Rules to Bally's "Attack From Mars"
                             By Brian Dominy
                        Last Modified May 30, 1998

 Introduction
    _________________________________________________________________

  This is yet another rules sheet for Attack from Mars, a Bally/Williams
  pinball machine released in late winter 1996. I originally wrote it
  for my own use, but decided that maybe others would be interested in
  it as well. Your comments and suggestions for improvements are most
  certainly welcome.

  Attack From Mars was released immediately after Whodunnit, and early
  versions of the software support the novice mode feature. This has
  since been removed. AFM continues to support player-enabled tournament
  mode. Hold down a flipper for several seconds, wait for the message
  about tournament mode, and then start the game to enable tournament
  mode settings. The software supports the Extra Ball buy-in, even
  though the Buy-in button has been removed. (If you find a machine with
  an Extra Ball buy-in button, it is one of the early prototypes!)


 Credits
    _________________________________________________________________

  Design: Brian Eddy, who formerly created The Shadow, has most recently
  given us Medieval Madness, and worked with Mark Ritchie before his
  departure on Indiana Jones.

  Software: Lyman Sheats, former world champion and former Sega
  employee.

  Sound: Dan Forden


 Playfield Layout
    _________________________________________________________________

  If you want to see a picture of the playfield, you can goto this website
  at http://www.pinball.wms.com/games/atmars/AtMars_pfl.jpg  (Courtesy of
  the Williams pinball homepage, available at http://www.pinball.wms.com)


    * Left Outlane: Standard. This and the other inlanes/outlane each
      has a yellow lamp with no text; completing all four lights Stroke
      of Luck.

    * Left Inlane: Standard. Balls can roll up the inlane beyond the
      switch and find the outlane.

    * Left Slingshot: Standard. Scores a whopping 3,570 points.

    * M-A-R Targets: A three-bank of standups with those fat green
      plastic covers, located along the lower left side of the
      playfield. A martian figure stands above this and every other
      martian target bank; during Martian Attack, these martians bounce
      like the "Boogie Men" from Elvira.

    * Left Loop: Also called the Capture Loop. This is a TA shot, and
      has three yellow lamps to indicate your progress towards
      completing it. It is also a jackpot/Super jackpot shot, and a
      Combo shot. It is a double rollover switch. The ball leads over
      the Bonus X lanes, where it may be stopped or it may continue on
      out the right loop if the right gate is open.

    * Left Ramp: Also called the Big-O-Beam ramp. Has lamps for the same
      features as the left loop, except the lamps are orange instead of
      yellow. It has an entry gate at the bottom, and a made switch at
      the top. It returns the ball to the left flipper. This is the
      easier ramp of the two.

    * Lock Ramp/Hole: Normally this is a ramp shot which feeds the right
      habitrail and returns the ball to the right flipper. When Lock is
      lit, a diverter opens and catches shots, sending them into the
      Lock hole. The Lock hole is just a popper that kicks balls out
      onto the left ramp habitrail, returning the ball to the left
      flipper. This shot can be lit for lock 1, lock 2, lock 3, Light
      Lock, a Combo, or a Jackpot/Super Jackpot. The ramp entrance is
      narrow and steep, and requires a solid shot to make it all the
      way. The ramp has a gate, and shares its made switch with the
      right ramp.

    * T Target: Like the other martian standups, this one is between the
      lock ramp and the saucer. A martian figure stands above it.

    * Forcefield/Saucer: There is a motorized 3-bank of standups, like
      in "Whodunnit", that can raise and lower. When lowered, it reveals
      behind it a drop target in front of a hole, and two standups on
      either side of it. The saucer targets are used during Attack
      Waves. The Forcefield targets are also used during Strobe
      Multiball.

    * I Target: On the right side of the forcefield, just to the left of
      the Stroke of Luck scoop, with another martian figure above it.

    * Stroke of Luck Scoop: A narrow scoop, at an angle similar to that
      of Final Draw in World Cup Soccer, but much farther back. It can
      be shot from the front directly, or balls may fall in here from
      the back when exiting the jet bumpers. The game sometimes
      discriminates between front and back shots; it is a back shot if a
      jet bumper or bonus X lane was last touched, and a front shot
      otherwise. (This can be fooled by airborne balls.) The shot can be
      lit for a pseudorandom Stroke of Luck award (yellow light), an
      Extra Ball (orange light), Martian Attack (white light), and Rule
      the Universe (blue light).

    * Jet Bumpers: The usual three in formation similar to those on
      World Cup Soccer, lit by GI and not controlled lamps. These are
      used during the Super Jets feature. Balls can exit below into the
      Stroke of Luck scoop, or between the two rightmost bumpers into
      the right loop. Also, balls very likely will enter back into the
      Bonus X Lanes a few times while balls are a-popping.

    * Bonus X Lanes: Two rollovers directly above the jets, that can be
      fed by either loop. These advance the bonus multiplier, advance
      the scoring of the jet bumpers, and award the regular Skill Shot.

    * Right Ramp: Also called the Tractor Beam. Has lamps for the same
      features as the left ramp. It dumps the ball onto the right
      habitrail and sends the ball back to the right flipper. This is
      the smallest ramp, and reminds me of the right ramp from Johnny
      Mnemonic. It has a gate switch, and shares its made switch with
      the lock ramp.

    * Right Loop: Also called the Atomic Blaster loop. Has lamps for the
      same features as the left loop. It sends the ball over the Bonus X
      lanes, and if the left gate is open, the ball should whiz out the
      other side; otherwise, the ball will land in the lanes/jet
      bumpers. It is also a two-switch loop.

    * A-N Targets: Two more standups along the lower right side of the
      playfield, with a martian figure above them.

    * Right Slingshot: Standard.

    * Right Inlane: Standard.

    * Right Outlane: Standard.

    * Plunger Lane: Autoplunger only. Sends balls into the top of the
      right loop, towards the bonus X lanes. Plunged balls do not touch
      both of the right loop switches, so it is still possible to score
      right loops even when balls are being autolaunched.

    * Launch Button: Obviously, it launches the ball, but it can also be
      lit for a Martian Bomb, and will flash when it is available. It is
      also used during the Video Mode, but does not flash then.


 Objectives
    _________________________________________________________________

  The main objective of AFM is to Rule the Universe. In order to begin
  this feature, you must complete 6 objectives: (1) Collect at least one
  Super Jackpot. (2) Start Total Annihilation at least once. (3) Start
  Martian Attack Multiball at least once. (4) Conquer Mars by completing
  all 6 Attack Waves. (5) Start Super Jets, by completing a certain
  number of jet bumpers. (6) Complete at least one 5-Way Combo.

  Your progress towards completion of these six features is denoted by
  six blue lights just above the flippers. When the sixth feature is
  completed, Rule the Universe is lit at the Stroke of Luck hole. If any
  multiball is in progress, Rule the Universe will not be lit until
  multiball finishes. Shoot the SoL hole to start. See the section on
  Rule the Universe for details on that feature.


 Skill Shots
    _________________________________________________________________

  There are two skill shots available at the start of each ball, and
  immediately after Ruling the Universe. Pressing the launch button
  without pressing the left flipper button will launch the ball into the
  Bonus X Lanes, and one of the two lanes will be flashing. Use the
  flippers to switch the flashing lane. Passing the ball through the
  flashing lane scores a normal Skill Shot, worth 10M points and +5X to
  your bonus multiplier. Each successive Skill Shot is worth 10M more
  points than the previous.

  Holding the left flipper button down while pressing the launch button
  qualifies you for a Super Skill Shot. The left loop gate will raise
  and allow the ball to whiz pass the Bonus X lanes and exit down the
  left loop. Shooting any ramp or loop will award 50M points and spot
  all 3 Total Annihilation lamps for that shot. Shooting any Forcefield
  target will score 50M and lower the Forcefield. Shooting the saucer
  hole, the Stroke of Luck hole, or the lock ramp/hole awards nothing
  for the skill shot. The value of the Super Skill Shot is fixed and
  does not increase. It can be scored on a shot even if all 3 TA shots
  have already been completed. The Hurry-Up associated with completing
  the third TA shot is not awarded when it is completed by the Super
  Skill Shot.

  There is a brief ball saver available at the beginning of each ball.
  Scoring a Super Skill Shot, or making a shot which does not award
  Super Skill Shot, turns off the ball saver immediately. When going for
  the normal Skill Shot, the ball saver remains active as long as the
  ball is in the jets/bonus X lanes and remains on a little longer after
  the SoL kickout. The display will read "Ball Saved / Return To Battle"
  and the quote "Return to battle, soldier" will signify that a ball is
  being returned into play.

  A jet lane will be flashing even if Super Skill Shot is selected. If
  Super Skill Shot is selected but the ball does not make it all the way
  around and lands in that flashing jet lane, a normal Skill Shot will
  be awarded. If the autoplunger is really weak and the ball doesn't
  even make it over the bumper area at all, then the Skill Shot will
  remain lit for about 5 seconds and you can collect it during that time
  by shooting either of the loops to get to the lit lane.

  When any Skill Shot is awarded by traversing the flashing lane, that
  lane is also lit towards advancement of the Bonus X on the same shot.


 Total Annihilation
    _________________________________________________________________

  Four shots, the two ramps and the two loops, each have 3 lights in
  front of them. The left loop shots are labelled "Capture". The left
  ramp shots are labelled "Big-O-Beam". The right ramp shots are
  labelled "Tractor Beam". The right loop shots are labelled "Atomic
  Blaster".

  At the beginning of the game and immediately after Total Annihilation,
  all 12 of these lamps will be turned off, and the next lamp to be
  awarded will flash. Making a shot lights the flashing lamp and flashes
  the next lamp in sequence. The first shot is worth 20M; the second is
  worth 25M; and the third is worth 30M. These awards are available
  during regular, non-multiball play, and they are also available during
  Martian Multiball.

  Cow Video Mode can be started by watching the animations on the
  Big-O-Beam and Tractor Beam; see "Cows" for more details.

  Making the third lamp on any given shot starts a Hurry-Up sequence.
  The saucer/forcefield is lit for 100M for a brief time, and then
  rapidly starts to count down, to a minimum of 25M. Shoot the saucer or
  forcefield (depending on whether or not the forcefield is up or down)
  to collect the Hurry-Up value.

  The third shot to either loop will open the controlled gate to allow
  shots to that loop to exit out the other gate. This starts as soon as
  the third shot is made, and remains in effect until Total Annihilation
  is started or Super Jets is started.

  After a shot has been completed three times, until Total Annihilation
  begins, shooting that shot again scores a "Fleeing Bonus" of 10M.
  Fleeing Bonus is only awarded on a loop shot if the ball completely
  exits the opposite side of the loop; i.e. it must touch at least three
  of the four loop switches. The first three shots to a loop can be
  scored just by touching two of the four switches.

  Starting another Hurry-Up while Hurry-Up is already in progress
  increases the value of the Hurry-Up to 300M; starting a third
  increases it to 500M; and starting all four simultaneously awards 1B
  immediately and also starts Total Annihilation. In general, when the
  last of the four TA shots is completed, the Hurry-Up is automatically
  awarded without having to shoot the saucer or forcefield, and Total
  Annihilation Multiball begins. (The exception is that Hurry-Up is
  never awarded because of a Super Skill Shot.) The Hurry-Up does not
  count down any faster if more than one is lit, so when two or three
  are running concurrently, you have plenty of time to collect it. Once
  started, the Hurry-Up continues to run until it is collected, even
  during any multiballs. The minimum value of the Hurry-Up is 25M; it
  will remain there for just a few seconds before the award times out
  completely.

  During Total Annihilation, the four shots are all lit for jackpots
  throughout the round. The jackpot value begins at 50M and increases by
  5M each time a jackpot is collected. In addition, an Annihilation
  Jackpot is lit at the lock ramp whose value increases each time a
  jackpot is collected. After collected, the Annihilation Jackpot
  returns to its base value plus 10M. If no jackpots have been added
  into the Annihilation Jackpot, then shooting the lock ramp awards a
  regular Jackpot like the other four shots.

  Each successive start of Total Annihilation starts with a base value
  of 25M more than before. For example, the second Total Annihilation
  starts at 75M per shot. The value still increases by only 5M per shot
  made.

  Total Annihilation is a four-ball multiball. Play continues until down
  to one ball. The forcefield cannot be lowered during TA to start
  Attack Waves. Regular multiball cannot be started during TA. Combos
  cannot be scored either. Also, the controlled gates remain closed so
  that all loop shots are kept in the bumper area during Total
  Annihilation. The maximum Annihilation Award is 200M.

  When TA ends, the 12 TA lamps all reset, and you can begin progress
  towards another Total Annihilation.


 Saucer Attack Waves
    _________________________________________________________________

  There are five countries under attack: the U.S., Italy, Germany,
  France, and England. You must first defend these five countries
  against the Martians; then in the final attack wave, you Conquer Mars
  yourself. When an Attack Wave is not in progress, pressing either
  flipper button will change the next country to be saved, which will be
  flashing.

  The artifacts under attack are:

    * U.S.: Statue of Liberty ("We gotta save the Statue of Liberty.")
    * Germany: Brandenburg Gate ("The Brandenburg Tour is in danger.")
    * England: London Bridge ("Blymie, London Bridge is falling down,
      isn't it?")
    * Italy: Tower of Pisa ("Mama Mia, the Martians are straightening
      the Tower of Pisa.")
    * France: Eiffel Tower

  At the beginning of the game, or immediately after an Attack Wave is
  completed, the Forcefield will be raised. Shoot the three Forcefield
  targets to lower it and reveal the Saucer behind it. The Forcefield
  can also be lowered by a Super Skill Shot or a Stroke of Luck award.
  On normal difficulty settings, shooting the center Forcefield target
  when it is already lit will spot one of the other two targets.

  When the saucer is revealed, shooting the drop target or the two side
  standup targets scores hits on the flying saucer. (If the drop target
  is broken, shooting the hole behind the target will score hits
  instead.) After a certain number of hits, the drop target will remain
  down, and you can shoot the hole to destroy the saucer. Destroying the
  saucer saves the country and light that country's lamp permanently.

  You can score multiple hits on a single shot; the display will show
  the number of hits and the total number of damage points scored.

  For the first Attack Wave, it takes 4 hits at 50M each to open the
  saucer, and destroying the saucer scores 200M. On each successive
  Attack Wave, the number of hits goes up by 4, the value of each hit
  goes up by 10M, and the bonus for destroying the saucer goes up by
  100M. For the fifth Attack Wave, that means 90M per hit, and 20 hits
  to destroy the saucer for 600M.

  An Extra Ball is lit when the second Saucer is defeated. Shoot the
  Stroke of Luck hole to collect.

  Shooting either of the two standups when the saucer is open scores 5M.

  If you are in a multi-player game, and you had the saucer hole
  revealed on your last ball, and on the next ball, the player before
  you drains with the drop target up, it will remain up for you as well.
  Hitting it will score 5M like the side targets and reveal the hole
  (again).

  After completing the first five Attack Waves, Conquer Mars is next.
  Open the Forcefield as before. This time, the drop target will remain
  down, and you must shoot the hole 10 times to Conquer Mars. Each shot
  is worth 100M (consistent with the scoring as before), and the final
  shot conquers Mars and scores 2.5B.

  You can only Conquer Mars once per game. For the rest of the game, the
  drop target will remain up, and hits on the drop target (and not the
  side standups) will score 100M. The Forcefield will remain down for
  the rest of the game unless Strobe Multiball is started. The blue
  Conquer Mars lamp remains lit after Rule the Universe is finished, so
  you only need to collect the other five awards to start Rule the
  Universe a second time.


 Multiball
    _________________________________________________________________

  To start regular multiball, you must lock three balls at the lock
  hole. Depending on the difficulty level of the machine, it will take a
  certain number of lock ramp shots to open the lock hole. These rules
  will describe default settings first.

  For the first multiball, shoot the lock ramp once to light locks one,
  two, and three at the hole; the next three shots will go to the hole,
  with the third starting multiball. After multiball #1, you must shoot
  the lock ramp once per lock. The Stroke of Luck award "Light Lock"
  will do whatever would have happened if you had actually shot the lock
  ramp.

  Balls aren't actually locked; the same ball is immediately returned to
  the player and merely a count is made of the number of locks. It isn't
  possible to steal or lose locked balls.

  When ball three is locked, multiball begins. The ball is popped from
  the lock hole and two more balls are launched into play automatically.
  Five shots, the four TA shots and the lock ramp, are all lit for
  jackpots, and each can be collected only once. The first jackpot is
  worth 60M; the value increases by 10M per jackpot.

  As balls are autolaunched, some legitimate shots to the right loop may
  not score jackpots.

  When all five shots have been made, a Super Jackpot is lit at the left
  loop. Shooting the Super Jackpot scores 250M points and relights all
  five jackpots again. However, the Super Jackpot moves about every 5
  seconds, sweeping across the five shots from left to right, then right
  to left, etc. Every time it moves you will hear a distinctive "blip"
  sound. Once collected, the five Jackpots relight, and it all starts
  over again. The jackpot value continues to increase by 10M per shot
  (so after the first Super Jackpot, it is worth 110M) until it maxes at
  200M. Play continues in this fashion until down to one ball. The
  second Super Jackpot per game scores 500M; the third is worth 750M;
  and then it maxes out at 1B. On some versions of the software, it
  maxes at 750M and then returns to 250M for the next Super Jackpot.

  Once a Super Jackpot is scored, the current jackpot value is held over
  to the next multiball. Thus, if you only score 1 super jackpot, then
  at the start of the next multiball, the jackpot will be worth 110M.

  If Super Jackpot is lit when multiball ends, it will continue to be
  lit as a "Last Chance" for another 10 seconds and continue to move as
  well. There is a short grace period at the end of the 10 seconds
  during which the Super Jackpot can still be collected.

  Also, there is a very brief period before and after the Super moves
  that either of the two shots will score the Super Jackpot. In other
  words, if you shoot the next shot just before it moves, or you shoot
  the previous shot just after it moves, you will still get the Super
  Jackpot.

  Even more, there is a short grace period at the end of multiball in
  which you can still collect one, or even two regular jackpots. If you
  manage to collect your fifth jackpot this way, you still get the "Last
  Chance" 10 seconds for a chance at the Super Jackpot.

  On default 5-ball play, you must shoot the Lock Ramp to light each
  Lock separately for each Lock, like the second multiball on 3-ball
  settings.

  You can continue to collect damage points on the Saucer during this
  and all other multiballs, except Strobe Multiball. After destroying
  the saucer, however, the Forcefield will raise, and you cannot begin
  the next Attack Wave until the multiball ends. On newer software
  revisions, there is a trick to be tried here: it is possible for a
  second ball to get stuck behind the Forcefield as it is raising. You
  can attempt this to park a ball out of the way during the multiball.
  When all other balls drain, a ball search will occur in about fifteen
  seconds and lower the Forcefield, returning the ball into play. Be
  careful, though, as it has a tendency to go straight down the middle.

  Even better, while the ball is trapped behind the Forcefield, the
  Saucer drop target remains down (it is reset only when the next Attack
  Wave is started). If you manage to newton the ball into the saucer
  hole, by hitting the Forcefield with a second ball, the game will
  automatically spot the next Attack Wave. This trick only works on
  newer ROMs, and works during any multiball (although setting it up for
  Strobe Multiball might be difficult). It is also awarded only once per
  game per player, spots the Country, and awards the 200M-600M points as
  usual. Reportedly, this trick can also be used to spot Conquer Mars
  and earn 2.5B.


 Jet Bumpers
    _________________________________________________________________

  At the beginning of each ball, jet bumpers score 1M each. Each time
  the bonus multiplier is increased, the jet value increases by 50K for
  the duration of the ball. +5X bonus increases the value by 250K. I am
  not sure if the jet value is held between balls when the bonus
  multiplier is held.

  After 100 jet hits, Super Jets is awarded. The jets will score 3M each
  for the rest of the ball. At the beginning of the next ball, Super
  Jets will go unlit, and it take 125 hits to get Super Jets again. The
  third time will take 150, etc.

  Super Jets tends to happen naturally over the course of a good game,
  especially when there are lots of multiballs.

  Once Super Jets is active, left and right loops are always held in the
  Bonus X lanes, and never loop all the way around. This makes it harder
  to collect Combos, but it does allow you to score lots of points off
  the jets.

  After finishing Rule the Universe, the blue Super Jets lamp will
  remain lit (on latest ROM levels) if Super Jets is still active, to
  allow you to start Rule the Universe again on the same ball. In that
  case, at the end of the ball in which Rule the Universe was started,
  the Super Jets lamp will be turned off. If Super Jets was started on a
  different ball, then the lamp is turned off as soon as Rule the
  Universe ends, and you can start Super Jets again on that same ball.


 Combos
    _________________________________________________________________

  Consecutive ramp/loop shots during single-ball play are counted as
  Combos. Combos can be scored on any of the ramps, loops, or the lock
  hole. A 2-Way combo scores 25M, a 3-Way scores 30M, and so on. There
  is no known maximum. Continuous shots to the same loop are especially
  satisfying.

  If a loop shot stops in the Bonus X lanes, the Combo sequence is
  stopped. The Combo sequence continues on loop shots only when all 3 TA
  lamps are complete (the third shot counts, too) and the controlled
  gate is open to allow the ball to exit the other side of the loop, and
  when Super Jets is not running.

  The combo shots remain lit for a fixed time interval regardless of any
  other shots made in the interim.

  Combos are not available during any multiball unless Martian Multiball
  is the only multiball running.

 Stroke of Luck
    _________________________________________________________________

  The scoop is lit to award "Stroke of Luck" at the beginning of the
  game, and remains lit across balls. Stroke of Luck can be relit by
  completing the four rollover lights in the inlanes and outlanes. Use
  the flipper buttons to move the lights left and right (each button
  moves the lights in a different direction), so that balls will roll in
  an unlit lane, which will then light up. When all four are lit, they
  all go unlit and Stroke of Luck becomes lit. If Stroke of Luck is
  already lit, nothing happens; the award is not stackable.

  The number of times the rollovers are completed is counted across the
  game (regardless of how many times you actually collect the Stroke of
  Luck at the scoop). At 10, an Extra Ball is lit at the scoop. The
  animation and sound effect for this are easy to miss.

  On 5-ball games, the Stroke of Luck EB is lit at 14 instead of 10.

  The Stroke of Luck is a pseudo-random award. Possibilities are:

    * 25,000,000 points. Awarded immediately.

    * 50,000,000 points. Ditto.

    * Light Extra Ball. Shoot Stroke of Luck again to collect.

    * Light Lock. For the first multiball, this will light all three
      locks. After that, it will light one additional lock, regardless
      if lock is already lit or not.

    * Award Lock. If Lock is already lit, then that lock is awarded and
      no lock will be lit. Otherwise the next unlit lock is awarded.

    * Multiball. Forget the locks, just start multiball.

    * Lite Martian Attack. Shoot Stroke of Luck again to collect.

    * +5 Bonus X. Same award as regular skill shot.

    * Hold Bonus X. Bonus X will not reset to 1X at the end of this
      ball.

    * Strobe Multiball. Starts immediately. See below for more details.

    * Video Mode. Starts immediately. See below for more details.

    * Sneak Attack. One of the four martians will begin jumping. Shoot
      immediately to score 150M; the value counts down quickly. Hitting
      the martian also awards 2 additional Martian Bombs and lights
      Martian Attack if it isn't already lit.

    * 1 Martian Bomb. Added to any you already have.


  The award is pseudorandom, because sometimes it can be predicted. The
  third Stroke of Luck award will normally be Strobe Multiball. Stroke
  of Luck will award Video Mode the first time it is hit after Super
  Jets has been completed, even if it is the third time. Strobe
  Multiball will then be the next Stroke of Luck award given.

  Stroke of Luck will normally award (regular) Multiball on the last
  ball of the game if multiball has not yet been started.

  Stroke of Luck will normally award 1 Martian Bomb if it is collected
  during Martian Attack, before Martian Multiball.

  Stroke of Luck is not available during any multiball. The award can
  only be collected from the front entrance to the scoop.

  If tournament mode is enabled, then Stroke of Luck always awards 50M
  and nothing else, in order to de-randomize the games.

 Martian Attack
    _________________________________________________________________

  At the beginning of the game, the seven M-A-R-T-I-A-N targets are all
  flashing. Completing all seven targets lights the SoL scoop for
  Martian Attack. The award can be collected from the front or back of
  the scoop the first time, but then must be collected from the front
  every other time.

  During Martian Attack, all four martians begin jumping up and down,
  and you must shoot each of the four martians to start Martian
  Multiball. You can shoot any of the M-A-R targets to kill the lower
  left martian, and likewise either of the A-N targets to kill the lower
  right one. You have 30 seconds to kill all four.

  Each killed martian is worth 20M, and killing all four starts Martian
  Multiball. Another ball is launched into play, and the four shots
  remain lit throughout the multiball for 20M each.

  The number of martians killed is counted throughout game. The martians
  killed during the Attack phase count as well. The game displays the
  name of the person who has killed the most martians in attract mode.

  Everytime the seven targets are completed during regular play, the
  value of each Martian increases, to 30M, 40M, and finally a max of 50M
  per Martian. If the targets are completed while Martian Attack is
  already lit (but not started), then a Martian Bomb is also awarded.

  Martian Bombs can also be awarded via Stroke of Luck and Sneak Attack.
  These are used during the Attack phase only (i.e. not during martian
  multiball, and they are NOT used during Video Mode either). The launch
  button will flash when you have at least one martian bomb. Pressing
  the launch button will then kill one of the remaining flashing
  martians for you, to help you to complete all four of them. You can do
  this safely after the ball has gone down an outlane, but not after the
  ball has landed in the trough. If your fourth martian is killed this
  way, then Martian Multiball is still started, and two balls are
  launched back into play.

  Martian Bombs are stackable and carry across Martian Attacks. Save
  bombs that you don't need or that won't help you complete all four for
  the next Attack. There is no known maximum to the number of Martian
  Bombs you can collect. The number of total Bombs is displayed each
  time Martian Bombs are awarded, and it is also available in the Status
  Report. Unless used, Martian Bombs saved are not worth anything.

  If one of the Martian targets is known to be bad, the game will spot
  that target for you automatically in all circumstances. The "T" and
  "I" targets are likely to go bad at some point, since they take quite
  a beating.

  Total Annihilation shots can be made both during Martian Attack and
  during Martian Multiball itself. If all 12 TA shots are completed
  while Martian Multiball is running, Total Annihilation begins
  immediately, two more balls are launched into play (for a total of
  four), the usual ball saver for Total Annihilation is started, and
  both multiballs run concurrently.


 Strobe Multiball
    _________________________________________________________________

  Strobe Multiball is only available as an award from the Stroke of
  Luck, and can only be played once per game per player. The Forcefield
  will first raise if it is lowered, all playfield lamps will be turned
  off, the strobe lamp will begin to flash along with the three
  Forcefield targets, and two more balls are sent into play. The
  objective is to hit the Forcefield as many times as possible, until
  back to one ball.

  Each shot scores 50M. On the 10th hit, an Extra Ball is lit.
  Collecting the Extra Ball will temporarily illuminate the playfield
  for the Extra Ball lamp effect. On the 20th hit, a 250M bonus is
  awarded, but without any fanfare or additional lighting. Bonus is also
  awarded at 30. The display will always tell you the number of total
  hits, and the next award to be given.

  If Martian Attack or Martian Multiball is running during Strobe
  Multiball, then the Martian targets will be flashing. If a Hurry-Up is
  active at the start of Strobe Multiball, then the Hurry-Up arrow will
  flash. If the roaming Super Jackpot is lit, then it will continue to
  be lit and move until collected or time runs out. These are the only
  other situations in which other playfield lights can be flashing.

  The inlane/outlane rollovers and Bonus X lanes remain active during
  the round, even though you can't see which ones are lit. You will be
  able to tell briefly which ones are lit when the playfield is lit for
  the Extra Ball animation.

  There is a lengthy ball saver at the beginning of Strobe Multiball,
  and a brief ball saver after it ends. If no balls are in play when the
  game recognizes the end of Strobe Multiball, another ball is launched
  into play. Basically, your ball cannot end because of Strobe
  Multiball.

 Video Mode
    _________________________________________________________________

  Video Mode is only available as an award from the Stroke of Luck, and
  it is only given out once per game, per player. The objective is to
  shoot as many saucers as possible. Your shooter is positioned in the
  center and fires automatically. Use the left and right buttons to
  control the direction of the shots. Each saucer hit is worth 3M.

  Once, and only once, you may press the launch button to fire a "Smart
  Bomb", which will destroy all the saucers on the screen. This has
  absolutely nothing to do with Martian bombs. Unlike with Martian
  Bombs, the launch button does not flash to let you know you have a
  Smart Bomb.

  At 30 saucers, a percentaged Extra Ball will descend; shoot it to
  collect an Extra Ball immediately. If the game has been awarding too
  many extra balls recently, then it may not appear at all.

  At 50 saucers (I think), the Mothership will approach. The regular
  saucers stop landing (any ones that are still descending get zapped as
  if you have shot them), and the big Mothership starts descending. You
  must shoot the Mothership before it lands. It is a rather large ship,
  which zigs and zags quickly to make it more difficult to hit. It takes
  80 hits to destroy it; the lower right corner of the display will tell
  you how many remaining hits are needed. Completing video mode in its
  entirety is worth a total of 635M points, and displays the message
  "You Have Won; The World Is Safe".

  You can use the Smart Bomb to kill the Mothership as well.

  This same video mode is available in the game "Junkyard", including
  the Smart Bomb and Mothership features.

 Bonus
    _________________________________________________________________

  At the end of the ball, bonus is awarded. Your bonus consists of some
  random point value based on how many shots you hit during play, with a
  base value of 5M, plus 250K for each Martian you've destroyed. This is
  all then multiplied by your bonus multiplier. It is possible to have
  very big bonuses, in the billions. The bonus multiplier maxes out at
  250X; at that level, each Martian you hit is worth 62.5M.

 Rule the Universe
    _________________________________________________________________

  After completing all 6 major objectives, shoot the SoL scoop to start
  Rule the Universe. When Rule the Universe becomes lit, Martian Attack
  and Stroke of Luck become unlit if they were previously lit. Rule the
  Universe is a 4-ball multiball with about a 30 second ball saver in
  which nearly all playfield features are lit. Total Annihilation runs,
  with the base value of each jackpot worth 100M. The saucer drop target
  scores 100M. The roaming Super Jackpot is lit and scores the same as
  it does during regular multiball, for an unlimited number of times.
  Martian Multiball is active, scoring at least 50M per martian. The
  Annihilation Jackpot is lit at the lock ramp. Super Jets is also
  active.

  If you score 5 billion points, the playfield will go dark, the
  flippers will be disabled, and the round will end. You just ruled the
  universe! An extra 5 billion points is awarded, and your initials and
  the time of election will be displayed in attract mode later on. After
  a brief animation, a ball will be returned to the plunger lane and you
  can continue play. You can also go for one of the Skill Shots at this
  point, too. (The regular ballsaver is also active.)

  Plus, for the rest of the ball after Ruling the Universe, you can
  collect Victory Laps by shooting any of the five combo shots. The
  Combo arrows will be solidly lit. Shooting any arrow unlights that
  arrow and awards a Victory Lap (complete with whooshing sound effect),
  initially worth 100M. Shooting the saucer drop target relights all
  five Victory Lap shots (if any are unlit) and increases the value of
  the shots by 10M each. The saucer target itself scores 100M per hit
  for the rest of the game. This is an excellent time to start a
  multiball, especially Total Annihilation.

  The Victory Lap value can increase up to 500M. Maximizing Laps is the
  key to getting a really high score.

  If you lose all balls before scoring 5 billion, then nothing else
  really happens and normal play resumes. This is very depressing.

  After RTU multiball, the Conquer Mars lamp remains lit. The Super Jets
  lamp remains lit for the remainder of the current ball if Super Jets
  is still active. This allows you to Rule the Universe again on the
  same ball. With early ROMs, the Super Jets lamp was cleared after RTU
  which made this impossible, since Super Jets continued to be active on
  that ball, and couldn't be restarted until the next ball.

  If a player rules the universe when he/she is already ruler, then the
  display will show "Re-Election #1", and so on until someone else rules
  the universe, during Attract Mode. (It can't know this until the end
  of a game, when you enter your initials, unless you happen to RTU
  twice in the same game, in which case it will display "Re-Election".

  If multiple players Rule the Universe in the same game, then only the
  last player to Rule will get to enter initials. In no way does any
  scoring affect whether or not you become the new Ruler.

 Concurrent Multiballs
    _________________________________________________________________

  Attack From Mars supports concurrent multiballs to some extent. This
  is a feature I can't recall any other game having ever since, dare I
  say it, Dr*c*l*. There are four different multiballs in this game:
  regular multiball, Martian Multiball, Total Annihilation, and Strobe
  Multiball (plus Rule the Universe, but that's a totally different
  beast). Here's how it all fits together:

  Regular multiball, Total Annihilation, and Strobe Multiball are all
  mutually exclusive; only one of these can run at a time. Martian
  Multiball can run concurrently with any one of them, as long as the
  two are started in the right order.

  In the case of regular multiball or Strobe Multiball, you must start
  Martian Attack first, and then start the OTHER multiball. (Once the
  other multiball is started, you cannot start Martian Attack.) Martian
  Attack continues to run with the same timer, and completing the
  martians will add Martian Multiball to your current multiball. That
  means a ball saver will be active for a while. No additional balls are
  added into play; you must have two for Martian MB, but if you have
  fewer than two, then you wouldn't be playing another multiball, would
  you? If your other multiball ends, and you didn't start Martian
  Multiball, Martian Attack will continue to run as it did before
  multiball.

  In the case of Total Annihilation, you can either start TA first like
  in the above case, or you can start Martian Multiball first and then
  start TA, as Total Annihilation shots are awarded during Martian
  Multiball. In that case, two more balls are added into play to make it
  a 4-ball multiball, along the normal TA ballsaver.

  Concurrent multiballs are lucrative, because with 3 or 4 balls in
  play, you are likely to hit a lot of the Martian targets without
  really trying. You will always get more points, though, by
  concentrating on the major multiball instead. (Unless you have a high
  bonus multiplier, since each martian is worth something in bonus.)


 Extra Balls
    _________________________________________________________________

  There are five ways to get an Extra Ball in AFM:

   1. Complete the second Attack Wave. On five-ball games, this defaults
      to the third Attack Wave instead.
   2. Complete the inlane/outlane lamps 10 times. For 5-ball, it takes
      14 completions of the rollovers.
   3. Shoot the EB in Video Mode.
   4. Hit the Forcefield 10 times in Strobe Multiball.
   5. Via a Stroke of Luck, literally. The randomly lit Extra Ball is
      usually only lit after a bad first ball, but I have seen it
      awarded after collecting three Extra Balls and Ruling the
      Universe.

  Extra balls are all lit at the Stroke of Luck hole, except for the
  Video Mode EB which is awarded immediately. Each of these can only be
  collected once per game.

  Extra balls are the only awards that can be collected at the scoop
  even during any multiball. Normally only front shots to the scoop will
  award the EB, but during multiball, you can collect it from the front
  or back, since the game can't always tell which direction you shot it
  from with absolute certainty. So it just gives it to you either way.
  This works with any legitimate multiball but not when you have two
  balls in normal play because of a missing pinball suddenly appearing
  on the playfield. In that case, you may get cheated out of an extra
  ball shot from the front legitimately.

  The game seems to detect back shots into Stroke of Luck based on jet
  bumper hits and rollovers. All other shots are considered front shots.
  Thus, it is possible for a ball to "air" over the hole, not touch a
  jet bumper, fall into the back of the hole, and award a front Stroke
  of Luck shot.

  Attack from Mars also supports the Buy-In feature at the end of the
  game. Unlike many previous games, there is no separate Buy-In button;
  the Start button will buy an extra ball for 1 credit. So don't press
  Start to abort the 7 sec. buy-in countdown -- use the flippers or
  launch button (or off switch) instead. Depending on the settings of
  your machine, buy-in may be disabled completely, or there may be a
  fixed or unlimited number of times you can buy-in. Buy-in can also be
  enabled for 1/2 credit. There is an extra long ballsaver at the
  beginning of every ball bought-in, but once used, it is gone. There is
  nothing else special about the buy-in ball.


 Replays and High Scores
    _________________________________________________________________

  The replay value will fluctuate widely among different machines, but
  it is most definitely going to be in the several billion range, at
  least. After collecting a replay, the replay value will grow by 50% of
  its original, base value, until more coins are inserted (not counting
  buy-ins).

  There are two high score lists, one for no buyins and one for buyins.
  The Grand Champion is also maintained, which is the highest score
  attained regardless of buyins. The game also keeps track of the person
  who destroyed the most martians, and the last person to Rule the
  Universe. For the Ruler, it displays the date and time of the ruling,
  and the re-election count for that player, in addition to his/her
  initials.

  I've heard that the software will support scores up to 1 trillion, but
  I have NO way of knowing whether or not this is true.


 Software Compensation
    _________________________________________________________________

  There is no compensation for a broken loop or ramp switch. This is
  most frustrating, as you won't be able to start Total Annihilation,
  collect a Super Jackpot, and of course, Rule the Universe.

  If you try for a Super Skill Shot but the ball falls into the lit
  Bonus X lane, you will be awarded the Super Skill Shot of 50M and the
  Saucer will open, as if you had hit the Forcefield.

  If the drop target becomes stuck down, you will not be able to score
  Saucer hits for a while. (You can still score hits from the two side
  standups.) After so many shots to the saucer hole, the game will flag
  the drop target as bad, and the hole will spot 1 drop target hit. Once
  the drop target switch becomes active again, though, the compensation
  is turned off, so an intermittent target is worse than a totally hosed
  target.

  A bad Stroke of Luck kicker is bad news. If only the SoL switch is
  stuck open or closed (but not intermittent), then there is some
  compensation for balls that fall in from the back. If a ball trips one
  of the Bonus X lanes, and no jet bumpers or the right loop switch
  isn't triggered in about 3 seconds, the game assumes the ball fell
  into the SoL hole, and since there is no way to detect front shots, it
  awards a front SoL shot, then kicks out the ball.

  If the Forcefield 3-bank won't go down, hitting any of the three
  targets will spot hits to the saucer drop target/hole.

  If the right ramp entrance gate switch and the lock ramp gate switch
  are bad, then shooting the Lock ramp will count as both a Lock ramp
  and a right ramp shot. (The game cannot tell the difference between
  the two, so it awards both.) There is probably a software bug here,
  though: sometimes in this state, Lock will be lit but the divertor
  will not open, so that you cannot collect the lock until the next
  ball, when everything is reset.


 Cows
    _________________________________________________________________

  Occasionally after shooting the Big-O-Beam or Tractor Beam, you will
  see and/or hear a reference to a cow. When this happens, hit the
  launch button repeatedly to hear lots of mooing sounds. If you do this
  for both of the ramps, you are qualified to play Cow Video Mode. You
  must still start Video Mode in the regular way, by completing Super
  Jets and then shooting Stroke of Luck. But instead of saucers landing,
  it will be big mooing cows! There are no special points for playing
  with cows instead of saucers, but because they are larger than the
  saucers, the cows are much easier to hit.


 Really High Scores
    _________________________________________________________________

  Scores rollover at 100B; that score is then displayed as
  00,000,000,000. The game remembers that you surpassed 100B, though,
  and will put the score in the right place in the high score list
  (assuming 100B is enough for a high score!)

                                 The End