KISS Rulesheet Version 1.03 (August 22, 2015)

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1 KISS Rulesheet Version 1.03 (August 22, 2015) This version should be considered incomplete and I welcome and encourage additions, corrections, and editorial suggestions at tiesmasc at yahoo dot com. Note: Red text indicates items that may be incorrect or for which more information is needed. New To This Version Updated design credits, skill shot, army and kiss combos, mini-modes independent of songs. Added Questions and Rock City information. Page 1 of 13

2 Contents Notes and Disclaimers... 3 References and Special Thanks... 3 Machine Versions... 4 KISS Pro... 4 KISS Premium... 4 KISS Limited Edition (LE)... 4 Design Credits... 4 Abbreviations... 4 Playfield Layout... 5 Rules... 6 Basic Features... 6 Skill Shots... 6 Light Bumper Shot... 6 Army Combo (Hurry-Up)... 6 Kiss Combo (Hurry-Up)... 6 Front Row... 7 Backstage Pass x/3x/Colossal Bonus... 7 Cities (???)... 8 Songs (Modes)... 8 Lick It Up... 8 Hotter than Hell... 8 Black Diamond... 8 Deuce... 9 Detroit Rock City... 9 Shout It Out Loud... 9 Rock and Roll All Nite... 9 Features towards KISS Army and Rock City Wizard Modes... 9 Love Gun Multiball Star Child... 9 Instruments Space Man Demon Multiball Demon Band Members on Bumpers Cat Man Mini-Wizard Mode: KISS Army Wizard Mode: Rock City Bonus Extra Balls Specials Strategies Quotes Bugs and Potential Problems Easter Eggs Questions: Page 2 of 13

3 Notes and Disclaimers This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Stern and Kiss), freeware. It can be modified, updated, or revised, provided only that credit to the original author(s) remains intact. It can be published or otherwise distributed, provided only that such distribution is effectively free. This sheet is written and maintained by Scott Tiesma, tiesmasc at yahoo dot com. If you have any questions or comments, additions, or corrections, please forward them on to me or edit the rulesheet and update the version as a living document. KISS the pinball machine is the property of Stern Pinball ( and a trademark of the licensor. The author(s) disclaim all interest in any trademarks or other intellectual property referenced herein. Various images were duplicated from Stern Pinball s website and promotional materials. This will be removed if requested. References and Special Thanks Design credits obtained from the Pinside ( and the Internet Pinball Database ( Special thanks to people who have contributed to this rulesheet (in no particular order): From Pinside: Eemanjaymes, MikeS, LesManley, yancy, genex, LOTR_breath, mr2xbass, AaronJames From TiltForums: CaptainBZarre, PinballNarcissist, Snailman, rawfulevil, sk8ball Page 3 of 13

4 Machine Versions Three versions of KISS have been created by Stern and are described below. KISS Pro Virtual ball lock in demon head Static Star Child figure White GI Pro specific translite and cabinet art KISS Premium 3 ball lock in demon head Levitating ball across stadium at start of Love Gun Multiball and associated ball diverter mechanism in ramp Drop target in Star Child play area Animated Star Child figure Star Child amplifier decoration KISS Drop Targets Colored GI Premium specific translite and cabinet art KISS Limited Edition (LE) Same as Premium except LE specific mirrored backglass and cabinet art Red legs, armor (with flipper button protector), and hinges Design Credits Design by: John Borg Art by: Kevin O Connor (artist on Bally s 1978 KISS pinball) Dots/Animation by: Chuck Ernst, Mark Galvez, Zac Stark Mechanics by: tbd Engineering by: tbd Music by: KISS Sound by: tbd Software by: Lonnie D. Ropp, Mike Kyzivat, Tanio Klyce Abbreviations LE Limited Edition tbd Page 4 of 13

5 Playfield Layout This is a glossary of the shots and features that will be referred to during the discussion of the game. The items are, in general, described starting from the lower left and proceeding counterclockwise around the main playfield. 1. Left Outlane 2. Leftmost Left Inlane 3. Rightmost Left Inlane 4. Slingshots 5. Flippers 6. Right Inlane 7. Right Outlane 8. Shooter Lane / Manual Plunger Deposits into right orbit above spinner 9. ARMY Targets 10. Spinner 11. Right Orbit 12. Right Ramp 13. Light Lock Targets 14. Demon Head a. entrance b. spinning demon disc c. ball eject from mouth d. virtual lock in pro, 3-ball lock in Premium and LE 15. Center Ramp 16. Star Child Slingshots 17. Star Child Saucer 18. STAR Targets 19. Game Controlled Drop Target (only in Premium and LE) 20. Star Child Mini Play Area Entrance Lane 21. Pop Bumpers 22. Scoop 23. Left Orbit 24. KISS Targets (Drop Targets in Premium and LE) Page 5 of 13

6 Rules Basic Features Skill Shots In version 1.03 of the software there are no skill shots (that I m aware of). You do have the choice of how you plunge the ball though and two of those options will trigger a shot completion if done correctly. However, the short plunges may have increased risk of a quick ball drain since they fall past the spinner and hit the right slingshot. Fast and Long Triggers right orbit switch, left orbit switch, and enters the bumpers. Slow and Long Same as above but so slow that by the time it hits the left orbit switch it will count as a left orbit shot. Slow and Short Triggers right orbit switch, stops and reverses, triggers right switch again (counting as a right orbit shot), then triggers the spinner, and then falls in to the right slingshot. Slow and Shorter Triggers right orbit switch (but doesn t go past it), then falls back and triggers the spinner, and then falls in to the right slingshot. Short exits into right orbit but does not trigger right orbit switch, then triggers the spinner, and then falls in to the right slingshot. Light Bumper Shot Balls which go down the leftmost inlane will light a bumper shot for collection at the right orbit. These do not time out and stack but I believe they expire at the end of ball. The first time you collect all 4 bumpers awards the Cat Man character in a blinking fashion. To light it in a solid fashion you must?maximize the scoring of all bumpers or collect xx bumper awards or after playing Rock City collect 4 bumpers again or???. Each time during a ball that you collect a bumpers its point value is increased and its color changes. I believe white lighting is worth 5,000 points, green 10,000, and purple 15,000 per hit (other colors? Red?). Army Combo (Hurry-Up) Balls which go down the rightmost left inlane will light an Army Combo which is collected by then hitting an ARMY target. After all 4 ARMY targets are collected (by combo or not) this changes to an Army Hurry-Up award which is collected at the middle ramp. This can be stacked by not collecting it and then going through the rightmost left inlane again. Kiss Combo (Hurry-Up) Balls which go down the right inlane will light a KISS Combo which is collected by then hitting a KISS target. After all 4 KISS targets are collected (by combo or not) this changes to a KISS Hurry- Up award which is collected at the left orbit. This can be stacked by not collecting it and then going through the right inlane again. Page 6 of 13

7 Note: For the Bumpers, ARMY letters, and KISS letters progress is shown in the center on the lower playfield above the flippers. This is reset at the end of every ball. Front Row Front Row is a left outlane ball save. When lit the ball will still drain but a new one is served up in the shooter lane and auto-plunged. Front Row is lit when you complete the KISS targets. This can be stacked. Backstage Pass When lit and collected at the scoop the Backstage Pass gives the player a mystery award. Backstage Pass is lit by completing both the KISS and ARMY targets. Possible awards include: Mini-Modes that run concurrent with current song/mode and multiball. These carry over after end of ball in software version 1.03 o Super Bumpers / Super Pops: bumpers worth 200k for up to 50 hits o Super Ramps: next 10 ramp shots worth 750k each. Value doubles if you combo it from one ramp to the other ramp. I wonder if you can keep doubling by going back and forth but doubt it. o Super Targets -?KISS, ARMY, STAR, and Lock? targets worth 40k for up to 100 hits. o Super Spinners spins worth 40k for up to 100 spins. Mini-Modes that run independent of current song/mode o Deuce Scoring Like a mini version of the Deuce mode that must be completed to return to the current song. o Fast Scoring All switches worth 10k points for??? seconds. Immediate Awards o Big Points awards 2,000,000 points (are other point values possible?) o Light Extra Ball o 2x Bonus o 3x Bonus? o Colossal Bonus? o Add-a-Ball (only available during multiball) Note: If Backstage Pass is lit at the start of a wizard mode (which is started at this scoop) it will generally (?always?) award an immediate add-a-ball. Backstage Passes can be stacked but have to be collected individually not all in one scoop hit. It is possible that stacked Backstage Passes are required in order to qualify some awards (e.g. 2x Bonus perhaps) but this needs to be verified. 2x/3x/Colossal Bonus I m not aware of how to earn these bonuses. I did notice once while playing that the game said something like starting 2 nd stage and the 2x bonus lit up but I don t recall if this was during a song/mode or during a multiball. And I ve never seen it again. The 2x bonus is also randomly awarded by Backstage Pass. Perhaps 3x or Colossal are awarded in a similar fashion. Page 7 of 13

8 Cities (???) At the start of the game you can select a city with the left flipper button. After that I ve never seen an option to change it. I don t believe the selected city makes any difference beyond some call outs during play. The available cities are: Detroit, Chicago, Pittsburgh, Seattle, Portland, Los Angeles, Houston, New Orleans, Atlanta, Orlando, Tokyo, London, New York, San Francisco, and Mexico City. Songs (Modes) Songs are the basic modes within the game. At the start of the game you can use the right flipper to select the desired song/mode you wish to play. After that new songs may be selected and started at the scoop if New Track is lit. New songs may also be available for selection at the start of a new ball if greater than??50% progress towards completion of a song??? occurred on the prior ball. Progress on a mode is saved if you do choose to start another mode before finishing the last. To light New Track during a ball in play you must complete a song. Total points awarded during the mode are shown when mode is completed. For most modes you simply shoot the lit shots. Hotter than Hell is a bit different and described below. The songs are: Lick It Up This mode starts with the 2 neighboring shots (star child and middle ramp) lit. Hit one of the shots and they will move. If you hit the left shot the two shots will move one to the left. If you hit the right shot the two shots will move one to the right. Hit XX shots to complete the song and relight the shots. Scoring is 100k, 150k, Hotter than Hell This mode starts with no shots lit but the KISS targets blinking. Hit a KISS target and score 250k and then a random shot will become lit. Collect that shot and score???. Repeat these steps until the mode is complete after XX shots are collected. Scores keep incrementing and you can get it to 2M points per shot. Then repeat until you select a new track. Black Diamond This mode starts with the right orbit lit. If this is the start of the game a slow and short plunge may collect this. After collecting this shot then a different shot is lit based upon bumper hits (last hit or does it just index based upon hits or???). Hit this lit shot and then the right orbit will light again. Repeat until you select a new track. Page 8 of 13

9 Deuce This mode starts with the left orbit and star child shots lit. Hitting either one of them moves the shots one to the right. Continue to do this until all?6? shots are collected to complete the song. Then repeat until you select a new track. Detroit Rock City This mode starts with all shots (left orbit, star child, middle ramp, demon, right ramp, right orbit) lit. Collect a shot and the light will turn off. After all are collected they relight. Collect a few more to finish the mode and light New Track. Points are 200k, 400k, Shout It Out Loud This mode starts with the middle ramp lit. After collecting this the two orbits will be lit. After collecting both of those the three other shots (star child, right ramp, demon) will be lit. The mode is complete after all shots are collected. Then you can repeat or select a new track. Rock and Roll All Nite This mode starts with the middle ramp lit. After collecting this another single shot is lit. Collect this and repeat until all shots are collected. Then you can repeat or select a new track. Features towards KISS Army and Rock City Wizard Modes Note that you can determine your progress towards KISS Army and Rock City based upon the lighting of the KISS character lights (Star Child, Space Man, Demon, Cat Man) in the center of the playfield just above the 2x insert. When all are lit and at least one is flashing KISS Army will be lit at the scoop. When all are solidly lit Rock City will be lit at the scoop. So how do you light these characters? A quick summary is in the below table with more detailed descriptions following that. Light Blinking Light Solid Star Child Space Man Demon Cat Man Collect all 4 Start Love Gun Collect 6 Start Demon Bumpers on 1 Multiball Instruments Multiball ball Collect Double Super Jackpot during Love Gun Multiball??? Collect 12 Instruments??? Collect Double Super Jackpot during Demon Multiball Maximizing the 4 pop bumpers on 1 ball??? Love Gun Multiball Star Child Spell STAR to enable Love Gun Multiball and then start by (getting lucky and) having the ball fall into the Star Saucer or else by shooting the right ramp (when lit). One person has suggested that after spelling STAR and getting the ball in the saucer you must spell STAR again before the multiball is lit. Page 9 of 13

10 Starting this multiball will light Star Child in a blinking fashion and the song Love Gun will begin playing. During this 4 ball multiball all shots are lit for jackpot. Completing any of the shots disqualifies the other shots and lights the shot you just hit for a Double Jackpot. Collecting the Double Jackpot relights all shots for a jackpot besides the one you just hit. Repeat until all jackpots and double jackpots have been collected. Then collect the (double?) super jackpot at??? at which point Star Child will be lit in a solid fashion?. (All of this akin to Mustang Multiball from the recent Stern game Mustang.) Jackpot values can be increased prior to starting this multiball by?star target hits? and during the multiball by??? Additionally, whatever song/mode you were in at the start of this multiball continues during the multiball. Instruments Space Man Shooting the right ramp when Instrument Power On is lit will light an instrument for collection. Shooting the lit instrument shot will then collect an instrument. The four instruments and their shots are: (Paul s) Guitar Star Child shot (Ace s) Guitar Center Ramp (Gene s Bass) Guitar Demon Head (Peter s) Drums Left Orbit After collecting all 4 (the first time) you'll get an extra ball lit at the scoop. After 6 you get the spaceman to be lit (blinking). After 12 you get the spaceman to be lit solidly. An additional extra ball is available after 45 more instrument collections. Demon Multiball Demon Hit the two Light Lock shots (one on each side of gene's head) and then lock balls in the Demon head for progress towards Demon Multiball. The third locked ball will start this 3-ball multiball and award light Demon in a blinking fashion. Note: The locks can be stacked prior to collection. Additionally, spelling DEMON prior to starting this by putting balls into Gene s mouth will increase the jackpot values also. During this mode the song Calling Dr. Love plays and jackpots are available at all major shots. The first time shooting a lit shot will collect a jackpot and change the light color. The second time shooting that same shot will award a Demon Jackpot and then unlight that shot.?4 jackpots (including Demon Jackpots)? lights super jackpot at the?demon and right ramp? (or at all locations)?. Then this needs to be repeated after which a double super jackpot is available at the Demon which if collected lights the Demon in a solid fashion.?(all of this similar to Klingon Multiball from the recent Stern Star Trek game but with no travelling double jackpot (I think)?) Somehow all jackpots can be doubled. I m not sure how? Additionally, whatever song/mode you were in at the start of this multiball continues during the multiball. Page 10 of 13

11 Band Members on Bumpers Cat Man Lighting the four pop bumpers (1 for each band member, indicated by bumper light color and the 3 rd row on the playfield) will light Cat Man in a blinking fashion. These are lit by shooting the right orbit when they are lit. You light them one at a time via the light bumper inlane and collect them individually or stacked. I m guess that maximizing all four pop bumpers awards a solidly lit Cat Man but this is not confirmed. It may be that you need to collect 12 or 16 bumper also (rather than maximizing them). Mini-Wizard Mode: KISS Army Kiss Army is lit at the scoop when all band members are lit and at least 1 is blinking. This is a multiball with lots of jackpots and double jackpots, etc. Basically shoot the lit shot. The lit shot alternates between the Demon shot and each of the other shots.?once you collect them all the Demon shot is lit for a super jackpot? (all of this is akin to Optimus Prime multiball if playing as a Decepticon from the recent Stern Transformers game?) If Backstage Pass is lit when starting this mode it immediately awards an Add-A-Ball. The song?rock and Roll All Nite? plays during this mode. Wizard Mode: Rock City Rock City is lit at the scoop when all band members are solidly lit. Upon starting at the scoop all characters become unlit, Detroit Rock City begins playing, and all shots become lit for jackpots. I m sure there is more to this but the one video I ve been able to watch showing this didn t include the DMD so this is the information I have so far Note: I assume you have to play Kiss Army first and doubt they could be played simultaneously but I don t have any data to confirm. Also, since the flyer states that the song Love it Loud is in the game I m wondering when it plays. Bonus End of ball bonus is calculated based upon how many of each of the below were collected KISS targets ARMY targets Bumpers Instruments And then this is multiplied by the 2x/3x/Colossal Bonus. Note that these items are all recorded in the bottom middle of the playfield. (What happens if you collect 6 KISS targets what about if you spell KISS 3 times,?) What happens if you collect everything in the bottom middle of the playfield??? Page 11 of 13

12 Extra Balls Collect 4 instruments?completing XXX songs? Mystery award More to be determined Specials?instruments??completing songs??mystery award? More to be determined Strategies To improve you odds of hitting the STAR targets some have suggested that holding the flippers up reduces the power and gets better bounce. I also find that nudging is very beneficial. Additionally, if playing on a Premium or LE model the game controlled drop target assists with increasing opportunities to hit the STAR targets each time you get the ball in that area. I like to start the game with Detroit Rock City since all shots are lit. It seems like it is then easier to get scoring going but I don t really know how scoring between the modes differs. I also like to go for instruments to get the extra ball and the Spaceman as I go through the modes. And, of course, Iocking balls in the Demon whenever possible. Love Gun Multiball seems to light naturally as I progress through songs so I don t focus on that. Lastly, get backstage pass whenever you can as the Super Modes are generous with the points. This section needs your input. Please consider contributing. Quotes To be determined Ball save shortly after launch o Paul: You can have it back o Paul: Let s call that rehearsal o Gene: You gotta try again Tilt Warnings o Gene: Stop shaking the game o Gene: I wouldn t if I were you o Gene: Ready to meet your maker? After Love Gun Multiball o Paul: That was insane After entering Grand Champion Initials o Paul: You are a Kiss Champion Bugs and Potential Problems SDTM after gene expels from mouth? Add a ball saver? Adjust the eject per the below? Page 12 of 13

13 o Here is a SDTM fix suggested by LOTR_breath: For the Gene head eject you can adjust the power of the kick out. BUT, you can also remove the plastic behind Gene's head, exposing four screws. There are cutouts in the clear plastic so you can get a screwdriver on them. Loosen the screws and while pushing the eject at the mouth as far to the left as possible, re-tighten the screws. Source: Someone commented that during Shout It Out Loud and collecting all the shots he came to a state where no shots were lit and the New Track was also not lit. This happened twice but was on an unknown software revision. To be determined Easter Eggs More to be determined Questions: How earn 2x, 3x, colossal bonuses? What happens if you get all lights (KISS, ARMY, Bumpers, Instruments, maybe band members) lit on the playfield indicator area? What happens if you complete all modes? When does Love It Loud play? Page 13 of 13

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