Comet

Williams, 1985 — shot-by-shot rules and strategy guide.

Open Comet in the Pinball Genie app →

Comet is a carnival-themed early solid-state machine with a short rule set and one famous shot. Barry Oursler designed it, Python Anghelo did the art, and it holds a small place in history as the first solid-state game with a million point shot. Everything feeds toward that: two target banks, a centre ramp, a corkscrew, an eject hole and a jump ramp with three rings on the end. No modes, no multiball, no wizard sequence — just a few features you learn to chain.

The layout

The banks drive everything

Ducks light the Corkscrew, Rabbits light the Funhouse, and both together light the Comet ramp. That third one is where the scoring is. A lit Comet ride pays 30,000 and then climbs: 50,000 on the second ride, 100,000 plus an extra ball on the third, and 100,000 plus a special on the fourth. The catch is that each advance has a time limit — miss it and the value drops back to 30,000, or the lights go out entirely once you have already banked the first 100,000. After four rides the whole thing resets and both banks have to be cleared again.

Repeat completions keep paying. A second clearing of both banks arms an extra ball on the Cycle Jump: the lower ring lights for five seconds, then the centre for ten, then the upper for fifteen, and missing all three simply restarts the sequence until you take it. A third clearing lights more extra balls and specials, collected on the Corkscrew — worth 20,000 regardless, so never a wasted shot.

Multipliers, and there are two of them

The playfield multiplier comes from completing the four 1-9-8-6 lanes, which also scores 50,000. It runs for twenty seconds, and the value depends on which ball you are on. In a five-ball game it goes 2x, 3x, 2x, 2x and then 5x on the last ball; in a three-ball game, 2x, 3x, then 5x. Because the lane change sits on the right flipper button, you can shuffle the lit lanes at any time, even with the ball nowhere near the top — get in the habit of tapping it constantly.

The bonus multiplier comes from the dummy. Drop the target, then hit the bull's-eye behind it before the target resets: first time 2x, then 3x, 4x and 5x, after which each hit is worth a flat 20,000. Treat this as a two-shot combination rather than two separate visits, because the window is short. It is worth doing early, because the multiplier applies to the Duck and Rabbit bonuses you have been building all ball — Ducks collected on the Corkscrew, Rabbits in the Funhouse.

The million

The Cycle Jump rings pay by height: 10,000, 20,000 and 30,000 unlit, or 20,000, 50,000 and 200,000 once the left return lane has lit them. On your last ball, with the 5x playfield multiplier running and the Jump lit, the upper ring is worth a full 1,000,000 — and the game will not let you forget it, announcing the million and lighting up the whole backglass.

The order matters. Light the rings first with a left return lane, because the multiplier lasts only twenty seconds and you do not want to spend it hunting a return lane. Then complete 1-9-8-6, then take the upper ring. The Jump also resets whenever the ball reaches the eject hole beside the lower right pop bumper, so you may need another return lane before your next attempt.

Small print worth knowing

Comet also plays very differently from one machine to another, and the reason is usually physical rather than software. Five adjustable posts around the return lane and outlanes decide how forgiving it is, and the pitch — nominally about six degrees front to back, level side to side — decides whether the ramps are comfortably reachable. Most timed features sit in the fifteen to twenty second range, though operators can change them. Glance at the outlane posts before your first ball; they tell you how much risk each ramp attempt is worth.

Goals in Comet

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

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