Lets Try Pinball Kickback Series EP4! Independence Day Pinball!

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Here today we try ID4 Pinball!
Please see below information about this pinball table from Pinball.org
- Rules and Modes
Red Alert- 3 shots up the left an right ramps starts Red Alert. This is a Payback Time type of mode where each shot up the 2 ramps is worth 50M for 30 seconds. This can be worth a lot.

Hurry Up- Light the upper 3 bank to start hurry-up. The bumpers advance the hurry-up value from a minimum of 20 mil. Each hit increases the value by 250k and each orbit shot increases this by 50k. After lighting hurry-up you have 30 seconds to shoot the left orbit to freeze the value. After you hit the first shot, each shot to the left orbit awards that value again until the timer expires. Each hurry-up requires you to complete the 3 bank an additional time.

Area 51- Light the lower 3 bank to light Alien Scan. Hit the bank again to collect. Alien Scan awards include: Light Area 51 Multiball, Alien Frenzy, 50M and Hold Bonus. There must be other awards.

Area 51 Multiball- The Centre orbit starts the mode. Each shot to the loop awards a jackpot which starts at 50 mil. Hitting any flashing target advances the jackpot value to a maximum of 90M. The green targets add a ball the first time they are hit. Ends when 1 ball remains.

Combos- The left and right return lanes light the orbits for combos. A combo is worth 5M and increases by 1 mil per shot. This also lights the combo target for a combo jackpot of 15M.

Multiball- Hit the alien to open the lock. Shoot the sinkhole to lock the ball. Locked balls are fed to the right flipper from a vuk like the one on Jurassic Park. Each lock must be lit individually but Multiball is lit at the start of ball 3 if you haven't had it. Lock 3 balls to start Multiball. The aim is to score as many jackpots as you can. The first jackpot is a shot to the lock worth 40M. This lights the orbits for double jackpot 80M. The 3rd wave of jackpots are the 3 ramps for triple jackpot 120 mil. During the triple jackpot wave hitting the Area 51 targets adds a ball once for each target. Getting all 3 triple jackpots lights the combo target for super jackpot 160M. After collecting the super jackpot the values reset to 40 mil and the cycle starts again, however balls can't be added in wave 3. For subsequent Multiballs the Alien must be hit an additional time to open the lock. There may be a limit but it is at least 5 hits for each lock.
- Playfield Layout
Outlanes- Normal. They seem reasonably forgiving. Can be lit for Special.

Inlanes- Normal. Always lit for Light Combo.

Flippers- 2 lower and 1 upper on the right like Getaway.

Slingshots- Normal size and shape.

Area 51 targets- 3 targets in the same spot as the relight kickback on Getaway. Lighting all 3 lights Alien Scan.

Left Orbit- Standard orbit shot. When lit for combo the ball loops right around. Unlit shots feed to the bumpers. Orbits advance the bumper value. Also awards Hurry up and jackpot.

Left Ramp- Awards 5M, 10M and 20M towards Red Alert and awards jackpots. Weak shots fall back into a sinkhole behind the lock. Feeds to the right flipper.

F-18 targets- 3 targets in the same spot as the Itt targets on Addams Family. Light all 3 to start Hurry-up.

Upper Orbit- A loop shot like on Getaway, shot from the upper flipper. Awards Rockwell 1947 which is 5M + 5M per loop. Also starts Area 51 Multiball and awards Area 51 jackpots in this mode.

Yellow Target- Spots an ID4 lane.

Combo Target- A smaller version of the train wreck on Addams Family. Awards combo jackpot when lit. When not lit spots one of 5 or 6 Aliens. Spotting them all awards 50M.

Lock- An Alien head which opens when hit to reveal a sinkhole. Shoot the hole to lock the ball. Also awards the first jackpot.

Alien Ramp- Feeds the ball to above the upper flipper. Lights Extra Ball at 5 ramps and awards it at 6. Also awards 10M at 10 ramps, 15M at 15 ramps and 20M after 20 ramps. I assume this continues on in this manner. Also awards jackpots.

ID4 Lanes- 3 lanes set at a slight angle which are hard to see at times. Light all 3 to advance bonus X to a max. of 10X.

Green Alien Targets- 3 targets spaced between the lock and the ramps. Light all 3 for 10M.

Right Ramp- Spots 5M, 10M and 20M towards Red Alert. Also awards jackpot. Feeds to the right flipper.

Jet Bumpers- 3 bumpers in the usual triangle formation. Each hit advances the hurry-up value.

Right Orbit- Same as the left except it doesn't award Hurry-up.

Computer Virus- A sinkhole similar to the altar on Dracula but in a lower position. Each shot advances the virus by 20%. Reaching 100% lights the right orbit for 100M.
Rear Sinkhole- Weak shots up the left ramp fall back into a hole. This advances the date starting at July 2 and then July 4th.

Bonus Count- As far as I can tell the end of ball bonus is worked out like this:
Area 51-- 1 mil per hit
Alien Bonus-- 1M per Alien ramp
ID4 Bonus-- 1M per rollover.
Alien Frenzy (1M jets) if started
All X bonus X value (max. 10X)







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