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.

How Demolition Man plays

Demolition Man is a widebody built on endless combos and a steerable Cryo-Claw. Chain the seven major shots, run the claw's five modes, and freeze balls for four different multiballs, all aiming at the Demolition Time and Demolition Jackpot end games.

The loop

  1. Start a chain from a return lane and follow the flashing arrows -- each shot you make lights whatever is reachable next, so a clean combo feeds itself.
  2. Complete the buried M-T-L rollovers to light the left inlane, roll it for Claw Ready, then shoot the right ramp to ride the elevator up to the Cryo-Claw.
  3. Swing the claw with the gun triggers and drop into one of its five lanes; clearing every lane opens Demolition Time.
  4. Pick off the yellow targets to freeze balls, then run Fortress, Museum, Wasteland and Cryo-Prison -- all four played lead to the Demolition Jackpot.
  5. Strike the Underground while it is not your combo shot to arm the four 10M Explode lamps, and drive the captive eyeball for a Retina Scan the jets have been fattening all game.

Reading the lights

  • Combo Arrows (shot arrows) — lit: A flashing red arrow marks a live combo shot, and making one automatically lights whatever the ball can reach next, so the chain keeps handing you a target -- a dead shot between is harmless, and only letting the arrows time out breaks the run. · then: Ride the chain for values that climb with no ceiling, opening around 5M. Every tenth combo lights the Computer award at the Underground, and reaching twelve -- then fifty -- lights an extra ball.
  • Explode Lamps (multiplier) — lit: The two loops and two ramps hold 10M Explode lamps that only light when you strike the Underground while it is not your current combo shot, and being lit there for the Computer or Demolition Time does not spoil it. · then: Collect each lit loop and ramp for a flat 10M apiece. Driving the captive eyeball into the Retina Scan can kick off the Explode Hurry-Up, a countdown across all four shots that pushes the next value up every time you cash one.
  • M-T-L Rollovers (ladder) — lit: The three M-T-L rollovers hide behind the ramps almost out of sight, so play them by ear; balls dropping off the AcMag center ramp roll them through, and each completed set steps your bonus multiplier from 2X toward 5X. · then: Completing M-T-L switches on the LEFT INLANE rather than the claw -- the step most players get wrong. Roll that lit inlane for Claw Ready on the right ramp, shoot the ramp to reach the Cryo-Claw, and note that 5X also lights an extra ball at the left loop.
  • Cryo-Claw Lanes (mode) — lit: With the claw armed the right ramp diverts onto an elevator that lifts the ball to the magnetic claw, which you swing left and right with the two gun triggers to drop into one of five mode lanes. · then: Lock Freeze banks freezes or starts a multiball with a bonus ball; Prison Break hands you 15M plus a reflex shot to triple it; Capture Simon can build to 40M. Finish all five lanes and Demolition Time lights at the Underground.
  • Retina Scan (status) — lit: The captive eyeball on the far left pays a base 5M, and every jet bumper hit quietly adds to it, so the bumpers are building this shot all game whether you watch them or not. · then: Drive it hard enough to shove the eyeball into the target above; a soft hit just ejects to the left inlane for nothing. Three Retina Scans light an extra ball, and this is also the shot that starts the Explode Hurry-Up.
  • Car Crash (status) — lit: Two captive cars sit behind the impact target; each hit adds value and turns on another Car Crash lamp, and once all three glow the next hit banks it for 3M, 6M then 10M -- doubled if the top car rides the full length of its lane. · then: Take it with all three lamps lit, and brace yourself -- this target is notorious for punching the ball back down the center, and the short save that covers it can be switched off entirely.
  • Freeze Lamps & Multiball (status) — lit: The scattered yellow targets light your Freeze lamps, a lit Freeze lets you lock a ball at the Top Lock off a clean left loop, and each multiball asks for more frozen balls than the one before it. · then: Fortress opens on one freeze, Museum on two, then Wasteland and the odd Cryo-Prison. Work the ramp and Underground jackpots up to the triple Super Jackpot on the right ramp, and playing all four multiballs lights the compounding Demolition Jackpot there.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Make the skill shot -- a full plunge round to the upper left flipper, then the Side Ramp -- because every one permanently fattens your combo base. Then start chaining combos, pick off yellow targets, and let the jets build the Retina Scan. — Skill Shot, Combos — The Heart Of The Game, Retina Scan, The Yellow Targets
  • Building — Arm the four Explode lamps at the Underground, complete M-T-L to reach the Cryo-Claw, and run its five lanes while you freeze balls for Fortress and Museum. Car Crash and the Retina hurry-up fill the gaps. — Explode Shots, Access The Cryo-Claw, Claw: Capture Simon, Fortress Multiball, Explode Hurry-Up
  • The big one — The two end games are the ceiling. Demolition Time follows all five claw modes with a flat 50M start and every major shot lit at 15M that never times out. Play all four multiballs for the Demolition Jackpot, which pays for every jackpot you scored across each one. — Demolition Time, Demolition Jackpot

The Gun-Handle Thumb Buttons on Demolition Man

On top of each pistol grip, mounted on the cabinet sides ahead of the flipper buttons.

Two pistol grips stick out of the cabinet in front of the flipper buttons. The trigger on each one is simply a second flipper button — though the triggers are also what swing the Cryo-Claw — while the thumb button on top of each grip is the real extra control. Almost everything it does is a hidden award, and nearly all of them want both thumbs at once.

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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