Left Orbit

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.

Capcom · 1996
Learn the shared Ramp, play the bar's attractions, and work toward the four-ball finale.
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.

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


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.

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.

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.


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



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.

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.

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.


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.
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.

A left-flipper backhand can make Ramp. Failed climbs can return toward the center drain; do not assume a save will protect the miss.
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.
Feed the bumpers for rising hit values.
Repeat Dartz Saucer.
Shoot Right Orbit.
Make both outer orbits, Dartz Saucer, Inner Orbit and Ramp, in any order.
Targets and bumpers score.
Follow this order: Dartz Saucer, Right Orbit, Inner Orbit, Ramp, Left Orbit. Value falls with time; the last shot ends it.
Hit Doorman before time expires.
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.

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

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.

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.
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.

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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