Demolition Man

Williams, 1994 — shot-by-shot rules and strategy guide.

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Demolition Man is a widebody five-ball game with two gun-grip handles mounted forward of the flipper buttons. Each handle has a trigger that acts as a flipper button and a thumb button on top used by some modes. It is a busy playfield, but the ruleset comes down to two systems: combos, and the Cryo-Claw.

Combos are the game

A combo is any sequence of the seven major shots taken while its flashing red arrow is lit. The elegant part — and the reason this game still plays so well — is that the machine lights the next shots for you. Hit any major shot and it lights whatever is easily reachable from where the ball is about to end up. The left inlane lights the right ramp, right loop and AcMag ramp; the right inlane lights the left orbit and left ramp; the right orbit lights the Computer and Side Ramp.

Values climb 5M, 6M, 7M and onward with no apparent ceiling, dropping back to 5M only when the lit arrows time out. Shots you make in between do not break anything — the lit arrows stay lit. Combos light the Computer every ten, and an extra ball at twelve and again at fifty.

This is why the skill shot matters more than it looks. Plunge full strength so the ball travels all the way to the upper left flipper, then shoot the Side Ramp. It is technically the first lit combo, which is why it pays 5M — and every skill shot you make permanently raises the base value of every combo for the rest of the game.

Explodes, and the counter-intuitive way to light them

The left and right loops and left and right ramps carry Explode lights worth 10M each. You light them by hitting the Underground while it is NOT the current lit combo shot. It may still be lit for the Computer or Demolition Time — that does not disqualify it. Only being the active combo shot does.

The Retina Scan drives an Explode Hurry-Up: one hit triggers the first, four the next. All four Explode ramps light at 15M and start counting down, and every one you collect adds 10M to the next. The round ends when the countdown reaches 5M.

The Cryo-Claw and its five lanes

Access is a two-step people often get the order of wrong. Completing the M-T-L rollovers lights the LEFT INLANE — not the claw. Rolling that lit inlane is what lights Claw Ready on the right ramp. Only then does the right ramp divert the ball up the elevator to the magnetic claw, which you steer with the two gun triggers before dropping into one of five lanes.

All five claw awards increase the second time around.

Four multiballs, each shaped differently

Freeze lamps are lit by the yellow standup targets, balls are locked via the left ramp or the Claw, and multiball starts at the Top Lock off the left loop. Fortress needs one frozen ball and runs three jackpots into a triple Super Jackpot on the right ramp. Museum needs two and lights every shot for a jackpot simultaneously. Wasteland is Fortress with bigger numbers and more than one jackpot lit at a time.

Cryo-Prison is the one to understand before you play it. All the jackpot shots are lit, but they pay nothing directly — they only ADD to a Super Jackpot collected at the right ramp. After each Super you must re-hit a regular jackpot shot to relight it, and you cannot collect another until the current animation finishes.

The two end-games

Completing all five Claw modes lights Demolition Time at the Underground under a blue lamp. It opens with a flat 50M, every major shot lights for 15M, and unusually those shots STAY lit for as long as you keep more than one ball alive. Completing the yellow targets adds a ball and raises the award by 5M; losing a ball lowers it. The total is banked to its own high-score table.

Separately, completing all four multiballs lights a Demolition Jackpot on the right ramp. The game takes your best jackpot from each multiball mode and multiplies it by how many jackpots you scored in that mode — so both quality and quantity of your multiball play are being recorded the whole game.

Two warnings

The Car Crash target has a well-earned reputation for deflecting the ball straight down the middle. There is a short ball saver to compensate, but it can be disabled in LA-4 ROMs, so do not count on it.

And the outlanes are unusually hostile: the divider posts ship without rubber, the ball takes wild spins in that area, and there are no Specials or awards down there at all. There is nothing to gain from the outlanes on this machine — play away from them.

Goals in Demolition Man

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

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