Angry Birds Stella Pinball

Please be advised that this article contains spoilers for the 2014 - 2016 Angry Birds Stella animated series.

''This table also has an alternate modification kit that enhances this table's magna-save system and ensures that it is up to standards with typical pinball tables that use it. For more information about it, click here.''

This article attempts to describe a possible way to design a pinball adaptation of the Angry Birds Stella spin-off, incorporating elements from the game and a number of episodes from the web series. While the original source material depicts characters in their original limbless form, this table uses the visuals of the animated Angry Birds films, depicting them in fully limbed form.

The upper half of the table
This table is best characterized by having significantly elongated lanes that allow for fluid motion of the ball. There is a large orbit wrapping around most lanes that is dedicated to Willow, with a spinner flag at the left entrance marked with her original sprite, in reference to her art canvas and her spinning ability in the game. Next to the left entrance is a one-way ramp dedicated to Dahlia that crosses to the right side of the table, leading to a habitrail that drops the ball into the rightmost inlane. However, one section of the ramp is missing as it crosses above a bumper area enclosed in an egg-shaped dome, meaning that weak shots through the ramp can cause the ball to fall down there, and towards the end of the ramp, there is a short, downward-branching habitrail that drops the ball down to the right end of Willow's orbit if it is not shot strong enough. There is a thin metal flap gate besides the descending portion of the return habitrail, with a figure of Dahlia standing near it and behind the large inclined area that brings balls into play. The fact that balls must "jump" through the gap and pass through the egg-shaped bumper dome to fully go through the ramp is a reference to Dahlia's ability to phase through obstacles in the game. To the right of that ramp, there is a sinkhole where balls for Golden Egg Multiball can be locked, and above that hole is a one-way curved ramp that wraps around the bumper area and drops into it, which itself is a raised platform. However, before the ball drops into the bumper area, it passes through any of four rollovers that spell GALE, the ex-friend and nemesis of Stella. A figure of Willow stands behind her orbit, with a small scale model of Golden Island's volcano right behind her. The part of the orbit she stands in front of has a magnetic trap. The three bumpers themselves are Golden Eggs. Once a ball passes through the bumper area, it exits into a habitrail ramp that crosses the table and drops the ball into the right inlane, converging with the end of the habitrail leading from Dahlia's ramp. There is a hidden mini-loop, shaped like a right-side up letter C, underneath the bumper platform with lights for the word PHOTO between its two entrances. The mini-loop wraps around a captive ball. The center of the playfield juts out to the back, with a magnetic saucer placed in front of a small scale model of Stella's tree house. Right next to that saucer is a very long crossramp that loops around to the back right corner of the table, where a figure of Stella stands, and descends diagonally into the abovementioned left habitrail leading to the leftmost inlane, representing the friendship and personal bonds between the characters. Next to this friendship crossramp, there is a spindisk representing Luca and his sonic attack. The right entrance of Willow's orbit is also next to that spindisk. It is also next to a one-way ramp dedicated to Poppy that takes the ball to the back-left corner of the table, before dropping it into the left habitrail leading back to the leftmost inlane, in reference to her powerful slam attack in the game, although there is a hole mid-way through the ramp that the ball will fall into if a weak shot is made through the ramp, which will briefly lead the ball into the right inlane. If the ball makes it all the way through, a gong will sound, referring to her talent for musical instruments. A figure of Poppy stands near the back left corner of the table that plays the gong after a full shot, and there is a magnetic trap near the end of the ramp that is within her reach. Between these two lanes, there is a turquoise right mini-flipper, with a magnetic trap directly above it that activates when a full clockwise shot is made through Willow's orbit. This mini-flipper is actually a reference to Willow's vortex spin ability, where she can instantly change direction in mid-air, and that power is demonstrated when the player shoots Willow's orbit clockwise to the mini-flipper, then uses that flipper to move the ball in a different direction. The entrances of most lanes except Gale's crossramp and the treehouse sinkhole can be blocked by drop targets containing Pigs or a skunk.

The lower half of the table
To the left of the left entry of Willow's orbit, there is a sinkhole that allows access to the volcano mini-playfield, which is located under the center of the table. A figure of Gale stands behind it. At the other side of the table is a one-way drop off from the plunger area where balls are brought into play for the first time, as well as a hole with a very short one-way habitrail leading out of it that takes the ball into the right inlane. Below these are two outlanes, four inlanes, two rebounds and two pink flippers. The six total return lanes have rollovers that spell out STELLA. The Ham-some Pig, Gale's lover, sits on the left rebound, while the Artist Pig, a friend of Willow, sits on the right rebound. A small model of Stella's photo album is laid open on the right side of the table's apron, containing a digital counter of how many photos the player found before a successful completion of the wizard mode.

The mini-playfield
The mini-playfield is underneath the lower half of the table and represents the volcano in Golden Island, where a Golden Egg is rumored to lie in. It is nearly symmetrical with six lanes. The outermost lanes form a large orbit. Each side of the orbit contains a short, curving branching path that would dangerously drop the ball towards the wide-open outhole between the flippers most of the time (if the player makes weak shots through the orbit), but would form the middle two lanes that can be shot in the opposite direction to take the ball back to the same side. The second and fifth lanes are crossramps that lead into the opposite side of the orbit. The corners of each ramp each have two target posts, for a total of four that spell the word JUMP. There are also two sinkholes, one on each side of the mini-playfield, that open and close depending on certain conditions. The left sinkhole is the mini-playfield exit and the right sinkhole is used to collect the Golden Egg when prompted and leads the ball back over the right flipper through a one-way hole in the wall. The word "CENTER" appears at the entrance to the left middle lane and the word "POST" appears at the entrance to the right middle lane. The entrances to all six lanes also contain pop-up barrier targets. Below all six lanes is a pair of return lanes (with no outlanes), one for each side, that end in flippers, with a wide outhole between them, marked with lava. Despite the large gap, it is possible to bring the flippers closer to each other via a "zipper-flipper" mechanism system, and there is a pop-up center post at the middle of the outhole. The ball enters the playfield through a hole at the lower-left corner, rolling to the left flipper. A pair of small rebounds are also present above the flippers, which also slide closer to each other when the zipper-flippers are activated.

The plunger
The plunger is similar to the one used in the Angry Birds Movie pinball adaptation, as it is a slingshot. However, instead of a pop-up pig target from the table wall, there are a row of three hoops, one in front of another, positioned above a larger funnel-like inclined area that drops the ball into the playfield's right side. One of these hoops will be lit and the ball must be shot into it to score a skill shot.

Aesthetic details
The table is played on the main deck of Stella's treehouse, where it is possible to catch a glimpse of a good scenic overlook of the lush forests of Golden Island. A few knick-knacks and belongings from the treehouse, like a skateboard, may be placed near the table.

The left table wall and the back of the table could be decorated with trees, reflecting how much of Golden Island is forested land. The right table wall could show open water, making the right side of the table look more like a beach and the coastal edge of the island.

Rules
The goal of the pinball table is to confront and defeat Gale, putting a stop to her mischief as the ruler of the Pigs, all with a traditional supply of three balls. The player attempts a series of missions to unlock a wizard mode for a final confrontation against her. Along the way, the player can collect photos stolen by Gale's pig army to complete Stella's album, whether by successfully completing mandatory or optional modes, to increase the final victory score. (The amount of photos collected will reset to zero after a successful completion of the wizard mode, and players can only collect one photo per unique side mode completed until the wizard mode is beaten.) It is not necessary to successfully complete every mission, but players should strive to complete all of them successfully to earn as many photos as possible, and failed missions can be repeated again as many times until completed successfully.

Main modes
To start a main mode, the player must lock the ball into the treehouse saucer three times. After the third time the ball is locked there, the player chooses a mission with the flippers, then uses the launch button to confirm. Each mission completed awards a photo for Stella's album.

The following five missions, each based off of an episode of the web series, must be attempted to unlock the wizard mode:
 * Branch Out: Based on the episode "The Golden Egg", as well as the way typical levels in the spin-off game are played, this mode has Gale launching a siege of the forest around the treehouse where Stella and her friends call home with her Pig army.  Gale wants to knock down trees to construct her castle, as well as unearth a Golden Egg, but not if Stella and her friends have anything to say about that.  The player helps them defend against Gale's army by clearing out any Pig drop targets blocking several lanes.  Once all targets are down, the player must quickly make a full-strength shot through Poppy's lane once to strike a gong, which disables the log-cutting machine Gale is using to raze the forest.  The player must defeat all Pigs and destroy the log cutting machine altogether within a time limit to beat this mission and save Stella's treehouse, and the player will be awarded a bonus score of 1 million times the amount of time left once Poppy's ramp is shot to finish the mission.  Failing this mission results in a fast lock for Golden Egg Multiball (once per multiball mode).
 * The Portrait: Named after the eleventh episode, this mission focuses on Willow. She has just been captured by Gale's Pigs.  Under the threat of losing her hat, Willow is forced to paint a picture of Gale so that she can leave the castle.  To complete the picture, the player must shoot a certain sequence of five lit lanes so that Willow can make the correct strokes on the large easel she's given for the task, but must spin her flag a total of 100 times to reveal the lanes that must be hit, with every 20 spins revealing a lane in the sequence.  Once all five lanes are revealed and shot, the player must shoot the hidden photo miniloop in a clockwise direction once to deliver a surprise, finishing touch to the picture, to make fun of Gale!
 * To the Bitter End: Named after the first season finale, this mission is about Stella and Gale's attempt to escape from a deadly volcano! Seeing Gale in distress, Stella hopes to save her former friend and the player brings her into the volcano by shooting the left sinkhole, which goes to the volcano mini-playfield. Once the ball is taken there, the player has a limited amount of time and three tries (one try is lost when the ball is drained in the mini-playfield, and no extra tries can be recovered) to complete a sequence of five challenges inside to complete the mission: 1) The lava is beginning to flood the volcano, forcing Stella and Gale to run.  The player shoots 3 lit lanes to lead them through the cave in hopes of safety.  2) A skunk destroys a bridge that must be crossed to continue, and so the two birds must improvise to find a way across without it.  The player creates a way across by spelling JUMP and activating the zipper flippers.  3) Gale then finds the Golden Egg and goes to retrieve it, by having the player shoot an opened right sinkhole, which collapse to unblock the way to it.  4) Stella finds herself trapped and Gale reluctantly decides to give her a way out of her predicament, which the player does by shooting both middle lanes once, activating the center post.  5) Suddenly, the Pigs and Stella's friends bust a way out of the volcano that Stella can jump through, opening up a path to the mini-playfield's exit by an unsealed left sinkhole.  The player must then shoot there to escape and complete the mission, while Gale chooses to stay behind inside the volcano, willing to die for her prize just as it collapses.
 * Night of the Bling: Named after the third episode of the second season, this mission has Stella facing the terrifying power of the Shaman Pig as he transforms her friends and even Gale into Pigs. As the table goes dark, the player must help Stella evade the Shaman Pig until dawn breaks by shooting lit lanes 5 times, while avoiding the Shaman Pig or Pig drop targets that block a few of the lanes.  The player must also avoid shooting three unlit lanes, as doing so will cause Stella to get caught by the Shaman's forces!  The player can also shoot Poppy's ramp to make a sound that distracts the Shaman Pig, which will also hide the drop targets for a longer period of time and undo one mistake to keep the mission going.  However, after the third lit lane is shot, this can no longer be possible as Poppy gets turned into a pig.
 * The Storm: Named after the eighth episode of the second season, this mission has Stella and Gale being forced to hide from a devastating storm. The player must juggle two balls (the current ball in play and the released captive ball in the miniloop) to keep the two safe, shooting five lit lanes to pass the time until the storm abates, but must make sure that the two don't get in trouble with each other (represented by ball collisions), as well as avoid a skunk in the process, represented as a drop target that occasionally pops up in one random lane.  After the 5 lit lanes are hit, the player must now lock one ball back into a sinkhole to finish the mission when Stella and Gale start fighting over the limited resources in the cave, resulting in the former beating the latter by knocking her into a stone skull with the skunk inside.  Losing one ball, hitting the skunk three times (before all lit lanes are hit), or causing the balls to collide with each other five times (before all lit lanes are hit) results in mission failure.  If the mission fails with both balls still in play, the flippers will be disabled automatically to allow them to drain for a short time, before the flippers reactivate as a ball is shot back into play and a new captive ball is locked inside the miniloop.

Wizard mode
Once all five missions are attempted, the player gains access to the Wizard Mode, a sixth and final mission titled, You Asked For It. Based on the namesake series finale, this mode is split into multiple phases: The wizard mode ends in failure if the player takes too long to complete phase 2, or drains the ball in any phase, but the player can try it again until it is beaten, or all balls are lost. Completion of the wizard mode results in a victory multiball involving four balls representing the island's native critters now living in peace with the threat of the Golden Eggs gone. The player can shoot lit lanes for jackpots, and this multiball continues until one ball remains.
 * Phase 1 - Climb into Gale's Bedroom: Stella must sneak into Gale's bedroom in her castle to take the last Golden Egg away from her before she can do more damage with it, but will need help from Willow and Poppy to get inside. The player gets Stella up into the room by spinning Willow's flag 30 times to turn her hat into a trampoline, then makes a weak shot into Poppy's ramp (so that it falls into the hole midway) and then a full-strength shot on the same ramp to boost the trampoline so that Stella can leap into the window.
 * Phase 2 - Outrun Gale: Stella gets inside the bedroom, but accidentally wakes Gale, who then takes the egg and chases her across the castle rooftops to try and turn her into gold. The player helps Stella escape by shooting lit lanes 7 times within a time limit, but the player must avoid the two sinkholes, as hitting either of them a total of three times will get Stella caught, ending the wizard mode in failure.  After the third time a lit lane is shot, Pig drop targets will pop up to block the way, making this part more difficult, but the player may knock them down for extra points.  After the seventh lit lane is hit, the player must shoot the hidden miniloop clockwise to trip Gale and knock the Golden Egg from her grasp, so that Stella can use it against her.
 * Phase 3 - Destroy the Egg: With Gale defeated, Stella must finally set things right. First, she must turn some Pigs that turned to gold back to normal, which the player does by hitting stationary drop targets of golden Pigs, then turn Gale back to normal by hitting her bumpers 20 times.  Finally, the player then helps Stella destroy the Golden Egg once and for all by shooting the friendship crossramp once to finish the wizard mode and trigger the victory multiball!

Once the wizard mode is beaten, the table will reset and the player must complete all missions to get to the wizard mode again.

Side modes
There are several side modes that can be activated for an opportunity to earn extra points, as well as recover more photos for Stella's album:
 * The Prankster: If the player makes 5 incomplete shots through Poppy's ramp (i.e. it falls into the hole midway through it), a hurry up side mode based on the ninth episode will begin where Poppy demonstrates her skills as a prankster on her fellow friends. The player must shoot the following lanes once in any order: 1) the Friendship crossramp, 2) Dahlia's ramp (full shot), 3) Luca's spindisk and 4) Willow's left orbit, with a time limit for each lane to shoot.  These are the four targets of Poppy's pranks.  They then plot revenge, enraged.  Poppy then feigns them and the player does this by making an incomplete shot up her ramp.  Then, Poppy falls into another trap, triggered when the player shoots the ramp in full, to finish the side mode.  Each of these shots must be done with a time limit.  This mode does not award a photo.
 * The Runaway: Based on the fifth episode, this side mode is about the young Luca running away to avoid a bath, and it starts when the player hits his spindisk 4 times to spell his name, then locks the ball into the treehouse saucer. The player helps him stay one step ahead of his friends by shooting a sequence of three lit lanes in order and then shooting Gale's ramp (within a time limit), then shooting those same three lit lanes in reverse order to get him back home after he discovers that Pigs have worse baths and then locking the ball in the treehouse saucer once more (under another time limit).  Completing this side mode awards a photo, plus points based on how much time was left for each of the two phases.
 * Pig Power: If the player makes 6 full shots through Dahlia's ramp, a hurry-up mode will begin based on the seventh episode where Dahlia uses her smarts to disguise herself as Gale to direct Pigs to build a bridge. The player must shoot a chain of three neighboring lanes to complete the bridge as a countdown starting from 1 million slowly ticks down!  Completing the task before time runs out and the real Gale discovers her deceptive plan will award a score totaling what is left of that 1 million, as well as award a photo for the album if that remaining score is above 500,000.
 * Own the Sky: If the player shoots the right orbit 3 consecutive times and locks the ball into the treehouse saucer, a video mode about Stella flying her hang glider, based on the eighth episode, will begin. The player can use the flippers to steer Stella from a first-person perspective on the scoring display as she avoids obstacles.  A collision reticule will appear at the center of the display to indicate what part of Stella's view needs to be kept clear of obstacles to avoid crashing her glider.  If the player can pick up Luca during Stella's flight, a bonus reward is also granted.
 * It's Mine!: If the player makes 6 incomplete shots through Dahlia's ramp that fall into the Golden Egg bumper area, a hurry-up semi-video side mode based on the sixth episode of the second season will begin, where Dahlia will struggle under the power of a Golden Egg! The side mode precisely begins once the ball exits the bumper area after the sixth incomplete shot and the score display will show a power meter split in half between Dahlia (represented as her original sprite) and the Golden Egg, while the table darkens and glows orange.  The meter will begin to increase in favor of the Egg by 1% per second, but will increase 4% further every time a bumper is hit and 10% if the ball falls into the Golden Egg Multiball sinkhole.  The player must shoot lit lanes (the lane accessing the bumper area cannot be one of them) to muster Dahlia's resistance against the Egg, with each lit lane shot causing the gauge to increase 15% in favor of Dahlia, although the player can make a full shot through Dahlia's ramp to generate twice the amount of resistance.  The mode ends in failure if the Egg gains 100% of the meter, but will end in success once Dahlia takes 100% of the meter and successfully resists the Egg's power. Completing this side mode awards bonus points based on the lowest amount of resistance Dahlia had against the Egg at any point during the mode (20,000 points for each 1% of that amount) and a photo.
 * The Golden Queen: Based on the ninth episode of the second season, this side mode becomes available to start within 30 seconds after spelling GALE on the bumper rollovers (with the lit rollover positions cycling every time the flippers are operated) while "To the Bitter End" is not active.  (The rollovers will reset if the ball is drained, and hitting a lit rollover will darken it again.)  The player then shoots the ball into the volcano sinkhole to take the ball into the mini-playfield, where the player helps Gale retrieve the Golden Egg inside the volcano, while sneaking past the creatures guarding it.  This is accomplished by shooting 5 lit lanes, but there will be a drop target popping up at random representing a creature guarding the egg. If the player hits that creature head-on 3 times, or drains the ball, the side mode ends in failure.  The player can also spell JUMP to activate the zipper flipper and shoot both middle lanes to activate the center post to make it harder to lose the ball, and once 5 lit lanes are shot, the Golden Egg sinkhole will open, and the player must shoot there to take the Golden Egg.  Then, that path will close and the exit sinkhole will open, which must then be shot into to end the mode successfully.  However, the player has a brief time limit to escape as the giant creature guarding the egg will try to pursue Gale to take it back, but the time limit can be removed if a lit lane is shot to make Gale hit it with the Golden Egg to freeze it.  Completing this mode awards a fast lock for Golden Egg Multiball (once per multiball mode).
 * Lost and Found: The Pigs have also stolen belongings from Stella's treehouse, and she would like to get them back. If the player hits the captive ball 5 times, a hurry-up mode will begin where the player can search for a lost treehouse item by shooting different lanes.  Once a certain lane is shot, the player must now defeat a Wall of Pigs, represented by Pig drop targets blocking the lanes, to finally retrieve the item in question for bonus points.  Each of the five birds has a unique lost item (for example, Luca's toy robot or Dahlia's chemistry set), and once all of them are retrieved, an extra ball is awarded and this side mode is disabled until the wizard mode is beaten.

Multiball
There are also three multiball modes that can be activated. Once started, a multiball mode triggers a 30-second ball saver and the mode will continue until only one ball remains.
 * Ham-some Pig Multiball: One of Gale's minions, the Hamsome Pig, is her greatest ally, and also her greatest admirer, willing to court, impress and protect her at any cost, in spite of her rebuffing. If the left rebound is hit 30 times, a quick 2-ball multiball will begin with a second ball popping out of the Golden Egg Multiball sinkhole.  One lane, which is not a sinkhole, will be lit for a jackpot, changing every several seconds.  The jackpot can be increased if both sinkholes are hit once.
 * Golden Egg Multiball: The power of the Golden Eggs is unspeakably dangerous. While it can turn things and beings into gold, it can also petrify parts of Golden Island, too, if the third-to-last and penultimate episodes, "Premonition" and "Last Bird Standing" are of any indication!  If the player hits the Golden Egg bumpers 30 times, the Golden Egg Multiball sinkhole will be lit, allowing a ball to be locked there.  Once three balls are locked, the full power of the Golden Eggs are unleashed, as the balls are shot back into play.  The Eggs will either petrify each lane or turn it into gold, and the player must then shoot golden lanes for jackpots.  Spelling GALE will raise the jackpots during this mode.
 * Friendship Multiball: Stella and her friends have a close social circle. The player can unleash the power of their friendship by shooting the friendship crossramp 7 times to spell FRIENDS, which will open up an opportunity to lock a ball in any of four places throughout the table, with each lock only being used once: 1) At the end of Poppy's ramp, before it reaches a corner that leads down to a habitrail, there is a magnetic trap that turns on when FRIENDS is spelled, so when the ball is caught by it, Poppy reaches down and picks it up to lock it for herself.  2) There is a thin flap gate right at the end of Dahlia's ramp that will turn and block the ball from reaching the rightmost inlane when FRIENDS is spelled, and once the ball stops at the gate, Dahlia picks up the ball to lock it for herself.  3) When FRIENDS is spelled, Luca's spindisk will lower, trapping the ball inside for a lock for Luca.  4) Willow's orbit also has a magnetic trap midway through its left side that will turn on when FRIENDS is spelled, and once it catches the ball, Willow will reach over and pick it up to lock the ball for herself.  After at least 2 balls are locked in, the player can choose to start the multiball immediately or wait to lock more, up to a maximum of 4.  Once the player chooses to start multiball, or once all 4 locks are engaged, the locked balls will be shot into play, with each ball being colored the same color as the friend that it was locked for.  Guiding a ball through a lane of the corresponding friend that was locked will award a jackpot, which can be increased every time FRIENDS is spelled on the friendship crossramp.

Perks
The player can also earn the following perks while playing:
 * Stella's Bubble Magna Saver: Stella's ability to levitate obstacles by trapping them in bubbles in the game could come in handy for this table. If the player spells STELLA on the rollovers (the positions of the lit rollovers cycle every time the flippers are operated), a magna-save will be available for the player to use to save the ball from draining.  (The rollovers will reset if the ball drains.)  The player uses a magna-save by tapping the launch button at just the right time, whether the ball just fell into the outlanes, or is right above the outhole, which will trap the ball into a bubble that attempts to rise back up into play.  The player can spell STELLA again to stack up to 3 magna-saves.  Spelling STELLA again while having the maximum magna-saves will grant an additional score bonus.
 * Stella's Parkour Combo and Score Multiplier: Stella possesses incredible acrobatic skills, which the player can unleash by shooting combos. Every 5-way combo executed raises the score multiplier  (1x → 2x → 4x → 6x → 8x → 10x), but the score multiplier will only be good for the current ball unless a multiplier hold is earned from Willow's Art Award.  Also, for each multiplier increase, the brief amount of time available to extend a combo will become one second shorter, making further multiplier increases more difficult.  Maxing out the multiplier for the first time awards an extra ball.
 * Lost Photos: Stella can also recover more lost photos for her album if the player spells PHOTO by shooting the hidden miniloop under the domed egg-shaped, bumper area 5 times total in either direction, then collects a photo that spawns at some point in the table.
 * Poppy's Ball Saver: Poppy has protected Stella and others on occasion. If the player shoots her ramp five times, the 30-second ball saver will activate.  (A short free ball saver will also activate if STELLA is spelled via an outlane drain, or when a drop target is hit.)  If the ball is drained while the saver is active, the ball will pop back into the right inlane as if the player just made an incomplete shot through Poppy's ramp into the hole midway through it.
 * Willow's Art Award: Willow is a talented, creative artist. If the player spins her flag 60 times, she can paint up a random award that would be helpful (extra points, multiplier raise, multiplier hold, magna-save, ball saver, extra ball or an extra photo).
 * Extra Balls: Extra balls can be claimed from the treehouse saucer. Extra balls can be earned by winning one as an Art Award from Willow, executing a 10-way combo for the first time, maxing out the score multiplier for the first time, collecting all 5 unique items from the "Lost and Found" mode, or beating the wizard mode.

Ballout bonuses
When the ball is lost, the following bonuses will be awarded, provided that the tilt alarm was not triggered:
 * Friends bonus - 500,000 points
 * Missions attempted - 200,000 points per mission started
 * Photos bonus - 100,000 points per total photo collected
 * Number of side modes started - 100,000 points per mode
 * Parkour bonus - 100,000 times number of combos during current ball
 * Combo bonus - 100,000 times length of longest combo
 * Jackpot bonus - the highest jackpot reached for any multiball mode during the current ball
 * Maximum score multiplier level reached - 100,000 times current multiplier level
 * Number of Art Awards collected - 500,000 points per award

Status report
If either flipper button is held, the following information will be displayed:
 * Current ball
 * Extra balls claimed
 * Extra balls remaining
 * Number of photos recovered
 * Current score multiplier
 * Main missions attempted
 * Rebound hits needed for Ham-Some Pig Multiball
 * Lock progress for Golden Egg Multiball
 * Lock progress for Friendship Multiball
 * Number of Magna-Saves available