This pinball has had a full overhaul,new rubbers,polished playfield,new legs,bolts and feet,new led display,this is a very clean original example,comes with all the original manuals and schematics,a real collectors item,can deliver throughout UK at 120,we also exempt any pinballs or jukebox working or not as part exchange edit MANSION Mansion rooms are awarded by shooting the electric chair when lit, shooting the Swamp kickout hole while the chair is lit, or by reaching set threshold numbers of bear kicks.
Once a mansion room is awarded, the electric chair light goes out until it is relit permanently by a shot to their ramp, or temporarily by hitting the right inlane. A player can have more than one mansion room scoring mode activated simultaneously, something which is often considered good strategy. The rooms/modes are: 3 Million,6 Million,9 Million: Separate rooms that award that many points. On normal difficulty settings, collecting either the 3 Million or 6 Million award immediately spots the other one as well. Graveyard at Max: Advances all five jet bumpers to their maximum value (30,000 added to the Graveyard Value per hit). The Mamushka: Adds 1 million to the end-of-ball bonus, plus 250,000 for every switch the player hits in 20 seconds. Hit Cousin It: Adds 1 million to the end-of-ball bonus, plus 200,000 for every switch the player hits in 20 seconds. Each hit to theCousin Ittarget behind the electric chair adds 2 million and increases the per-switch value by 50,000. Quick Multiball: Lights “Quick Multiball”, allowing the player to start a two-ball multiball by shooting Thing’s scoop. The vault opens, awarding a value that starts at 5 million and increases by 1 million every time it is collected or the center ramp is shot, to a maximum of 10 million. Fester’s Tunnel Hunt: Awards 5, 10, and 15 million points for hitting the swamp, electric chair and vault. This round ends after 20 seconds or once all three shots have been made, whichever comes first. Seance: Awards 5, 10, and 15 million points for each shot to either ramp. This round ends after 20 seconds or three ramp shots, whichever comes first. “The Power” magnets are activated during this mode, and any shots to the center ramp are diverted down the left one.
Get Ball to Thing: A “hurry-up” mode with a point value decreasing from 15 million to 3 million. If the player shoots Thing’s scoop before it times out, the remaining points are awarded and a two-ball multiball begins, with shots to the vault awarding the same value again. Raise the Dead: Adds 2 million to the end-of-ball bonus, plus 100,000 for each bumper hit, or 3 million for hitting a bumper four times. The round ends after 30 seconds or once all five bumpers are hit four times each, whichever comes first. Lite Extra Ball: The extra ball becomes available at Thing’s scoop. If a player earns a total of five extra balls during a single game, each one thereafter awards a score bonus. Mansion rooms cannot be collected/spotted during any multiball, or after the player has locked two balls for Vault Multiball.
Once all mansion rooms have been collected, the chair immediately relights and will start the game’s “wizard mode” (indicated by the flashing “?” in the uppermost room) the next time it is hit. Tour the Mansion: Awards the player 50 million points, lights the extra ball, lights the “special” (free game) on the outlanes, maximizes the five jet bumpers, and starts each of the six timed modes automatically, one after the other. After the last mode, the player will not be able to collect any more Mansion Rooms until the start of the next ball; losing the current ball during Tour the Mansion immediately ends it. Vault Multiball edit The player can add letters to the word “GREED” by hitting the bookcase in front of the vault. Spelling “GREED” opens the bookcase, revealing a shot into the vault that can be used to “lock” (hold) balls for multiball; for the first multiball, Thing’s scoop can be used to lock the first two balls and the second one can be locked in the swamp. The Power turns on for the player’s attempt to lock the third and final ball. Multiball can be started from the vault or, for the first multiball, the electric chair.
Once multiball begins, the Power remains active and the Train Wreck shot lights up for a Jackpot. The Staircase Ramp lights up for a Super Jackpot (Double on the first multiball, Triple on all others). The Jackpot starts out at 10 million, and increases by 1 million for every Bear Kicks shot or shot to a closed vault during the multiball (to a maximum of 25 million). After either jackpot is scored, the vault re-opens, and a successful shot to it re-lights only the Staircase Ramp. The player may continue to do this as long as two or more balls are in play. If two balls drain without any jackpot being scored, the player is given 20 seconds to shoot Thing’s scoop and restart multiball, but with two balls instead of three.
The jackpot resumes its previous value, and another restart chance is not given if the player fails to score a jackpot before one ball drains.