Attack from Mars

Bally, 1995 — shot-by-shot rules and strategy guide.

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Attack from Mars (Bally 1995, designed by Brian Eddy with software by Lyman Sheats) is a fast, open "fan" layout where every major shot radiates from two standard lower flippers. There is no upper flipper, no spinner, and no captive ball. The Chicago Gaming Company 2017 remake ships in Classic, Special, and Limited editions, but all three run the identical original ruleset — editions differ only in trim, lighting, display, and topper. The only meaningful gameplay variable is code version (v1.13 changes Stroke of Luck for tournaments).

The Layout

Left to right, the five "fan" shots are the Left Orbit (Capture), Left Ramp (Big-O-Beam), Center/Lock Ramp, Right Ramp (Tractor Beam), and Right Orbit (Atomic Blaster). Dead center sits the signature flying-saucer toy, guarded by a motorized 3-target force field; behind it are a rear drop target and a sinkhole. Around the playfield are green M-A-R-T-I-A-N standups, three jet bumpers feeding the Stroke of Luck scoop, and top Bonus X lanes above the jets.

Skill Shots

The regular skill shot feeds the top lanes — steer the flashing light onto the ball's lane for points and +5X bonus multiplier. The Super Skill Shot (hold the left flipper on launch) routes the ball down the left orbit; hit any major shot within ~2 seconds for 50M and an instant award spot on that shot.

Attack Waves & Conquer Mars — the spine

Not timed and persistent across drains, Attack Waves are the heart of the game. Knock down the force field, damage the exposed saucer via the drop target, then shoot the sinkhole to destroy it. Values escalate: 1st saucer = 200M, then +100M each (up to the 5th). Destroy all five cities (Washington, Berlin, London, Rome, Paris) to open Mars — 10 hits at 100M, the 10th destroys Mars for 2.5 billion. Afterward every saucer hit pays a flat 100M for the rest of the game. Golden rule: saucers are worth more than jackpots, and you must start a wave BEFORE multiball so saucer destruction stacks under jackpots.

Multiballs

Stroke of Luck

Light the steerable inlane/outlane rollovers, then collect at the scoop for a mystery award (points, Light Extra Ball, Light Lock/Start Multiball, Start Attack Wave, +5X or Hold Bonus, Strobe Multiball, Video Mode, Sneak Attack, Martian Bombs). On v1.13 code, enabling the tournament/competition setting neuters Stroke of Luck to a flat 50M award every time — the headline change that makes v1.13 tournament-friendly.

Combos, Super Jets & Multipliers

Any ramp starts the generic combo counter; chain lit ramp/orbit/lock shots before the fixed timer expires. Orbits only continue a combo when their TA lamps are complete, the gate is open, and Super Jets is off. A 5-Way Combo is a Rule the Universe objective. Super Jets lights at 100 jet hits (3M each). AFM has no playfield multiplier — the big multiplier is the bonus X, advanced via the top lanes and +5X skill shots (caps 250X), with Hold Bonus carrying it between balls. End-of-ball bonus = 5M + 250K per Martian destroyed, times the multiplier.

Wizard Mode — Rule the Universe

Complete six objectives in one game: a Super Jackpot, Total Annihilation, Martian Multiball, Conquer Mars, Super Jets, and a 5-Way Combo. Start at the scoop for a 4-5 ball multiball with a long ball saver where everything scores. Reach 5 billion before draining to one ball to win a flat +5 billion and log your initials, then run Victory Laps on the lit combo arrows.

Strategy in Brief

Beginners should play control-first: bank +5X skill shots, feed the center ramp for Light Lock, and let Stroke of Luck start Attack Waves so you avoid the dangerous center. The high-EV opener is a Super Skill Shot into ramp progress, then destroying the first two saucers for the easiest Extra Ball. Tournament players farm Total Annihilation — make each TA shot 3x, stack the free billion, then loop the right orbit and cash center supers.

How Attack from Mars plays

Destroy the Martian saucers and conquer Mars, then stack multiballs and Total Annihilation to reach the Rule the Universe wizard mode.

The loop

  1. Knock down the force field to expose the saucer drop target.
  2. Damage the saucer via the drop target, then shoot the saucer hole to destroy it.
  3. Destroy all five cities to open Mars, then hit Mars ten times for 2.5 billion.
  4. Start an Attack Wave before multiball so saucer destruction stacks under jackpots.
  5. Complete Total Annihilation lamps on all four shots to start the 4-ball multiball and farm jackpots.

Reading the lights

  • Bonus X Top Lanes (lanes) — lit: The flashing lane awards the skill shot and +5X bonus multiplier when the ball rolls through it. · then: Shoot the lit lane to collect the skill shot and advance the bonus multiplier. · control: Either flipper button: Moves the flashing lane left or right (after launch while the ball is in the top lanes)
  • Inlane / Outlane Rollovers (lanes) — lit: Completing all lit positions lights Stroke of Luck at the scoop. · then: Collect the lit rollovers to light Stroke of Luck, then shoot the scoop. · control: Either flipper button: Moves the lit rollover position (while the ball is in the inlane/outlane area)
  • Major Shot Arrows (shot arrows) — lit: A lit arrow indicates a combo shot, multiball jackpot, or Total Annihilation lamp. · flashing: Flashing arrows indicate the next combo shot or the roving Super Jackpot. · then: Shoot the lit arrow before the combo timer expires or to collect jackpots.
  • Bonus Multiplier (multiplier) — lit: Each completion of the top lanes advances the bonus multiplier, up to 250X. · then: Keep completing the top lanes and skill shots to build the multiplier before the ball drains. · control: Either flipper button: Moves the flashing lane left or right (after launch while the ball is in the top lanes)
  • M-A-R-T-I-A-N Targets (letters) — lit: Each target lights a letter in M-A-R-T-I-A-N; completing the word lights Martian Attack. · then: Spell M-A-R-T-I-A-N to light Martian Attack at the scoop.
  • Saucer Attack (mode) — lit: The force field is up; knock it down to expose the saucer drop target. · flashing: When the saucer meter is empty, the saucer hole flashes to signal destruction. · then: Drop the force field, damage the saucer via the drop target, then shoot the saucer hole to destroy it.
  • Stroke of Luck Scoop (mode) — lit: The scoop is lit when Stroke of Luck is ready to collect. · then: Shoot the scoop to collect the mystery award.
  • Super Jets (mode) — lit: After 100 bumper hits, Super Jets lights for 3M per hit. · then: Keep hitting the bumpers to collect Super Jets points.

Lane change: the flipper buttons move the lit lane. Either flipper button after launch steers the flashing top lane onto the ball's path.

Start scoring

The Launch Button on Attack from Mars

Front right of the cabinet, in the spot a shooter rod would normally occupy — this game auto-plunges.

No lockdown-bar button here; this is 1995. What AFM has instead is a Launch button that pulls double duty. Past firing the auto-plunger, it detonates a Martian Bomb during the attack phase and drops a smart bomb in video mode, and it flashes whenever a bomb is loaded.

Goals in Attack from Mars

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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