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Blues Brothers Initial Ruleset

Mini Modes

There are 3 mini modes the player can qualify & stack in order to put the band together.

**Elwood:** Two drop target clears (adjustable) will qualify Elwood.
Clearing either bank counts as the first clear and then both drop banks
need to be cleared the second & successive times.

Once the banks have been cleared twice, the machine announces that Elwood is qualified and the kickouthole
is lit to start the mode. Mode start is on a timer--after 30 seconds the mode remains qualified (adjustable)
but starting the mode will not bring in a playfield multiplier.

**Jake:** Lighting all the JAKE standups once (configurable) will qualify the JAKE mode.
The mode can be started with a playfield multiplier on the scoop (VUK) within 30 seconds.

**Band:** Collecting 500 spins qualifies the band. Alternating spinners will increase
the spin count by 10, so hitting the left then the right with the orbit shot will get to
the spin count faster. After 500 spins the mode can be started with a playfield multiplier
on the kickouthole within 30 seconds.

Two or three modes can be qualified at once, and qualifying a second
or third mode will add 15 seconds to the mode start hurry-up. Each mode comes with a +1 playfield
multiplier if started before the timer expired and modes are played as a 2-ball multiball.
Add-a-ball is available on the loop shot (above right sling) while in the mode once
a mode shot has been hit.

Mode shots

** In Elwood mode, the player has to hit the lit drop target to score an Elwood shot.
** In Jake mode, the player has to hit a lit standup to score a Jake shot.
** In Band mode, either spinner scores a Band shot.

Concert Multiball

If the player scores mode shots in each of the 3 mini modes, Concert Multiball will
be qualified at the kickouthole. Two additional balls will be launched (and/or released)
and the player can collect jackpots at the kickouthole. Jackpot is re-qualified by hitting
a drop target, standup, and spinner. Jackpot value is based on number of mode shots the
player achieved in each of the three mini modes before starting Concert Multiball.

Rawhide Multiball

Open Hide Away lock with the captive ball (configurable number of hits) behind the L target.
The gate remains open for 30 seconds. Once two balls are locked, a third ball is launched.
A ball save runs while the player attempts to start multiball. Hitting any of the multiball
shots (captive ball, spinner, or flip lane) starts the 3-ball multiball with a bonus based
on which shot they hit and how long it takes to hit it. Jackpot on kickouthole. Super jackpot
qualified by hitting captive ball. Super jackpot collected with Hide Away. Lift Gate is raised
15 seconds after Super Jackpot. Mega Jackpot collected with two balls in Hide Away.

Jackpot value defaults to 50k (Super = 100k, Mega = 200k). Jackpot value is increased with
Mini Mode completion.
If mini modes are running when multiball starts, the minimode shots are still available.
Playfield multiplier is based on the number of balls in play plus the number of minimodes running.

Joliet Multiball

If the player finishes Concert Multiball and Rawhide Multiball, Joliet Multiball is qualified
at the left ramp. Once the left spinner has been hit, if the next switch hit is the right spinner
a 3-ball multiball will start. Jackpots can be collected at the kickouthole, captive ball, and
super jackpots at the Hide Away (which opens and closes on a timer).

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