[Note: This text file automatically generated from a formatted document.
As a result, formatting may not be perfect for textual screens. See the
accompanying PostScript file for a more professional-looking document.]
Professional and Amateur Pinball Association's Guide to
Bally's The Shadow
Version as of January 15, 1995
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 rules of the game are always final, and any dis-
crepancies between this rule sheet and the actual game rules cannot
be used as a basis for protest.
This rule sheet is based on Rules for The Shadow, by Cameron Silver
, available in the rec.games.pinball
archive, and modified by Dave Stewart for
distribution at PAPA-5.
1. Playfield Description
Inlanes/Outlanes: A letter in the word "KHAN" appears at the top
of each lane. Light all letters in KHAN to increase the bonus mul-
tiplier and light Khan Multiball at the side saucer if it is not
already lit. Use the flippers to rotate the unlit letters.
Mongol Targets: Around the playfield are 6 targets, each for a letter
in MONGOL. The single yellow stand-up target also spots letters
in Mongol. Hit it once to spot a letter the first time. An extra hit is
necessary for each time Mongol has been completed. A white
inlay next to this target flashes when it's ready to spot a letter.
Spelling Mongol starts a hurry up. 30M counts down, and can be
collected from either the left or right orbit.
Left/Right Orbits: Orbits are Arrow Shots, Jackpot Shots, Hurry Up
Shots. The left orbit feeds the upper right flipper. Each orbit
scores 1M; consecutive orbits are worth 2M, 4M, 8M, 16M, 32M
(32M is maximum). Every fourth orbit also awards the following:
4) China Town, 5M; 8) Cobalt Club, 10M; 12) Hotel Monolith,
15M; 16) Cranston Manor, 20M; 20) Mari-Tech, 25M; 20+) Super
Loops, 20M per loop. Number of orbits is cumulative throughout
the game.
Left/Right Ramps: Each ramp splits into two with player controlled
diverters. This diverters are controlled with the blue buttons,
which are located next to the red flipper buttons. The left blue but-
ton controls the left ramp diverter, and the right blue button con-
trols the right ramp diverter. The ramps are also Arrow Shots and
Jackpot Shots.
Shadow Loop: A small orbit that can only be hit from the upper flip-
per. It joins the left orbit to feed the upper flipper. It scores
2M+2M until you miss. It also scores other awards for number of
consecutive loops: Two loops lights extra ball; four loops scores
Shadow Bonus (note, number of loops required can vary).
Secret Passage: A slow shot up any orbit will dribble out the side
loop for a Secret Passage bonus, worth 5 million.
Side Saucer: Just below the side loop. This saucer is shot by the
upper flipper. It starts Khan Multiball when lit, and scores the
Super Jackpot when lit during Shadow Multiball. When not lit
during single-ball play, this saucer will start the currently flashing
scene (if Start Scene is lit), or start Final Battle (if it is lit). You
can also temporarily lock a ball here during multiball to double or
triple jackpots.
Battlefield: A drop target blocks a vertical up-kicker (VUK) at the
center back of the playfield, which sends the ball to the upper
mini-playfield. See Section 3 for details.
Wall/The Sanctum: At center back of playfield, to the right of the
Battlefield entrance, the wall is used to light locks, and The Sanc-
tum is behind it and used to lock balls. See Section 4 for details.
Right Ramp: Like the left ramp it splits into two, with a player-con-
trolled diverter. The diverter is controlled by the right blue button,
which is next to the right flipper button. The ramp can feed to the
left or right inlane. This is an Arrow Shot and Jackpot Shot.
Start Scene: A saucer at the end of a short lane. It awards Who
Knows, Extra Ball, starts a Scene, and starts Final Battle. It is also
an Arrow Shot.
Who Knows: Mongol targets also light the Start Scene hold for this
random award. Possible awards include Lite EB, Lite Khan Multi-
ball, Start Vengeance Mode, Start Mongol Mode, and bonus X.
Skill Shot: Before launching any ball, the display shows two
choices. On the left are some points (starts at 10M, and increases
by 5M after each successful skill shot), on the right is a non-points
award. Choose between the two with the left blue button. The
diverter on the left ramp will flip. Shoot the left ramp within 5 sec-
onds of launching the ball to collect it. Possible awards for the
successful skill shot are Complete Mongol, Start Vengeance,
Light Lock, Light Extra Ball, Bonus X, and Light Khan.
2. Scenes
The modes in this game are called scenes. They do not run concur-
rently. Most game features, including multiball, can be run during a
mode. Totals from each scene are added to the end-of-ball bonus.
The scenes are displayed in the middle of the playfield, lit ones have
been played, blank ones haven't, and the flashing one will be started
next. Shoot the ramps to change the currently flashing scene. Divert
the ball left to move the flashing scene up, divert the ball right to
move the flashing scene down. Up and down refer to the way they are
listed below.
Shoot Start Scene when lit. Scenes can also be started by the Side
Saucer if Khan Multiball is not lit. Shooting Start Scene, (or the Side
Saucer if Khan isn't lit) during a scene will award 2M as a Scene
Bonus.
The six scenes are as follows:
Punish the Guilty: A 30 second mode where you have to shoot the
lit arrows to save Tam. Three arrow shots will be lit (Left Orbit,
Side Loop, and Right Orbit). Each shot awards 10 million. Once
all three have been hit, shoot Start Scene to collect 30 Million.
Farley Claymore: A 30 second mode where you have to beat up
Farley. The display shows the Hit-O-Meter (HOM), which is full
at the start of the mode. Every arrow (except the side loop and the
Wall) is lit, and each one deducts a bit from the HOM. The mode
ends when the timer expires, or the HOM is empty, about 5 or 6
shots. Note: If the Battle Field is lit during this mode, shoot it.
Every hit on the Battle Field reduces the HOM as well.
Duel of Wills: A video mode. Dodge the falling Phurba's to get
points, or the Extra Ball. Point values start at 1M, after a few it
becomes 3M, then 5M, etc.
The Beryllium Sphere: You have 30 seconds to defuse a bomb. Each
arrow cuts a wire. The first shot is worth 10M, then 12M, 14M
etc. You must cut six wires (therefore, make 6 shots) for a 30M
bonus.
Escape Under Water Doom: Hurry up that counts down from 30M.
The two ramps will be lit, shoot one of them to collect the current
value. The other ramp will remain lit, and the value will continue
to count down. Shoot the other ramp and a third shot will be lit,
while the value continues to count down. It ends when the value
runs out.
Discover Hotel Monolith: A two-ball multiball. It continues until
less then two balls remain in play. Hit the wall to reveal the hotel
(3 hits). The first two hits award 10M, the third hit is worth 20M,
and the wall goes down. Hit a ball into the Sanctum to light all
arrows. The ball(s) will be unlocked, and each arrow is worth
10M+1M. Get them all for 30M bonus. All arrows relight, and the
value returns to 10M+1M. It is not possible to lock balls for
Shadow Multiball nor start Khan Multiball during this mode.
3. Battle Field
The object of the mini-playfield is to defeat Khan. To access the mini-
playfield, hit the drop target one or more times. Every time you defeat
Khan, you must hit the drop target one more time to access the battle-
field. Shoot the VUK behind the drop target and the ball will be
ejected into the mini- playfield.
Use the flippers to control the bat, so the ball hits it. The first time you
must make 30 hits of the targets to find Khan. Once found, knock the
drop targets down to break through, and defeat him. This is worth
50M (and depending on game settings may light extra ball). Every
time you defeat Khan, the number of hits required to do it again goes
up by 10, to a maximum of 100.
Each target on the battle field also has a light in front of it. You get
40M+10M for each time you light all the targets.
Note: if a ball somehow sneaks past the drop target into the VUK, the
machine lets you play the mini- playfield immediately.
4. Shadow Multiball
Shoot the wall to light lock. (Lock one is lit at the start of the game in
normal settings). When lock is lit, shoot the wall again to lock the
ball. On the third lock, three ball multiball begins.
Balls are normally ejected one at a time from the lock to the upper
flipper. If there are less then three balls in the lock at the start of multi-
ball (because another player released them), the machine auto-plunges
them.
The jackpot starts at 20M. Shoot the side loop to collect it. The ball
returns to the upper flipper, so multiple jackpots are possible. Also,
the wall stays down during this multiball, but is only lowered after all
three balls have been ejected from the lock. Shoot the Sanctum to
setup an upper-flipper shot for jackpots. Note that balls will not be
kicked out of the lock if you are on a `jackpot roll' (consecutive loops
scoring consecutive jackpots).
After 5 jackpots, a 100M super jackpot lights at the Side Saucer. After
collecting a super jackpot, 5 more regular jackpots are needed to
relight it.
Shoot either the Start Scene or Side Saucer to lock ball for 10 seconds
and double the regular jackpot. Lock a ball in both of these places to
triple the regular jackpot. Double/Triple jackpots revert to the regular
value after one jackpot, or 10 seconds, the ball(s) is/are kicked out too.
The super jackpot can only be doubled by locking a ball in Start Scene
the 10 second timer still applies; it cannot be tripled.
Shadow multiball ends when less then 2 balls remain in play.
5. Khan Multiball
Light Khan Multiball at the side saucer by completing KHAN at the
inlanes/outlanes. After a few Khan multiballs, the Start Khan Multi-
ball light times out. Shoot the saucer when lit to start Khan Multiball.
All jackpot shots, except Super Jackpot, start lit, with a value of 20M
each, and the inlanes and outlanes add 100K.
Lock a ball in Start Scene or Side Saucer to double the jackpot value.
Lock a ball in both of these places to triple the jackpot value. Double/
Triple jackpots revert to the regular value after one jackpot, or 10 sec-
onds, the ball(s) is/are kicked out too.
Once all regular jackpots have been collected, then a Super Jackpot
lights on the mini-playfield! One of the drop targets will be lit in turn;
you must hit this for the Super Jackpot which is worth 100M. The
Super Jackpot can be doubled/tripled in the same way as the regular
one.
Khan multiball ends when less then two balls remain in play.
6. Final Battle
On the playfield is a Scarf (near the Side Saucer). It contains four
lights that display progress towards the final battle. Each light corre-
sponds to accomplishing one of the following goals:
7 Complete Scenes - Will light when the last scene finishes, or when
the ball drains during the last scene.
7 Conquer Battle Field - Defeat Khan at least once.
7 Shadow Multiball - Lights when Shadow Multiball finishes.
7 Khan Multiball - Lights when Khan Multiball finishes.
Light all four to light Final Battle at the Start Scene, and side saucer if
Khan is not lit.
Final battle is a 5-ball multiball with a 30 second ball saver, and the
object is to hit every shot to score 10M each, and a bonus of 1 Billion
for completing all of them. The shots that must be hit are the follow-
ing: six MONGOL targets, Left orbit, Left ramp (both sides), side
loop, all targets on battle field, battle field drop target (spotted if target
is broken), yellow target, the wall, right ramp (both sides), and right
orbit.
As soon as the last shot is hit, the machine goes dead: no sound, lights
or flippers; all remaining balls drain, and the display indicates that you
have scored the Billion. After the billion, all five balls are re-launched
and all shots re-light for a chance at another billion. Final Battle ends
when there are less then two balls left in play.
7. Vengeance
On either side of each ramp diverter is a ring. At the start of a game all
rings will flash. When you shoot a ramp, the ring on the same side of
the diverter that the ball went, will become solidly lit (each ring is
worth 3M). Collected rings are remembered between balls on normal
settings. Complete all four rings to start Vengeance.
Vengeance is a 30 second mode where each ring is worth 5M+2M.
Completing all four awards 50M, and adds 10 seconds to the timer.
If you start Vengeance as part of a combo (i.e.: the combo collects the
last ring), you start Super Vengeance where each ramp is worth 10M.
If, during Vengeance or Super Vengeance, you get all rings in a row
you are awarded 100M. Naturally, all rings must be flashing when you
start this combo!
Note that even when you collect 50M, the ramp values continue to
escalate; they do not reset when all rings will start flashing again.
8. Miscellaneous
Combos: There are many 3-way to 7-way combos in this game.
End-of-ball Bonus computer as follows: (Small bonus for every
switch closure) x Bonus Multiplier + Bonus from scenes.
Extra Balls: can be lit the following ways: Skill Shot, Shadow
Loops, Defeating Khan on battlefield, Who Knows, and from
Duel of Wills (video mode). Collect extra balls by shooting Start
Scene.
9. Scoring Level
Grand Champion scores on Shadow typically range between 2B and
3B. In tournament mode, it is expected that the top A division player
may score about 1B, and the average game be on the order of 200M-
300M. In the B and lower divisions, top scores will probably be about
500M.
10. Strategy Summary
This is a very new game that very few people have played, and thus
there are no strategies to speak of yet.