"Dr. Dude" Rules Sheet, Version 1.0 (April 1, 1994) By Michael Dunn
Dr. Dude is the coolest dude in the known pinball universe, hands down. If you have any hope of hanging with his Dudeness, you'll have to become as cool as he is. Collect the three Elements of Coolness, mix them all together in the Mix Master, shake well, and Dr. Dude will reward you with a round of Multiball and a chance at some super cool jackpots.
There is a really neat comic-strip-like drawing on the backglass that gives Dr. Dude's personal history. If I still had access to the pin, I'd put the text here, it's really neat. HINT HINT If anyone can help me out here, I'd really appreciate it. :)
Once again, I'm writing a rules sheet entirely from memory (I think it's my calling in life), so please forgive any colossal goofs. If there's something that I'm unsure of, I'll flag it with a question mark, so you'll know it's a guess.
Before we begin your tour of Dr. Dude, it will be helpful to know that I'll use the abbreviations "K" for a thousand points, and "M" for a million points. Also, when I refer to parts of the game that are named, I'll capitalize them so you know you can find info about them here.
Starting at the lower-left corner and going clockwise, here's what you'll find on Dr. Dude:
Scoring is controlled by 9 standup targets placed around the sides of the Mix Master. Each bank of 3 targets corresponds to an Element of Coolness: red for the Heart of Rock 'n Roll, yellow for the Gift of Gab, and green for Magnetic Personality. These targets spot shots to the Elements, light Lock, and build towards the Jackpot during Multiball.
Now on to the rules...
Each Element of Coolness has three lights on the board to indicate the number of times it's been hit and its value, and a globe light somewhere on the surrounding plastic that is flashing when the Element has not been collected, and steady when it has been collected.
The first shot to an Element scores 5K and lights the "5,000" light. The second shot scores 10K and lights the "10,000" light. The third shot collects the element, scores 25K, and resets the scoring lights. Once an Element is collected, you can continue to shoot it for points; its value cycles between 5K-10K-25K.
The values of all three Elements are held between balls, and none of the values time out.
You can also get credit for a shot to an Element by hitting the corresponding targets in the Mix Master several times, 5 maybe(?).
Once you collect all three Elements, hitting any target in the Mix Master lights Lock at the Left Saucer. Note that shooting the Ramp is not enough; the ball must hit at least one target in the Mix Master to light Lock.
Multiball is pretty simple: shoot the Mix Master as much as possible. The display shows a counter, which is the number of Mix Master target hits you need to collect the jackpot. During Multiball, all 9 targets work the same; a hit to any target decreases the counter by 1.
The jackpot is worth from 1M to 5M. The value seems to be random from one jackpot to the next. Completing the Drop Targets doubles the value of the current jackpot.
The target counter starts at 15 for the first jackpot, and goes up by 10 for each subsequent jackpot on the same Multiball. The counter is reset to 15 at the start of each Multiball round.
During Multiball, the Elements of Coolness are available, but they just score points -- you can't collect Elements for later Multiballs.
Once one ball drains, regular play resumes. There is no restart shot. All scores are doubled as long as you keep the remaining ball in play.
The Reflex round is a sequence of three shots in quick succession. First, complete the Reflex targets to light Reflex 1 at the Left Saucer. Reflex 1 stays lit until you hit it. Shoot the saucer to light Reflex 2 at the Gift of Gab. Reflex 2 times out *very* quickly; if you miss it on the first try you don't often get a second chance. Shooting Reflex 2 lights Reflex 3 at Magnetic Personality. Reflex 3 has a slightly longer timer, and you will usually have time for two or three shots. Shooting Reflex 3 awards completes the round and awards the Reflex bonus.
The Reflex value starts at 500K. Completing the Reflex Targets when Reflex 1 is already lit adds 250K to the value, and completing the Reflex sequence adds 500K to the value. The Reflex value carries over throughout the entire game.
If you miss Reflex 2, Reflex 1 is re-lit immediately. But if you miss Reflex 3, the Reflex round ends and you must hit the Reflex Targets to relight Reflex 1.
Reflex is available during Multiball, but the timers on Reflex 2 and 3 are much much longer.
The Bag of Tricks is a random award. Collect it by shooting the Left Saucer. It is lit at the start of each ball, and is relit by the Drop Targets. It is not available during Multiball, but if you complete the Drop Targets during Multiball, it will be lit once Multiball ends. Possible awards are:
The Elements of Coolness are always awarded in the order Magnetic Personality, Gift of Gab, Heart of Rock 'n Roll.
There aren't too many awards to go for on the way to Multiball. If you feel confident in shooting the Drop Targets, you can go for the million award.
Reflex is always good to shoot for. If you miss Reflex 2 on the first shot, let the timer run out. The timer is so short that in order to get a second shot at it you need to make an uncontrolled shot, and if you miss again a drain is more likely. So, if you miss it the first time, take your time, get the ball under control, and start over with Reflex 1.
Try not to get both balls in the Mix Master. They tend to hit each other more often than the targets, and if both of them come out together, it's very tough to get either one back up the ramp.
Another Multiball tip: If you catch one ball on the left flipper, keep it there! Then keep looping the Ramp with the other ball. When I get one ball in the Mix Master, I always try to catch the other ball right away.
Don't take your attention off a ball that's in the Mix Master. More than once I've been surprised by a ball that hit the post on the spinning disk and was sent zooming out the exit and down the habitrail. If you send a ball up the Ramp and you're sure it'll make it all the way around, you can take your attention away from it for 2 or 3 seconds, but that's about the only time a ball is totally safe to ignore.
Well, I don't have anyone to credit. All you see above came from me! But I'm sure I forgot something about the game, so if you help me out your name will appear here, for all to see. :>
P.S.: Did I mention how steep the ramp is?
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