Adam analyzes... At personal request I bring what has to be my favorite game right now, Metallica! I don’t know what it is about this game but I just love playing it. It could be how tough playing it can be, the risk vs reward, how fast it is, or perhaps just the theme but it is the most played game in my collection right now for sure. So let’s get the simple stuff out of the way before we break into the real meat and bones. Unlike ACDC, the songs mean absolutely nothing as you get a choice of song at the start of the game. So just pick your favorite and get rocking! Before I talk about the 4 main multiballs I want to talk about my favorite feature in the game which is the the multiball add a ball. I had a discussion with someone a while back about if the add a ball in Metallica made the standup targets the most valuable standups in all of pinball. By that I mean during multiball you hit each of the 4 pick standups on the playfield and that will lite an add a ball and 2x Score multiplier for 20 seconds at the Snake. So once the you have hit the four pick targets the snake starts flashing, hit that and you get a ball added into your multiball and 20 seconds of double score. So with that out of the way there are 4 main multiballs: Electric Chair Bash the chair till you fill the gauge and once flashing bash the chair again and you get a fun build up to the start of your multiball. Electric chair is a switch based multiball, you get Jackpots off the left/right loops and from hitting the chair. However switch hits also build toward filling the gauge again to light Super Jackpot. Now this is where the add a ball is important because you really want to try and stack in the add a ball/2x scoring at the same time as collecting the Super Jackpot or if you want to get really fancy go for a “JACK FUCKING POT!”(One of my new favorite call outs) and bring in the fuel 2x scoring (more on that later). Later, rinse, repeat until you are back to single ball play. Cross Multiball Simple fun but a very frustrating multiball. You need to knock down the in line drops (which also adds to your bonus multiplier) and then hit the cross twice to start cross multiball. It’s a 2 ball multiball where each shot is lit on the playfield. Shooting a shot will un-light that shot and to relight the shot you must shoot the cross again. I think it’s 5 or 6 shots and then Super Jackpot is lit. The cool thing about this Super Jackpot is you can try and rack it up if you like. You shoot the cross and the magnet grabs the ball, you then have 20 seconds to shoot around the rest of the game on the lit shots to increase the score multiplier for the Super Jackpot. Then add in a add-a-ball 2x scoring and 2x from the fuel targets and you have yourself a massive Super Jackpot. It’s all about the risk vs reward especially with the timer. If you can set it all up you are going to get paid big time but fail and you get nothing... this is my favorite part of pinball The most frustrating part of cross multiball comes from its start. The in line drops do not have memory on them so it’s all or nothing with cross multiball. You either start it before you drain or get to start over (mostly) on your next ball. You also can’t drop the drop targets during another multiball because the game won’t count them toward to progression of the multiball and reset them whenever you make your next shot. The drops are also very risky as they are quite the drain risk. But it’s also the easiest multiball to get to in terms of number of shots required. So it’s a really interesting balance between risk and reward. Coffin Multiball This is the one you will see the least on any given Metallica. You light locks by hitting the captive ball on the left hand side of the snake. The problem is it takes a lot of hits to light the lock. I think 10 hits for the first lock, 15 hits for the second and 20 for the third or something crazy like that. Coffin is the only multiball you can build towards during multiball. You can’t start it but you can work towards locks. Progression is locked out once on the other multiballs get started. Coffin itself is a bit of a flail fest where basically all shots are lit and then you make a shot that lights the captive ball. Shoot the captive ball and then all the remaining shots you haven’t made light back up. It can be a bit of a flail fest with 4 balls on the playfield. Also don’t forget about your add-a-ball. But the important feature of this multiball is that it is the only one you can stack! So once you start coffin, you are really spending time trying to work towards stacking in something else. Chair being the best choice since it takes so many shots and you have lots of balls on the playfield. So it’s an important strategic multiball that can get you over the hump to your second or third Ssparky multiball. I need to take a second before I talk about Snake multiball and explain the inserts in front of every shot. Left Loop Drop Targets Left Ramp Right Ramp Right Loop The inserts represent the Electric Chair, Snake and Cross. This may sound confusing but every time you hit one of those items it lights up that insert on the shot. It always lights up the active shot but how do you know which shot is the active shot? The arrow insert with the spider on it for the shot. When you make any of the shots listed above the spider arrow lights up to let you know that it is now the active shot. If you hit either the chair, snake or cross the corresponding insert then lights under that shot. There is much more to this but more on that later. Now that I have explained that on to snake multiball.