MORE GAMES MENU
By using the menu, players will be able to navigate to the “More Games” option.
History- Gottlieb would use the exact same playfield to create several different games back in the 1970s. These were different rule sets that utilized the same playfield. The picture shows Target Alpha, and Lucky Strike, however several other games also used this layout, including Canada Dry and El Dorado.
Wizards Arcade does the same thing, but allows players to load their desired rule set prior to game start on the machine.
The rule set for modern pinball machines is mostly designed for a coin-operated game, designed to generate revenue through game play. This design works well for that type of operation, however today’s contemporary game should have its game rules be able to adapt for a wide range of play possibilities. Pinball machines may end up in the home or in a location where the player pays an entry fee to play all games.
Wizard’s Arcade includes specific rule sets for these specific needs.
Here is a list of all (menu accessible) rule sets that Wizard’s Arcade will include:
Non-League Play Rule Sets:
Standard Rule Set- This is the traditional balanced, deep, mode based rule set that is the game’s default rule set. Most other rule sets are based from this standard.
Volatile Rule Set- This takes the standard rule set and adds one risky feature that takes the rule set a bit out of balance. This rule set isn’t recommended for competitive play, but a good option when playing a single player game.
Loose Play- Based on the normal rule set, this rule set adds more features that are based on chance. The player is allowed to wager points during play. Each game begins with a score of 20,000,000. People who love gambling will appreciate this rule set, including it’s slot machine style free spins bonus.
Retro Play- This rule set has: no modes, no mystery, no reflexing, yes to playfield specials and winning replays. Fans of early solid state games and single player Gottliebs will love this version.
Add-A-Ball Play- Based on the normal rule set, this rule set adds some depth and becomes an ‘add-a-ball’ game. The ultimate goal is to win a wizard game. This is a replay that has a unique rule set. Note- The “Wizard” game is also used in the Cliff Hanger rule set. Ideal option for machines set to “Free Play”.
Cliff Hanger Scripted Play- A unique rule set that is narrow and deep. The cliff hanger feature allows the player to carry over their progress into the next game (one time). This is kind-of a short epic play rule set.
Epic Play- This is a series of games that the player can save their progress and resume where they left off. Although game play is still three balls per game, the Add-A-Ball format is used even when game is set to coin play. The player must complete specific goals, beat bosses, gain powers, score achievements, and build bonuses over the course of 20 games. The player can save their progress using the pinball app (see update #6), and their game can be resumed on any Wizard’s Arcade pinball machine that is connected to WiFi. A unique high score table for this game is used.
EZ Play- A rule set for beginners that has a guaranteed minimum playing time, shallow rule set with enhanced mystery feature.
Tavern Tournament Play- Based on the normal rule set, this rule set eliminates all random features and extra balls, like normal league play (Essentially the exact same as league play). The player must pay an additional entry fee to play in this tournament.
Wizard Game- A special replay (that can’t be bought) intended for use on games set to Free Play. This rule set has unique game rules and a separate high score table.
League Play Rule Sets:
Standard League Play- Based on the normal rule set, this rule set eliminates all random features and extra balls. This is the standard league setting, although the game also includes four additional league options from that menu. League Play the default choice from the league menu.
Team Doubles Play- This is a co-operative game that has two machines connected together. The game isn’t simply two machines connected in parallel, the two players (Pilot/Gunner) must perform different actions and play together. Communication between the two players is needed for success. Two teams can play against each other by taking turns like in singles play. This option is seen on the Tandem Play Menu (The Tandem Play menu option will be dimmed and inactive when two games aren’t connected together)
Bout “Head-to-Head” Play- This is a head-to-head game that has two machines connected together. The game isn’t simply two machines connected in together and the two players battle for specific goals to win the game. The first to reach four victories wins the series. This option is seen on the Tandem Play Menu (The Tandem Play menu option will be dimmed and inactive when two games aren’t connected together)
PinGolf Play- PinGolf allows players to select how many holes, Mulligan yes/no, and how many players. The game does the rest. This rule set is seen on the league menu.
Pinball Race- The moderator sets a goal (choose from Multiball, 25,000,000, or All Shots). This goal will be used for all plays until the “Pinball Race” is canceled (from menu). When a player starts, the count-up timer starts when the first point is scored and continues to count up until the goal is reached. When the goal is reached, the game ends and the score is held until the next play. If the player drains, the ball is immediately served back into play. Tilt penalty- 5 seconds are added to the count. This rule set is seen on the league menu.
Timed Sprint- Similar to Pinball Race with one major change. The moderator sets an objective (choose from Points, Pop Hits, Lit Shots, or Super-Scores). The moderator then sets a time from 45, 60, 90, or 120 seconds. This goal will be used for all plays until the “Timed Sprint” is canceled (from menu). When a player starts, the timer starts when the first point is scored and continues to count down until it reaches zero. Each time they complete the lit shot, the running count is incremented. When the time reaches zero, the game ends and the objective sum is held until the next play. If the player drains, the ball is immediately served back into play. Tilt penalty- 5 seconds are decremented from the timer. This rule set is seen on the league menu.
One Ball Play- Based on the league rule set. The game is one ball long, but the game has an operator selectable enhancement active. This rule set is seen on the league menu.