0% found this document useful (0 votes)
24 views36 pages

MOTU CE - Rules

This document outlines the rules and gameplay mechanics of a pinball game, including how to start the game, choose players and factions, and the main objectives. Players collect various items through different modes, with specific mechanics for unlocking shots, toggling modes, and utilizing perks. Additionally, it details unique features such as Orko shots, Power Perks, and special gameplay elements like the Bumperhead and Mekaneck Mystery rewards.

Uploaded by

Lopiv2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views36 pages

MOTU CE - Rules

This document outlines the rules and gameplay mechanics of a pinball game, including how to start the game, choose players and factions, and the main objectives. Players collect various items through different modes, with specific mechanics for unlocking shots, toggling modes, and utilizing perks. Additionally, it details unique features such as Orko shots, Power Perks, and special gameplay elements like the Bumperhead and Mekaneck Mystery rewards.

Uploaded by

Lopiv2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 36

Rules and Gameplay

Created by TerryRed
v1.3, Jan 2025

This document will go over the ruleset, gameplay and functions of the game.
==========================================================================

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.

==========================================================================

STARTING THE GAME

Before you can start the game, you must have at least one credit added.

 you add credits using the coin button


 you only need one credit for a 1, 2 or 3 player game
 press the Start button to start the game

==========================================================================

CHOOSE YOUR PLAYERS

This first menu asks how many players you want to play

 this game supports up to 3 players


CHOOSE YOUR FACTION

Each player must choose what faction they belong to. The choices are:

 HEROIC WARRIORS
 EVIL WARRIORS
 THE EVIL HORDE

The faction you choose will determine the following:

 how the playfield art looks (changes to match the faction)


 what your ball will look like (changes to match the faction)
 what your autoplunger will look like (changes to match the faction)
 what characters your player can choose from

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!

Want More Players?

 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.

HOW TO GET COLLECTABLES

 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.

Different ways to unlock a shot:

 hit the shot numerous times (2 by default, set in TABLE OPTIONS)


 hitting their Toggle Mode shot (upper loops and ripper ramp target)
 activate any Launch Perk that makes a mode ready (that mode's shot is instantly unlocked)
 activate "all shots unlocked" Launch Perk
 activate "all shots unlocked" in Mekaneck Mystery
TOGGLE A MODE

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)

TOGGLE MODES (button and apron light)

 this is active when the "TOGGLE MODES" apron light is lit


 to activate it, you must PRESS (not HOLD) the action / plunger button
 this will toggle modes for ALL unlocked shots to their next mode
 this also will make ALL Toggle Mode shots active (they can toggle their modes again)
 using this feature allows you to choose what mode you want to be active for all your shots

TOGGLE MODES can NOT be used:

 when you are playing in a mode


 during timed events
 when in the Power Perks menu
MODE PROGRESSION

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.

Each mode's progress is kept through the entire game!

 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

HOW TO USE AN ORKO SHOT

To activate, you must HOLD the action / plunger button for half a second!

 the Orko Shot apron light must be lit


 once the Orko Shot sequences starts, you can let go of the button
 you can get one additional Orko Shot for each new ball
 you can get more Orko Shots from Launch Perks, Mekaneck Mystery and Power Perks
 you only get additional Orko Shots (from New Ball, Mekaneck Mystery, Launch Perks) if you
have less than 10 Orko Shots total
 Orko Shots rewarded from Power Perks will be added regardless of your Orko Shots total

Orko Shots can NOT be used:

 during multiball (when more than one ball is in play)


 during Orko is Outta Here mode
 during timed events
 when a ball is in a kicker or in the Bumperhead
 when in the power perks menu
POWER PERKS and POWER POINTS

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.

HOW TO USE A POWER PERK

 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!

Power Perks can NOT be used:

 during multiball (when more than one ball is in play)


 during timed events
 when a ball is in a kicker or in the Bumperhead
 when an Orko Shot is active
POWER POINTS

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

Power Points are added to your FINAL SCORE.


LAUNCH PERKS

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.

Launch Perks can consist of some of the following:

 All Shots Unlocked


 Mekaneck Mystery Ready
 Orko Shots increased
 Extra Ball
 Bonus Points
 Bonus Multiplier increased
 HeMan MB ready
 Skeletor MB Ready
 Ripper MB Ready
 Castle MB ready
 Teela's Training Ready
 She-Ra Slingshots Ready
 Man-E Modes ready
 BattleCat Bumpers Ready

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

CASTLE GRAYSKULL TOY

 this toy will rise up in front of the Caste ramp


 if Castle mode is lit, you need to make multiple shots through the Castle jaw door to start
Castle multiball
 during other modes, it may rise up and appear as well
 the castle will rise and lower (depending on your progress) when you toggle modes
HOLOGRAPHIC MIRROR DISLAY

This display will show some of the following during gameplay:

 what character you are playing


 Launch Perks
 Man-E Modes
 Mekaneck Mystery
 bonus multiplier
 what mode you are playing
 what you have collected
 splash videos or images from callouts or events

KICKBACK

To enable kickback, hit both targets on the castle ramp entrance

 the two small round inserts will stay lit


 the left outerlane insert with stay lit
 the Evil-Lyn wand staff with flash for a moment

If your ball falls into the outer left lane, then the kickback will kick the ball back into play.
BUMPERHEAD

This is a unique toy that is a combination of multiple things.

 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

The BumperHead has the following features:

 two targets that can rotate the BumperHead when hit


 a drop target that can block a ball or trap it inside
 different character "heads" that appear on top based on the mode
 different enemy attacks that will freeze the ball, or trap it in various ways
 if a ball is trapped, the BumperHead may rotate and shoot it to other locations
 has a spotlight to show where a trapped ball is about to be shot

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.

To collect Mekaneck Mystery you must:

 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

Mekaneck Mystery rewards can consist of some of the following:

 All Shots Unlocked


 Orko Shots increased
 Extra Ball
 Bonus Points
 Bonus Multiplier increased
 BattleCat Bumpers Ready
 Action Figure Rewarded
 Vehicle Rewarded
 Playset Rewarded

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 get a skillshot:

 launch a new ball


 the upper right loop insert and ripper ramp target insert will change to blue and flash
 if you hit the upper right loop in time, you are award the Skeletor Skillshot (lots of points)
 if you mess up and hit the ripper ramp target, you get the Beastman Botched Skillshot (not
many points)

The time allowed to make either shot is set in the table script in TABLE OPTIONS

COMBO

The get the Evil-Lyn Loop Combo:

 you must not be in a mode


 hit the Castle Ramp, then the upper left loop insert will change to cyan and flash
 now hit the upper left loop shot and the insert will stay on
 now the upper right loop insert will change to cyan and flash
 as your ball comes down the upper left orbit, you must now use the upper left flipper to
make the upper right loop shot
 if you hit the upper right loop in time, you are award the Evil-Lyn Loop Combo (lots of
points)
 you can repeat the above to get the combo again
 there are no limits to how many times you can get this 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

There are 4 multiball modes.

 the rules of each multiball mode is basically the same


 the only difference is how each mode starts, and how many balls they have
 you can have each multiball mode made instantly ready with a Launch Perk or Power Perk

Ripper Multiball (2 balls)

 Ripper mode must be active on the ripper ramp


 hit the ramp 2 times to make the Ripper Multiball insert flash (mode is ready)
 hit the ramp a 3rd time to start multiball

Castle Multiball (3 balls)

 Castle mode must be active on the castle ramp


 hit the ramp 2 times to make the Castle Multiball insert flash (mode is ready)
 hit the ramp a 3rd time to start multiball

He-Man Multiball (4 balls)

 He-Man mode must be active on the castle ramp


 hit the He-Man kicker 2 times to make the He-Man Multiball insert flash (mode is ready)
 hit the He-Man kicker a 3rd time to start multiball

Skeletor Multiball (9 balls)

 hit the 3 blue Skeletor targets


 the target bank will drop, and Skeletor's Roton will activate and he will hover up and down
 shoot the ball into the Skeletor kicker under his Roton to lock a ball
 the target bank will rise up again, and Skeletor will stop hovering
 repeat this process to lock 3 balls
 hit the targets a 4th time to start multiball
 the target bank will lower, and Skeletor will rapidly fire 9 balls at you!
HOW TO PLAY EACH MULTIBALL MODE:

 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

How to complete a multiball mode:

 you need to get to Super Jackpot


 the very LAST ball you have remaining MUST be shot into the Skeletor kicker
 this will clear the mode, and award you a Collectable toy!
SHE-RA SLINGSHOTS

To start this mode, you must either:

 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

Note: slingshot hits only count when not in a mode.

When the mode is ready (She-Ra insert will flash), hit the slingshots one more time to start.

How to complete the mode:

 this is a hurry up mode


 you must complete it before time runs out
 hit all the 4 flashing Jackpot shots (2 ramps, He-Man kicker, and bumpers)
 the BumperHead bumper will rise up
 when you hit the bumpers enough times to get that jackpot, the BumperHead bumper will
lower back into the playfield
 if time runs out or you drain, 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
 shoot the ball into the Skeletor kicker
 this will clear the mode, and award you the She-Ra Collectable toy!
TEELA'S TRAINING

To start this mode, you must either:

 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.

How to complete the mode:

 hit the flashing shot


 Teela's back will now be turned and the Skeletor targets will now flash
 hit the Skeletor targets for a sneak attack
 Teela will not be impressed (OH, NO YOU DON'T!)
 a new shot's insert will flash
 repeat this process a few times until the skeletor target bank lowers
 make the last shot into the skeletor kicker to complete your "training"
 this will clear the mode, and award you the She-Ra Collectable toy!
SORCERESS STRUGGLES

To start this mode, you must either:

 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.

How to complete the mode:

 this is a hurry up mode


 you must complete it before time runs out
 hit all the flashing Jackpot shots as they appear
 the BumperHead bumper will rise up
 when you hit the bumpers enough times to get that jackpot, the BumperHead bumper will
lower back into the playfield
 if time runs out or you drain, the mode is over
 if you hit all the Jackpots before time runs out, this will clear the mode and award you the
Zoar Collectable toy!

Reversed Flippers:

 during this mode the Sorceress's powers will work in reverse


 when this happens your flipper controls will reverse!
 eventually the controls will change back on their own
 this will repeat for the entire mode, and you never know when it will happen!
HORDAK IS HORRIBLE

To start this mode, you must either:

 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.

How to complete the mode:

 this is a hurry up mode


 you must complete it before time runs out
 hit all the flashing Jackpot shots as they appear
 the BumperHead bumper will rise up
 when you hit the bumpers enough times to get that jackpot, the BumperHead bumper will
lower back into the playfield
 if time runs out or you drain, the mode is over
 if you hit all the Jackpots before time runs out, this will clear the mode and award you the
Hordak Collectable toy!

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.

To access Man-E Modes (meaning "many modes"):

 the He-Man kicker must be unlocked


 make the Man-E Mode insert the active mode (you can use the Toggle Modes button)
 hit the He-Man kicker 3 times to enter Man-E Modes
 use flippers to choose what mode you want to play
 action / plunger to start the mode

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!

These are the Man-E Modes you can choose from:

 Orko's Outta Here (Orko)


 Robot Roundup (Robots)
 Glowing Getaway (Scare Glow)
 Jaw Breakers (Trap Jaw)
 Tri-Stop (Tri-Klops)
 Khan Artist (Kobra Khan)
 Diamond Ray Dilemma (Diamond Ray of Disappearance)
 Skeletor is Stunning

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)

Objective: try to catch Orko

 Orko is messing up his magic tricks


 Man-At Arms is not happy getting covered with eggs again
 Orko is scared from his anger, and floats away to try to hide

How to complete the mode:

 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!

No Orko Shots allowed!

 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!

Objective: destroy all the robots

How to complete the mode:

 a robot will drop down to a random location


 if you try to attack the robot directly they will repel your ball and the playfield flashes red
 you must distract the robot by hitting the lit shots
 after making a lit shot the robot will turn away to look at what's going on
 at this point they are distracted, turn red in colour, and say "attention intruder, there is no
escape"
 while they are distracted you need to bash you ball into them and make them explode
 repeat this process until the last robot appears in front of He-Man
 distract the last Robot and then shoot the ball into the He-Man kicker to complete the mode
 this completes the mode and you are rewarded with the Horde Trooper Collectable!

Robot distractions:

 robots can only be distracted for a short time


 eventually they will change back to their normal colour and turn around again
 you can't attack them when they are not distracted
GLOWING GETAWAY

(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)

You are trapped in Subternia with ScareGlow!

Objective: escape Subternia

How to complete the mode:

 the BumperHead will appear as ScareGlow


 hit all the lit shots as they appear
 if you hit ScareGlow in the BumperHead, he traps your ball and fires it away (with spooky
animated glowing skulls)
 when you make enough lit shots, ScareGlow gets angry and wants you for "his" collection!
 the game changes to a complete different colourset to a glow in the dark look
 "now" you need to attack ScareGlow directly by hitting the BumperHead
 he will make threats and fire you away (now with pink glowing skulls)
 repeat this process until the last lit shot appears at the He-Man kicker
 hit the He-Man kicker to drop the seal on top of ScareGlow's head, trapping him in
Subternia
 this completes the mode and you are rewarded with the ScareGlow Collectable!

Can't Sneak from behind:

 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)

Trap Jaw is attacking the palace!

Objective: Stop Trap Jaw

How to complete the mode:

 hit each lit shot as it appears


 Teela will fly by on the SkySled trying to shoot down Trap Jaw
 when you make enough lit shots, the BumperHead appears as Trap Jaw!
 if you attack Trap Jaw at the BumperHead, he'll eat your sword, and spit you out
 continue making the lit shots
 Trap Jaw will fire his weapons at you
 eventually you need to make a shot at the BumperHead stopping Trap Jaw
 hit the He-Man kicker to pickup Trap Jaw and throw him far away
 this completes the mode and you are rewarded with the Trap Jaw Collectable!

Can't Sneak from behind:

 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)

Tri-Klops is hard to evade with his three types of vision.

Objective: Escape Tri-Klops

How to complete the mode:

 the BumperHead will appear as Tri-Klops


 TriKlops will try to look for you with hit firs vision as a spot light eye
 it will move back and forth changing up what lit shots you can make
 hit the green lit shots and avoid the red ones
 when you hit enough shots, he changes his visor's sight to Gamma-Vision
 now the entire game is in black and white!
 continue making the lit shots
 when you hit enough shots, he changes his visor's sight to Dista-Vision
 the game changes back to colour again
 Tri-Klops will fire blasts from his eye at you!
 eventually you need to make a shot at the BumperHead
 this will make Tri-Klops visor spin continuously and he can't see!
 hit the He-Man kicker to escape!
 this completes the mode and you are rewarded with the Tri-Klops Collectable!

Can't Sneak from behind:

 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!

Objective: Evade Kobra Khan's Attacks!

How to complete the mode:

 the BumperHead will appear as Kobra Khan


 Kobra Khan will rotate back and forth with his long snake tongue!
 if your ball hits his tongue, he sucks it into the BumperHead, and spits you out!
 hit the lit shots while avoiding his attack
 eventually his attack changes to a venom mist spray!
 if you get caught in the venom mist your ball is frozen for a few seconds then released
 hit the lit shots while avoiding his attack
 eventually his attack changes to a hypnotizing snake sight!
 if your ball gets caught in his snake sight, he will spray you ("time to sleeeeeep!")
 then the lighting dims in and out, and your flipper controls are reversed!
 eventually the effect wears off
 hit all the remaining lit shots while avoiding his snake sight
 this completes the mode and you are rewarded with the Kobra Khan Collectable!

Can't Sneak from behind:

 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)

Skeletor has found the Diamond Ray of Disappearance!

Objective: Stop Skeletor and destroy the diamond

How to complete the mode:

 hit the Skeletor kicker to attack him


 the BumperHead will appear as the Diamond Ray of Disappearance
 Skeletor uses it to make Zoar and Man at Arms disappear!
 make the lit shots to avoid the diamond ray, and make skeletor drop the diamond
 hit the lit BumperHead shots
 each time you hit the Diamond at the Bumperhead, it makes your ball (and He-Man) start to
fade away!
 when you ball appears with each shot it becomes more and more transparent, making it
harder to see it!
 make the last shot at the BumperHead
 your ball and He-Man disappears!
 you are now prompted to press the action button to crush the diamond!
 this brings back He-Man, Zoar and Man-at-Arms!
 this completes the mode and you are rewarded with the Moss Man Collectable!
SKELETOR IS STUNNING

(this mode is accessed in Man-E Modes, read Man-E Modes section for more info)

Skeletor has taken Castle Grayskull to another dimension!

Objective: Stop Skeletor and return Castle Grayskull to Eternia

How to complete the mode:

 hit the Skeletor kicker to attack him


 Skeletor has a Stun Ray attack which fires from the Havoc Staff at He-Man!
 when stunned, your ball will be frozen in place for a few seconds
 this will keep continuing until you make all the lit shots
 the Sorceress appears and says she'll keep Skeletor at bay (with the next shot)
 hitting this shot fires a beam from the Staff of Zoar at Skeletor, stopping his stun ray!
 make the next lit shot, and He-Man will ask the Sorceress for more strength
 she appears and says she is trying, and the Castle toy will rise up
 hit the Castle Ramp, and you'll be "granted all the power that comes from the strength of
truth and knowledge!"
 hit the next shot to return the castle to Eternia
 make the last shot at the Skeletor kicker to try to stop him! (he gets away)
 this completes the mode and you are rewarded with the Moss Man Collectable!
COMPLETING THE GAME

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:

 how many Orko Shots you have remaining


 how many balls you have remaining
 Game Completed Bonus Points (1,000,000,000)

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!

You might also like