JUDGE DREDD (Bally 1993)
Chain Links
A chain link is like a Door Panel / Mansion Room / Mode / Computer Screen
etc. To start a Link you simply need to shoot the Left ramp, or Sniper Tower
when lit ('Build Up Chain Feature'), they alternate; the Left Ramp is lit
first. Note that when lock is lit, only the Sniper Tower will start Links.
Total score from each Link is added in Fun With Bonus. Most of the Chain
Links last 30 seconds, and you get 3 million just for starting them! I
found an adjustment in the menus, Shots for Mode: 2; so maybe more shots
to 'Build Up Chain Feature' will be necessary on some machines. Perhaps
it's self-adjusting?
Actually, all modes are 20 seconds long, unless noted.
There are nine (9) chain links. It's good to see that they didn't go
balistic on JD like they did on Indi. The modes are less repetitive, and
only three involve shooting the ramps (and only one of those involve
shooting both ramps - but there's a twist so it's ok).
The modes are 30 seconds each, unless stated otherwise:
Pursuit -> Black Out -> Sniper -> Battle Tank -> Bad Impression ->
Melt Down -> Safe Cracker -> Manhunt Millions -> Stake Out => Ultimate
Challenge.
(I listed them in the order they cycle through. I'm unsure as to
which one is lit at the start of a game.)
Seems to be random.
- Pursuit
- This, I believe, is a nice marriage between a video mode,
and a pinball game. The display shows a car speeding along (similar
to The Getaway's Video Mode, except that the animation is better)
with a police car following. The 'Pursuit' lights will flash at the
entrance to the right and left ramps. By shooting either ramp, the
police car will shoot a missile at the car. The car swerves all over
the road so you have to time the ramp shot so that the missile will
hit the car. If you hit the car you get 35 million - But I'm not sure
where 35 came from.
I believe you also get some small amount of points for each shot you
make that misses. Still, the only way to score well is to get lucky
and actually HIT the thing.
- Black Out
- Two ball multiball, and all playfield scores are doubled.
The centre ramp is lit for as many 10 Million shots as you like, until 1
or both balls drain. But don't fool yourself, it's not an easy shot.
I like to use this mode after the first multiball to just shoot JUDGE.
Another strategy is to hold a ball on the left flipper and shoot the
left ramp over and over for doubles points (effectviely 1M+1M).
Perhaps after you've spelled JUDGE all you need to.
- Sniper
- Display shows someone looking down from the tower on people below.
Occasionally you see a person get shot! Meanwhile 20 Million is counting
down. Shoot the Sniper Tower to collect the lit value. The guy on
the tower will fall (gets shot!). Shoot the Sniper Tower again to
re-collect the same value. You have 11 seconds while he falls. For
more info on the amuzing quotes (if you really want it), see the
spoilers!
- Battle Tank
- The display shows a VERY mean and destructive looking
device. You have to destroy it, but it's far too big to get rid of
with one hit, so you need three. The Left Orbit, Centre Ramp, and
Advance Crime Level are lit; shoot all three for 33 million. (I don't
know where they got 33 from, I think it's 10 million per shot + the
3 million for starting the link.) There is a great feminine/computer
sounding voice giving a rundown on how much is destroyed.
Yes, 3M+10M/shot.
- Bad Impersonator
- This is great. The display shows a guy dancing
on a stage. The drop targets are lit two at a time in a T2-like manner,
(J+U, then U+D etc). You have to hit the lit targets to through things
at the guy on the stage. After the the 3 million for starting the round,
it's 5 Million for every target hit. If the two lit targets are hit , 10 Million is awarded.
- Melt Down
- Hit The captive balls to stabilize the three reactors. Three
hits are necessary - That is, three switch closures; so if you smack
the first captive ball so hard that it hits the second and third,
then you stabilize all three reactors. Alternatively, you can just
hit the first captive ball three times. The total is 33 Million. Again
I think it's 10 million for each reactor, and 3 million for starting it.
Yup, this also is 3M+10M/shot.
- Safe Cracker
- It's good to see they continued the humor displayed in
CFBL's 'Move Your Car'! The display shows a guy sleeping by a safe, while
someone yells "Open that safe!". You have to get the ball into the
Subway enough times to wake the guy up, and open the safe. After
four attempts the guy wakes up and opens the safe. See the spoilers
if you really want to know what happens, but you really should wait!
The scoring works like Move Your Car in CFBL, it starts at 8 Million and
counts down to 3 Million; the second and later shots award that value
again. The maximum amount for this is 8 Mill * 4 Shots = 32 Million.
The scoring is almost like Move Your Car. In Move Your Car, you actually
GOT 2x, 3x, and 4x the values (for a maximum of 80M). In this mode, you
only get the same points for each shot.
There's also something weird about this mode. If you hit it during the
opening animation, your score will be 8M. If you wait just a little bit,
when it starts counting down, the value will be over 8M, like it
started at 9M or something. Weird.
- Manhunt Millions
- A very disappointing round. The left ramp is lit
for 6 million a shot. You can hit for as long as you like for the amount
of time (20 seconds). Once you get in the rhythm, this can lead up
to huge scores.
- Stake Out
- Display shows Judge Dredd using binoculars to look into an
apartment window (see the spoilers for what he sees/says!). Shoot the right
ramp for 5 million a shot. This was also a little disappointing, but
the animation was so good that the simplicity of the round didn't
bother me.
- Ultimate Challenge
- See the spoilers.
I've already mentioned the Bonus ('?') target. During each mode this
is lit, and once it's hit, it's no longer lit. Hitting it is in the
players best interest, I'll describe the effects below: [Note: A * means
that there is more info in the Spoilers]
Pursuit - Shoots two missiles at the car.
Black Out - Gives you a once off 10 million.
Sniper - The display says 'Hang up on fence, use red buttons'.*
Battle Tank - Extends the timer *** (by 10 seconds) ***
Impersonator - Three drop targets will be lit at a time instead of two
Melt Down - Secures all reactors, and awards the points too
Safe Cracker - Another message: 'When you're hungry press red buttons'.*
Millions - Extends timer *** (by 10 seconds) ***
Stake Out - Increases ramp value from 5 to 10 Million.
Crime Scenes
There are 5 Crime Scenes scattered around the playfield. The only
analogy I can think of is that they're like Hazards in While Water.
Crime Scenes are the left Orbit, Small Loop, Sniper Tower, Large Loop,
and right Ramp.
Shooting a crime scene will sentance a criminal..
- Warning for Smoking
- Warning for Spitting
- 1 year for Littering
- 1 year for Flatulism (!)
- 2 years for Speeding
- 15 years for Assult
- 23 years for Extortion
- 25 years for Arms Dealing (it's the girl from CFBL!)
- 35 years for Armed Robbery (the 'snackbar' guy from CFBL)
- 85 years for Kidnapping
- Life for Murder
- Life for Terrorism
- Life for Treason
- Life for Cannibilism (mmmm donuts!)
Most of this section is rather wrong, so I'm rewriting most of it (and
deleting the old stuff).
At the start of the game, there are usually 4 Crime Scenes lit. The
crime level associated with them is random, AFAIK, but is usually
either Warning or Misdemeanor. Different scenes can be at different
levels.
The levels are:
| Level Name | Colour | Millions of points per scene |
|---|
| Warning | Green | 1 |
| Misdemeanor | Yellow | 2 |
| Felony | Red | 3 |
| Class X Felony | White | 4 |
Hitting the Advance Crime Level target advances all scenes one level
up from what they were, to a maximum of Class X Felony. It also scores
1M. After ALL lit Crime Scenes are at Class X, the Advance Crime Level
target unlights.
The Crime Scenes stay lit until you shoot them. After you've shot them
all, another 3 or 4 will randomly light up at random levels.
That's all there is to it! The bottom lights depicting the Crime
Levels are actually mostly useless. They only light up when a scene is
at that level. Since scenes can start at different levels, that's why
more than one can be lit at a time. The only real useful use of these
lights are during SuperGame.
On our machine, extra ball was lit at both targets after 7 crime
scenes, and the next at 22.
And every 15 Scenes after that, pretty much forever. I've gotten the
82 Crime Scene extra ball before, and the next one was indeed lit at
97. Didn't light the 97 one, though. Drained with like 95. :(
The actual crimes get worse at the higher levels, e.g.: "Life for
Cannibalism". The animation is nice, and the quotes make it clear
that a Crime Scene has been hit. Be careful of burned out globes,
and remember to check the Small loop, as it tends to hide a bit under
the planet. Perhaps the next software release could include a list
of lit Crime Scenes, and the current level, in the status report.
Multiball
Knock down the 'JUDGE' drop targets to light lock. This is an unmistakable
event, as flashers start flashing (not as bad as CFBL) and the planet
starts to rotate. Shoot the left ramp, and the ball will be diverted
to the planet. Check out the ball locked animation. A new ball is
served to the plunger before the other-one is even in the planet,
so there are no delays there. [Note: a soft shot up the ramp when
lock isn't lit, can cause the ball to end up at the planet. The problem
with this is that the timers for a Link don't stop, and it takes a
while for the ball to be unlocked.]
Because of the Deadworld changes, release ROMs do the locking
differently. Now, "locks" 1 and 2 just sail around the the ramp. The
3rd ball will indeed be diverted to the Deadworld, and if the Claw
can't get the ball out, it falls onto the playfield rather ungracefully.
After starting Multiball with the 3rd shot, 3 more balls are autoplunged
into play.
The jackpot value starts at either 20 or 25M (not sure). Each drop
target hit adds 1M to the jackpot. Shoot the left ramp to light the
jackpot, and hit the Subway (scoop behind the "D" target) to collect.
Collecting a jackpot does NOT reset the value; it just keeps growing and
growing.
There are 4 jackpots, each 5 million more than the previous. The
current jackpot is indicated on the playfield, as either Mortis, Fire,
Fear or Death will flash. The order on the playfield is wrong, and
the jackpots occur in the order given above. The quotes are good,
taunting the player to score the jackpot; although the feminine computer
voice keeps saying "Shoot left Ramp to light Jackpot" all the time
. grrr.
I don't think collecting the jackpot adds anything to the value, but I'm
not sure.
The jackpot animations are really nice.
After the Death Jackpot, Ultimate Challenge starts. Any balls that
you lost up until that point are re-launched. Ie: If you only have
2 balls left in play when you score the Death Jackpot, 2 more will
be launched.
Multiball/Ultimate Challenge end when less that 2 balls remain in
play.
When starting a second multiball, 'JUDGE' must be completed for each
lock. Although for the second and third locks, the machine gives you
a few letters for free. Unlike FishTales/Indiana Jones, Jackpots are
not held between multiballs. So if you just missed getting Death,
you need to start from the beginning again. Personally, I think this
is a bit rough!
Misc. Things
- Skill Shot
- The ball is launched into the Large loop, so when it
gets around to the upper left flipper, go for another large loop.
The skill shot scores 5 Million, and the quote 'Great Shot', (even
though it sounds like Great Scott!).
- Two way combo
- Left orbit -> Small loop for 6 million.
I think it's only 3M for the 2-way combo.
- Three Way Combo
- Left orbit -> Small loop -> Centre ramp for 6 Million.
Shooting unlit ramps will award 500k * number of ramp shots that ball. So
any ramp is worth 500k 1 Million, 1.5 Million, 2 Million etc..
I guess this is the part you're all waiting for:
Rules:
The player is greated politely by Annita Mann at the start of a
Super Game, and is told that they have the Drain Shield active for
10 seconds. The machine waits for a ball to be launched, and then
launches a second one.
There are four different, and seemingly unrelated Super Games. All
of them are two ball, but draining 1 reverts to normal play for the
remainder of that ball. One game is played per ball.
However, if you hit the JUDGE drop targets within 15 seconds, you start
a 6 ball frenzied multiball. Confused yet?...
There's no time limit on the JUDGE thing, AFAIK. All you need to do is
get JUDGE before you have <2 balls in play.
- Game 1
- The player is given a quick story of what has happened, (in
this case a jail break). Some Crime Scenes are lit, shoot them for
a 'Super Jackpot' of 52.5 million (There are seven Crime Scenes) and
a really nice animation. After a jackpot, some more Crime Scenes will
be lit for another Super Jackpot. This continues until less than 2
balls remain.
- Game 2
- A mad bomber has escaped and you need to stop him from the
Sniper Tower. Ramps build the Super Jackpot (7.5 Million each) from
(I think) 7 Million; shoot the Sniper Tower to collect it. This continues
until less than 2 balls remain.
I think this game just scores 7.5M/ramp, no base. If there IS a base, it
is 7.5M. You have to collect it of course.
- Game 3
- There is a terrible traffic-jam. Shot the Subway for 25 Million,
Perhaps it's 10 Million + 5 Million per down target the 'Move Your
Car' quote, and some brilliantly violent animation; (See the spoilers).
There is no Super Jackpot in this game. This continues until less
than 2 balls remain. The drop targets reset between jackpots.
The scoring for this game is simply 5M*targets, for a maximum of 25M. The
drop targets only reset when you've made a Subway shot.
- Game 4
- The object is to try and destroy Dead World. Locking 2 balls causes
the shields to come down, and locking the third blows up the planet
for a Super Jackpot of 45 Million. This repeats. As soon as a ball is
locked, it get's unlocked by the crane, so when I say 'locking the
third' I mean virtual locks, OK?
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