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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
No Fear: Dangerous Sports (1995)
No Fear instructions, transcribed from TPA
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<blockquote data-quote="invitro" data-source="post: 227859" data-attributes="member: 446"><p>Here's the No Fear instructions, that I partially extracted with a program, and partially transcribed.</p><p></p><p>They were taken from the first NF version, 1.44.7,</p><p>on PC/Steam. I've done some very minor formatting and may do</p><p>more later.</p><p></p><p>[] means the instructions point to this table feature in TPA.</p><p>These may not all be marked below, and I probably haven't filled</p><p>these in.</p><p></p><p>INSTRUCTIONS FOR No_Fear:_Dangerous_Sports (28 chapters, 665 pages)</p><p> 1. Introduction (14 pp)</p><p> 2. Skill Shot (16 pp)</p><p> 3. Challenges (50 pp)</p><p> 4. Dirt Challenge (25 pp)</p><p> 5. Asphalt Challenge (17 pp)</p><p> 6. Water Challenge (25 pp)</p><p> 7. Snow Challenge (17 pp)</p><p> 8. Air Challenge (35 pp)</p><p> 9. No Limits (20 pp)</p><p>10. Fear Fest (40 pp)</p><p>11. Meet Your Maker (45 pp)</p><p>12. Multi-Ball (44 pp)</p><p>13. Jumps (13 pp)</p><p>14. The Race (43 pp)</p><p>15. Raceway Values (30 pp)</p><p>16. Super Cross Levels (29 pp)</p><p>17. Payback Time (20 pp)</p><p>18. Tube Awards (42 pp)</p><p>19. Over the Edge (10 pp)</p><p>20. Summit Awards (15 pp)</p><p>21. The Cliff (23 pp)</p><p>22. Jump This (14 pp)</p><p>23. Super Cross Video Mode (23 pp)</p><p>24. Kickback (10 pp)</p><p>25. The Spinner (7 pp)</p><p>26. Miscellaneous Scoring (16 pp)</p><p>27. Extra Balls (15 pp)</p><p>28. End of Ball Bonus (7 pp)</p><p></p><p></p><p> 1. Introduction (14 pp)</p><p> No Fear: Dangerous Sports(TM) is an extreme sports themed table with a</p><p> radical attitude. The game features legendary athletes from Super-Cross</p><p> racing, extreme skiing, water ski jumping, daredevil driving and free</p><p> climbing. Your challenge is to compete in the most daring events in the</p><p> dirt, asphalt, water, snow and air. The high-speed Playfield features</p><p> excellent flow with clearly lit targets and a talking Skull, who calls out</p><p> shot instructions. The Ramp Loop includes a magnetic ball accelerator, which</p><p> helps feed ball to the Upper Flipper, giving you a chance to take a flying</p><p> leap over the Jump Ramp's void. With its mode based gameplay, including five</p><p> Multi-Ball modes, No Fear: Dangerous Sports is extreme pinball!</p><p></p><p>2. Skill Shot (16 pp)</p><p> Before launching each new ball, you can choose from five different Skill</p><p> Shot Awards. The different Skill Shot Awards automatically cycle on the</p><p> Display. The awards can be manually cycled by engaging either Flipper</p><p> Button. Engage the Ball Launcher to select an award.</p><p></p><p> Here are the available Skill Shot Awards:</p><p></p><p> - "Start Challenge" activates the currently flashing Challenge. Refer to</p><p> the Challenges chapter for details. "Start Challenge" will not be</p><p> available if the third lock is lit for Multi-Ball or one of the</p><p> Major Challenge modes is flashing.</p><p></p><p> - The next Skill Shot Award is "Supercross Level". This spots one Super Cross</p><p> Level towards activating Payback Time. Refer to that chapter for details.</p><p></p><p>- The next Skill Shot Award is "Advance Raceway". This scores and advances</p><p> the Raceway value. These lamps [] indicate the Raceway value. Refer to the</p><p> Raceway Values chapter for details.</p><p></p><p> - The next Skill Shot Award is "Lock Ball". This locks a ball for Multi-Ball.</p><p> Refer to the Multi-Ball chapter for details. "Lock Ball" will not be</p><p> available if two balls are already locked for Multi-Ball.</p><p></p><p> - The last Skill Shot Award is "Flipper Skill Shot". This feeds the ball to</p><p> the Lower Right Flipper. Shoot the Jump Ramp immediately to score the</p><p> Flipper Skill Shot worth 50,000,000 points.</p><p></p><p> 3. Challenges (50 pp)</p><p> The primary goal on this table is to play five Minor Challenge modes and</p><p> then three Major Challenge modes. The five Minor Challenge modes are the</p><p> Dirt Challenge, Asphalt Challenge, Water Challenge, Snow Challenge and Air</p><p> Challenge. The three Major Challenge modes are No Limits, Fear Fest and Meet</p><p> Your Maker. The Major Challenge modes cannot be played until all of the</p><p> Minor Challenge modes have been activated.</p><p></p><p> Before a Minor Challenge mode is activated, each hit on the Slingshot here</p><p> or here randomly changes which Challenge mode is flashing. When a Challenge</p><p> mode is flashing, and "Start Challenge" is lit, shoot the Skull to activate it.</p><p> Minor Challenges can also be activated by selecting the "Start Challenge" Skill</p><p> Shot Award, and by collecting the "Start Challenge" Tube Award. "Start</p><p> Challenge" is not available if the third lock is lit for Multi-Ball. Refer to</p><p> the Skill Shot and Tube Awards chapters for details. Once a Challenge mode is</p><p> activated, it can't be played again until all of the other Challenges have been</p><p> activated.</p><p></p><p> Once all five Minor Challenges have been activated, the first Major</p><p> Challenge, "No Limits" flashes. Shoot the Skull to activate it. Once No</p><p> Limits ends, all of the major shots on the Playfield will light. The shots</p><p> that light are the Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit,</p><p> Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube. Each time</p><p> any of these shots are completed, it collects a letter in NO FEAR. Once NO</p><p> FEAR is completed, the second Major Challenge, "Fear Fest" flashes. Shoot</p><p> the Skull to activate it. Once Fear Fest ends, all of the major shots on the</p><p> Playfield light again for letters in NO FEAR. Complete NO FEAR again to make</p><p> the final Major Challenge, "Meet Your Maker" flash. Shoot the Skull to</p><p> activate it.</p><p></p><p> Activated Challenges are cumulative throughout the game. Each</p><p> activated Challenge adds 10,000,000 points to the End of Ball Bonus. The</p><p> next eight chapters give details on each of the Minor and Major Challenge</p><p> modes.</p><p></p><p> 4. Dirt Challenge (25 pp)</p><p> One of the Minor Challenges that can be played is the Dirt Challenge. When</p><p> "Dirt Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull</p><p> to activate it. The currently flashing Challenge can also be activated by</p><p> selecting the "Start Challenge" Skill Shot Award, and by collecting the</p><p> "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards</p><p> chapters for details. The Dirt Challenge has a 25 second timer. While the</p><p> timer is active, all of the major shots on the Playfield remain lit. The</p><p> shots that remain lit are the Screamer Orbit, Jump Ramp, Skydive, Left Track</p><p> Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube.</p><p> Each time the Jump Ramp or the Hairpin Ramp is shot, it completes a</p><p> Checkpoint and scores a Dirt Award. The Dirt Award value starts at 5,000,000</p><p> points. Completing any lit shot, increases the value by 5,000,000 points, up</p><p> to a maximum of 20,000,000 points. Completing a Jump also scores and</p><p> increases the Dirt Award value. The Dirt Challenge ends once the timer</p><p> expires or the ball drains.</p><p></p><p> 5. Asphalt Challenge (17 pp)</p><p> One of the Minor Challenges that can be played is the Asphalt Challenge.</p><p> When "Asphalt Challenge" is flashing, and "Start Challenge" is lit, shoot the</p><p> Skull to activate it. The currently flashing Challenge can also be activated</p><p> by selecting the "Start Challenge" Skill Shot Award, and by collecting the</p><p> "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards</p><p> chapters for details. The Asphalt Challenge has a 30 second timer. While</p><p> the timer is active, the goal is to advance to 1st Place. Each shot through</p><p> the Left Track Orbit, Right Track Orbit, or the Skull advances your place.</p><p> Advancing to 3rd Place scores 50,000,000 points. Advancing to 2nd Place</p><p> scores 75,000,000 points. Advancing to 1st Place scores 100,000,000 points</p><p> and ends the mode. The mode also ends if the timer expires or the ball</p><p> drains.</p><p></p><p> 6. Water Challenge (25 pp)</p><p> One of the Minor Challenges that can be played is the Water Challenge.</p><p> When "Water Challenge" is flashing, and "Start Challenge" is lit, shoot the</p><p> Skull to activate it. The currently flashing Challenge can also be activated</p><p> by selecting the "Start Challenge" Skill Shot Award, and by collecting the</p><p> "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards</p><p> chapters for details. The Water Challenge has a 30 second timer. While the</p><p> timer is active, all of the major shots on the Playfield remain lit. The</p><p> shots that remain lit are the Screamer Orbit, Jump Ramp, Skydive, Left Track</p><p> Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube.</p><p> Initially, all of these shots score 10,000,000 points. Each shot into the</p><p> Tube increases the value of all of the flashing shots by 5,000,000 points and</p><p> it adds 10 seconds to the timer. The timer cannot be increased beyond 30</p><p> seconds. The flashing shots can be increased to a maximum value of</p><p> 30,000,000 points. Once the flashing shots are increased to 30,000,000</p><p> points, shooting the Tube no longer adds to the timer. The Water Challenge</p><p> ends once the timer expires or the ball drains.</p><p></p><p> 7. Snow Challenge (17 pp)</p><p> One of the Minor Challenges that can be played is the Snow Challenge. When</p><p> "Snow Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull</p><p> to activate it. The currently flashing Challenge can also be activated by</p><p> selecting the "Start Challenge" Skill Shot Award, and by collecting the</p><p> "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards</p><p> chapters for details. The Snow Challenge has a 30 second timer. The goal is</p><p> to complete the Down Hill by shooting the Hairpin Ramp. This scores a Snow</p><p> Award value that starts at 50,000,000 points. Before the Hairpin Ramp is</p><p> shot, shooting the Summit Orbit or the Jump Ramp scores a Snow Award worth</p><p> 10,000,000 points. This increases the value scored from the Hairpin Ramp by</p><p> 10,000,000 points, up to a maximum of 100,000,000 points. The Snow Challenge</p><p> ends once the Hairpin Ramp is shot, the timer expires or the ball drains.</p><p></p><p> 8. Air Challenge (35 pp)</p><p> One of the Minor Challenges that can be played is the Air Challenge. When</p><p> "Air Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to</p><p> activate it. The currently flashing Challenge can also be activated by</p><p> selecting the "Start Challenge" Skill Shot Award, and by collecting the</p><p> "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards</p><p> chapters for details.</p><p></p><p> The Air Challenge has two stages. In the first stage, a 25,000,000 point</p><p> Hurry-Up value starts decreasing on the Display. Shoot the Skydive as</p><p> quickly as possible to lock in the value on the Display. If you fail to</p><p> shoot the Skydive, the value locks in at 10,000,000 points. Once</p><p> the value is locked, the second stage of the Air Challenge begins by starting</p><p> a 30 second timer and lighting all of the major shots on the Playfield. The</p><p> shots that light are the Screamer Orbit, Jump Ramp, Skydive, Left Track</p><p> Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube.</p><p> Completing each of these shots scores the value that was set in the first</p><p> stage of the Air Challenge. Completed shots turn off. Completing all of the</p><p> lit shots ends the mode and scores an additional 75,000,000 points. The Air</p><p> Challenge also ends once the timer expires or the ball drains.</p><p></p><p> Here's a hidden feature with the Air Challenge. When the first stage</p><p> begins with the Hurry-Up value on the Display, hold the "Extra Ball" Button</p><p> and shoot the Skydive before the value on the Display starts to decrease.</p><p> This gives a Mortal Kombat 3 hint and scores 50,000,000 points instead of</p><p> 25,000,000 points. The value of all lit shots in the second stage of the</p><p> Air Challenge will be 25,000,000 points.</p><p></p><p> 9. No Limits (20 pp)</p><p> One of the Major Challenge modes is No Limits. Once the five Minor</p><p> Challenges have been played, shooting the Skull activates No Limits. No</p><p> Limits is a 3-Ball Multi-Ball mode. When it begins, the Autofire Ball Saver</p><p> turns on for 15 seconds. When the Ball Saver is on, any balls that drain are</p><p> automatically saved and re-launched. While No Limits is active, all of the</p><p> major shots on the Playfield remain lit. The shots that remain lit are the</p><p> Tube, Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track</p><p> Orbit, Skull, Hairpin Ramp and Summit Orbit. Initially, each of these shots</p><p> scores 20,000,000 points. Each time a lit shot is completed, it increases</p><p> the value of all lit shots by 1,000,000 points, up to a maximum of 70,000,000</p><p> points. No Limits ends once two of the three balls in play drain.</p><p></p><p>10. Fear Fest (40 pp)</p><p> One of the Major Challenge modes is Fear Fest. Once the five Minor</p><p> Challenges have been played, and the first Major Challenge, No Limits, ends,</p><p> all of the major shots on the Playfield light. Each time a lit shot is</p><p> completed, it collects a letter in NO FEAR. Each collected letter scores</p><p> 5,000,000 points. Completing NO FEAR scores 25,000,000 points and makes</p><p> "Fear Fest" flash. Once this is flashing, shoot the Skull to activate it.</p><p></p><p> Fear Fest is a 3-Ball Multi-Ball mode. When it begins, the Autofire Ball</p><p> Saver turns on for 25 seconds. When the Ball Saver is on, any balls that</p><p> drain are automatically saved and re-launched. Once Fear Fest begins,</p><p> "Jackpot" lights at the Skull and "Super Jackpot" lights at the Jump. All of</p><p> the major shots on the Playfield remain lit during this mode. The shots that</p><p> remain lit are the Tube, Screamer Orbit, Jump Ramp, the Jump, Skydive, Left</p><p> Track Orbit, Right Track Orbit, Skull, Hairpin Ramp and Summit Orbit. To</p><p> score a Fear Fest Jackpot, shoot the Skull or complete a Jump. Shoot the</p><p> Jump Ramp to feed the ball to the Upper Flipper. Then shoot the ball over</p><p> the void to complete a Jump. The Fear Fest Jackpot value starts at</p><p> 50,000,000 points. Whether the Jackpots are lit or not, completing any lit</p><p> shot on the Playfield scores 20,000,000 points and adds 20,000,000 points to</p><p> the Fear Fest Jackpot value. Once a Jackpot is scored, the value resets to</p><p> 0, the Jackpot lamps turns off and all of the major shots on the Playfield</p><p> remain lit. To relight the Jackpots complete any five lit shots on the</p><p> Playfield. Fear Fest ends once two of the three balls in play drain.</p><p></p><p>11. Meet Your Maker (45 pp)</p><p> The final Major Challenge mode is Meet Your Maker. Once the five Minor</p><p> Challenges have been played, and the first two Major Challenges have been</p><p> played (No Limits and Fear Fest), all of the major shots on the Playfield</p><p> light. Each time a lit shot is completed, it collects a letter in NO FEAR.</p><p> Each collected letter scores 5,000,000 points. Completing NO FEAR scores</p><p> 25,000,000 points and makes "Meet Your Maker" flash. Once this is flashing,</p><p> shoot the Skull to activate it.</p><p></p><p> Meet Your Maker is a 4-Ball Multi-Ball mode. Activating the mode does</p><p> several things.</p><p></p><p> - All targets score 250,000 points during this mode.</p><p></p><p> - "Super Jackpot" remains lit at the Ramp for the duration of this mode.</p><p> Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then complete</p><p> the Jump to score the Super Jackpot worth 200,000,000 points.</p><p></p><p> - "Jackpot" remains lit at the Skull for the duration of this mode. Each shot</p><p> into the Skull scores the Jackpot worth 50,000,000 points.</p><p></p><p> - "Light Hurry Up" lights at the Left Return Lane and Right Return Lane.</p><p> When these are lit, completing either Return Lane lights both outer Orbits</p><p> for a Hurry-Up value. The Hurry-Up value starts at 50,000,000 points and</p><p> decreases until is[sic] reaches 25,000,000 points. Shoot the Screamer</p><p> Orbit or the Summit Orbit to score the current Hurry-Up value on the</p><p> Display.</p><p></p><p> - "Super Spin" lights at the Spinner for the rest of the current ball. The</p><p> lit Spinner scores 1,000,000 points per spin. When it's not lit, it scores</p><p> 100,000 points per spin.</p><p></p><p> - The Kickback lights in the Left Outlane. This prevents balls from draining</p><p> down the Left Outlane.</p><p></p><p> - The Autofire Ball Saver turns on for 20 seconds. When this is on, any balls</p><p> that drain are automatically saved and re-launched.</p><p></p><p> - The first two Super Cross Levels are spotted towards activating Payback Time.</p><p> Completing one shot to the Jump Ramp and one shot to the Hairpin Ramp will</p><p> activate Payback Time.</p><p></p><p> - The Raceway value is increased to its maximum of 25,000,000 points. When</p><p> the Right Return Lane is completed or the Screamer Orbit shot is completed,</p><p> "Raceway" lights for about five seconds. While this is lit, shooting the</p><p> Screamer Orbit scores the maximum Raceway value of 25,000,000 points.</p><p></p><p> - The last reward for activating Meet Your Maker is, "Extra Ball" lights at</p><p> the Skull. Shoot the Skull to collect the Extra Ball. This lit "Extra Ball"</p><p> turns off if it's not collected before the ball drains.</p><p></p><p> Meet Your Maker ends once three of the four balls in play drain.</p><p></p><p>12. Multi-Ball (44 pp)</p><p> Multi-Ball is key to getting a high score. It activates each time three</p><p> balls are locked. To lock balls, first knock down the Drop Target in front</p><p> of the Skydive. This lights "Lock" at the Skydive and the Skull. Completing</p><p> either of these shots locks a ball for Multi-Ball. Each locked ball scores</p><p> 12,000,000 points.</p><p></p><p> Before Multi-Ball is activated the first time, "Lock" remains lit after</p><p> locking balls. "Lock" can also be lit by collecting the "Lite Lock" Tube</p><p> Award. A ball can be automatically locked for Multi-Ball by collecting the</p><p> "Lock Awarded" Tube Award or by selecting the "Lock Ball" Skill Shot Award.</p><p> Refer to the Skill Shot and Tube Awards chapters for details.</p><p></p><p> Lock three balls in any combination at the Skull and the Skydive to</p><p> activate Multi-Ball. Multi-Ball can also be automatically activated by</p><p> collecting the "Multi-Ball" Tube Award.</p><p></p><p> Multi-Ball is a 3-Ball mode. The goal is to score Jackpots and Super</p><p> Jackpots.</p><p></p><p> - When the mode begins, "Jackpot" lights at the Skull. Shoot the Skull to</p><p> score the Jackpot worth 50,000,000 points. This lights "Jackpot" at the</p><p> Skydive.</p><p></p><p> - Shoot the Skydive to score the Jackpot worth 100,000,000 points. This</p><p> lights "Super Jackpot" at the Jump Ramp.</p><p></p><p> - Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then complete</p><p> the Jump to score the Super Jackpot worth 200,000,000 points. When "Super</p><p> Jackpot" is not lit, completing Jumps scores the maximum Jump</p><p> value of 25,000,000 points.</p><p></p><p> Scoring the Super Jackpot relights "Jackpot" at the Skull. "Jackpot" and</p><p> "Super Jackpot" continue to light in order as shots are completed.</p><p></p><p> Multi-Ball ends once two of the three balls in play drain. If you failed</p><p> to score at least one Jackpot, a 10 second "Last Chance" is activated. This</p><p> lights "Jackpot" at the Skull and the Skydive and it lights "Super Jackpot"</p><p> at the Jump Ramp. Completing any of these shots before the timer expires</p><p> scores a Jackpot or Super Jackpot. Only one Jackpot or Super Jackpot can be</p><p> scored during "Last Chance".</p><p></p><p> After the first Multi-Ball, the Drop Target has to be knocked down each</p><p> time a ball is locked in order to relight "Lock" at the Skydive and the Skull.</p><p> After the second Multi-Ball, "Lock" will only light at the Skull.</p><p></p><p>13. Jumps (13 pp)</p><p> No Fear: Dangerous Sports features a void in the Jump Ramp Loop. When the</p><p> ball clears this void, it scores a Jump. Shoot the Jump Ramp to feed the</p><p> ball to the Upper Flipper. Then shoot the ball over the void to score a Jump</p><p> worth 5,000,000 points. Each time a Jump is scored, it feeds the ball back</p><p> to the Upper Flipper. Immediately scoring another Jump increases the Jump</p><p> value that is awarded by 5,000,000 points. The value continues to increase</p><p> by 5,000,000 points for each consecutive Jump scored, up to a maximum of</p><p> 25,000,000 points. Once a consecutive Jump is missed, the Jump value resets</p><p> to 5,000,000 points. Jumps are cumulative throughout the game. Each Jump</p><p> scored adds 5,000,000 points to the End of Ball Bonus.</p><p></p><p>14. The Race (43 pp)</p><p> This Orbit on the Playfield represents a Race Track. During the game there</p><p> is always an active Race, except when any Multi-Ball mode is active. These</p><p> lamps indicate your current place in the Race. If none are lit, you are in</p><p> 4th Place. When no Multi-Ball mode is active, shooting the Left Track Orbit,</p><p> or the Right Track Orbit advances your place in the Race.</p><p></p><p> - The first time the Track Orbit is shot, it advances you to 3rd Place and</p><p> scores 15,000,000 points.</p><p></p><p> - The second time the Track Orbit is shot, it advance you to 2nd Place</p><p> and scores 25,000,000 points.</p><p></p><p> - The third time the Track Orbit is shot, it advance you to 1st Place. This</p><p> ends the current Race and gives an award.</p><p></p><p> Once the Race ends, the next one automatically begins. Every third Track</p><p> Orbit shot wins the Race and collects an award. Here are the awards that are</p><p> collected for winning the Race.</p><p></p><p> - The first, fifth, ninth, 13th and 17th times the Race is won, it lights</p><p> "Light Hurry Up" at the Right Return Lane and Left Return Lane. Once these</p><p> are lit, completing either Return Lane lights both outer Orbits for a</p><p> Hurry-Up value. The Hurry-Up value starts at 50,000,000 points and</p><p> decreases until is[sic] reaches 25,000,000 points. Shoot the Screamer</p><p> Orbit or the Summit Orbit to score the current Hurry-Up value on the Display.</p><p></p><p>- The second time the Race is won, it lights "Extra Ball" at the Skull. Shoot</p><p> the Skull to collect the Extra Ball. This lit "Extra Ball" turns off if it's</p><p> not collected before the ball drains.</p><p></p><p> - The third time the Race is won, it activates the Over the Edge mode. This</p><p> is a 2-Ball Multi-Ball where the goal is to shoot the Jump Ramp and the</p><p> Hairpin Ramp for increasing point values. Refer to the Over the Edge chapter</p><p> for details.</p><p></p><p> - The fourth time the Race is won, it scores 30,000,000 points.</p><p></p><p> - The sixth, seventh and eighth times the Race is won, it scores 40,000,000</p><p> points.</p><p></p><p> - The 10th, 11th and 12th times the Race is won, it scores 50,000,000 points.</p><p></p><p> - The 14th, 15th and 16th times the Race is won, it scores 60,000,000 points.</p><p></p><p> - The 18th and 19th times the Race is won, it scores 70,000,000 points.</p><p></p><p> - The 20th time the Race is won, it scores 100,000,000 points.</p><p></p><p> After winning the Race a 20th time, no additional Races are played.</p><p> Shooting the Track Orbit no longer advances your place or gives any awards.</p><p></p><p>15. Raceway Values (30 pp)</p><p> Scoring Raceway values is a quick way to score points and collect an Extra</p><p> Ball. When "Raceway" is lit, shooting the Screamer Orbit scores and advances</p><p> the Raceway value. "Raceway" lights for about five seconds when the Screamer</p><p> Orbit is shot or the Right Return Lane is completed. Initially, the</p><p> 10,000,000 point Raceway value is lit at the start of each new ball. After</p><p> scoring the 20,000,000 point Raceway value, the next value is "Light Extra</p><p> Ball". Scoring this value lights "Extra Ball" at the Skull until it's</p><p> collected. Each Raceway value scored after "Light Extra Ball" is collected</p><p> is worth 25,000,000 points. Once the "Light Extra Ball" value is scored, the</p><p> Raceway value resets to 5,000,000 points at the start of each new ball. The</p><p> Raceway value can also be scored and advanced by selecting the "Advance</p><p> Raceway" Skill Shot Award, and by collecting the "Advance Raceway" Tube</p><p> Award. Refer to the Skill Shot and Tube Awards chapters for details. Each</p><p> time the "Light Extra Ball" Raceway value is scored, it requires an</p><p> additional Screamer Orbit shot to score and advance the Raceway values on the</p><p> next ball. That means after scoring "Light Extra Ball" the first time, it</p><p> requires two Screamer Orbit shots to score and advance the Raceway value.</p><p> After scoring the "Light Extra Ball" value a second time, it requires three</p><p> Screamer Orbit shots to score and advance the Raceway value. The Raceway</p><p> value is automatically increased to its maximum value of 25,000,000 points</p><p> when the Meet Your Maker mode is activated. Refer to that chapter for</p><p> details.</p><p></p><p>16. Super Cross Levels (29 pp)</p><p> Completing the Super Cross Levels activates the Payback Time mode. To</p><p> activate Payback Time, alternate Ramp shots to complete the three Super Cross</p><p> Levels. The Super Cross Levels are represented by three lamps in front of</p><p> the Jump Ramp and three lamps in front of the Hairpin Ramp. The three Super</p><p> Cross Levels are "Supercross Start", "Right Turn" or "Left Turn" and "Win!".</p><p> Shooting either Ramp the first time lights "Supercross Start" at that Ramp</p><p> and makes "Supercross Start" flash at the opposite Ramp. Shooting that Ramp</p><p> completes the first Super Cross Level and makes the next Super Cross Level</p><p> flash at the opposite Ramp. Following this pattern, you must complete a</p><p> total of six shots, alternating three shots to the Jump Ramp and three shots</p><p> to the Hairpin Ramp. When a completed Ramp shot lights a Super Cross Level,</p><p> immediately shooting the opposite Ramp scores a "Supercross Combo" worth</p><p> 15,000,000 points. Super Cross Levels can also be spotted by by selecting</p><p> the "Supercross Level" Skill Shot Award or by collecting the "Supercross</p><p> Level" Tube Award. Completing a Super Cross Level from either of these</p><p> awards scores a "Supercross Combo". Refer to the Skill Shot and Tube Awards</p><p> chapters for details. The first two Super Cross Levels are automatically</p><p> spotted when the Meet Your Maker mode is activated. Refer to that chapter</p><p> for details. Once the third Super Cross Level, "Win!" is completed, Payback</p><p> Time is activated. The next chapter gives details about that mode.</p><p></p><p>17. Payback Time (20 pp)</p><p> Payback Time is the reward for completing the Super Cross Levels. To</p><p> complete Super Cross Levels, alternate shots to the Jump Ramp and Hairpin</p><p> Ramp. Refer to the Super Cross Levels chapter for more details. Once the</p><p> third Super Cross Level, "Win!" is completed, Payback Time is activated.</p><p> Payback Time lasts for 25 seconds. While it's active, all major shots on the</p><p> Playfield remain lit. Completing any of these shots scores 25,000,000</p><p> points. The shots that remain lit are the Tube, Screamer Orbit, Jump Ramp,</p><p> Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp and Summit</p><p> Orbit. Completing Jumps also scores 25,000,000 points. Payback Time ends</p><p> once the timer expires or the ball drains. The Super Cross Levels then reset</p><p> and can be completed again by alternating Ramp shots.</p><p></p><p>18. Tube Awards (42 pp)</p><p> Tube Awards are worth collecting any time you get a chance. Each shot into</p><p> the Tube scores 500,000 points. When no other modes are active, and the Tube</p><p> is not lit to collect a letter in NO FEAR, shooting the Tube will give a</p><p> random award. Here are the possible Tube Awards: "MK3 Hint" give a Mortal</p><p> Kombat 3 hint. "Start Challenge" activates the currently flashing Challenge.</p><p> Refer to the Challenges chapter for details. "Lite Lock" lights the "Lock"</p><p> at the Skydive and the Skull. Complete either of these shots to lock a ball</p><p> for Multi-Ball. After Multi-Ball has been activated twice, "Lock" will only</p><p> light at the Skull. "Lock Awarded" automatically locks a ball for</p><p> Multi-Ball. Refer to the Multi-Ball chapter for details. "Multiball"</p><p> automatically activates Multi-Ball. Refer to the Multi-Ball chapter for</p><p> details about that mode. "Autofire" turns on the Ball Saver for 30 seconds.</p><p> While this is on, any balls that drain are automatically re-launched. "Lite</p><p> Extra Ball" lights "Extra Ball" at the Skull until it's collected. Shoot the</p><p> Skull to collect the Extra Ball. "Extra Ball" automatically awards an Extra</p><p> Ball. "Lite Kickback" lights the Kickback in the Left Outlane. When this is</p><p> lit, balls that would normally drain down the Left Outlane are shot back onto</p><p> the Playfield. "Video Mode" activates Super Cross Video Mode. Refer to that</p><p> chapter for details. "Advance Raceway" scores and advances the Raceway</p><p> value. These lamps indicate the Raceway value. Refer to the Raceway Values</p><p> chapter for details. "Supercross Level" spots one Super Cross Level towards</p><p> activating Payback Time. Refer to the Super Cross Levels and Payback Time</p><p> chapters for details. "Over the Edge" activates the Over the Edge mode.</p><p> Refer to that chapter for details. "Lite Return Lanes" lights "Light Hurry</p><p> Up" at the Right Return Lane and Left Return Lane. Once these are lit,</p><p> completing either Return Lane lights both outer Orbits for a Hurry-Up value.</p><p> "Start Hurry Up" automatically lights both outer Orbits for the Hurry-Up</p><p> value. The Hurry-Up value starts at 50,000,000 points and decreases until is</p><p> reaches 25,000,000 points. Shoot the Screamer Orbit or the Summit Orbit to</p><p> score the current Hurry-Up value on the Display. "200 Meters" climbs 200</p><p> meters towards the top of the Cliff. Refer to the Cliff chapter for details.</p><p> "Next Summit Award" collects the next Summit Award that would be collected</p><p> by shooting the Summit Orbit. Refer to the Summit Awards chapter for</p><p> details. "20,000,000" awards that point value.</p><p></p><p>19. Over the Edge (10 pp)</p><p> The Over the Edge mode can be quite lucrative. It can be randomly</p><p> activated by collecting the "Over the Edge" Tube Award and it activates the</p><p> third time you win the Race. You win the Race every third time you complete</p><p> the Track Orbit shot, except during Multi-Ball modes. Random Tube Awards are</p><p> collected each time the ball is shot into the Tube when no other modes are</p><p> active. Refer to the Race and Tube Awards chapters for more details. Over</p><p> the Edge is a 2-Ball Multi-Ball mode. While it's active, shoot the Jump Ramp</p><p> and the Hairpin Ramp as many times as possible. The first Ramp shot scores</p><p> 25,000,000 points. The value increases by 10,000,000 points for each</p><p> subsequent Ramp shot, up to a maximum of 75,000,000 points. Over the Edge</p><p> ends once one of the balls in play drains.</p><p></p><p>20. Summit Awards (15 pp)</p><p> Summit Awards are easy to collect and can be pretty useful. When no other</p><p> modes are active, shooting the Summit Orbit collects a Summit Award. Summit</p><p> Awards can also be collected from the "Next Summit Award" Tube Award. Here</p><p> are the Summit Awards in the order they are collected.</p><p></p><p> - "5,000,000" scores that point value.</p><p></p><p> - "Video Mode Is Lit" lights "Video Mode" at the Tube. Once this is lit,</p><p> shoot the Tube to activate Super Cross Video Mode. Refer to that chapter</p><p> for details. "Video Mode" turns off if Video Mode is not activated before</p><p> the ball drains.</p><p></p><p>- "Super Spinner Is Lit" lights the Spinner for the rest of the current ball.</p><p> The lit Spinner scores 1,000,000 points per spin. When it's not lit, it</p><p> scores 100,000 points per spin.</p><p></p><p> - "10,000,000" scores that point value.</p><p></p><p> - Each subsequent Summit Award collected on the same ball scores 10,000,000</p><p> points. The Summit Award resets to "5,000,000" once the ball drains.</p><p></p><p>21. The Cliff (23 pp)</p><p> Climbing the Cliff is a nice goal to shoot for. To climb the Cliff,</p><p> complete the bank of two Cliff Targets here. Each hit on a Cliff Target</p><p> scores 15,000 points whether it's lit or not. Shooting a lit Cliff Target</p><p> spots the other Cliff Target if it's not lit. Each time the Cliff Targets</p><p> are completed, it climbs 100 meters towards the top of the Cliff. Completing</p><p> the Cliff Targets also relights the Kickback if it's turned off. Meters</p><p> climbed are cumulative throughout the game. 1,000,000 points for every 100</p><p> Meters climbed are added to the End of Ball Bonus. You can also advance</p><p> towards the top of the Cliff by collecting the "200 Meters" Tube Award. A</p><p> random Tube Award is collected each time the ball is shot into the Tube when</p><p> no other modes are active. It takes 400 meters to complete the Cliff the</p><p> first time. Each time the Cliff is completed, it gets 500 meters higher.</p><p> After the eighth time the Cliff is completed, it's always at 4,000 meters.</p><p></p><p> Completing the Cliff scores 30,000,000 points and lights "Jump This" at the</p><p> Right Outlane. Once this is lit, it toggles between the Right Outlane and</p><p> Left Outlane with each hit on the Slingshots here or here. Drain a ball down</p><p> the lit Outlane to activate Jump This. The next chapter gives details about</p><p> this mode.</p><p></p><p>22. Jump This (14 pp)</p><p> The Jump This mode highlights one of the coolest features on the Playfield,</p><p> the Jump. To activate this mode, first complete the Cliff. Refer to the</p><p> Cliff chapter for details. Each time the Cliff is completed, it lights "Jump</p><p> This" at the Right Outlane. Once this is lit, it toggles between the Right</p><p> Outlane and Left Outlane with each hit on the Slingshots here or here. Drain</p><p> a ball down the lit Outlane to activate Jump This. This effectively saves</p><p> the ball, releasing a new one to the Lower Right Flipper. This mode has a 30</p><p> second timer. The goal is to complete as many Jumps as possible. Shoot the</p><p> Jump Ramp to feed the ball to the Upper Flipper. Then complete the Jump.</p><p> Each Jump completed scores 30,000,000 points. Jump This ends once the timer</p><p> expires or the ball drains.</p><p></p><p>23. Super Cross Video Mode (23 pp)</p><p> This table features a Super Cross Video Mode, which is played on the</p><p> Display. Video Mode is automatically activated when the "Video Mode" Tube</p><p> Award is collected. A random Tube Award is collected each time the Tube is</p><p> shot when no other modes are active. "Video Mode" can be lit at the Tube by</p><p> collecting the "Video Mode Is Lit" Summit Award. A Summit Award is collected</p><p> each time the Summit Orbit is shot when no other modes are active. "Video</p><p> Mode Is Lit" is the second Summit Award. Once "Video Mode" is lit, shoot the</p><p> Tube to activate it. "Video Mode" turns off if Video Mode is not activated</p><p> before the ball drains. During Video Mode, you control a motorcycle racing</p><p> on a dirt track. At the beginning of the mode, the Display indicates which</p><p> track you are racing on. The motorcycle automatically accelerates on its</p><p> own, so you only control the steering. Steer left by engaging the Left</p><p> Flipper. Steer right by engaging the Right Flippers. Along the tracks,</p><p> there are jumps with point value icons floating above them. These icons</p><p> range in value from 10,000,000 points to 25,000,000 points. Use the jumps on</p><p> the track to collide with the point value icons. The points for each icon</p><p> you collide with are added to your Video Mode Total. An additional</p><p> 25,000,000 points are added to your Video Mode Total if you finish the track.</p><p> If you collide with the edges of the track at any point, you crash. This</p><p> ends the mode and adds 10,000,000 points to your Video Mode Total.</p><p></p><p>24. Kickback (10 pp)</p><p> The Kickback is an important feature. When it's lit, balls that would</p><p> normally drain down the Left Outlane are shot back onto the Playfield. It</p><p> scores 2,500,000 points when a ball is saved by the Kickback. The Kickback</p><p> is lit at the start of the game. Once it saves a ball, it can be relit by</p><p> completing the Cliff Targets. Each hit on a Cliff Target scores 15,000</p><p> points whether it's lit or not. Shooting a lit Cliff Target spots the other</p><p> Cliff Target if it's not lit. The Kickback also automatically relights when</p><p> the Meet Your Maker mode is activated. Refer to that chapter for details.</p><p></p><p>25. The Spinner (7 pp)</p><p> The Spinner normally scores 100,000 points per spin. The Spinner can be</p><p> lit for 1,000,000 points per spin for the rest of the current ball by</p><p> collecting the "Super Spinner Is Lit" Summit Award. When no other modes are</p><p> active, shooting the Summit Orbit collects a Summit Award. The third Summit</p><p> Award is "Super Spinner Is Lit". The Spinner also lights for 1,000,000</p><p> points per spin when Meet Your Maker is activated. Refer to that chapter for</p><p> details.</p><p></p><p>26. Miscellaneous Scoring (16 pp)</p><p> Here are some other ways to score points on No Fear: Dangerous Sports.</p><p></p><p> - Knocking down the Drop Target in front of the Skydive scores 12,730 points.</p><p> - Each shot into the Skydive scores 500,000 points.</p><p> - Completing the Rollover here or here [] scores 500,000 points.</p><p> - Completing the Rollover in the Track Orbit scores 3,000,000 points.</p><p> - Each shot into the Skull scores 1,000,000 points.</p><p> - Completing the Rollunder near the entrance to the Jump Ramp or the</p><p> Rollunder near the entrance of the Hairpin Ramp scores 500,000 points.</p><p> - Each shot into the Tube scores 500,000 points.</p><p> - Completing the Left Return Lane or Right Return Lane scores 50,000 points.</p><p> - Completing the Right Outlane or Left Outlane scores 3,000,000 points.</p><p> - Each hit on the Slingshot here or here [] scores 12,730 points.</p><p></p><p>27. Extra Balls (15 pp)</p><p> There are several ways to earn Extra Balls on this table.</p><p></p><p> - An Extra Ball is automatically awarded when you collect the "Extra Ball"</p><p> Tube Award.</p><p></p><p> - "Extra Ball" can be lit at the Skull until it's collected by collecting the</p><p> "Lite Extra Ball" Tube Award and by collecting another Raceway value after</p><p> scoring the 20,000,000 point value.</p><p></p><p> - "Extra Ball" can also be lit at the Skull by winning the Race for a second</p><p> time in the game and by activating the Meet Your Maker mode. The "Extra</p><p> Ball" lit by these two methods will turn off if it's not collected before</p><p> the ball drains.</p><p></p><p>Once "Extra Ball" is lit, shoot the Skull to collect it. Refer to the</p><p> chapters on Tube Awards, Raceway Values, the Race and Meet Your Maker for</p><p> details on lighting and collecting Extra Balls.</p><p></p><p>28. End of Ball Bonus (7 pp)</p><p> When the ball drains, you'll score an End of Ball Bonus. Here's how the</p><p> End of Ball Bonus is calculated.</p><p></p><p> - The Bonus value starts at 5,000,000.</p><p></p><p> - Each time a Jump is completed, it adds 5,000,000 points to the Bonus. A</p><p> maximum of 200 Jumps can be accumulated.</p><p></p><p> - Each time a Challenge is activated, it adds 10,000,000 points to the Bonus.</p><p></p><p> - For every 100 Meters climbed towards the top of the Cliff, it adds 1,000,000</p><p> points to the Bonus.</p></blockquote><p></p>
[QUOTE="invitro, post: 227859, member: 446"] Here's the No Fear instructions, that I partially extracted with a program, and partially transcribed. They were taken from the first NF version, 1.44.7, on PC/Steam. I've done some very minor formatting and may do more later. [] means the instructions point to this table feature in TPA. These may not all be marked below, and I probably haven't filled these in. INSTRUCTIONS FOR No_Fear:_Dangerous_Sports (28 chapters, 665 pages) 1. Introduction (14 pp) 2. Skill Shot (16 pp) 3. Challenges (50 pp) 4. Dirt Challenge (25 pp) 5. Asphalt Challenge (17 pp) 6. Water Challenge (25 pp) 7. Snow Challenge (17 pp) 8. Air Challenge (35 pp) 9. No Limits (20 pp) 10. Fear Fest (40 pp) 11. Meet Your Maker (45 pp) 12. Multi-Ball (44 pp) 13. Jumps (13 pp) 14. The Race (43 pp) 15. Raceway Values (30 pp) 16. Super Cross Levels (29 pp) 17. Payback Time (20 pp) 18. Tube Awards (42 pp) 19. Over the Edge (10 pp) 20. Summit Awards (15 pp) 21. The Cliff (23 pp) 22. Jump This (14 pp) 23. Super Cross Video Mode (23 pp) 24. Kickback (10 pp) 25. The Spinner (7 pp) 26. Miscellaneous Scoring (16 pp) 27. Extra Balls (15 pp) 28. End of Ball Bonus (7 pp) 1. Introduction (14 pp) No Fear: Dangerous Sports(TM) is an extreme sports themed table with a radical attitude. The game features legendary athletes from Super-Cross racing, extreme skiing, water ski jumping, daredevil driving and free climbing. Your challenge is to compete in the most daring events in the dirt, asphalt, water, snow and air. The high-speed Playfield features excellent flow with clearly lit targets and a talking Skull, who calls out shot instructions. The Ramp Loop includes a magnetic ball accelerator, which helps feed ball to the Upper Flipper, giving you a chance to take a flying leap over the Jump Ramp's void. With its mode based gameplay, including five Multi-Ball modes, No Fear: Dangerous Sports is extreme pinball! 2. Skill Shot (16 pp) Before launching each new ball, you can choose from five different Skill Shot Awards. The different Skill Shot Awards automatically cycle on the Display. The awards can be manually cycled by engaging either Flipper Button. Engage the Ball Launcher to select an award. Here are the available Skill Shot Awards: - "Start Challenge" activates the currently flashing Challenge. Refer to the Challenges chapter for details. "Start Challenge" will not be available if the third lock is lit for Multi-Ball or one of the Major Challenge modes is flashing. - The next Skill Shot Award is "Supercross Level". This spots one Super Cross Level towards activating Payback Time. Refer to that chapter for details. - The next Skill Shot Award is "Advance Raceway". This scores and advances the Raceway value. These lamps [] indicate the Raceway value. Refer to the Raceway Values chapter for details. - The next Skill Shot Award is "Lock Ball". This locks a ball for Multi-Ball. Refer to the Multi-Ball chapter for details. "Lock Ball" will not be available if two balls are already locked for Multi-Ball. - The last Skill Shot Award is "Flipper Skill Shot". This feeds the ball to the Lower Right Flipper. Shoot the Jump Ramp immediately to score the Flipper Skill Shot worth 50,000,000 points. 3. Challenges (50 pp) The primary goal on this table is to play five Minor Challenge modes and then three Major Challenge modes. The five Minor Challenge modes are the Dirt Challenge, Asphalt Challenge, Water Challenge, Snow Challenge and Air Challenge. The three Major Challenge modes are No Limits, Fear Fest and Meet Your Maker. The Major Challenge modes cannot be played until all of the Minor Challenge modes have been activated. Before a Minor Challenge mode is activated, each hit on the Slingshot here or here randomly changes which Challenge mode is flashing. When a Challenge mode is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. Minor Challenges can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. "Start Challenge" is not available if the third lock is lit for Multi-Ball. Refer to the Skill Shot and Tube Awards chapters for details. Once a Challenge mode is activated, it can't be played again until all of the other Challenges have been activated. Once all five Minor Challenges have been activated, the first Major Challenge, "No Limits" flashes. Shoot the Skull to activate it. Once No Limits ends, all of the major shots on the Playfield will light. The shots that light are the Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube. Each time any of these shots are completed, it collects a letter in NO FEAR. Once NO FEAR is completed, the second Major Challenge, "Fear Fest" flashes. Shoot the Skull to activate it. Once Fear Fest ends, all of the major shots on the Playfield light again for letters in NO FEAR. Complete NO FEAR again to make the final Major Challenge, "Meet Your Maker" flash. Shoot the Skull to activate it. Activated Challenges are cumulative throughout the game. Each activated Challenge adds 10,000,000 points to the End of Ball Bonus. The next eight chapters give details on each of the Minor and Major Challenge modes. 4. Dirt Challenge (25 pp) One of the Minor Challenges that can be played is the Dirt Challenge. When "Dirt Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. The currently flashing Challenge can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. The Dirt Challenge has a 25 second timer. While the timer is active, all of the major shots on the Playfield remain lit. The shots that remain lit are the Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube. Each time the Jump Ramp or the Hairpin Ramp is shot, it completes a Checkpoint and scores a Dirt Award. The Dirt Award value starts at 5,000,000 points. Completing any lit shot, increases the value by 5,000,000 points, up to a maximum of 20,000,000 points. Completing a Jump also scores and increases the Dirt Award value. The Dirt Challenge ends once the timer expires or the ball drains. 5. Asphalt Challenge (17 pp) One of the Minor Challenges that can be played is the Asphalt Challenge. When "Asphalt Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. The currently flashing Challenge can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. The Asphalt Challenge has a 30 second timer. While the timer is active, the goal is to advance to 1st Place. Each shot through the Left Track Orbit, Right Track Orbit, or the Skull advances your place. Advancing to 3rd Place scores 50,000,000 points. Advancing to 2nd Place scores 75,000,000 points. Advancing to 1st Place scores 100,000,000 points and ends the mode. The mode also ends if the timer expires or the ball drains. 6. Water Challenge (25 pp) One of the Minor Challenges that can be played is the Water Challenge. When "Water Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. The currently flashing Challenge can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. The Water Challenge has a 30 second timer. While the timer is active, all of the major shots on the Playfield remain lit. The shots that remain lit are the Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube. Initially, all of these shots score 10,000,000 points. Each shot into the Tube increases the value of all of the flashing shots by 5,000,000 points and it adds 10 seconds to the timer. The timer cannot be increased beyond 30 seconds. The flashing shots can be increased to a maximum value of 30,000,000 points. Once the flashing shots are increased to 30,000,000 points, shooting the Tube no longer adds to the timer. The Water Challenge ends once the timer expires or the ball drains. 7. Snow Challenge (17 pp) One of the Minor Challenges that can be played is the Snow Challenge. When "Snow Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. The currently flashing Challenge can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. The Snow Challenge has a 30 second timer. The goal is to complete the Down Hill by shooting the Hairpin Ramp. This scores a Snow Award value that starts at 50,000,000 points. Before the Hairpin Ramp is shot, shooting the Summit Orbit or the Jump Ramp scores a Snow Award worth 10,000,000 points. This increases the value scored from the Hairpin Ramp by 10,000,000 points, up to a maximum of 100,000,000 points. The Snow Challenge ends once the Hairpin Ramp is shot, the timer expires or the ball drains. 8. Air Challenge (35 pp) One of the Minor Challenges that can be played is the Air Challenge. When "Air Challenge" is flashing, and "Start Challenge" is lit, shoot the Skull to activate it. The currently flashing Challenge can also be activated by selecting the "Start Challenge" Skill Shot Award, and by collecting the "Start Challenge" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. The Air Challenge has two stages. In the first stage, a 25,000,000 point Hurry-Up value starts decreasing on the Display. Shoot the Skydive as quickly as possible to lock in the value on the Display. If you fail to shoot the Skydive, the value locks in at 10,000,000 points. Once the value is locked, the second stage of the Air Challenge begins by starting a 30 second timer and lighting all of the major shots on the Playfield. The shots that light are the Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp, Summit Orbit and the Tube. Completing each of these shots scores the value that was set in the first stage of the Air Challenge. Completed shots turn off. Completing all of the lit shots ends the mode and scores an additional 75,000,000 points. The Air Challenge also ends once the timer expires or the ball drains. Here's a hidden feature with the Air Challenge. When the first stage begins with the Hurry-Up value on the Display, hold the "Extra Ball" Button and shoot the Skydive before the value on the Display starts to decrease. This gives a Mortal Kombat 3 hint and scores 50,000,000 points instead of 25,000,000 points. The value of all lit shots in the second stage of the Air Challenge will be 25,000,000 points. 9. No Limits (20 pp) One of the Major Challenge modes is No Limits. Once the five Minor Challenges have been played, shooting the Skull activates No Limits. No Limits is a 3-Ball Multi-Ball mode. When it begins, the Autofire Ball Saver turns on for 15 seconds. When the Ball Saver is on, any balls that drain are automatically saved and re-launched. While No Limits is active, all of the major shots on the Playfield remain lit. The shots that remain lit are the Tube, Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp and Summit Orbit. Initially, each of these shots scores 20,000,000 points. Each time a lit shot is completed, it increases the value of all lit shots by 1,000,000 points, up to a maximum of 70,000,000 points. No Limits ends once two of the three balls in play drain. 10. Fear Fest (40 pp) One of the Major Challenge modes is Fear Fest. Once the five Minor Challenges have been played, and the first Major Challenge, No Limits, ends, all of the major shots on the Playfield light. Each time a lit shot is completed, it collects a letter in NO FEAR. Each collected letter scores 5,000,000 points. Completing NO FEAR scores 25,000,000 points and makes "Fear Fest" flash. Once this is flashing, shoot the Skull to activate it. Fear Fest is a 3-Ball Multi-Ball mode. When it begins, the Autofire Ball Saver turns on for 25 seconds. When the Ball Saver is on, any balls that drain are automatically saved and re-launched. Once Fear Fest begins, "Jackpot" lights at the Skull and "Super Jackpot" lights at the Jump. All of the major shots on the Playfield remain lit during this mode. The shots that remain lit are the Tube, Screamer Orbit, Jump Ramp, the Jump, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp and Summit Orbit. To score a Fear Fest Jackpot, shoot the Skull or complete a Jump. Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then shoot the ball over the void to complete a Jump. The Fear Fest Jackpot value starts at 50,000,000 points. Whether the Jackpots are lit or not, completing any lit shot on the Playfield scores 20,000,000 points and adds 20,000,000 points to the Fear Fest Jackpot value. Once a Jackpot is scored, the value resets to 0, the Jackpot lamps turns off and all of the major shots on the Playfield remain lit. To relight the Jackpots complete any five lit shots on the Playfield. Fear Fest ends once two of the three balls in play drain. 11. Meet Your Maker (45 pp) The final Major Challenge mode is Meet Your Maker. Once the five Minor Challenges have been played, and the first two Major Challenges have been played (No Limits and Fear Fest), all of the major shots on the Playfield light. Each time a lit shot is completed, it collects a letter in NO FEAR. Each collected letter scores 5,000,000 points. Completing NO FEAR scores 25,000,000 points and makes "Meet Your Maker" flash. Once this is flashing, shoot the Skull to activate it. Meet Your Maker is a 4-Ball Multi-Ball mode. Activating the mode does several things. - All targets score 250,000 points during this mode. - "Super Jackpot" remains lit at the Ramp for the duration of this mode. Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then complete the Jump to score the Super Jackpot worth 200,000,000 points. - "Jackpot" remains lit at the Skull for the duration of this mode. Each shot into the Skull scores the Jackpot worth 50,000,000 points. - "Light Hurry Up" lights at the Left Return Lane and Right Return Lane. When these are lit, completing either Return Lane lights both outer Orbits for a Hurry-Up value. The Hurry-Up value starts at 50,000,000 points and decreases until is[sic] reaches 25,000,000 points. Shoot the Screamer Orbit or the Summit Orbit to score the current Hurry-Up value on the Display. - "Super Spin" lights at the Spinner for the rest of the current ball. The lit Spinner scores 1,000,000 points per spin. When it's not lit, it scores 100,000 points per spin. - The Kickback lights in the Left Outlane. This prevents balls from draining down the Left Outlane. - The Autofire Ball Saver turns on for 20 seconds. When this is on, any balls that drain are automatically saved and re-launched. - The first two Super Cross Levels are spotted towards activating Payback Time. Completing one shot to the Jump Ramp and one shot to the Hairpin Ramp will activate Payback Time. - The Raceway value is increased to its maximum of 25,000,000 points. When the Right Return Lane is completed or the Screamer Orbit shot is completed, "Raceway" lights for about five seconds. While this is lit, shooting the Screamer Orbit scores the maximum Raceway value of 25,000,000 points. - The last reward for activating Meet Your Maker is, "Extra Ball" lights at the Skull. Shoot the Skull to collect the Extra Ball. This lit "Extra Ball" turns off if it's not collected before the ball drains. Meet Your Maker ends once three of the four balls in play drain. 12. Multi-Ball (44 pp) Multi-Ball is key to getting a high score. It activates each time three balls are locked. To lock balls, first knock down the Drop Target in front of the Skydive. This lights "Lock" at the Skydive and the Skull. Completing either of these shots locks a ball for Multi-Ball. Each locked ball scores 12,000,000 points. Before Multi-Ball is activated the first time, "Lock" remains lit after locking balls. "Lock" can also be lit by collecting the "Lite Lock" Tube Award. A ball can be automatically locked for Multi-Ball by collecting the "Lock Awarded" Tube Award or by selecting the "Lock Ball" Skill Shot Award. Refer to the Skill Shot and Tube Awards chapters for details. Lock three balls in any combination at the Skull and the Skydive to activate Multi-Ball. Multi-Ball can also be automatically activated by collecting the "Multi-Ball" Tube Award. Multi-Ball is a 3-Ball mode. The goal is to score Jackpots and Super Jackpots. - When the mode begins, "Jackpot" lights at the Skull. Shoot the Skull to score the Jackpot worth 50,000,000 points. This lights "Jackpot" at the Skydive. - Shoot the Skydive to score the Jackpot worth 100,000,000 points. This lights "Super Jackpot" at the Jump Ramp. - Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then complete the Jump to score the Super Jackpot worth 200,000,000 points. When "Super Jackpot" is not lit, completing Jumps scores the maximum Jump value of 25,000,000 points. Scoring the Super Jackpot relights "Jackpot" at the Skull. "Jackpot" and "Super Jackpot" continue to light in order as shots are completed. Multi-Ball ends once two of the three balls in play drain. If you failed to score at least one Jackpot, a 10 second "Last Chance" is activated. This lights "Jackpot" at the Skull and the Skydive and it lights "Super Jackpot" at the Jump Ramp. Completing any of these shots before the timer expires scores a Jackpot or Super Jackpot. Only one Jackpot or Super Jackpot can be scored during "Last Chance". After the first Multi-Ball, the Drop Target has to be knocked down each time a ball is locked in order to relight "Lock" at the Skydive and the Skull. After the second Multi-Ball, "Lock" will only light at the Skull. 13. Jumps (13 pp) No Fear: Dangerous Sports features a void in the Jump Ramp Loop. When the ball clears this void, it scores a Jump. Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then shoot the ball over the void to score a Jump worth 5,000,000 points. Each time a Jump is scored, it feeds the ball back to the Upper Flipper. Immediately scoring another Jump increases the Jump value that is awarded by 5,000,000 points. The value continues to increase by 5,000,000 points for each consecutive Jump scored, up to a maximum of 25,000,000 points. Once a consecutive Jump is missed, the Jump value resets to 5,000,000 points. Jumps are cumulative throughout the game. Each Jump scored adds 5,000,000 points to the End of Ball Bonus. 14. The Race (43 pp) This Orbit on the Playfield represents a Race Track. During the game there is always an active Race, except when any Multi-Ball mode is active. These lamps indicate your current place in the Race. If none are lit, you are in 4th Place. When no Multi-Ball mode is active, shooting the Left Track Orbit, or the Right Track Orbit advances your place in the Race. - The first time the Track Orbit is shot, it advances you to 3rd Place and scores 15,000,000 points. - The second time the Track Orbit is shot, it advance you to 2nd Place and scores 25,000,000 points. - The third time the Track Orbit is shot, it advance you to 1st Place. This ends the current Race and gives an award. Once the Race ends, the next one automatically begins. Every third Track Orbit shot wins the Race and collects an award. Here are the awards that are collected for winning the Race. - The first, fifth, ninth, 13th and 17th times the Race is won, it lights "Light Hurry Up" at the Right Return Lane and Left Return Lane. Once these are lit, completing either Return Lane lights both outer Orbits for a Hurry-Up value. The Hurry-Up value starts at 50,000,000 points and decreases until is[sic] reaches 25,000,000 points. Shoot the Screamer Orbit or the Summit Orbit to score the current Hurry-Up value on the Display. - The second time the Race is won, it lights "Extra Ball" at the Skull. Shoot the Skull to collect the Extra Ball. This lit "Extra Ball" turns off if it's not collected before the ball drains. - The third time the Race is won, it activates the Over the Edge mode. This is a 2-Ball Multi-Ball where the goal is to shoot the Jump Ramp and the Hairpin Ramp for increasing point values. Refer to the Over the Edge chapter for details. - The fourth time the Race is won, it scores 30,000,000 points. - The sixth, seventh and eighth times the Race is won, it scores 40,000,000 points. - The 10th, 11th and 12th times the Race is won, it scores 50,000,000 points. - The 14th, 15th and 16th times the Race is won, it scores 60,000,000 points. - The 18th and 19th times the Race is won, it scores 70,000,000 points. - The 20th time the Race is won, it scores 100,000,000 points. After winning the Race a 20th time, no additional Races are played. Shooting the Track Orbit no longer advances your place or gives any awards. 15. Raceway Values (30 pp) Scoring Raceway values is a quick way to score points and collect an Extra Ball. When "Raceway" is lit, shooting the Screamer Orbit scores and advances the Raceway value. "Raceway" lights for about five seconds when the Screamer Orbit is shot or the Right Return Lane is completed. Initially, the 10,000,000 point Raceway value is lit at the start of each new ball. After scoring the 20,000,000 point Raceway value, the next value is "Light Extra Ball". Scoring this value lights "Extra Ball" at the Skull until it's collected. Each Raceway value scored after "Light Extra Ball" is collected is worth 25,000,000 points. Once the "Light Extra Ball" value is scored, the Raceway value resets to 5,000,000 points at the start of each new ball. The Raceway value can also be scored and advanced by selecting the "Advance Raceway" Skill Shot Award, and by collecting the "Advance Raceway" Tube Award. Refer to the Skill Shot and Tube Awards chapters for details. Each time the "Light Extra Ball" Raceway value is scored, it requires an additional Screamer Orbit shot to score and advance the Raceway values on the next ball. That means after scoring "Light Extra Ball" the first time, it requires two Screamer Orbit shots to score and advance the Raceway value. After scoring the "Light Extra Ball" value a second time, it requires three Screamer Orbit shots to score and advance the Raceway value. The Raceway value is automatically increased to its maximum value of 25,000,000 points when the Meet Your Maker mode is activated. Refer to that chapter for details. 16. Super Cross Levels (29 pp) Completing the Super Cross Levels activates the Payback Time mode. To activate Payback Time, alternate Ramp shots to complete the three Super Cross Levels. The Super Cross Levels are represented by three lamps in front of the Jump Ramp and three lamps in front of the Hairpin Ramp. The three Super Cross Levels are "Supercross Start", "Right Turn" or "Left Turn" and "Win!". Shooting either Ramp the first time lights "Supercross Start" at that Ramp and makes "Supercross Start" flash at the opposite Ramp. Shooting that Ramp completes the first Super Cross Level and makes the next Super Cross Level flash at the opposite Ramp. Following this pattern, you must complete a total of six shots, alternating three shots to the Jump Ramp and three shots to the Hairpin Ramp. When a completed Ramp shot lights a Super Cross Level, immediately shooting the opposite Ramp scores a "Supercross Combo" worth 15,000,000 points. Super Cross Levels can also be spotted by by selecting the "Supercross Level" Skill Shot Award or by collecting the "Supercross Level" Tube Award. Completing a Super Cross Level from either of these awards scores a "Supercross Combo". Refer to the Skill Shot and Tube Awards chapters for details. The first two Super Cross Levels are automatically spotted when the Meet Your Maker mode is activated. Refer to that chapter for details. Once the third Super Cross Level, "Win!" is completed, Payback Time is activated. The next chapter gives details about that mode. 17. Payback Time (20 pp) Payback Time is the reward for completing the Super Cross Levels. To complete Super Cross Levels, alternate shots to the Jump Ramp and Hairpin Ramp. Refer to the Super Cross Levels chapter for more details. Once the third Super Cross Level, "Win!" is completed, Payback Time is activated. Payback Time lasts for 25 seconds. While it's active, all major shots on the Playfield remain lit. Completing any of these shots scores 25,000,000 points. The shots that remain lit are the Tube, Screamer Orbit, Jump Ramp, Skydive, Left Track Orbit, Right Track Orbit, Skull, Hairpin Ramp and Summit Orbit. Completing Jumps also scores 25,000,000 points. Payback Time ends once the timer expires or the ball drains. The Super Cross Levels then reset and can be completed again by alternating Ramp shots. 18. Tube Awards (42 pp) Tube Awards are worth collecting any time you get a chance. Each shot into the Tube scores 500,000 points. When no other modes are active, and the Tube is not lit to collect a letter in NO FEAR, shooting the Tube will give a random award. Here are the possible Tube Awards: "MK3 Hint" give a Mortal Kombat 3 hint. "Start Challenge" activates the currently flashing Challenge. Refer to the Challenges chapter for details. "Lite Lock" lights the "Lock" at the Skydive and the Skull. Complete either of these shots to lock a ball for Multi-Ball. After Multi-Ball has been activated twice, "Lock" will only light at the Skull. "Lock Awarded" automatically locks a ball for Multi-Ball. Refer to the Multi-Ball chapter for details. "Multiball" automatically activates Multi-Ball. Refer to the Multi-Ball chapter for details about that mode. "Autofire" turns on the Ball Saver for 30 seconds. While this is on, any balls that drain are automatically re-launched. "Lite Extra Ball" lights "Extra Ball" at the Skull until it's collected. Shoot the Skull to collect the Extra Ball. "Extra Ball" automatically awards an Extra Ball. "Lite Kickback" lights the Kickback in the Left Outlane. When this is lit, balls that would normally drain down the Left Outlane are shot back onto the Playfield. "Video Mode" activates Super Cross Video Mode. Refer to that chapter for details. "Advance Raceway" scores and advances the Raceway value. These lamps indicate the Raceway value. Refer to the Raceway Values chapter for details. "Supercross Level" spots one Super Cross Level towards activating Payback Time. Refer to the Super Cross Levels and Payback Time chapters for details. "Over the Edge" activates the Over the Edge mode. Refer to that chapter for details. "Lite Return Lanes" lights "Light Hurry Up" at the Right Return Lane and Left Return Lane. Once these are lit, completing either Return Lane lights both outer Orbits for a Hurry-Up value. "Start Hurry Up" automatically lights both outer Orbits for the Hurry-Up value. The Hurry-Up value starts at 50,000,000 points and decreases until is reaches 25,000,000 points. Shoot the Screamer Orbit or the Summit Orbit to score the current Hurry-Up value on the Display. "200 Meters" climbs 200 meters towards the top of the Cliff. Refer to the Cliff chapter for details. "Next Summit Award" collects the next Summit Award that would be collected by shooting the Summit Orbit. Refer to the Summit Awards chapter for details. "20,000,000" awards that point value. 19. Over the Edge (10 pp) The Over the Edge mode can be quite lucrative. It can be randomly activated by collecting the "Over the Edge" Tube Award and it activates the third time you win the Race. You win the Race every third time you complete the Track Orbit shot, except during Multi-Ball modes. Random Tube Awards are collected each time the ball is shot into the Tube when no other modes are active. Refer to the Race and Tube Awards chapters for more details. Over the Edge is a 2-Ball Multi-Ball mode. While it's active, shoot the Jump Ramp and the Hairpin Ramp as many times as possible. The first Ramp shot scores 25,000,000 points. The value increases by 10,000,000 points for each subsequent Ramp shot, up to a maximum of 75,000,000 points. Over the Edge ends once one of the balls in play drains. 20. Summit Awards (15 pp) Summit Awards are easy to collect and can be pretty useful. When no other modes are active, shooting the Summit Orbit collects a Summit Award. Summit Awards can also be collected from the "Next Summit Award" Tube Award. Here are the Summit Awards in the order they are collected. - "5,000,000" scores that point value. - "Video Mode Is Lit" lights "Video Mode" at the Tube. Once this is lit, shoot the Tube to activate Super Cross Video Mode. Refer to that chapter for details. "Video Mode" turns off if Video Mode is not activated before the ball drains. - "Super Spinner Is Lit" lights the Spinner for the rest of the current ball. The lit Spinner scores 1,000,000 points per spin. When it's not lit, it scores 100,000 points per spin. - "10,000,000" scores that point value. - Each subsequent Summit Award collected on the same ball scores 10,000,000 points. The Summit Award resets to "5,000,000" once the ball drains. 21. The Cliff (23 pp) Climbing the Cliff is a nice goal to shoot for. To climb the Cliff, complete the bank of two Cliff Targets here. Each hit on a Cliff Target scores 15,000 points whether it's lit or not. Shooting a lit Cliff Target spots the other Cliff Target if it's not lit. Each time the Cliff Targets are completed, it climbs 100 meters towards the top of the Cliff. Completing the Cliff Targets also relights the Kickback if it's turned off. Meters climbed are cumulative throughout the game. 1,000,000 points for every 100 Meters climbed are added to the End of Ball Bonus. You can also advance towards the top of the Cliff by collecting the "200 Meters" Tube Award. A random Tube Award is collected each time the ball is shot into the Tube when no other modes are active. It takes 400 meters to complete the Cliff the first time. Each time the Cliff is completed, it gets 500 meters higher. After the eighth time the Cliff is completed, it's always at 4,000 meters. Completing the Cliff scores 30,000,000 points and lights "Jump This" at the Right Outlane. Once this is lit, it toggles between the Right Outlane and Left Outlane with each hit on the Slingshots here or here. Drain a ball down the lit Outlane to activate Jump This. The next chapter gives details about this mode. 22. Jump This (14 pp) The Jump This mode highlights one of the coolest features on the Playfield, the Jump. To activate this mode, first complete the Cliff. Refer to the Cliff chapter for details. Each time the Cliff is completed, it lights "Jump This" at the Right Outlane. Once this is lit, it toggles between the Right Outlane and Left Outlane with each hit on the Slingshots here or here. Drain a ball down the lit Outlane to activate Jump This. This effectively saves the ball, releasing a new one to the Lower Right Flipper. This mode has a 30 second timer. The goal is to complete as many Jumps as possible. Shoot the Jump Ramp to feed the ball to the Upper Flipper. Then complete the Jump. Each Jump completed scores 30,000,000 points. Jump This ends once the timer expires or the ball drains. 23. Super Cross Video Mode (23 pp) This table features a Super Cross Video Mode, which is played on the Display. Video Mode is automatically activated when the "Video Mode" Tube Award is collected. A random Tube Award is collected each time the Tube is shot when no other modes are active. "Video Mode" can be lit at the Tube by collecting the "Video Mode Is Lit" Summit Award. A Summit Award is collected each time the Summit Orbit is shot when no other modes are active. "Video Mode Is Lit" is the second Summit Award. Once "Video Mode" is lit, shoot the Tube to activate it. "Video Mode" turns off if Video Mode is not activated before the ball drains. During Video Mode, you control a motorcycle racing on a dirt track. At the beginning of the mode, the Display indicates which track you are racing on. The motorcycle automatically accelerates on its own, so you only control the steering. Steer left by engaging the Left Flipper. Steer right by engaging the Right Flippers. Along the tracks, there are jumps with point value icons floating above them. These icons range in value from 10,000,000 points to 25,000,000 points. Use the jumps on the track to collide with the point value icons. The points for each icon you collide with are added to your Video Mode Total. An additional 25,000,000 points are added to your Video Mode Total if you finish the track. If you collide with the edges of the track at any point, you crash. This ends the mode and adds 10,000,000 points to your Video Mode Total. 24. Kickback (10 pp) The Kickback is an important feature. When it's lit, balls that would normally drain down the Left Outlane are shot back onto the Playfield. It scores 2,500,000 points when a ball is saved by the Kickback. The Kickback is lit at the start of the game. Once it saves a ball, it can be relit by completing the Cliff Targets. Each hit on a Cliff Target scores 15,000 points whether it's lit or not. Shooting a lit Cliff Target spots the other Cliff Target if it's not lit. The Kickback also automatically relights when the Meet Your Maker mode is activated. Refer to that chapter for details. 25. The Spinner (7 pp) The Spinner normally scores 100,000 points per spin. The Spinner can be lit for 1,000,000 points per spin for the rest of the current ball by collecting the "Super Spinner Is Lit" Summit Award. When no other modes are active, shooting the Summit Orbit collects a Summit Award. The third Summit Award is "Super Spinner Is Lit". The Spinner also lights for 1,000,000 points per spin when Meet Your Maker is activated. Refer to that chapter for details. 26. Miscellaneous Scoring (16 pp) Here are some other ways to score points on No Fear: Dangerous Sports. - Knocking down the Drop Target in front of the Skydive scores 12,730 points. - Each shot into the Skydive scores 500,000 points. - Completing the Rollover here or here [] scores 500,000 points. - Completing the Rollover in the Track Orbit scores 3,000,000 points. - Each shot into the Skull scores 1,000,000 points. - Completing the Rollunder near the entrance to the Jump Ramp or the Rollunder near the entrance of the Hairpin Ramp scores 500,000 points. - Each shot into the Tube scores 500,000 points. - Completing the Left Return Lane or Right Return Lane scores 50,000 points. - Completing the Right Outlane or Left Outlane scores 3,000,000 points. - Each hit on the Slingshot here or here [] scores 12,730 points. 27. Extra Balls (15 pp) There are several ways to earn Extra Balls on this table. - An Extra Ball is automatically awarded when you collect the "Extra Ball" Tube Award. - "Extra Ball" can be lit at the Skull until it's collected by collecting the "Lite Extra Ball" Tube Award and by collecting another Raceway value after scoring the 20,000,000 point value. - "Extra Ball" can also be lit at the Skull by winning the Race for a second time in the game and by activating the Meet Your Maker mode. The "Extra Ball" lit by these two methods will turn off if it's not collected before the ball drains. Once "Extra Ball" is lit, shoot the Skull to collect it. Refer to the chapters on Tube Awards, Raceway Values, the Race and Meet Your Maker for details on lighting and collecting Extra Balls. 28. End of Ball Bonus (7 pp) When the ball drains, you'll score an End of Ball Bonus. Here's how the End of Ball Bonus is calculated. - The Bonus value starts at 5,000,000. - Each time a Jump is completed, it adds 5,000,000 points to the Bonus. A maximum of 200 Jumps can be accumulated. - Each time a Challenge is activated, it adds 10,000,000 points to the Bonus. - For every 100 Meters climbed towards the top of the Cliff, it adds 1,000,000 points to the Bonus. [/QUOTE]
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