Adventure Land

> "Please keep your hands and feet inside the cabin during the trip. Here we go!"
>
> - Icarus V ride operator

## Adventure Land

### Number of multiball modes

4 (all mandatory)

***Adventure Land*** is one of two original pinball tables in the *Carnivals and Legends* pack, released as an add-on for *Pinball FX 3* in December 2017. Taking inspiration from classic pinball machines, *Adventure Land* is based on activities and attractions typically found in amusement parks and carnivals. Originally designed by Tamas "Ypok" Pokrocz, the table was finished by Thomas Crofts following his departure from Zen Studios.

The table was ported to *Zen Pinball Party* in September 2021, where it serves as the game's tutorial table.

## Objectives

The goal of this table is to become an Adventure Land VIP through playing 4 mandatory multiball modes and completing 5 missions. Each multiball and mode has a different method of activation and different rules, described below.

Finishing all modes in a set of either multiballs or missions will light an **extra ball**.

### Multiballs

If the ticket stand is shot while no mission is currently lit, one of four lock shots for the multiball modes will light; duplicates of locks won't be awarded until the lock shot is made, and after playing all four multiballs once, they can't be activated again until the **Park VIP** mode is started. Multiballs simply need to be started to count as progress towards starting the wizard mode. All multiballs end when the player drains down to a single ball, lighting their corresponding letter and awarding a random award from the **Ferris wheel**. Multiballs take priority over modes, meaning they can't be played until multiball ends.

The jackpot value for all multiball modes starts at 500,000; super jackpots are worth 5x the value, and shooting the unlit blastoff hole four times will increase the jackpot value by 50,000 points.

The following 4 multiball modes must be started to progress towards the wizard mode:

* *F* - **Fireworks Multiball**: Started by locking 3 balls in the sinkhole behind the right standup target bank by collecting three tickets, this 3-ball multiball lights 3 random lanes to score jackpots and launch a firework from the Aim-Me cannon for each jackpot collected. Once all 3 jackpots are collected, the player can launch a "finale" firework by scoring a super jackpot at the Aim-Me sinkhole behind the right target bank, which will also relight the jackpots.
* *R* - **Vertigo Multiball**: Started by virtually locking 3 balls in the Vertigo spindisk by collecting three tickets, which will spin the ball and award around 200,000 points before releasing it. This is another 3-ball multiball where both orbits and ramps are lit to score jackpots; if all 4 jackpots are collected in 60 seconds, the player can shoot the Vertigo spindisk for a super jackpot, which relights the jackpots (otherwise, the jackpots will relight automatically).
* *E* - **Balloon Multiball**: When the Balloon ticket is collected, the entrances of the two ramps will raise, revealing targets that must be hit 6 times each within 45 seconds to inflate two balloons. Once either balloon is fully inflated, the target will lower and reveal a sinkhole that a ball can be locked into; this must be repeated with the other balloon target, and the player can lock both balls in just one attempt (progress will be saved between attempts until both balls are locked). This 2-ball multiball lights the blastoff hole for a jackpot determined by shots to the balloon targets; each hit will increase the jackpot by about a million, meaning a full inflation will increase it by 5 million. Shooting the ticket stand when at least one balloon has floated away will reload the balloons, and shooting the blastoff hole will collect the current jackpot value and reset it.
* *E* - **Sky Eye Multiball**: When the Sky Eye ticket is collected, the varitarget next to the left orbit will light to start locking 4 balls for this multiball. To lock a ball, the player must first get the ride in motion by shooting the left ramp or varitarget;. Then, while the ride is moving, the player must shoot the varitarget or the side ramp to take the ball into the hidden compartment, and tap either flipper button when an empty pod approaches to lock a ball into the pod for a value starting at 1 million, decreasing as the ride begins to slow down. This must be repeated a total of 4 times to lock all 4 balls; the 4-ball multiball begins instantly after the fourth ball lock, and the player can repeatedly shoot the varitarget to increase the speed of the ride and light all five major shots for jackpots determined by the ride speed. If the brake percentage on the display hits 100%, the ride will stop and the player must hit the ticket stand sinkhole to restart the ride and collect more jackpots.

### Missions

Each mission can be started by spelling a word at one of the five major lanes, then shooting the ticket stand to start it (**Charge Up!** is the exception to this rule, requiring bumper hits and starting instantly). Tickets for random missions can also be qualified off the **Blastoff Bonus**. Missions must be completed to progress towards **Park VIP**; the values for completing missions start at 2 million, and can increase by 1 million from another Blastoff Bonus award. Completed missions also score random awards off the **Ferris wheel**.

Note that whenever a timer is active for a mission, 1 second of time can be added for every spin of the spinner in front of the left orbit.

The following 5 ride missions must be completed successfully to progress towards the Wizard Mode:

* *R* - **Cut the Line**: Qualified by spelling LINE with four shots to the side ramp. This is a simple "shoot the flashing shot" mission where the player must shoot a sequence of 5 randomly lit lanes to cut through the ride line, then shoot the ticket stand to finally get to the front of the line and finish the mission. The player has 20 seconds to shoot each lane in sequence. Progress towards completing this mode is saved between attempts.
* *I -* **Twin Loop**: Qualified by spelling TWIN and LOOP at the left and right ramps; only two shots are needed to both ramps. Guide the Twin Loop coaster through its course by shooting each of its two ramps 3 times, alternating between the two as indicated by which ramp is lit. The player must shoot the correct ramp 6 times in 60 seconds to complete the mission. The value per lit ramp increases by 500,000 per shot, to a max of 3 million; incorrect shots will reset the value.
* *D* - **Star Trip**: Qualified by spelling STAR and TRIP at the left and right orbits; only two shots are needed to both orbits. Power up the Icarus V engine by shooting either orbit or the lowered ticket stand; the ball will catch on fire, and within 30 seconds, the player must shoot both orbits once. The player must repeat this process two more times to win the mission.
* *E -* **Aim-Me**: Qualified by spelling ROCKET at the standup targets above the slingshots, whose positions cycle with the flippers. This 20-second timed mode constantly launches balls up the side ramp, and requires the player to shoot 6 fireworks by shooting all six sinkholes located across the playfield. Progress towards completing this mode is saved between attempts.
* *S -* **Charge Up!**: Started by making a total of 20 bumper hits and takes priority over other active missions. Shoot any ramp shot within 20 seconds to earn points from a hurry-up value starting at 2 million; once it decreases to 100,000, the player must repair the overcharged rails by shooting all three ramps once within 30 seconds per shot.

### Park VIP

Once all letters in FREE RIDES have been collected, **Park VIP** begins immediately. This 4-ball victory multiball awards the player VIP status for the Adventure Land park; the goal of this multiball is to continuously score jackpots and work towards qualifying the bonus add-a-ball at the ticket stand. The jackpot values for this mode behave the same as they do during the previous multiball modes and can be collected at any shot, while super jackpots can be awarded in the following ways:

* Shooting the Icarus V with a shot to either orbit.
* Shooting the Vertigo spindisk.
* Spinning the Sky Eye a total of 10 times by hitting the varitarget or left ramp.
* Shooting the sinkhole behind the right standup targets.

While the victory multiball is active, shooting the spinner in front of the left orbit a total of 100 times will fill a meter on the display; once the meter is full and one of the four balls drains, the ticket stand will light for a **bonus ball** that instantly adds a fourth ball into play. Only one bonus ball can be collected per wizard mode attempt, and the multiball ends once the player returns to single-ball play.

## Perks

The following perks can be activated for this table:

* **Skill Shot**: Shoot the ball into play at maximum strength, then shoot the sinkhole behind the right target bank within 5 seconds to score a skill shot. The skill shot value starts at 500,000 points, and can increase by 500,000 points as a random **blastoff bonus**. Once the player makes a skill shot, an opportunity will be available for a **super skill shot** worth 5x the value if the player carefully watches where the Aim-Me cannon is aiming, and taps the launch button right as it points at a lit lane; this lane can be any of the upper flipper shots, or the Vertigo spindisk. The first super skill shot in a game will light an **extra ball**.
* **Kickbacks**: Hitting the two standup targets in front of the right ramp will extend the Twin Loop tracks for 30 seconds. While this timer is running, each ramp shot will collect two letters in KICKBACK, shown on both sides of the table; the left ramp adds letters to the left kickback, and the right ramp will add letters to the right kickback. Only two shots are required with the tracks extended to light the kickbacks at first; later kickbacks have to be lit with four shots to both ramps. Kickbacks carry over between balls.
* **Ball Saver**: A free 30-second ball saver is available at the start of each ball and whenever a multiball mode starts. Once it expires, it can be reactivated by earning it from a random award.
* **Bonus Multiplier**: The bonus multiplier increases by +2x up to 10x every time FUN is spelled at the bumper rollovers, and is normally only good for the current ball. Once it is maxed out at 10x, spelling FUN again will hold the multipliers for the next ball, and spelling FUN while the multipliers are held will light an **extra ball**.
* **Double Scoring**: If the player hits the VUK in front of the bumpers 3 times after knocking down the drop target blocking it, the Icarus V engine will be primed. The player can then shoot either orbit to start a mini-game, where the player must accelerate the ride by pressing either flipper button right as the Icarus V car passes the line of flashing white lamps. The mode ends when the player fails to press either button in time; 2 seconds of doubled playfield scoring will be given for every lap the Icarus V made during the attempt. The highest amount of laps made in a single Icarus V attempt is saved across sessions.
* **Tireless Hands**: Spelling TIRE at the left set of return lanes will add one charge to the left slingshot's mechanical arms, and spelling LESS at the right set of return lanes will add a charge to the arms on the right slingshot. Once a slingshot's hands are charged 3 times, the next time the ball rolls down the return lane next to it, it will be captured and picked up by its robot arms, then thrown into the locker on the opposite slingshot, where the ball will drop down to the opposite flipper for 1 million points.
* **Ferris Wheel Award**: After successfully completing a mission or playing a multiball, the Ferris wheel on the left apron will begin to spin and a random prize will be chosen based on what prize is at the bottom when it stops. These include 50,000 points, 100,000 points, a **ball save**, activating either **kickback**, activating a charge for either of the **Tireless Hands**, or a jackpot.
* **Blastoff Bonus**: When no timed game mode is running, every 50 spins of the spinner in front of the left orbit will collect an extra blast and light the blastoff hole for a shot at the backglass mini-game. Up to 3 blasts can be stocked per attempt. On the backglass, the player can use a blast by pressing the launch button to shoot the ball so that it lands in one of the track's cars. Each car is labeled with a certain award that will be collected if the ball lands in it. The power of the shot fluctuates between weak and strong over time, and the player can change the direction the cars are traveling by pressing the flipper buttons. Rewards include 1 million points, activating either or both **kickbacks**, increasing or holding the **bonus multiplier**, adding a charge to either or both **Tireless Hands**, increasing the **skill shot** value by 500,000, increasing the **mission** completion value by 1 million, lighting a random mission at the ticket stand, scoring a jackpot, or lighting an **extra ball**.
* **Extra Balls**: Extra balls can be lit at the blastoff hole by making a **super skill shot** for the first time in a session, playing all four **multiball** modes, playing all five **missions**, spelling FUN after holding and maxing out the **bonus multipliers**, or as a random **Blastoff Bonus**.

## Tips

* The ROCKET target banks (and the sinkhole behind the right bank) can be a pain to shoot for if you can't get the ball under control; these are accessed with very late shots from either flipper. Only shoot for these if you have the ball safely on a flipper; if you want to risk it, light either kickback before shooting for them.
* The Blastoff Bonus takes trial and error to figure out the exact timing to score the best rewards, but memorize which timing works best for you. Some of the most valuable awards are the mission and skill shot value increases, which are on one of the outer rings, carry over for the entire session, and have no known limit.
* Go for the blastoff hole, even if it's unlit. The multiball modes and the elusive Park VIP mode all have scoring based off of the jackpot value, which can only be increased by repeatedly shooting the blastoff hole four times. Even a very good Park VIP might not score as much as a bad one with a very high jackpot value.

## References

* The layout, slingshot positioning, and the rules for Sky Eye Multiball are similar to that of Bally's 1993 pinball machine, *Star Trek: The Next Generation*.
* *Hurricane* might have inspired this table; the ramp that travels behind the flippers is fairly similar, and both prominently feature ferris wheels.

## External links

* Official table trailer
* Table walkthrough by ShoryukenToTheChin