Domino’s Pinball Rules

Revised rules for next version. Total rewrite.

Domino’s Rules (NEW)

Make Pizza – 3.. 4.. 5.. Qualify by shooting outer orbit. This also advances the jackpot in MB
Lost Topping – 3.. 4.. 5.. Qualify by shooting noid orbit. When in (right side) MB, one of the switches is the super jackpot. This location changed after collecting.
Pizza Dispatch – 3.. 4.. 5.. Qualify by shooting center ramp. This also advances the jackpot. After a qualify or requalify the spinner value multiplier is increased up to 5x.
Mega Week – Qualify by shooting right target bank in any order. When in (right side) MB, one of the targets will blink. This is another Super Jackpot, and changes location after collection.

After mode is qualified, score for that switch multiply by how many times you “requalify” (up to 5x). Once MB starts your switches are locked into your multiplier values. Resetting after MB.

Example: you shoot outer orbit 3 times to get “Make The Pizza” available.. If you don’t start the MB.. outer orbit switched are worth X times 2. shooting those orbits again but 4 times increases the switch value to X times 3.. Shoot orbit 5 more times, they are now worth X times 4. Up to 5x. This goes for other mode qualifications as well.

Any time a right side mode is qualified for, you can shoot the pizza scoop to start that mode. If you are already in MB and mode was not qualified, you can qualify while in MB, increasing base jackpot value.

If more than one mode is qualified and you shoot the scoop. MB jackpot is multiplied by however many modes are qualified. When in MB, jackpots are increased by switch amount (up to 5x related to the requalify rule). Collect the jackpot from the pizza ramp. If jackpot is collected before it was advanced, jackpot resets but it lower than before. This is to prevent spamming jackpots.

If you collect all the modes again while in MB, a center shot hurry up is available. With a countdown of 15 seconds. As time goes down, so does the jackpot.

Modes are not considered complete until you start the MB.

Career Modes

Load up pops to qualify each of the career modes. After 4 have been loaded up, pops need to add 5 to the beginning of base start value to get the first mode lit on next round. You can start a career at any time, but loading all the way will max out the JP value.

Driver – Round 1 (5 pops) / Round 2 (10) / Round 3(15)…
MB – left obit, hit pops to advance JP
Manager – Round 1(@10 pops) / Round 2(15) / Round 3(20)…
MB – Noid orbit to advance JP
Franchisee – Round 1(@15 pops) / Round 2(20) / Round 3(25)…
MB – center ramp to advance JP
Gold Franny – Round 1(@20 pops) / Round 2(25) / Round 3(30)…
MB – Right orbit to advance JP

Example of flow: In normal play you shoot pops 5 times.. Driver pulses and indicates it can be started. Keep shooting the pops to get to 10, then Driver and Manager pulse.. Get all the way to 20 and now you have 4 left mode pulsing.. Shoot left scoop to start MB. JP are now at 4x. When mode is over, those modes that were pulsing are now solid. Now those pops are inround 2.. Get driver pulsing by hitting pops 10 times.. And get all 4 left modes pulsing at 25 pops..

If all 4 modes are qualified, you get 3 ball MB instead of 2.

For each mode lit before starting MB, pop switch amount is multiplied by modes lit

Same as right side modes, depending on how many modes are lit, Jackpot multiplied by that many modes. If jackpot is collected before it was advanced, jackpot resets but it lower than before. This is to prevent spamming jackpots.

Starting career modes is done by shooting left scoop.

Modes are not considered complete until you start the MB.

Pizza Maker (Sub Wizard Mode)

When the bottom 8 modes are complete this mode becomes available. Round 1

Global Conquest (Sub Wizard Mode)

When the bottom 8 modes are complete this mode becomes available. Round 2

Pizza Wars (Wizard Mode)

All modes must be complete, including Handle Rush and Noid battle, then this mode becomes available.

Right Targets

Used to qualify Mega Week. Each time its qualified, Mystery award if activated and collected off left scoop.

Noid Battle

This can now be opened at any time and progress is kept throughout all balls. Bash down the targets, then hit noid 2.. 3.. 4.. Times to collect reward.. Rinse repeat

Handle Rush

For time being keep this separate from all other modes and can only go ino MB when not already in MB. I may combine this with the right side modes for a 5x JP multiplier.

Locks will start at 3…4… 5… etc..

OER

Just used to multiply EOB, OER switches are worth (base value * OER bonus).

Coke Integration

Coke goes into a cup. Bubbles fizz away revealing the match.