/Spinner combos: Shooting a spinner after going through the inlane on the opposite side doubles the value of that spinner for that shot.
Silver-Ball Bonus: Hitting the silver ball after hitting each of the silver ball targets twice scores 20M. The silver ball is flashing whenever lit for this bonus.
End-of-Ball Bonus: 100K per left ramp, 200K per right ramp, and 600K per UJ feature that you've started throughout the game, multiplied by the Bonus Multiplier, which is a maximum of 7x. The multiplier is reset at the beginning of each ball.
There are also other combos, such as 3-way, 4-way and 5-way, worth a few million points each.
7. Scoring Level
Grand Champion scores on Tommy typically range between 1B and 2B. In tournament mode, it is expected that the top A division player may score about 500M to 1B, and the average game be on the order of 200-300M. In the B and lower divisions, top scores will probably be under 300M.
8. Strategy Summary
Here are some basic strategies for tournament play on SF2:
1 Multiball is the most lucrative scoring in this game, but after getting two multiballs, it is very difficult to achieve.
2 Until the first multiball is achieved, the game automatically spots TOMMY letters as follows: spots one letter before ball 1, spots 3 letters before ball 2, and spots 1 letter before ball 3. Because of this, on ball 1, try to hit the mirror once, so that multiball will be lit at the start of ball 2. Don't waste your time hitting it more than once on ball 1, because you'll get the 3 free letters at the start of ball 2.
Instead, concentrate on modes for the remainder of ball 1.
3 Some modes are worth shooting for, others are not worth much. However, it is worth collecting as many modes as possible, because the final Tommy mode can me worth a few hundred million points.
4 The more lucrative modes (where it is possible to get 50M or more) include Cousin Kevin, Tommy Scoring, Silver Ball, Sally Simpson, and Acid Queen. For the Silver Ball and Sally Simpson modes, you should try to hit the "reset timer" target just before it times out, which resets the timer, but the next-shot value is not reset.