Scared Stiff (Flipper) (e)

                          Scared Stiff Rule Sheet
                                      
                            Version 2.0 4/12/98
                                      
                        Compiled by Robert Macauley
                                      
                      HTML Conversion by Chris Bonney
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   The following is a guide to the Bally pinball Scared Stiff. Scared
   Stiff is most likely a trademark of Williams/Bally and as such is none
   of my concern. Elvira - Mistress of the Dark is most likely
   copyrighted by whatever cable T.V station the show appears on. Just
   imagine tm after each word and we should be fine. This rulesheet is
   essentially freeware and may be used in any manner just as long as my
   name and the names of any contributors remains intact.
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                              The Story So Far
                                      
   Scared Stiff was the last Bally machine released in 1996. Although the
   game was available in some locations in the U.S as early as November,
   it didnt appear in Australia until just before the end of the year.
   The wait was worth it in the end.
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                                Special Note
                                      
   Bob McCann and Dan Wilson have already posted several versions of a
   Scared Stiff sheet at Bobs website "The Temple of Pinball". This sheet
   is not a copy of their sheet although I have read it. As the subject
   matter is the same there will be similarities to their sheet,
   especially in the layout of the playfield. This cant be avoided and so
   I shall be listing all contributors to Bob and Dans sheet in this
   document. I just had to write about this game in detail as it has me
   seriously addicted to it.
   
                              Playfield Layout
                                      
   Starting at the drain and going clockwise as usual:
   
   Flippers:2 standard length flippers. The tops are made to look like
   bones.
   
   Slingshots: Normal size and shape. Above the kickers are rubber Boogie
   Men.
   
   Inlanes: Normal. Nothing special here.
   
   Outlanes: The left outlane can be lit for Cast a Spell. This was once
   a kickback but this was removed from production versions. This is now
   a drain save. the right outlane can be lit for Telepathetic Power.
   
   Cast a Spell targets: 3 targets above the left outlane. Lighting all 3
   twice lights the left outlane. Can also give a 100k spell bonus.
   
   Coffin: The exit from the lock. Feeds to the left inlane.
   
   Left Orbit: Feeds to either the deadheads or the jet bumpers. When
   lock is lit a diverter sends the ball under the left ramp to be
   locked.
   
   Secret Passage: A switch at the top of the orbit. A weak shot will
   fall in here and spot a tale. This can also spot a level on the
   Stiff-O-Meter in Scared Stiff mode.
   
   Left Ramp: Steep ramp which feeds to the right inlane. Also called the
   Beast ramp.
   
   Leaper Targets: 3 metal plates with plastic frogs above them. 1 each
   side of the left ramp and 1 on the left side of the right ramp.
   
   Deadhead Lanes: 3 rollover lanes. Each one spots a deadhead. Deadheads
   are worth 50k+50k per deadhead lit with no limit known.
   
   Skill Shot Hole: Plunge the ball in here for 250k+250k per shot. Balls
   from the deadheads and the crate exit here.
   
   The Crate: Used during Terror from the Crate and Scared Stiff modes.
   
   Extra Ball Lane: Collects EB when lit. Feeds to the deadheads.
   
   Monsters Lab: The bumper area. Can only be shot via the left orbit
   when lit or a strange bounce from the right lane.
   
   Right Ramp: Lights the spider hole. This ramp counts up to awards
   (like bear kicks). The awards are: Hold Bonus at 3, Light EB at
   between 5 and 12, Light EB at 30. Shots to the ramp are worth 25k.
   Repeat shots are worth 100k for the 2nd shot and an extra 50k for each
   shot after up to a maximum of 450k. This value resets to 25k if you
   miss. Feeds the left inlane. The ramp count maxes out at 99, but there
   is no bonus for reaching that level.
   
   Spider Hole: Spins the Spider when lit.
   
   Right Lane: Totally worthless lane. Feeds to the crate or the skill
   shot hole.
   
   Telepathetic Target: Similar position to the relight kickback on
   Corvette but angled towards the middle of the playfield. Each hit
   turns the right outlane on or off.
   
   Plunger: A manual plunger but can also autolaunch.
   
   Spider: A big hairy spider in the backbox.
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                                   Rules
                                      
   The object is to complete the 6 tales of terror then advance the
   Stiff-O-Meter to level 10 (Scared Stiff). The tales are not modes,
   more like tasks. Any tale can be lit at any time except for the
   multiball tales which cant run at the same time as each other.
   The tales are:
   
   The Monsters Lab: 20 hits on the bumpers lights the lab tale. When lit
   each bumper hit is worth 10k. This value can be increased by
   something.
   
   Night of the Leapers: 1 hit on each leaper target lights the tale.
   Also 20 hits on the leaper targets starts Leaper Mania. You have 20
   seconds to hit 5 leapers. Completing this lights EB for the first time
   and awards 250k each time after.
   
   Return of the Deadheads: Light all 3 deadhead lanes to light the tale.
   After lighting the tale lighting the 3 deadheads advances the bonus X.
   An EB is lit after reaching a bonus X value between 5X and 12X.
   
   Eye of the Boney Beast: 3 shots to the left ramp lights the tale. This
   ramp also lights the lock. 1 ramp shot is needed for each lock on the
   1st multiball and an extra ramp shot is needed for each subsequent
   multiball up to a maximum of 5 ramps per lock. If the tale is lit the
   ramp is worth 50k+50k for each consecutive shot until you miss. No
   limit is known at this time.
   
   Terror from the Crate: A 2 ball multiball. Each hit to the crate
   lights 1 of 4 lights on top of the crate. Lighting all 4 allows the
   crate to be entered and starts multiball. Each shot to the crate
   scores 250k. Shots to the left ramp increase the crate value. Ends
   when 1 ball is left in play. Later multiballs require more hits to
   light each light, up to a maximum of 5 hits per light.
   
   Stiff in the Coffin: 3 ball multiball. Shoot the left ramp to light
   lock then lock the ball in the left orbit. Locking 3 balls starts
   multiball. Both ramps are lit for jackpot. After collecting 1 jackpot
   the lit ramp alternates for each jackpot. the jackpot value starts at
   500k and is increased by hitting the unlit ramp. ends when 1 ball is
   left in play.
   
   Scared Stiff: Lighting all 6 tales lights the T.V for Scared Stiff
   mode. No other shots are lit. Shoot the crate to start the mode. The
   object is to raise the Stiff-O-Meter to scared stiff (level 10). You
   raise the level by hitting either the crate or either ramp. All 3 are
   lit at the start of the mode and after the first shot, the shots
   alternate with each hit. The last shot is always the crate. You have
   30 seconds to make the shots and each shot adds a few seconds to the
   timer. If you reach level 10, all lights go off then the game goes
   crazy. All lights flash and every popper and slingshot starts going
   off. The display shows rapid fire animations and random quotes are
   played. After 10 seconds monster multiball is announced. This is a 4
   ball multiball with all jackpots lit for repeated 1M shots. You also
   get 5M for starting. This ends when 1 ball is left in play. All tales
   become unlit and you start again. If you fail to reach level 10 when
   you reach Scared Stiff mode again the level starts from where you left
   off before.
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                              The Spider Game
                                      
   Shooting the spider hole when lit gives you a chance to play Spin the
   Spider in the backglass. The spider wheel has 14 awards and the aim is
   to stop the spider on the unlit awards. Each award can only be
   collected once so if you stop on the same award twice, too bad. The
   awards are:
   
   Eyeballs: Light all 3 to light EB.
   
   Deadheads: 2 of them. Each one spots a deadhead lane.
   
   Light Jackpot: Lights the left ramp for jackpot.
   
   Double Trouble: All scoring doubled for 20 seconds.
   
   Scared Weird Little Guy: Beat the crate mode. All shots to the crate
   score 25k* the stiff-o-meter value which is going up and down. The
   mode lasts 20 seconds.
   
   Coffin: Lights a lock or awards lock if it is already lit. Also
   extends the crate multiball. When 2 or more balls drain, multiball is
   restarted.
   
   Crystal Balls: Awards telepathetic power. Some awards are:
   Light EB
   250k
   500k
   Light Lock
   Spot Skull (deadhead)
   Boogie Man Boogie
   Advance bonus X
   
   Monsters Lab: Spots 10 bumper hits.
   
   Boogie Man: Boogie man boogie mode. Frenzy mode with each switch
   scoring 10k. Each Sinkhole raises the switch value by 5k. The mode
   ends after 20 seconds.
   
   Crate: Spots 1 hit towards terror from the crate. Also extends crate
   multiball.
   
   Leaper: Starts leaper mania.
   
   Boney Beast: Hurry-up. Shoot the left ramp to collect. Value starts at
   200k.
   Lighting all 14 awards starts Spider Mania. This is a 4 ball multiball
   with everything lit. The spider goes around the wheel spotting all the
   awards. The 2 crystal balls give a telepathetic special, locking a
   ball scores 500k, deadheads and bumpers score 100k per hit. The mode
   ends when 1 ball is left in play. The initials of the last person to
   play spider mania are displayed in attract mode with the date and time
   it happened.
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                            Tips and Strategies
                                      
   I tend to ignore the skill shot. I always try to plunge the ball into
   the spider hole instead. If you miss the hole and the ball doesnt hit
   anything you can relaunch the ball indefinitely.
   
   There is a setting which causes the ball to be autolaunched after a
   ball is locked. If you are quick you can plunge the ball yourself and
   try for the spider hole.
   
   If you cant hit the spider hole consistently, try shooting to the
   bumpers and landing in the spider hole that way. A bank shot off the
   crate sometimes goes down there but its a lot more prone to SDTM
   drains.
   
   I usually extend the coffin multiball first then go for the eyeballs
   for EB. After that I just take anything, although double trouble is
   good to have during multiball. During multiball, try to keep 1 ball
   looping the right ramp to light the EBs.
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                                Random Notes
                                      
   Not a lot to say really. This is quite a good game but good players
   will find it a little too easy on the normal settings. If a location
   has a few good players, the game times will go through the roof and
   the operator may be forced to turn up the difficulty level.
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                                Easter Eggs
                                      
   Occasionally when you shoot the spider hole, the display will show a
   number 3 running around the web instead of a spider. if you press the
   start button 3 times you get two picks from the spider instead of one.
   Choose wisely.
   
   The programmers have hidden some of their birthdays in the software.
   This also happens on The Machine: Bride of Pinbot. On certain dates
   when you turn the game on you hear a fanfare and the display shows a
   happy birthday message. The 2 dates known at this time are:
   
                          Tania 12/5 and Alan 2/22
                                      
   There is a cow!! One of the deadheads is a cow called Meathead.
   There is also an occurance of DOHO. In attract mode during the Elviras
   Favourite Stiffs table DOHO will sometimes be displayed as the lowest
   name on the list.
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                                  Bragging
                                      
   High score so far : 136M.
   
   10 extra balls and a game time of over 45 minutes.
   
   On a 5 ball machine with 1 buy-in I managed a score of 204M.
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                                 Thanks To
                                      
   Chris Bonney chrisb@enternet.com.au
   Bob McCann mccannr1@pilot.msu.edu
   Dan Wilson wilso142@pilot.msu.edu
   Martijn Van Aken nfv@globalxs.nl
   Keith Johnson keefer@access.digex.net
   Bruce Clark sixophone@netreach.net
   
   If anyone wants to send any additions, corrections, insults etc send
   them to me via chrisb@enternet.com.au