![]() ![]() Completing both the KISS and ARMY hurry-ups will make the next shot made worth 2x for the rest of the ball.īumper Awards: Once the leftmost left inlane is rolled over, one of the four lights will light on the right orbit. The hurry-up value counter is displayed on the DMD, starts at a base value of 1M for the first hurry-up, and increases for each subsequent hurry-up started. If you complete ARMY or KISS, a hurry-up will start at the center ramp and left orbit, respectively. Shoot the flashing target to instantly complete the targets and increase the Bonus X. Target Combos & Hurry-Ups: At any time during normal play, the inside left inlane will light the Army Combo and the right inlane will light the KISS Combo. “Front Row” Virtual Kickback: Spell out KISS on left target bank (# of times increases for each time you use it) to light Front Row insert in left outlane, which protects against your next left outlane drain. Normal adjustments have the grid carry over between balls in order to help progress towards Heaven’s on Fire. ![]() Completing the grid once (operator adjustable) lights Heaven’s on Fire Wizard Mode. Collecting sets of KISS targets, sets of ARMY targets, sets of band members, and sets of instruments adds bonus to your end-of-ball bonus. Grid: One of the major elements of Stern’s Kiss is the Grid, which pays homage to the original. The same is true for the left loop if you can plunge soft enough to delay the left loop switch hit long enough. Skill Shot: There isn’t a skill shot in the current code, but if you can trigger the right loop switch and then fall back into it, you can trigger any right loop awards. ![]() You must complete a song before you can select another one (mode progress carries over ball to ball). You will always be able to choose at the start of the game. Choosing Songs (Modes): At the start of a ball, you are be able to choose a song. ![]()
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