
Rules & Strategies
NOTE: The following is based on my particular game set to replay mode with factory recommended adjustments. Results may vary.
Skillshot: There are two features at the top of the playfield that can be made with a good skillshot. There's a spread of four small rollover buttons each with an associated insert. One insert will be flashing. Each of the four rollovers buttons corresponds to one of the four drop targets. Hitting any button scores 1,000 points. Hitting the flashing button scores an additional 500 points and knocks down the corresponding drop target. Below the rollover buttons is the top kickout saucer. Rebound rubbers funnel the ball toward the saucer so the saucer is easy to make with a bit of nudging. A perfect skillshot will hit the flashing rollover button and find its way to the kickout saucer. The rebound switches score 30 points and toggle other playfield features.
Click for a larger image of the upper playfield skillshot area.
Top Kickout Saucer and Multiball: Xenon is the first Bally solid state game with multiball (2-ball). The top kickout saucer is located near the top center of the playfield. The saucer is accessible via the shooter lane, the thumper bumpers and the left orbit. The left orbit is the best way to get to the saucer during gameplay. Each time the ball lands in the saucer, 10,000 points are scored, the Xenon bonus is advanced, and an X symbol is awarded. The Xenon bonus is displayed between the flippers. The X symbols are displayed below the middle thumper bumper. Collecting three X symbols lites the tube shot to lock a ball. The X symbols reset at the beginning of each ball, so all three X symbols must be collected with the same ball. However, once lock is lit, it remains lit until a ball is locked. Shooting the tube locks the fist ball in the left kickout saucer and the second ball is served to the shooter lane. Three more X symbols are required to start 2-ball multiball. Again, all three X symbols must be collected with the same ball. Note however that an additional two X symbols can be collected after lock is lit, but before locking the first ball. In other words, five X symbols can be collected before locking the first ball. In that case, only one more X symbol is needed to commence multiball. But if the second ball is lost without starting multiball, the X symbols reset and all three would need to be re-collected to start multiball.
If three X symbols are collected during multiball, the outlanes are alternately lit for special. A special is awarded each additional time three X symbols are collected during multiball. The spinner is also lit for 1,000 points during multiball and remains lit until both balls are lost. Any X symbols collected during multiball count toward reliting lock (so long as both balls are not lost).
Click for a larger image of the X symbols.
Thumper Bumpers: Xenon has a somewhat unusual arrangement of four thumper bumpers in the upper-center of the playfield. All four bumpers are always lit and always score 100 points.
Spinner: The spinner is located at the entrance to the left orbit and is worth 10 points. During multiball the spinner is lit for 1,000 points. Once lit, the spinner remains lit until both balls are lost.
Click for a larger image of the upper playfield area.
Tube Shot and Exit Chamber: The elevated tube shot is the most prominent playfield feature and transports the ball from the middle-right side of the playfield to the middle-left side of the playfield. The tube directs the ball to the "Exit Chamber", which is the middle-left kickout saucer. The ball is ejected toward the right slingshot. Each time the ball passes through the Exit Chamber, the exit value is collected and advanced. The exit value is indicated in front of the Exit Chamber. Exit values range from 5,000 points to 90,000 points and the value is cumulative from ball to ball. This is a huge (if repetitive) scoring opportunity. After the final 90,000 points is collected, the Exit Chamber is lit for the "MOTA Special". After the special is collected, the Exit Chamber resets back to 5,000 points. I have not been able to determine the significance or meaning of the word (or acronym?) "MOTA" except that it's "atom" spelled backwards. The Exit Chamber also serves as the ball lock as noted above.
Click for a larger image of the Exit Chamber and MOTA area.
Memory Drop Targets: A four-target memory drop target bank is at the middle-right side of the playfield. Each drop target scores ___ points plus an additional ____ points if flashing. When a complete bank of four targets is knocked down, ____ points are scored, the inlanes alternate for 10,000 points, the targets rest and the lit drop target award is collected and advanced. Drop target awards include 2X (Xenon bonus), 4X (Xenon bonus), 25,000 points, extra ball and special. The drop target awards reset at the beginning of each ball, but the position of each of the four targets is remembered from ball to ball. Drop targets can also be knocked down via the top rollover buttons as noted above. As much as I like drop targets, I don't give them much attention on this game. If I have the ball on the left flipper I usually shoot for the tube and the cumulative Exit Chamber points. Also, the memory feature seems underutilized. The drop target bank needs to be completed several times per ball to make a big scoring impact. A few "free" targets at the beginning of a ball make little difference.
Click for a larger image of the drop target area.
Stationary Targets: There are two yellow stationary targets at the middle-left side of the playfield. Each target has an associated yellow arrow. A third arrow is on the right side of the playfield by the drop targets. The lower left arrow is lit at the beginning of each ball. Hitting that target advances the Xenon bonus and lites the upper left arrow. Hitting that target advances the Xenon bonus and lites the right arrow. Hitting any one drop target advances the Xenon bonus, re-lites the lower left arrow and starts the whole process over. Each target hit also scores ____ points.
Click for a larger image of the center playfield area.
Xenon Bonus: The end-of-ball bonus is called the Xenon bonus and can range from 2,000 to ______,000 points.
Slingshots: The slingshots are of the usual shape and location and score 30 points per hit and toggle other game features.
Inlanes: The inlanes score 1,000 points or 10,000 points when lit (see drop target feature above).
Outlanes: The outlanes score 1,000 points and a special when lit (see multiball feature above).
Flippers: There are two flippers in the usual location.
Click for a larger image of the lower playfield area.
Extra Balls: Only one extra ball may be earned per ball in play. Extra balls are earned by way of the trop target bank as described above.
Specials: Specials are awarded by way of the top kickout saucer and outlanes as described above. Specials are awarded by way of the drop target banks as described above.
Xenon Vocabulary; (M) = Male voice; (F) = Female voice:
"Enter Xenon"(M) - start of game
"Welcome to Xenon"(F) - 1st X symbol
"Xenon two"(F) - 2nd X symbol
"Try tube shot"(F) - 3rd X symbol; lock lit
"Ahh"(F) - lock
"Xenon; Exit one; Exit two"(F) - begin multiball
"Xeeeeenon"(F) - tube shot
"Ahh"(F) "Aow"(M) "Ahh"(F) "Aow"(M) - bumper action
"Xenon"(M) - Xenon bonus
"Try Xeeeeenon"(F) - attract