Making it ready: the grid
Each reactor begins with the grid. Hit a grid target and the blinking blue light in its column turns solid purple and the next one starts blinking; hit a target whose column is finished and nothing happens. When all nine are solid the reactor is ready, the yellow arrow at the left scoop blinks, and until you start it the grid targets do nothing at all. How many hits you need depends on the reactor: reactor 1 needs four, reactor 2 five, reactor 3 six, reactor 4 seven, reactor 5 eight, and from reactor 6 on all nine. Grid progress is kept if you lose the ball. There are two shortcuts to ready: the hands-off super skill shot, and two of the mystery awards, Start Reactor and Keypad Unlock.
Starting it: the left scoop
Shoot the left scoop while the yellow arrow is blinking. The machine keeps the ball for an eleven-second REACTOR STANDBY sequence; hold both flipper buttons at once to skip it. Then it kicks the ball out with a one-second ball save, says REACTOR ONLINE, the reactor’s blue lights come on and brighten as the heat rises, and the counter reads 00. If a mystery is also waiting at the scoop, the mystery is awarded first and the reactor starts after it.
Heating it
| Reactor |
Each hit adds |
Each spin adds |
Lost every 3 seconds |
| 1 |
16 percent |
2 percent |
1 percent |
| 2 |
14 percent |
2 percent |
1 percent |
| 3 |
12 percent |
2 percent |
1 percent |
| 4 |
10 percent |
2 percent |
1 percent |
| 5 |
8 percent |
2 percent |
1 percent |
| 6 |
6 percent |
2 percent |
1 percent |
| 7, 8 and 9 |
5 percent |
2 percent |
1 percent |
A hit in the reactor area means any of the four top lanes, any of the three small slingshots in the core, or any of the three numbered targets. The bumper and the grid do not heat it. The heat is remembered between balls, and the three-second leak stops while no ball is in play.
Getting the ball up there is the real skill. While a reactor is running, the gates behind the top change: on reactors 1, 2 and 3 either orbit drops the ball into the reactor area. From reactor 4 on, only one orbit does. An arrow lights at the mouth of that orbit, with the triangle of lights on that side, and the other orbit goes round as usual. Every hit on the pop bumper swaps which orbit is open, so check the arrows after the ball has been through the bumper. Remember the left flipper shoots the right orbit and the right flipper shoots the left.
When no reactor is running, orbit shots go all the way round. To get into the top area anyway, roll through an inlane and within five seconds shoot the orbit on the opposite side: the left inlane opens the right orbit, the right inlane opens the left one, and an arrow lights to show you. That is how you reach the numbered targets and the top lanes to advance the reactor’s value and your bonus multiplier before you start it.
Critical: destroying it
At 100 percent the voice says CRITICAL and the machine lights targets white. How many depends on the reactor: reactor 1 lights one, reactor 2 lights two, and so on. It picks them at random from seven places: the three RAD targets on the left, the two DESTROY targets, and the pop bumper, which counts twice because it has two lights. Reactors 1 and 2 never use the RAD targets. Hit each flashing target once and its light goes out; a hit on a dark one does nothing. On reactors 8 and 9 all seven flash and you need eight or nine hits, so the first one or two count wherever they land. There is no clock on this. A critical reactor waits for you, even across a lost ball. The moment reactor 3 or reactor 6 goes critical you are given an extra ball, with no extra shot required the award.
When the last flashing target goes out the voice says DESTROYED. You score the reactor’s current value, multiplied by however many balls are in play, a ten-second ball save starts, the next reactor light starts blinking, and its grid is laid out ready for you.
The value, and how to raise it before you destroy
| Reactor |
Starting value |
Highest value |
| 1 |
25,000 |
75,000 |
| 2 |
37,500 |
112,500 |
| 3 |
50,000 |
150,000 |
| 4 |
62,500 |
187,500 |
| 5 |
75,000 |
225,000 |
| 6 |
87,500 |
262,500 |
| 7 |
100,000 |
300,000 |
| 8 |
112,500 |
337,500 |
| 9 |
125,000 |
375,000 |
Every hit in the reactor area adds its own points to the reactor’s value as well as to your score: 500 for a top lane, a core slingshot, or a numbered target, and 200 for each spin of the spinner. It does this whether or not the reactor is running, up to three times the starting value. Faster: hit targets 1, 2 and 3 in order, following the blinking red light, and the voice says MAX REACTOR and the value jumps to its maximum at once. The Max Reactor mystery award does the same. Each new reactor starts back at its own base value. Everything you add to the value is also added to your end-of-ball reactor bonus.
The reactor jackpot
Once a reactor is running or critical, the grid resets and turns into a repeating jackpot. Turn all nine lights solid again and you score a Reactor Jackpot worth half the reactor’s current value, multiplied by the balls in play, and the grid resets to go again. There is no limit on how often you can do this while the reactor is critical.
What is kept, and what is not, when you lose a ball
- Kept: which reactor you are on, its state, its heat, its value, the flashing targets still to hit, grid progress, stored lane saves, waiting mystery awards, and any balls sitting in the lock.
- Reset each ball: the bonus multiplier goes back to 1X, the four top lanes clear, the spinner count and Super Spinner clear, the RAD sequence and the 1-2-3 sequence start over, and the bonus count starts from nothing.