Loony Labyrinth,by LittleWing, is one of the best pinball simulators in the world. There is only one table, but that one table has more stuff on it than many others, as you can see. I shall provide a comprehensive review of this game.
This is a ramp-intensive pin. The ramps are, in order from left to right: Extra Ball Lane (below the bumpers), Labyrinth Ramp (the one with all the zigzags), Stone Loop (top of playing field), and Loony Ramp (upper right, drains to right inlane). To play the game, (what else?) Insert a quarter (from the menu, or just press CTRL+I). LittleWing tried very hard to make a realistic pin, and it's the little touches like this that help. The launcher, instead of firing up the right side and around the top of the field, launches the ball into the Stone Loop. This drains backwards into the Loony Ramp entrance, and to the upper flipper, where it can be launched into the Stone Loop again for a million points. (This is a rather high-scoring pinball table; scores of over a hundred million are not out of the question, and the scoreboard rolls over at a trillion.) Anyway, once one gets tired of that (or misses), the ball heads to the flippers. I shall now cover the targets, starting from the left flipper and going clockwise. On the left, we have three rollover lanes. The outlane (far left) has a kickback, which will kick the ball back into play if activated. This deactivates after use, but can be relit. To the right of it are a pair of inlanes. The left one of these has a blue light that, when rolled over, lights the Mystery Hole. The right one (yellow) lights Quick Move. Above these is the Extra Ball Lane and four spot targets. The bottom one (green) lights a spare shield (kickback) when lit. The upper three light the bottom one. Roll down the Extra Ball lane five times to receive an extra ball. You can do this twice per regular ball. Above these are the bumpers. The bumpers, when hit, add one percent to the charge meter. When fully charged (100%), they score 250,000 points per hit. Above this is the Install Stone hole. This is integral to the story, and I'll explain it later. You also have a Quick Move rollover, three rollover lanes, and the Random Blue Light (the circular light, not the triangle). The three rollover lanes, when all lit, advance the bonus multiplier, and which ones are lit can be changed by the flipper. The bonus multiplier maxes at x5, and any further completions award 1 million points. The RBL awards points when rolled over and does absolutely nothing else. Around this area is the Labyrinth Ramp. Shoot this ramp, and one of the nine LABYRINTH lights comes on. When all nine are lit, Labyrinth Multiball starts. Next to the entrance to the Labyrinth ramp are a pair of spot targets. These, when hit, start one of the STONE lights flashing, indicating that the next stone is available for collecting. To collect a stone, hit the Stone Loop. When all five stones are collected, five million points are awarded. If you lose your ball while all five STONE lights are lit, they all deactivate. Near the Stone Loop is the Minotaur Chamber, which is the ball lock. It can be entered from the bottom, the left, or the right. Locking three balls in the Minotaur Chamber (MinoChamber) starts Minotaur Multiball. To the right of the MinoChamber are a trio of spot targets that enable the ball lock. To the right of these is the Loony Ramp. This works just like the Labyrinth Ramp, but it lights LOONY lights and starts Loony Multiball when all five are lit. Next to the Loony Ramp is a Quick Move light, a flipper, and the MYST hole. When lit, this can do one of three things, depending on how many balls are on the playing field. If there are three, it awards a million points and lights both kickbacks. If there are two, it adds a third and lights both kickbacks. If there is one, it gives a random award. The ones I have seen are:
100K Awarded - awards 100,000 points.
200K Awarded - awards 200,000 points.
300K Awarded
400K Awarded
500K Awarded
Million Awarded
Restore Shield - Lights both kickbacks.
Advance Loony - Lights one LOONY light. This light does not count as a Loony Ramp shot for bonus purposes.
Advance Labyrinth - Lights one LABYRINTH light. Same rule applies.
Instant Multiball - Starts Minotaur Multiball.
Instant Lock Enable - Lights the ball lock.
Advance Shield Level - Lights one of the Spare Shield lights in the center of the table.
Maximize Shield Level - Lights all four Spare Shield lights.
Maximize Energy Level - Sets the charge meter to 100%.
Extra Ball Awarded - Awards an extra ball.
Below the MYST hole is another spare shield spot target. Below that are a pair of lanes, another kickback, and the right flipper.
Scoring Points
Each ramp shot awards 100K. Each MinoChamber Shot (whether it locks a ball or not) is also worth 100K. Each lane shot (inlane or Quick Move rollover) awards 50K, the bonus lanes each award 30K, and the Extra Ball Lane awards 200K. Hitting a bumper nets you 3,000 points, as does the Random Blue Light. Spot targets, when hit, award 20K, and the Mystery Hole and Install Stone hole award 50K each. The slingshots each award 130 points. Note that this is just the basic score for each. We have already seen that the Stone Loop can also award a million if the Explore Stone Loop light is lit. If a light next to a ramp or rollover is lit, it often awards more points (the exceptions are the bonus lanes, the inlanes, and the Extra Ball Lane). If the yellow light for a ramp or rollover is lit, it awards a progressive Quick Move shot. This starts at 200K, and advances in increments of 200K each time a Quick Move is awarded until 1 Million is reached. At this point, it starts advancing in increments of 1 million until 5 Million is reached, where it stops advancing. There are six Quick Move Shots available:
Shooting the Loony Ramp within 4 seconds of shooting the left Quick Move inlane,
Shooting the right Quick Move rollover within 4 seconds of shooting the left QM inlane,
Shooting the right QM rollover within 4 seconds of shooting the left QM rollover,
Shooting the left QM rollover within 4 seconds of shooting the right QM rollover,
Shooting the left QM rollover within 4 seconds of shooting the right QM inlane, and
Shooting the Labyrinth ramp within 4 seconds of shooting the right QM inlane.
Multiball
There are three types of multiball in Loony Labyrinth. Each is a 3-ball multiball, meaning that three balls are on the table at once. All three can be active at once, but the number of balls on the table does not increase. I shall cover them in order.
Loony Multi
Loony Multi is activated by shooting the Loony ramp five times. Both kickbacks are activated, and a twenty-second ball saver is granted. If any balls drain while the ball saver is on, they are shot back into play via auto-plunger. Further, all three Explore lights start flashing. This means that any successful ramp shot will score five million points, in addition to any Quick Move bonuses awarded. Thus, it is possible to score 10 million points from a single ramp shot. This multiball is rather difficult to achieve, owing to the difficulty of Loony Ramp shots. However, it is the best multiball for sheer point gain.
Labyrinth Multi
Shooting the Labyrinth ramp nine times activates Labyrinth Multi. This is a defensive multiball: both kickbacks are lit, Spare Shields are set to four (maximum), and a 40-second ball saver is granted. In addition, the Extra Ball lane is maximized, meaning that you have to shoot it once to get an Extra Ball instead of five times. It is not without scoring possibilities, though: every spot target awards 1 million points. This is my favorite multiball.
Minotaur Multi
Locking three balls in the MinoChamber activates Minotaur Multi. This is your standard multiball, complete with Jackpot. Its defensive properties are identical to Loony Multi. The Jackpot, awarded by shooting the MinoChamber, starts at 1 million and increases by 3K for each target (ramp, spot target, bumper, lane, hole, or rollover) hit. If it is awarded the five Moon Phase lights at the bottom of the table light, and Multi Jackpot is available. This starts at 7X the value of the jackpot, and slowly loses one multiple at a time until it reaches 1X, where the jackpot times out. You can reactivate it by lighting all three Ball Lock spot targets (to the immediate right of the MinoChamber.) This is a decent multiball, and likely the first one novice players will get.
2000 B.C.
Now all of this point-scoring is fun, but there's an advanced mode to this pin. By successfully collecting five stones, and charging the bumpers up to 100%, the Loony Machine becomes available. To activate the Loony Machine (time machine), shoot the Install Stone hole. This is very difficult, requiring a lucky bounce off the bumpers. When the Loony Machine is activated, the background music changes. You are now the legendary warrior Theseus. Your mission is to rescue the nine sacrificial victims, kill the Minotaur, and then go back to your own time. When you land at 2000 BC, all three multiballs start simultaneously. Shooting the Labyrinth ramp rescues a sacrifice. When all nine are rescued, you get another triple multiball and the five Moon Phase lights light. You must now shoot three balls into the MinoChamber before the moon wanes (the Moon Phase lights unlight.) If the moon wanes, the Minotaur recaptures the nine sacrifices and you must rescue them again. Defeating the Minotaur awards 20 million points and activates another triple multiball. Now you are journeying home. Any ramp shot awards 50 years, any hole awards 20, any spot target awards 10, any lane awards 5, any bumper awards 3, and anything else awards one. Each year is worth 10K bonus points. Advancing the year beyond 1994 nets you 50 million bonus points.
Bonus
The bonus awarded upion a ball drain is some number based on how many points you scored that ball multiplied by the bonus multiplier. To this is added 100K for each Loony Ramp shot, 100K for each Labyrinth Ramp Shot, the aforementioned 10K for each year, and 250K for each stone (or 5 million if you got all five.)
Tips for Getting a High Score
Learn to shoot the Loony and Labyrinth ramps consistently.
Use the nudging sparingly; I only use it to keep the ball in the bumpers.
Make the most of your multiballs. Learn to bounce balls off other balls.
That's it! Loony Machine Activated! I'm off to 2000 BC, and hope to see you there!
Scoring Points
Each ramp shot awards 100K. Each MinoChamber Shot (whether it locks a ball or not) is also worth 100K. Each lane shot (inlane or Quick Move rollover) awards 50K, the bonus lanes each award 30K, and the Extra Ball Lane awards 200K. Hitting a bumper nets you 3,000 points, as does the Random Blue Light. Spot targets, when hit, award 20K, and the Mystery Hole and Install Stone hole award 50K each. The slingshots each award 130 points. Note that this is just the basic score for each. We have already seen that the Stone Loop can also award a million if the Explore Stone Loop light is lit. If a light next to a ramp or rollover is lit, it often awards more points (the exceptions are the bonus lanes, the inlanes, and the Extra Ball Lane). If the yellow light for a ramp or rollover is lit, it awards a progressive Quick Move shot. This starts at 200K, and advances in increments of 200K each time a Quick Move is awarded until 1 Million is reached. At this point, it starts advancing in increments of 1 million until 5 Million is reached, where it stops advancing. There are six Quick Move Shots available:
Shooting the Loony Ramp within 4 seconds of shooting the left Quick Move inlane,
Shooting the right Quick Move rollover within 4 seconds of shooting the left QM inlane,
Shooting the right QM rollover within 4 seconds of shooting the left QM rollover,
Shooting the left QM rollover within 4 seconds of shooting the right QM rollover,
Shooting the left QM rollover within 4 seconds of shooting the right QM inlane, and
Shooting the Labyrinth ramp within 4 seconds of shooting the right QM inlane.
Multiball
There are three types of multiball in Loony Labyrinth. Each is a 3-ball multiball, meaning that three balls are on the table at once. All three can be active at once, but the number of balls on the table does not increase. I shall cover them in order.
Loony Multi
Loony Multi is activated by shooting the Loony ramp five times. Both kickbacks are activated, and a twenty-second ball saver is granted. If any balls drain while the ball saver is on, they are shot back into play via auto-plunger. Further, all three Explore lights start flashing. This means that any successful ramp shot will score five million points, in addition to any Quick Move bonuses awarded. Thus, it is possible to score 10 million points from a single ramp shot. This multiball is rather difficult to achieve, owing to the difficulty of Loony Ramp shots. However, it is the best multiball for sheer point gain.
Labyrinth Multi
Shooting the Labyrinth ramp nine times activates Labyrinth Multi. This is a defensive multiball: both kickbacks are lit, Spare Shields are set to four (maximum), and a 40-second ball saver is granted. In addition, the Extra Ball lane is maximized, meaning that you have to shoot it once to get an Extra Ball instead of five times. It is not without scoring possibilities, though: every spot target awards 1 million points. This is my favorite multiball.
Minotaur Multi
Locking three balls in the MinoChamber activates Minotaur Multi. This is your standard multiball, complete with Jackpot. Its defensive properties are identical to Loony Multi. The Jackpot, awarded by shooting the MinoChamber, starts at 1 million and increases by 3K for each target (ramp, spot target, bumper, lane, hole, or rollover) hit. If it is awarded the five Moon Phase lights at the bottom of the table light, and Multi Jackpot is available. This starts at 7X the value of the jackpot, and slowly loses one multiple at a time until it reaches 1X, where the jackpot times out. You can reactivate it by lighting all three Ball Lock spot targets (to the immediate right of the MinoChamber.) This is a decent multiball, and likely the first one novice players will get.
2000 B.C.
Now all of this point-scoring is fun, but there's an advanced mode to this pin. By successfully collecting five stones, and charging the bumpers up to 100%, the Loony Machine becomes available. To activate the Loony Machine (time machine), shoot the Install Stone hole. This is very difficult, requiring a lucky bounce off the bumpers. When the Loony Machine is activated, the background music changes. You are now the legendary warrior Theseus. Your mission is to rescue the nine sacrificial victims, kill the Minotaur, and then go back to your own time. When you land at 2000 BC, all three multiballs start simultaneously. Shooting the Labyrinth ramp rescues a sacrifice. When all nine are rescued, you get another triple multiball and the five Moon Phase lights light. You must now shoot three balls into the MinoChamber before the moon wanes (the Moon Phase lights unlight.) If the moon wanes, the Minotaur recaptures the nine sacrifices and you must rescue them again. Defeating the Minotaur awards 20 million points and activates another triple multiball. Now you are journeying home. Any ramp shot awards 50 years, any hole awards 20, any spot target awards 10, any lane awards 5, any bumper awards 3, and anything else awards one. Each year is worth 10K bonus points. Advancing the year beyond 1994 nets you 50 million bonus points.
Bonus
The bonus awarded upion a ball drain is some number based on how many points you scored that ball multiplied by the bonus multiplier. To this is added 100K for each Loony Ramp shot, 100K for each Labyrinth Ramp Shot, the aforementioned 10K for each year, and 250K for each stone (or 5 million if you got all five.)
Tips for Getting a High Score
Learn to shoot the Loony and Labyrinth ramps consistently.
Use the nudging sparingly; I only use it to keep the ball in the bumpers.
Make the most of your multiballs. Learn to bounce balls off other balls.
That's it! Loony Machine Activated! I'm off to 2000 BC, and hope to see you there!


No comments:
Post a Comment