Wild West Rampage

> "Need a bounty hunter? I was always going after bad guys, like this villain."
>
> - Cindy

### Number of flippers

10 (4 on main playfield and 6 on the 3-stage mini-playfield, divided into 3 pairs, one per stage)

### Number of multiball modes

3

***Wild West Rampage*** is one of two original pinball tables in the *Iron and Steel* pack, released in 2015 as an add-on for *Zen Pinball 2*, *Pinball FX 2* and *Pinball FX 3*. This table chronicles the exploits of Cindy, a seasoned bounty huntress who fights for justice in the deserts of the American Wild West with her fists and a trusty revolver.

At full strength, the plunger will send the ball up the Train crossramp. The player can achieve a skill shot, worth 1 million points + 500,000 per skill shot, by applying low power to the plunger so that the ball hits either of the 2 targets on the right side of the rightmost bumper. Alternatively, if the player plunged at full strength, a super skill shot worth double the skill shot value can be collected by shooting either the right ramp right orbit within three seconds.

If the player plunges the ball such that it only goes partway up the Train crossramp and falls into the jail sinkhole, a hidden skill shot will be awarded starting at 1,500,000 points and collecting a JAIL letter immediately.

## Objective and missions

The goal of this table is to help Cindy defeat the corrupt sheriff of Rackton Point, Sheriff Evans, and his shady allies across six missions. Each mission has a different method of activation, assigned to one particular lane or target, and can be repeated as many times as desired. A mission will end once it's completed successfully, time runs out or the ball is drained, but it is only necessary to start up a mission to progress to the wizard mode; completed missions, however, will increase the jackpot scores and add a fourth ball to the victory Multiball that occurs afterwards.

During each mission, 250,000 points are scored for hitting a lit shot, and a final value is awarded for completing the mission successfully. These values are indicated at the end of each mission description.

* **Saloon Scuffle**: Ever since Sheriff Evans took over Rackton Point, its saloon has been frequented by thugs who have bribed him. Cindy is determined to teach those thugs a lesson in hand-to-hand combat. If the player spells SALOON by shooting the center saloon ramp 6 times such that the ball goes down the saloon exit habitrail, this mission will begin, where the player must defeat 10 thugs in the saloon, represented as drop targets throughout the table that must be knocked down with the ball. The timer for this mission starts at 45 seconds and increases by 5 seconds each time an enemy has been defeated, if it isn’t already maxed. Completing the mission scores 3 million.
* **Short Fuse**: Sheriff Evans is planning to use dynamite to ambush a gold-laden stagecoach and stage a robbery to seize funds to keep his corrupt operations going. Cindy must race to prematurely destroy the dynamite supplies before they are used against the stagecoach. This mission begins when the player shoots the barrel sinkhole to the right of the saloon ramp 5 times to light up all 5 parts of the barrel icon. Three barrels will then spawn in front of the entrances of certain lanes, and the player must hit seven barrels within 30 seconds (plus 5 seconds per barrel) to destroy the entire cache of dynamite the Sheriff was planning to use and save the stagecoach for 3 million. Each barrel shot during this mode sends the ball back to the flippers with more force than usual.
* **Train Robbery**: Cindy suspects that Sheriff Evans' men are planning to steal gold from trains and must race to thwart their latest train robbery. If the player spells TRAIN at the Train crossramp, the next shot to the crossramp will divert the ball to a cargo elevator that will load the ball into the third car of the model train at the bridge as it travels away from the table. This mission involves getting the ball through the 3-stage mini-playfield on the train. The player gets Cindy to the second car by hitting all 4 targets in the target bank in the third car, shooting both orbits and then shooting either of the 2 open hatches at the target bank. In the second car, the player must help Cindy defeat bandits by hitting their drop targets blocking the 4 lanes, which will then unlock the hatch leading to the last car. There, she must defeat 3 more bandits, who can be defeated by hitting the two drop targets in front of the bumpers and one behind them with the ball, to open up the final hatch that must be shot to exit the mini-playfield and complete the mission successfully for 5 million. This mission lacks a timer.
* **Bridge Business**: Sheriff Evans is anticipating his former gang to arrive and destroy the town of Rackton Point, and Cindy must destroy the bridge that leads there to protect the town. If the player spells BRIDGE at the left orbit, a 30 second timer will start, and the player must collect 3 stacks of dynamite placed randomly across the table, with the timer increasing by 5 seconds for each stack collected. After the necessary explosives have been gathered, the player can detonate them all once the player shoots the Rampage sinkhole before time runs out; 5 million points will be awarded as Cindy blows up the bridge to Rackton Point and the player finishes the mission.
* **Jailbreak**: Sheriff Evans imprisons innocent people who don't like his corrupt ways, and Cindy must stealthily rescue them. If the player spells JAIL by hitting the jail bar target near the plunger exit 4 times or by making hidden skill shots, the target will collapse to reveal a sinkhole. A single shot to this sinkhole will start a mission where the player helps Cindy free 3 prisoners, by first defeating the guard blocking a lit lane, then shooting that same lit lane once it's unblocked. The player has only 30 seconds + 5 seconds per shot to take out the guards and make each lit lane, and must avoid hitting the bumpers 10 times; if this is done, the guards will wake up, causing additional drop targets to pop up throughout the table that must be defeated to complete the mission. 3 million points is awarded for freeing all three prisoners; if the player freed them all without alerting the other guards, a stealth bonus of 2 million will be awarded as well.
* **Kaboom!**: Cindy uses her sharp reflexes to shoot dynamite thrown at her out of the air. If the player spells KABOOM on the Kaboom mini-orbit, the sheriff will begin to throw dynamite at Cindy and she must shoot the dynamite before it explodes on her. The player helps her shoot the dynamite by shooting a specific lit lane within 10 seconds, as the dynamite the sheriff throws sails across the table. The sheriff has 5 sticks of dynamite to throw and all must be shot out to win the mission for 3 million. The lanes to shoot for each stick of dynamite are always lit in this order: Rampage sinkhole, right orbit, Barrel sinkhole, left orbit, Duel VUK.

### Final Battle

Once all six missions have been started, **extra ball** will light and the **Final Battle** will begin. The first phase of this wizard mode is untimed and lasts until either it has been won, both chances have been used up, or the ball drains. The player must shoot the Train crossramp so that the ball goes down the leftmost inlane and is immediately magnetized to a point right behind the left flipper, then wait four seconds until the magnet releases and shoot a randomly selected lane out of the three lanes on the right side of the table. Upon a successful lit shot, Cindy will shoot the sheriff's pistol out of his hand and defeat him once and for all, starting a victory multiball. The player has two chances to defeat the sheriff, and if they fail to defeat him after those two tries, the table will reset and the six missions must be started up again to try the wizard mode again.

The victory multiball is played with 3 balls, but a fourth ball will be available if all 6 missions were completed successfully. During this multiball mode, all lit lanes will award jackpots starting at 1 million, and unlit lanes will become relit after 15 seconds. If all of the jackpot lanes are hit within that timeframe, then the jackpot value will increase by 1 million until the victory multiball ends.

## Side modes

* **Duel**: Cindy must use her dueling skills to vanquish any of six notorious gunslingers in the town who are in league with Sheriff Evans. A duel will be lit to start at the Duel VUK when the badge spinner at the left mini-orbit is spun 10 times; the next shot to the VUK will give the player a 10-second time limit to shoot the ball either up the right ramp or the Train crossramp to magnetize the ball behind either the right flipper or left flipper respectively to prepare for the duel, with the latter offering double the victory reward. Then, after a 4-second countdown, the magnets will release the ball and the player must immediately hit a pop-up bandit drop target in front of a random shot to win the duel for a minimum of 1 million, increasing for each successive duel. If a duel ends in failure, the VUK will be lit to restart the duel until it has been won. (*If the player shot the right ramp, the enemy gunslinger appears somewhere on the left side of the playfield; if the player shot the Train crossramp, the enemy gunslinger appears somewhere on the right side of the playfield*.) Defeating 3 gunslingers in duels will light an extra ball.
* **Golden Pact**: The mines of Rackton Point are being robbed by bandits and Cindy must deal with them all so that she can get her own share of gold. If the player spells MINE on the U-turn crossramp, the player will be given 45 seconds to defeat 10 bandits as drop targets throughout the table, which move from left to right. Hitting a bandit will add 5 seconds to the timer if it isn’t at maximum. Knocking down all 10 bandits scores 1,500,000, increasing by 250,000 each time the side mode is won.
* **Early Days**: Cindy learned to fight at a young age, when she had to deal with boys who had no qualms for beating up a girl. If the player shoots all lanes marked with a fist such that the meter besides the plunger shaft marked with the fist icon fills completely, a side mode will begin where the player must hit 7 enemy drop targets within 30 seconds, with each hit collecting whatever amount remains of a gradually dwindling score pool starting at 2 million. Hitting all drop targets will complete this side mode.
* **Shooting Practice**: The more practice Cindy gets with her gun before taking on her rivals, the easier she can take them down. If the player shoots all lanes marked with a pistol such that a meter besides the plunger shaft marked with the pistol icon fills completely, a side mode will begin where the player can knock down 7 cans and bottles placed throughout the table to make Cindy shoot them for 250,000 points each.
* **Wanted**: As a bounty huntress, Cindy is paid to hunt down fugitives and lawbreakers and bring them to justice. If the player spells WANTED on the right ramp, a 30-second timer will activate and a hurry up mode will begin where a random sequence of four lit lanes must be shot to chase down a fugitive, with each lit lane resetting the timer. After that, the player is given 10 seconds to shoot either the right ramp to kill the fugitive in cold blood, or the Train crossramp to apprehend the fugitive alive. The bonus scored for each fugitive is indicated by the amount of money shown on the display at the start of the mode; shooting the Train crossramp will score double the bonus.
* **Taunt**: Sheriffs are very prone to trash-talking each other, and Cindy & Evans are no different. Spelling TAUNT on the right orbit starts a 30-second timed mode where the player helps Cindy out-taunt and embarrass the sheriff by shooting three sinkholes from left to right, then the Kaboom mini-orbit. Each lit shot resets the timer, and making all four scores a bonus of 2 million.
* **Train Trouble**: Cindy pursues Rattlesnake Dan, the sheriff's right-hand man, across a moving train. If the bumpers are hit 30 times, the next shot to the Train crossramp will start a side mode at the train mini-playfield where the player helps Cindy chase Dan through all 3 of its cars. To get Cindy through the first car, the player shoots each orbit once, then shoots either of the 2 open hatches leading to the second car. At the second car, the player must shoot four randomly lit lanes to open the hatch to the final car, which the ball must be shot into to go there. The player then finally helps Cindy catch Dan by making 10 shots to the bumpers until the exit sinkhole opens, then shooting the sinkhole to escape the train for 2 million.

### Multiball

The following multiball modes can be started:

* **Rampage Multiball**: Cindy goes trigger-happy on the many bad guys out to get her. If the player spells RAMPAGE by shooting the center saloon ramp 7 times such that the ball exits out the right ramp's habitrail, the player will have 30 seconds to lock at least 2 balls in a large, pop-up spinning revolver chamber that appears in front of the saloon ramp. A maximum of 6 balls can be stored in there; locking all 6 balls instantly lowers the revolver, and it also lowers if the 30 seconds expire. The locked balls can then be released into play the next time the player shoots the Rampage sinkhole during normal play to start Rampage Multiball. Jackpot lanes with values based on the number of locked balls will be constantly lit throughout this Multiball mode; they change every several seconds, or when they are shot twice consecutively. Locked balls are stored between attempts at Rampage Multiball during the current session.
* **Sharpshooter Multiball**: Cindy is an expert sharpshooter. If the player hits the captive ball beside the upper right flipper 4 times, Cindy will shoot the captive ball free to start a quick 2-ball multiball, where lit lanes award jackpots starting at 1 million, and shots to the badge dial spinner increase the value of the next jackpot by 100,000 per spin.
* **Train Multiball**: Trains are a very common sight in the Wild West and are vital for travel and cargo transport. Every time the player attempts the Train Robbery mission or the Train Trouble side mode, one ball will be locked for Train Multiball. After 3 balls are locked in this manner, the 3-ball Train Multiball will begin, with the 3 balls being unloaded from the model train coming from the left side of the table. Jackpots in this mode are worth a flat 1 million each, and can be collected at any ramp or orbit besides the Kaboom mini-orbit.

## Perks

The following perks can be earned:

* **Ball Saver**: A 30-second ball saver is granted at the start of each ball and multiball mode. Once it expires, it can be reactivated as a prize from the Wild Card award.
* **Kickbacks**: A low-power spring-loaded kickback available in each outlane can be activated if the player hits all 5 target posts marked with a star, then shoots the Duel VUK and the Rampage sinkhole to light the "KICK" and "BACK" inserts. Once activated, kickbacks stay on until they are used. Completing "KICK" and "BACK" while both kickbacks are already lit scores a kickback bonus of 2 million. Kickbacks can also be lit off of Wild Card.
* **Bonus Multiplier**: If the player spells CINDY on the return rollovers, then hits either target below the Train crossramp twice, the bonus multiplier will raise by 2x up to a maximum of 10x. Bonus multipliers are only good for the current ball. The first time the targets are completed after reaching 10x bonus, an extra ball will light; subsequent attempts will award an multiplier bonus of 2 million.
* **Wild Card Award**: In Cindy’s time, one can earn a great fortune from playing card games. If the player collects 30 spins at the card-shaped spinner in front of the Taunt right orbit, a random award will be scored from the following: 1 million, 5 million, activating either kickback, activating the ball saver, or lighting an extra ball.
* **Extra Balls**: Extra balls can be lit at the barrel sinkhole by executing a 10-way combo, earning one from the Wild Card award, collecting another bonus multiplier after reaching 10x, defeating 3 gunslingers in Duels, or starting up the Final Battle wizard mode. Extra balls can only be collected once per method; subsequent attempts will award an extra score of 5 million in its place.

## Tips

* You can best excel at this table by knowing how to get the ball around various places, and determining the best angles for cross-shots vital to starting or completing certain missions. If you need to get the ball to the right mini-flipper for cross-shots, you can shoot the Saloon ramp while the SALOON inserts are flashing, which will divert the ball down a habitrail going to the mini-flipper, or shoot the sinkhole under the badge spinner dial for a less reliable but more accessible feed. If you need to get the ball to the left mini-flipper for cross-shots to the jail target and sinkhole or the captive ball, you can use the Duel VUK or the Mine crossramp to bring the ball to the left of the bumpers.
* This table is made quite challenging by how difficult it is to activate ball protection mechanisms, as well the prominence of posts and other targets that can lead to unwanted drains. Drop targets can bounce the ball straight down the middle or into the outlanes, and the bumpers may also bounce the ball into the left outlane or straight down the middle if you aren’t paying attention. Play cautiously and make clean cross-shots to avoid these potential ball drains, or rely on sharp vigilance and corrective nudges to avoid them should they arise. If you badly need some ball protection to count on, you can try your luck at getting some quickly via the Wild Card Award with frequent shots up the right orbit.
* You may want to consider playing duels against the gunslingers. Not only can you earn an extra ball from beating 3 of them, but they score decent amounts and you can also use the duels to practice and prepare for the wizard mode's final duel against the sheriff. Similarly, take advantage of how you have unlimited time during the wizard mode to pace yourself in making the necessary Train crossramp shot.
* Combos can be collected during Multiball; if the jackpot values aren’t looking too big, it might be better to go for the 10-way combo to light an extra ball and rack up the 5 million point bonuses for further 10-way combos.
* If you’re focused on getting to Final Battle, remember that your progress towards starting the main missions carries over between attempts. Even if you don’t start the mission, you can still make progress towards making it available for the next cycle through the missions.

## External links

* Official table trailer (0:00 - 0:47)
* Table walkthrough by ShoryukenToTheChin
* Official table soundtrack on Bandcamp