This 'FAQ' is for personal and private use only and not for promotional or
profitable perposes. No portions or parts of this 'FAQ' may be changed,
altered, displayed or reprinted in any Magazine's, Websites or Anywhere
else without consent from the Author.
This 'Crue Ball FAQ' is copyright(c) Anthony Gobin.
Crue Ball and all other names in this FAQ are a TradeMark TM of Electronic
Arts and Marti McKenna 1992 (c).
Alister Fiend mascot is a TradeMark of MOTLEY CRUE Inc. All rights reserved.
1) STORY
-Metal Mission
2) CONTROL
-Set Up
-Flippers
-Kick Start
-Tilt
-Bonus Rounds
3) SCREEN
-Upper/Top
-Middle
-Lower/Bottom
4) VOLUME LEVELS
-Volume 1
-Volume 2
-Volume 3
-Volume 4
-Volume 5
-Volume 6
-Volume 7
-Volume 8
-Volume 9
5) BAD GUYS
6) SCORES
-Points Per Enemy
-Extra Balls
7) HISTORY
8) CREDITS
_______________________________________________________________________________
1) STORY
Metal Mission!
Everytime you turn around
Somebody's yellin' TURN THAT DOWN!
Everywhere you go you hear
Anti metal in your ears
Fellow Rockers, don't dispair
Don't touch that dial, don't cut your hair
Above the crowd you'll hear the cry
"Metal Is Too Young To Die!"
From the depths of Rock n' Roll
From your Heavy Metal soul
Metal Power will erupt
Kick some @$$ and CRANK IT UP!
UL = Up Left
U = Up
UR = Up Right
L = Left Flipper (or any D-Pad direction)
R = Right
DL = Down Left
DR = Down Right
(-) = Start (to pause game)
(A) = Launch the Ball
(B) = Tilt (will tilt the board)
(C) = Right Flipper
-NOTES-
LAUNCH THE BALL:
-Press and hold A to fire up the launcher.
-Watch the Launch Velocity Indicator, and try launching the ball at different
velocities. If you do it just right, you score big points.
TILT:
-Sometimes it takes some extra english to send the ball flring in the right
direction. To shake, rattle and roll this Machine.
-You can Tilt all you, Crue Ball can take it (you can't overtilt it).
KICKSTART:
-When the ball goes down those mean Kickstart lanes, you figure you're history,
right? Wrong. They're called Kickstart becuase if you know what's up, they'll
kick the ball back into play.
-When the Ball goes down:
LEFT KICKSTART: Press and hold the RIGHT Flipper (C button).
RIGHT KICKSTART: Press and hold the LEFT Flipper (D-Pad Left).
-You'll know when Kickstart is activated by the green flashing rail bumper
light on the lane. If the light isn't flashing on the lane you need, hit
Kickstart again.
-NOTE: You have to use the OPPOSITE Flipper to KICKSTART the lane. If you use
the flipper nearest the lane, you'll activate Kickstart for the wrong lane.
BONUS ROUNDS:
-On any level, you can play the Bonus Rounds - a way-cool bonus level with a
new layout. To get to the Bonus Round, just complete the steps below:
1) Knock down the "ROCK ROLL" drop targets.
2) Drop all the diemond array targets and light all the lights.
3) knock down all the "JUMP RAMP" targets.
4) Shoot the ball up the jump ramp and you're there.
INSIDE THE BONUS ROUNDS:
-D-Pad moves the Flipper Sled up, down, left and right.
-Press (B) to punt.
-Press (C) for a full swing hit.
I'm going to do a real simple graph of what the 3 play fields look like in CB.
You're also going to see numbers in certain areas to show what they are at
which will be explained in the KEY section following the graph.
Alright so the graph doesn't look the greatest, it's just to give you the
basic board layout for the screens.
In this section I'll explain what's NEW in each level and what you need to do
in order to advance to the next.
Crue Ball is made up of 9 Volume Levels and just like in Stand Up Pin Ball
you're are required to hit certain item on the screen to advance and rack up
points. But in CB you're trying to 'CRANK IT UP' by hitting the Volume Knobs
that are found in the top sections screen while either destroying or avoiding
the enemy.
I'm going to pretty much describe or list what you have to do in each level as
written in the manual.
VOLUME 1
1. Destroy 3 Dread Heads.
2. Knock down the "HEAD" drop targets, then the "BANGER" drop targets. The
Top Gate drops.
3. Shoot ball into top screen and Craig appears.
4. Destroy the Wall and shoot the ball around the Knob to CRANK IT UP! The
gates to the feeder rail open.
5. Shoot the ball into the rail with the arrow. If not, you reset the MIDDLE
screen multiplier to 2X. But don't worry, you'll still move on to the
next volume.
VOLUME 2
1. Knock down the "GATE" drop targets.
-NOTE: On each level, you can drop these targets at any point during the
level, but they have to be dropped to lower the top gate.
2. Wipe out a wave of Beethoven dudes. The Top Gate drops.
-NOTE: After the Top Gate drops, shoot the ball into the top screen as soon
as you can. The gate stays down, but when the next wave of Beethoven dudes
shows up, yer hatin' life.
3. Craig will guard the Wall, shoot the ball past him as he's moving from side
to side to tear down it down.
4. Craig blows up. A Crabula appears and starts hatching maggots. If you don't
kill the maggots quick, then they will form Cocoons - bad news.
-NOTE: It takes 3 hits plus twice the number of the level to destroy the
Wall. For example, it would take 15 hits to destrow the wall on level six
(level 6 x 2 + 3 = 15) makes sense?.
5. Shoot the ball around the knob to CRANK IT UP.
VOLUME 3
1. Knock out all the "GATE" drop targets.
2. Wipe out 6 Dread heads.
3. Destroy 18 Cerebral Cyclops and a CD will appear.
4. Hit the center jewel of the CD - the color changes from blue to red. Hit it
again from red to a green arrow.
5. Hit the green arrow to lower the Top Gate and shoot the ball into the upper
screen. Craig comes out to guard the Wall.
6. Tear down the Wall. Craig blows up and a Crabula comes down, hatching
maggots as usual.
7. Shoot the ball around knob to CRANK IT UP!
8. Shoot the ball into the lit feeder rail.
VOLUME 4
1. Knock down "GATE" drop targets.
2. Two ramps appear in the center screen. The color of the ramps (and the
diamond light between the ramps) cycles in the following order: green,
yellow, red. Shoot the ball up the ramp, and launch the ball over the jump
when the ramps and diamonds lights are RED.
3. A killer clown appears. Launch the ball over the jump and hit the clown's
head while it's jumping. The Top Gate drops.
4. Shoot the ball into the top screen. A Crabula appears to guard the Wall to
the Volume Knob.
5. Tear down the the Wall and shoot the ball into the lit feeder rail to CRANK
IT UP.
VOLUME 5
1. Destroy 6 speakers near the Top Gate. Two waves of Sister Twisters appear.
2. Knock out the Sister Twisters. A wave of Craigs shows up. You don't have to
destroy ALL the Craigs to lower the the Top Gate, but if you get 'em all,
you get an extra ball.
3. Knock down the "GATE" drop targets. A diamond pattern array pops up - each
piece is a vertical drop target.
4. Knock down all the diamond array drop targets. The Top Gate drops.
5. Shoot the ball into the top screen. Craig blocks the Wall.
6. Tear down the Wall. Craig blows up and here comes a Crabula! You don't have
to kill her to get to the next level.
7. Shoot the ball around the knob to CRANK IT UP.
8. Shoot the ball into the arrow feeder rail opening.
VOLUME 6
1. Knock down the "GATE" drop targets.
2. Knock down the "MOLTEN" drop targets in the Middle screen. A gang of
Cerebral Cyclops comes out.
3. Wipe out the Cerebral Cyclops, then knock the down the "BRAINS" drop
targets. Sister Twisters appear.
4. Destroy the Sister Twisters, then knock down the "BRUTAL" drop targets in
the Middle screen. A Killer Clown appears, behind a pinch roller.
5. Destroy the clown with 3 hits. The Top Gate drops.
6. Shoot the ball through the roller to get into the upper screen.
7. Craig appears to gaurd the Wall.
8. Tear down the Wall. Craig blows up and a Killer Clown comes out.
9. Shoot the ball around the knob to CRANK IT UP.
10. Shoot the ball into the lit feeder rail. Some Cerebral Cyclops come out
and stand around like slimy little goalies to make the shot tougher than
usual.
VOLUME 7
1. There's a spinner bunker in the Middle screen. Fire away at the spinner
targets until you wipe out the whole bunker.
2. Destroy a wave of Sister Twisters.
3. Knock down the "GATE" drop targets.
-NOTE: Dropped letters will pop up again if another target is not hit within
20 seconds.
4. Knock down all the diamond array drop targets.
5. Pinch rollers appear in the Middle screen. Two speakers block the opening
and a Killer Clown is there to slow things down even more. Blow up the
speakers and clock the clown.
6. Te Top Gate drops. Shoot the ball into top screen.
7. Craig gaurds the Wall. Tear it down - Craig blows up and a Killer Clown
comes out.
8. Shoot the ball around the knob to CRANK IT UP.
9. Shoot the ball into the lit feeder rail.
VOLUME 8
1. Knock down all the "GATE" drop targets.
2. Destroy a wave of Beethoven dudes.
3. Wipe out a herd of Cerebral Cyclops. The Top Gate drops.
-NOTE: Dropped letter targets pop up if another target is not hit with 20
seconds.
4. Shoot the ball into the top screen.
5. Craig blocks the Wall to the Volume Knob. Tear down the wall. A Killer
Clown appears.
6. Shoot the ball around the knob to CRANK IT UP.
VOLUME 9
1. Destroy a wave of Skeletons.
2. A CD appears with a Killer Clown in the middle. Surrounding the clown is
a barrier of knobs. Hit the red knob a few times (changes to blue, then
to green) to destroy the barrier of knobs and release the clown.
3. Kill the Killer Clown. Two cocoons along the side walls hatch two
Skelotwisters (skeletons that mutate into twisters).
4. Destroy the Skelotwisters and knock down the "GATE" targets.
-NOTE: If another target is not hit within a FEW seconds ALL targets will
pop up.
5. Knock down the diamond array targets. The Top Gate lowers. Shoot the ball
into the top screen.
6. Craig comes out to gaurd the Wall, and Maggots roam the top screen.
7. Tear down the Wall. A Crabula appears, and this time shes completely
invincible!
8. Shoot the ball around the Konb to CRANK IT UP. The machine will explode
and MR. GORE, the spirit of the ANTI-METAL appears in the upper screen.
-NOTE: Don't let the ball get past an open flipper once the machine has
exploded - if you do, there's no way to get another ball into play.
GAME OVER.
9. To destro MR. GORE, shoot the ball into his mouth three times. The board
explodes and METAL IS SAVED!
This section will explain the Ememies or Bad Guys which you'll encounter
throughout the levels in CB.
DREAD HEADS:
These Rasta mutants are jammin', but not in the name of Metal. They hang out
in the middle screen to keep you from from nailin' the Top Gate. Three hits
does 'em in - two to squash'em and one to kill'em.
Dread-Heads look like a Skull with feet wearing sandles.
CEREBRAL CYCLOPS:
CCs are about the ugliest masses of grey matter you've ever seen. Sometimes
they show up in the middle screen, and that's bad enough, but what really
bites is when they explode out of the heads of a Beethoven dude!
CCs look like a Brain with one Eye and a short tail.
BEETHOVEN DUDES:
Beethoven or Ceaser? Who cares? These old geezers are made of marble, so
they're no match fo metal. A couple of smacks and they're cookie crumbs, but
watch out for their brains....
These look like an old Roman Ceaser-like head.
HEAD MAGGOTS:
What could be more heinious than a pile of squirming green maggots? These
slimy little suckers can either show up out of nowhere, or explode on the
scene when you blow up a Beethoven dude and his Cerebral cyclops! They're
easy to kill, but do it quickly or they'll form a cocoon - bad news.
These look like a segmented worm, sorta.
SISTER TWISTERS:
It's the nineties, dude - twistins RIGHT out! You know it, but try tellin'
these tornadoes. You'll see three or four at a time, zippin' across the
Middle screen. One hit stops 'em in their tracks.
COCOONS:
This is what happens when Head Maggots hang around too long. These pods are
invincible, and before you know it they'll hatch a bunch of anti-metal
skeletons. If you're smart, you'll never let 'em get that far.
BAD BONES:
These skeletons hatch one at a time from Cocoons and wreak havoc all over the
Middle and Upper screens (and the Bonus Rounds). You can wipe 'em out in one
hit, except in the final showdown where it takes four or five hits to do 'em
in.
These look like a Skeleton without legs.
KILLER CLOWN:
Every good horror flick has a killer Clown?, and Crue Ball is no exception.
This bozo bounces around on an invincible spring - it takes five or six hits
in his head to bring him down.
KCs look like a Clowns head on a spring/coil.
CRAIG:
This is Craig, the keeper of the wall. It's his job to keep you from the Knob,
and he takes it pretty seriously, dude. You'll have to pound him a BUNCH of
times to waste him, but when you do, you get a free ball and a chance to
CRANK IT UP!
CRABULA:
The maggots call her "MOMMY" and she's the mother all right. She gives birth
to lots of little worms, and it takes about a zillion shots to crack her
shell.
The name says it all on what she looks like.
This section will tell you how many points each enemy and stage and everything
else is worth in CB.
Top Gate - 0
CD diskcombobulator - 200
Spinning barber pole - 200
Jet Bumper - 500
Sling Bumper - 500
Middle playfield speaker - 5000
Blue falshing CD hub - 7000
Red flashing CD hub - 10000
Green flashing arrow on the CD hub - 15000
Flashing CD discombobulator - 2500
Sister Twister - 1500
Head Maggot Cocoon - 1000
Craig - 2000
Head Maggot - 2000
Cerebral Cyclops - 3000
Final Boss - 25000
Killer Clown - 1000
Dread Head - 1500
Beethoven Dude - 7500
Crabula - 2500
Skeleton - 15000
Drop Target Letter - 1000
Each Segment of diamond array - 2000
Each revolution of bunker spinner - 2000
Lightning a segment of the diamond array - 3000
Multiplier target piece - 5000
Kickback through lighted outlane - 2500
Skeleton in bonus round from V1-3 - 100000
Skeleton in bonus round from V4-6 - 150000
Skeleton in bonus round from V7-V9 - 250000
Eject from lock-out hole - 10000
Knock down entire Volume Knob Wall - 250000
Dropping all "ROCK ROLL" letters - 75000
Shooting horse shoe ramp - 10000
Dropping entire diamond target array - 150000
Cerebral Cyclops hatched from bust - 150000
All segments of drop target array - 750000
Dropping al "JUMP RAMP" letters - 100000
Shooting the jump ramp - 150000
04/19/06 - Started CRUE BALL FAQ.
04/20/06 - Started & finished the Ascii art graph showing the playfield.
04/25/06 - Checked FAQ.
04/28/06 - Checked FAQ for any [Over the 79 character line length] and could
not find the line that was 81 characters?.
_______________________________________________________________________________
8) CREDITS
YOU, for reading this FAQ.
Electronic Arts for making this video pinball game.