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Voltan Escapes Cosmic Doom

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Voltan Escapes Cosmic Doom is a pinball machine manufactured by Bally Manufacturing Co. in 1978. Design by George Christian. Art by Dave Christensen. Sound by Allan Reizman.
Primary manufacturer:
Bally Manufacturing Co.
Year:
1978
OPDB Group ID:
rkW3
Remake manufacturer:
Other manufacturer:
Game type:
Solid State
Display type:
Alphanumeric
Players:
4
Current Avg. Value:

Flyers & Other Media

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Quickie Version:

Shatz the #7 and #3 return lanes if possible, then UTAD through the spinners; shoot the #2, #5 and #8 targets if they’re the only ones you need.

Go-to Flipper:

Balanced

Risk Index:

High

Full Rules:

A poor choice for tournament play, but I’ve seen it used, so I include it. This game is bonus-heavy, unfortunately, given its layout. Bonus is built up by completing “planets” 1 through 9: the four top lanes, lower three stand-up targets and the two return lanes. End of ball bonus is 2K per planet. If you finish the planets, it holds 18K the first time as your “Jumbo” bonus and 36K the second time as your “Super” bonus, letting you get up to three sets of planets. Bonus multiplier is either 1X or 3X, rather unusual. Get 3X by completing A-B-C-D; A and B are the upper standup targets, C is either #4 top lane or #7 in the left return lane, D is either the #6 top lane or #3 in the right return lane. The return lanes, #7 and #3, are the catch. You need to either be lucky or able to shatz them in order to get more than 42K in bonus. (42K is 14K for 7 planets #’s 1,2,4,5,6,8,9 times 3X for ABCD.) But if you finish the planets three times and have 3X, your bonus is 162K. That’s a huge difference, and largely luck-driven due to the return lanes. That’s why I’m not a fan of this as a competition game. Getting the 1-3-7-9 planets light the two outlanes for 50K, making the machine’s luck-boxness even worse. If you get the return lanes on ball one, you can get up to 150K from outlane drains. If you never get them, you get 3K for three outlane drains. Finishing the four top lanes 1-4-6-9 raises their value to 5K each thereafter. Getting A and B lights the spinner. Strategy, such as it is, is UTAD through the spinners, lit or not, and only shoot at the #2, #5 or #8 targets when they’re all you need to complete a set of planets. Shatz #3 and #7 if you can, but if you’re not good at shatzing, stick with UTAD. Bottom line if you have to play it is pray you can shatz the two return lanes, otherwise you’ll likely have to be luckier than your opponents to win.

via Bob's Guide

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Gameplay Discussion & History