Free Play Pinball Arcade, FreePlayPinballArcade.com RULES &
STRATEGY GUIDES
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AC/DC (Premium) Stern 2012

This section describes, briefly, the location and basic rules for the AC/DC playfield. This is roughly clockwise, from left to right.

­ Left inlane / outlane: Award letters in FIRE when unlit. When flashing (via Super Lanes), outlane scores Double Bonus or Triple Bonus, inlane doubles next shot.

­ AC/DC targets: Five­bank of targets, completing the targets advances toward Album Multiball. Also used to collect Cannon awards. On the LEthis is a drop target bank.

­ Left loop: Spinner, advances toward Tour Multiball. Shots return through the right loop; soft shots feed the top lanes. One of the five Musical Note shots.

­ Lightning bolt targets: Three standups, one on each side of the left ramp and one to the right of the right ramp.

­ Left ramp: Advances toward Jam Multiball. Returns to left inlane. On the LEthis shot feeds the Cannon when lit for awards, but will not start lit multiballs. One of the five Musical Note shots.

­ Bell: Center shot. Counts down to playfield multiplier, and resets playfield multiplier timer. On the LEthe Bell is a swinging ball with a saucer behind it, and a lane behind the swinging ball feeds the spinner return. Used to collect Cannon awards, notably multiball Super Jackpots. One of the five Musical Note shots.

­ TNT targets: Three­bank of targets, completing the targets advances toward Album Multiball. On the LEthis is a drop target bank, with a standup behind the middle target.

­ Right ramp: Advances toward Jam Multiball. Returns to right inlane. Feeds the Cannon when lit for awards or multiballs. Starts all multiballs. One of the five Musical Note shots.

­ Right loop: Advances toward Tour Multiball. Feeds the Jukebox saucer and the top lanes. One of the five Musical Note shots.

­ Jukebox: Saucer at top middle, fed by plunge or right loop. Drops ball into top lanes, except during Super Skill Shot. Selects song when lit.

­ AXE lanes: Standard top lanes score Skill Shot. Adds +1 Bonus X when completed.

­ Bumpers: Three in standard configuration below top lanes. Each bumper hit counts down to an advance in bumper level.

­ ROCK targets: Four­bank of targets, completing the targets advances toward Album Multiball.

­ Right inlane / outlane: Award letters in FIRE when unlit. When flashing (via Super Lanes), outlane scores Double Bonus or Triple Bonus, inlane doubles next shot.

­ Cannon: Sits above right outlane. Fire at lit targets.

­ Hell Mini­Playfield: LE only. Available during three “Hell” songs: Highway To Hell, Hells Bells, and Hell Ain’t A Bad Place To Be. When lit, enter Hell via the right ramp (Highway), the center saucer (Bells), or the Jukebox (Bad Place). Hell has a left and right loop and three center targets. The ball is launched automatically through the right loop. All play in Hell is on a countdown timer, and the main playfield resumes when time expires. Each Hell mode is different; see song details.

­­­ Songs and the Song Jackpot ­­­

At the start of the game and when shooting the lit Jukebox, you pick a song that activates bonus scoring on specific playfield features. In order on the Jukebox:

You Shook Me All Night Long (bumpers)

Back In Black (AC/DC targets)

Highway To Hell (right ramp / HELL)

War Machine (spinner)

Rock N Roll Train (left ramp)

For Those About To Rock (FIRE lanes)

Whole Lotta Rosie (top lanes)

T.N.T. (TNT targets)

Hells Bells (Bell / HELL)

Hell Ain’t A ... (right loop / HELL)

Thunderstruck (blue targets)

Let There Be Rock (ROCK targets)

Details of play and scoring for each song are in sections below. The currently active song is always flashing on the Jukebox. To light the Jukebox for a song change, light eight other songs by completing their associated tasks:

­ One shot to each loop, ramp, and the Bell



­ One full completion of AC/DC, TNT, ROCK, Thunderstruck ­ One completion of lanes (FIRE / AXE)

­ One “bumper level” via countdown

­­­ Extra Balls, Specials, and Free Games ­­­

There aren’t very many ways to earn an extra ball on AC/DC, but here they are:

­ 2 completions of the full set of AC/DC, TNT, and ROCK targets

­ 25 Combos + every 100 Combos

Extra Balls are collected on the right loop. During tournament play, Extra Balls are worth 2,500,000. The 2,500,000 can be multiplied by a playfield multiplier, but not by a Super Lanes shot (see Playfield Multiplier for details).

A Special can be lit in these two ways:

­ 5 completions of the full set of AC/DC, TNT, and ROCK targets

­ Completing all albums during Album Multiball Specials are collected by completing a new set of AC/DC, TNT, and ROCK targets. During tournament play, Specials are worth 5,000,000, and can also be multiplied by a playfield multiplier. AC/DC replay score changes based on play. If you make a replay at base value, the next game’s replay will be 2x the base, then 3x the base, etc. Grand Champion and #1 high scores also award free games.

­­­ VIP Passes ­­­

VIP Passes are earned through Skill Shots, and an additional VIP Pass is awarded for every 50 “Song Requests”, where 1 Song Request is a completion of a song task (a loop, ramp, target or lane completion, or bumper level).

VIP Passes can be used to collect a shot associated with the current song. The game selects which shot is awarded: in general, it is the next shot to progress through the song, though there are exceptions. Points and progress are awarded as though the shot were hit. VIP Passes stack, and carry over from ball to ball. There is no need to “spend” a VIP Pass as the ball drains, but you should burn them off at the end of the final ball.

Strategy: VIP Passes are primarily used during multiball, where they count toward the add­a­ball awarded for the first completion of the five Musical Note shots. On the LE, VIP Passes trigger the Bell during Hells Bells, advancing or awarding playfield multiplier. Be careful using VIP Passes during modes like TNT or Let There Be Rock where the Musical Note shots may not be lit immediately.

­­­ Skill Shot / Super Skill Shot ­­­

The standard Skill Shot drops the ball from the Jukebox to the AXE lanes. Use lane change, and earn 250,000 (+25,000 each time), along with +2 Bonus X and 1 VIP Pass.

The Super Skill Shot is activated by holding in the right flipper as the ball leaves the Jukebox. The Jukebox will kick the ball at full strength through the right loop. Making any of the Musical Note shots within 5 seconds scores 350,000 (+25,000 more each time), along with +5 Bonus X and 2 VIP Passes. If selecting a song in the Jukebox at the start of a ball, you must still hold in the right flipper.

Strategy: There is a significant difference in value between these Skill Shots. A VIP Pass can be worth millions, so the Super Skill Shot is a risk­reward between 2 VIP Passes or nothing. Unless you are shooting poorly, have a specific need for 1 VIP Pass, or are playing a song involving the top lanes or bumpers, it is generally a better idea to go for the Super Skill Shot.

On the LE during Hells Bells, you can use a VIP Pass to collect the Super Skill Shot, guaranteeing collection if you miss.

­­­ Playfield Multiplier ­­­

The playfield multiplier available from the Bell is one of the most significant features of AC/DC, and is a major key in unlocking the game’s huge scoring potential.

With three shots to the Bell, 2x scoring activates for 20 seconds. All scores are 2x, including Jackpots, Cannon shots, and mode points. With a fourth shot to the Bell, the 2x timer is reset to 20 seconds. With a fifth shot to the Bell, the 2x timer is reset to 20 seconds. With a sixth shot to the Bell, 3x scoring activates for 20 seconds. With further shots to the Bell, the 3x timer is reset to 20 seconds. The status of the 2x or 3x timer can be seen on the playfield through the flashing lights. The faster the light blinks, the closer it is to the end of 20 seconds.

The 20­second timer freezes any time any ball is in a saucer, in the Cannon, or on the LE’s mini­playfield. The timer will not freeze when a ball is in the bumpers.








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