MOTU CE - Rules
MOTU CE - Rules
Created by TerryRed
v1.3, Jan 2025
This document will go over the ruleset, gameplay and functions of the game.
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ATTRACT MODE
A brief summary of the main gameplay functions are detailed on the DMD and video display panel
during attract mode. You can scroll through these instructions using your flippers.
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Before you can start the game, you must have at least one credit added.
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This first menu asks how many players you want to play
Each player must choose what faction they belong to. The choices are:
      HEROIC WARRIORS
      EVIL WARRIORS
      THE EVIL HORDE
Each player must be a different Faction! This means that player one gets to choose from 3 factions,
player two gets to choose from the 2 remaining factions, and player 3 must play as the last
remaining faction!
      If Player One is in the CHOOSE YOUR FACTION menu, you can go back to the CHOOSE
       YOUR PLAYERS menu by pressing the Start button
After you have chosen your faction, you now will Choose your Character
                                    CHOOSE YOUR CHARACTER
       the characters you can choose from are based on the faction you belong to
       it will be displayed on the playfield's Castle Mirror and the PUP Score display screen
       there is no gameplay advantage in what Faction or Character you choose!
       it's simply for fun, and to change up the look of the game
You can go back to the CHOOSE YOUR FACTION menu by pressing the Start button
Note: each player will choose their faction and character at the start of their first ball.
                                         MAIN OBJECTIVE
Collect all action figures, vehicles and playsets (collectables) to complete the game.
      completing any of the 16 modes will award you one collectable (16 collectables)
      hit bumpers numerous times to collect BattleCat (1 action figure)
      activate RAM-IT! ball save numerous times to collect Ram Man (1 action figure)
      hit the castle ramp 3 times when Playset is lit (1 playset)
      hit the ripper ramp 3 times when Vehicles is lit (1 vehicle)
      hit the HeMan kicker 3 times when Action Figures is lit (1 action figure)
      Mekaneck Mystery can award you a playset, vehicle, or action figure
      there are 46 collectables in total to complete the game
                                       LOCKED SHOTS
When the game starts, the Ripper Ramp, Castle Ramp, and He-Man kicker shots are locked.
You cannot access any of their modes until their shot is unlocked.
Once any shot is unlocked, you can toggle what mode is lit for that shot.
      hitting a Toggle Mode shot (upper loops and ripper ramp target) toggles the mode for that
       specific shot only
      the toggle mode insert outline colour matches their respective shot
      the colour of a flashing Toggle Mode insert shows what the "next" mode will be when
       toggled
Hitting an unlocked shot will make their Toggle Mode shot insert stay on:
      this indicates the shot is now locked for the lit mode (the insert colour matches the lit mode)
      the Toggle Mode shot now won't have any effect (unless the TOGGLE MODES button /
       action is used)
The primary shots (ripper ramp, castle ramp, He-Man kicker) have 3 small round inserts near their
entrance. These will:
      show the progress of the current lit mode (each mode needs 3 shots to start)
      change colour to show what mode is active for that shot
      stay lit (all 3) if a mode is completed
These are a very handy way to track each mode's progress. You can use the Toggle Modes button
to change each shot's active mode.
      if you drain your ball, then any progress you made towards making any mode "ready" or
       completed is retained
      when you start your next ball, you resume where you left off
      if you start a mode, and fail to complete it, then your "ready" progress for that mode resets
COMPLETED MODES
      once you have completed ANY mode, you will receive a Collectable for that mode
      any mode that is completed can NOT be replayed again in the same game!
      a completed mode's shot will either give you points, flash lights, make sounds, or do
       nothing
                                           ORKO SHOTS
These can be used to save a ball, or to assist you in making lit shots.
      when activated, Orko will cast a magic spell and capture your ball instantly
      he will make the ball disappear and then reappear in another location
      then he will shoot the ball at the nearby shot
To activate, you must HOLD the action / plunger button for half a second!
At the end of your game, if you have enough Collections, you are given a choice to trade for
PERKS or POINTS.
How many Power Perks are available (for the collections you have) or how many Power Points you
can get are shown before you make a choice. If you choose Power Perks, you can browse at the
options available. You can always exit out of Power Perks if you changed your mind. If you choose
Power Points, then this choice is permanent and you can’t go back!
Note: if you don't have enough Collections for the remaining Power Perks that are "available", you
will not be given the choice for a Power Perk! Instead, the game will automatically trade what
Collections you have for Power Points!
                                          POWER PERKS
These are special high value reward perks that a player can use whenever they want during
gameplay.
They can only be acquired by trading your collections at the end of a game. You can then use them
during any follow up game.
The Power Perks you have available are shown on the inserts at the bottom of the playfield.
       you can collect as many Power Perks as you want (there are 6)
       you can only trade for ONE Power Perk at the end of your game
       use Power Perks however you want during any follow up games
       this is possible because Power Perks are saved to the table’s fpRAM file!
       this means they are always available to use as you please, even if you exit FP!
       each Power Perk can be used once during a game (but you can use as many as you have)
       once a Power Perk is used, to get it again, you can trade for more Power Perks at the end
        of a game
At the end of your game, if you are trading for Power Perks, the Collections you have vs the
amount you need is shown on the DMD / Score display.
       the apron light must be lit (this only happens if you have any Power Perks available)
       to activate Power Perks, press the START button during gameplay
       Orko will trap the ball in place with a magic circle
       the Power Perks menu will appear
       choose your available Power Perk with flippers
       activate your selected Power Perk with action / plunger
       all the listed perks will instantly take affect
       the spell will flash red and release your ball in a few seconds
Note: activating a Power Perk will NOT save your ball from a drain, etc. It will be released in the
same spot it started!
These are extra points awarded at the end of a game, based on what Collections you have.
      if you have chosen to trade for Power Perks, you get no Power Points!
      if you have no Collections you get no Power Points
      your Power Points are awarded based on how many of each Collection type you have
       (Figures, Vehicles, Playsets)
      Action Figures give less points (but you can collect more of them), Vehicles give more, and
       Playsets give the most
At the start of each new ball, Launch Perks will start by cycling through various perks you can be
awarded. When you launch your ball, the Launch Perk that was shown is what you are awarded.
The timed duration for how quickly each Launch Perk will cycle is set in TABLE OPTIONS
Note: the Launch Perks that are available will change based on the current status of your game.
This is to prevent a Launch Perk being wasted on something you already have, or to prevent you
from getting too many extra balls, etc.
                                  RAM-IT! (Ram Man Ballsaver)
If the RAM-IT! insert is flashing when your ball drains, it will be saved by Ram Man!
      Ram Man pops up from the drain area, and sends the ball flying straight up!
      the ball will NEVER be returned to the plungerlane with RAM-IT! active!
      all ball saves are sent back into the playfield from the drain area
      hitting RAM-IT! enough times will reward you with the Ram Man Collectable toy!
BATTLECAT BUMPERS
Hit the bumpers numerous times to start Battlecat Bumpers (how many hits needed is set in table
script in TABLE OPTIONS)
      the Battle Cat insert will flash to show Battle Cat Bumpers are enabled
      now each Bumper hit will give you more points
      hitting the bumpers a bunch more times will reward you with the BattleCat Collectable toy!
                         SKELETOR ROTON and TARGET BANK
   the blue Skeletor target bank may rise or lower depending on the mode or your progression
   when lowered it reveals a kicker under Skeletor that can lock balls or progress though
    modes
   the spinning disc under the Roton vehicle will spin at different moments to make a shot
    more challenging
   Skeletor and the Roton may move or hover during different events of the game
KICKBACK
If your ball falls into the outer left lane, then the kickback will kick the ball back into play.
                                           BUMPERHEAD
       a bumper that rises from inside the playfield through an open hatch
       the bumper will lower back into the playfield when its jackpot is completed
       a separate BumperHead toy will appear when a portal transports it to the same position as
        the third bumper
Sometimes shooting a ball into the BumperHead will get it trapped and shot elsewhere. Sometimes
its a lit shot you need to hit to progress.
When a mode that uses the BumperHead has ended, the portal will rise and make it disappear
again.
                                     MEKANECK MYSTERY
This is a Mystery Reward that you can collect at the He-Man kicker.
      not be in a mode
      make a complete left orbit shot or upper right loop shot
      the ball must complete the shot by passing by Mekaneck
      this must be done 5 times
      when Mekaneck is Ready his neck will rise up (and stay there) to let you know
      hit the He-Man kicker when the Mystery insert is flashing
Note: the Mekaneck Mystery rewards that are available will change based on the current status of
your game.
This is to prevent a Mekaneck Mystery reward being wasted on something you already have, or to
prevent you from getting too many extra balls, etc.
                                            SKILL SHOT
The time allowed to make either shot is set in the table script in TABLE OPTIONS
COMBO
The time allowed to make the combo is set in the table script in TABLE OPTIONS
                                      BONUS MULTIPLIERS
To increase the Bonus Multipliers (shown on the bottom center inserts), you must light up all the
inner lane and outer lane inserts.
      you do this by hitting any of the inner lane and outer lane rollovers
      the lit inserts can be toggled with either flipper button
      shooting any ramp, combined with toggling the inserts, makes it easier to light all the inserts
      once all inserts are lit, the bonus multiplier is increased, and all inserts turn off again
When your ball drains, all your Bonus Points are multiplied by the Bonus Multiplier.
                                            MULTIBALL
      you must hit all the 4 flashing Jackpot shots (ramps, He-Man kicker, and bumpers)
      when each multiball mode starts the BumperHead bumper will rise up
      you must hit the bumpers multiple times to get that jackpot (the Modulock bumper will lower
       back into the playfield)
      you must keep at least 2 balls in play until you hit all the jackpots
      if you drain to one ball before then, the mode is over
      if you hit all the Jackpots, then Super Jackpot is Ready
Super Jackpot:
      once Super Jackpot is made ready, the Skeletor target bank will lower
      you only need to keep ONE ball in play to keep going!
      now every ball you hit into the Skeletor kicker (under the roton) gets you a Super Jackpot
      each ball that gets a Super Jackpot will no longer be in play!
      its in your best interest to try to keep as many balls as you can for Super Jackpots
      hit the slingshots enough times (when not in a mode) to make the mode ready (how many
       hits needed is set in table script in TABLE OPTIONS)
      have the mode made instantly ready with a Launch Perk or Power Perk
When the mode is ready (She-Ra insert will flash), hit the slingshots one more time to start.
Super Jackpot:
      once Super Jackpot is made ready, the Skeletor target bank will lower
      shoot the ball into the Skeletor kicker
      this will clear the mode, and award you the She-Ra Collectable toy!
                                         TEELA'S TRAINING
       hit the left orbit 3 times (when not in a mode) to make the mode ready
       have the mode made instantly ready with a Launch Perk or Power Perk
When the mode is ready (Teela insert will flash), hit the left orbit one more time to start.
      hit the castle ramp 2 times (when Zoar is active) to make the mode ready
      have the mode made instantly ready with a Launch Perk or Power Perk
When the mode is ready (Zoar insert will flash), hit the castle ramp one more time to start.
Reversed Flippers:
      hit the ripper ramp 2 times (when Horde is active) to make the mode ready
      have the mode made instantly ready with a Launch Perk or Power Perk
When the mode is ready (Horde insert will flash), hit the ripper ramp one more time to start.
Score Drain:
      during this mode, Hordak will drain your score (inserts turn red, he snorts and laughs, etc)
      if you hit any shot when their jackpot insert is red, you will have more of your score drained!
      a jackpot shot does not count while the insert is red!
      this will repeat for the entire mode, and you never know when Hordak will drain your score!
                                         MAN-E MODES
The main playfield has 8 modes you can play. However, there are 8 MORE totally cool modes to
play! These are called Man-E Modes.
You can have Man-E Modes made instantly ready with a Launch Perk or Power Perk.
All the Man-E Modes are very different! Their gameplay, visuals and objectives can vary greatly!
Once any Man-E Mode is completed, you return to normal gameplay. Any completed Man-E Mode
cannot be replayed in the same game. If you complete all Man-E modes, the Man-E Modes insert
stays on (you can't access Man-E Modes anymore)
                                       ORKO IS OUTTA HERE
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
      this is a hurry up mode (you must complete it before time runs out)
      Orko will fly to different parts of the table
      figure out which shot will get to him (there are no flashing inserts to help you)
      each time you get closer to him he flies to another spot
      repeat this until you get him to fly in front of the Skeketor target bank (it will lower)
      make the last shot into the Skeletor kicker before time runs
      this completes the mode and you are rewarded with the Orko Collectable!
      since you are trying to catch Orko, he won't exactly want to help you with an Orko shot
                                         ROBOT ROUNDUP
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
Skeletor attacked the Palace and left behind his Robot Knights to guard it!
Robot distractions:
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
      hitting the upper left loop will make ScareGlow turn around and trap you!
      he'll keep trapping your ball and firing you out with scary ghost skulls!
      this shot is good to use when the BumperHead insert is lit!
                                       JAW BREAKERS
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
      hitting the upper left loop will make Trap Jaw turn around and trap you!
      trap Jaw is hungry
      he'll keep eating your ball and spitting you out when you hit the BumperHead
                                              TRI-STOP
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
       hitting the upper left loop will make Tri-Klops turn around and trap you! "I see you!"
       this shot is good to use when the BumperHead is lit!
                                          KHAN ARTIST
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
Kobra Khan is trying to set you up for something you didn't do!
      hitting the upper left loop will make Kobra Khan turn around and trap you!
                                  DIAMOND RAY DILEMMA
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)
Once you have collected all 46 collectables, the game will automatically end your game by starting
the “Game Completed” sequence. This will be different depending on the faction you belong to.
After this is over, you will be awarded the Game Completed Bonus for:
The total of the Game Completed Bonus will be added to your final score as well as an End of Ball
Bonus.
You will still be given the choice to trade your 46 Collectables for Power Perks or Power Points!
After you have made your choice, if you got a High Score you are prompted to enter your initials, as
your game is now over!
If you are playing in multiplayer, then the game continues with the remaining players. When they
are finished, the game will tell you which faction won the game!