PINBALL FIELD GUIDES
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Techniques Dictionary
Big Bang Bar's alien nightclub ensemble

Capcom · 1996

Big Bang Bar

Learn the shared Ramp, play the bar's attractions, and work toward the four-ball finale.

Objective

The Big Bang is the four-ball finale reached through the bar's modes and features. Starting all nine modes earns their progress; separate features require completion.

Begin with Looped in Space, the two-ball multiball: clear drop targets, then shoot Ramp to lock balls in the aliens' mouths.

Ramp is the broad metal entrance left of center, climbing toward the dancer. The two alien mouths sit high on the right.

Read the Ramp lamps before aiming. Its one entrance serves several destinations, so the same successful shot can produce a different result later. Make a repeatable Ramp shot your first practical goal.

Animated alien bar character

Video tutorial · Capcom card · Tiesma/Sweet

Shots

The installed playfield is the geography reference. These flipper approaches are trials, not verified safe feeds. Select the full playfield to enlarge it.

The alien patrons and performers of Big Bang Bar

Left Orbit

Left Orbit on the installed playfield

Outer left route, partly hidden beside the long green return tube. Try a right-flipper forehand up the outside lane; distinguish its entrance from the nearby drop bank.

Left Drop Bank

Left Drop Bank on the installed playfield

Four angled targets on the lower left, beneath the green tube. Aim across from the right flipper. Watch the rebound instead of immediately repeating a missed target.

Ramp

Ramp on the installed playfield

The broad metal entrance left of center, climbing toward the dancer. Try a right-flipper forehand first; compare it with a settled left-flipper backhand.

Ramp Standups

Ramp Standups on the installed playfield

Three small green targets around the Ramp entrance. Pick the remaining lit target rather than firing into the metal Ramp lip.

Center Drop Bank

Center Drop Bank on the installed playfield

Three illustrated targets directly below the bumpers. Practice from either lower flipper; compare which approach reaches the last standing target.

BAR Lanes

BAR Lanes on the installed playfield

Three narrow lanes above the bumpers, partly covered by rails. Use the plunger for the opening attempt; watch the rollover lamps as the ball enters.

Installed Big Bang Bar VPW 2.1 playfield
The two alien mouths sit at the upper right. The dancer stands inside the upper-left tube. Both are above the shared Ramp entrance.

Right Orbit

Right Orbit on the installed playfield

Outer right route below the alien locks and alongside the captive-ball enclosure. Try a left-flipper forehand up the right edge. Overhead rails hide part of its path.

Captive Balls

Captive Balls on the installed playfield

The paired channels holding silver balls on the upper right. Aim from the left flipper into the front balls. The enclosure keeps those balls captive; your ball rebounds.

Dartz Saucer

Dartz Saucer on the installed playfield

Right-side cup beside the upper flipper and FREE SHOTS plastic. Try a left-flipper forehand toward the cup. Distinguish the opening from the adjacent red lamp.

Inner Orbit

Inner Orbit on the installed playfield

The entrance under the Ramp, curving through the bumper area. Try the upper right flipper. The entrance crop gives context; much of the route is hidden.

Doorman

Doorman on the installed playfield

Single upright target right of the upper bumper, under alien rails. Reach it through Inner Orbit. This destination crop is separate from the orbit entrance.

Launch

Plunge through the flashing BAR Lane for the ordinary skill shot. Completing all three lanes raises bonus multiplier.

Flippers move the flashing lane.

Plunge short of the lanes to the upper right flipper, then shoot Inner Orbit into Doorman for the secret skill shot.

For the soft launch, watch whether the ball reaches the upper flipper above its tip. Adjust the next pull slightly; do not use a fixed percentage borrowed from another recreation.

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First ball

A first visit to the alien bar
Practice the Ramp from a settled ball.
  1. Take the ordinary launch while learning where the ball returns.
  2. Clear Left Drop Bank and Center Drop Bank to qualify the two alien locks; fill both through Ramp.
  3. During Looped in Space, shoot the drop banks for jackpots.
  4. After the action settles, check the display and prepare the next controlled shot. If your Ramp attempts keep falling short, change the release timing before adding more speed.

A left-flipper backhand can make Ramp. Failed climbs can return toward the center drain; do not assume a save will protect the miss.

Video tutorial · Capcom card · Tiesma/Sweet

Bar modes

Bumpers change the flashing mode. A lit inlane or Center Drop Bank qualifies it; Ramp starts it.

Inlanes qualify temporarily. The rear standups also qualify modes. Most run on a timer; Get Lucky pays immediately.

Mosh A-Go-Go

Feed the bumpers for rising hit values.

Happy Hour

Targets and bumpers score.

Extra Ball

Hit Doorman before time expires.

Get Lucky

Immediate random points, bonus, multiplier or protection award; read the display.

For Mosh A-Go-Go, use an orbit rather than forcing the narrow direct bumper shot. For Cosmic Dartz, try receiving the saucer eject on the left flipper; that return was observed on a physical machine, not tested here.

Choose your route while the ball is held. If the displayed round needs a difficult shot, score what you can without treating a missed attempt as a reason to abandon ball control.

Capcom card · Capcom manual · Tiesma/Sweet

Multiballs

Alien bar patrons amid multiball chaos
Watch which lock the Ramp is serving.

Looped in Space

Two filled alien locks start two-ball play. Clear both drop banks for jackpots.

Additional bank completions before starting increase the waiting jackpot.

Take the start if the banks are costing you balls. Building a larger waiting award only helps when you reach the collection stage.

Multi-Brawl

Multi-Brawl is three-ball play. Hit Captive Balls to spell BRAWL, then use Ramp for its three locks. Ramp collects jackpots; Inner Orbit collects doubles.

At startup, make timed Ramp shots to build the base jackpot before collecting.

The reviewed sources do not settle the exact save, add-a-ball, restart or end behavior on this installation. Count surviving balls and follow the current display; do not assume a last-second restart shot is available. A fresh lock route is the recovery plan once ordinary play resumes.

Video tutorial · Capcom manual · Capcom card

Other features

Ray's Ball Busters

Move the Captive Balls to the indicated side for a drink award.

One recorded physical game credited this feature after one drink. Check its progress insert rather than assuming the entire drink menu is required.

Tube Dancer

Hit all three Ramp Standups, then shoot Ramp to collect Tube Dancer's award.

Possible awards: ten million, a timed Ramp jackpot, or timed extra ball at Doorman.

Underground

Repeated Doorman hits/Inner Orbits start Underground. Keep making Inner Orbit during its short timer.

Each successful orbit resets ten seconds and increases the next value.

Watch the feature insert after a successful collection. A lit name is more useful than guessing whether an animation counted; detailed finale-credit thresholds remain incompletely documented.

Combos

Chain different orbits, Ramp or Dartz Saucer without other contact for combos; finish at Captive Balls for Capcombo.

Video tutorial · Physical gameplay · Capcom card · Capcom manual

Animated alien bar character

Shared Ramp

Ramp routing prioritizes Tube Dancer, left alien lock, right alien lock, Brawl lock, then Bathroom. When nothing else claims it, the return goes to the right inlane.

The same Ramp can send balls toward either side, hold one for a mode presentation, or retain one for multiball.

Do not assume a lit BRAWL lock will receive the next ball while an alien lock or dancer award is waiting. Read the result, regain control, then shoot again. Simultaneous mode/multiball permissions are not fully verified here, so no stacking sequence is promised.

An experienced owner reports simultaneous modes and Happy Hour lamps stopping before the mode ends. Check the display; these observations are not verified on this cabinet.

Tiesma/Sweet · Owner review · Owner observations

Red-haired alien dancing inside the Big Bang Bar green tube

Extra play

For a timed extra-ball award, hit Doorman before the timer expires. Extra-ball limits and whether an uncollected award survives a drain are unverified.

Dartz Saucer relights the left-outlane kickback.

A kickback and an extra ball solve different problems. The first rescues an outlane exit when active; the second gives a later turn. Check the actual protection lamp before trusting a rebound.

Capcom manual

The Big Bang

The Big Bang Bar celebration
Keep the served balls in play.

After the bar's progress is complete, hit Doorman to start The Big Bang. Four balls run on a timer. Plunge returned balls promptly: scoring depends on balls actually in play. Ramp, Inner Orbit and completed drop banks collect jackpots.

Attempt the nine modes; complete the separate features. The reviewed evidence does not establish every feature’s exact completion threshold on this ROM. Follow the remaining progress inserts; do not assume merely starting each multiball has finished the checklist.

The finale's exact duration, behavior when time expires, and progress reset afterward remain unverified. This guide has not been validated by a complete playthrough.

The lower progress inserts read Bar Room Brawl, Ray’s Ball Busters, Looped in Space, Underground and Tube Dancer. Use these visible labels to check what remains.

Video tutorial

Scoring plan

Practice Ramp and repeat Looped in Space for an approachable scoring route.

Keep track of which Ramp approach you actually make reliably. A comfortable backhand can avoid a risky transfer, but a hurried attempt from a moving ball may be worse than a deliberate forehand. Judge the shot by its result on this cabinet.

When a feed reaches the upper right flipper, decide before contact whether you want Inner Orbit or a recovery. Do not hold that flipper automatically and expect every ball to return to the lower pair the same way.

Animated alien bar character

Video tutorial

Your table

This guide follows the installed VPW 2.1 recreation using ROM bbb109. Operator settings, physical returns and advanced progress resets have not been gameplay-verified.

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