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Game Plan Pinball Agents 777

Rules of Play & Scoring

Taken from Game Plan Pinball Machines, A Complete Owner's Manual with Model Specifics Supplement for Agents 777

The spin 1,2, & 3 lanes score 1,000 points or 5,000 points when lit and increment the bonus 1,000 points or 2,000 points when lit. All lanes made scores an extra 10,000 points. Each lane alternately spins and stops its respective slot machine reel.

The left and right saucers each score 5,000 points plus any lit slot machine symbols in accordance with DIP switch #25. If symbols ”777” are lit, a siren will sound and the backbox lamps flash.

The three drop targets each score 1,000 points and increment the bonus 1,000 points until the 2X,3X, & 4X lamps are on continuously. Then they score 5,000 points and bump the bonus 2,000 points. All down, the first time, lights the 2X lamp by the targets continuously and 1ights the spinner 1,000 lamp. All down again lights the 3X lamp solid. All down again and all three (2X,3X,4X) lamps start flashing to alert a possible extra ball opportunity. All three down again lights all three lamps steadily and lights one of the extra ball lamps if DIP switch #14 allows. The drop targets also spin and stop their respective slot machine reel. The super bonus multiplier earned from the drop targets is added to the regular bonus when the ball enters the outhole. This super bonus is not carried over to the next ball.

The standup targets score 1,000 points or 3,000 points when lit and increment the bonus 1,000 points or 2,000 points when lit. They also spin and stop their respective slot machine reel and light their respective thumper-bumper.

The thumper bumpers score 100 points or 1,000 paints when lit. They are lit from the three stand up targets.

The left top lane scores 50,000 points and repeated shots light the special lamp in accordance with DIP switches #15.

The left middle lane scores 25,000 points and repeated shots light the extra ball lamp in accordance with DIP switch #6.

The spinner scores 100 points or 1,000 points when lit for each revolution. It lights from all drop targets down the first time.

The slingshots score 30 points.

The extra ball lanes score 1,000 points and award an extra ball if lit.

The special lanes score 5,000 points and award the special if lit per DIP switches #28 & #29.

If two stopped symbols of a winning slot machine combination fall into line, they will be held in place and their reels will no longer spin from the lanes or targets until the points are collected from either saucer hole.

In regards to bonus carry over from one ball to the next, only 40,000 point increments will be remembered. For example, if a player accumulated 65,000 points in his bonus on his first ball, when time for his second ball, he would start with 40,000 bonus points.

Exceeding high score to date awards credits, if optioned, at the end of the game and the displayed high score to date is automatically updated.

Tilting the game results in loss of current ball and the flippers and all playfield features go dead. Slamming the machine results in loss of the game, and the game goes into a delay mode for approximately 5 seconds. The kickout is always active except during this delay. If a ball falls in the kickout hole during the slam delay it will be kicked out immediately after the delay.

At the end of the game, the game over tune plays and the match number shows in the ball play display if optioned. The game goes into a game over delay for approximately 5 seconds and then begins alternately flashing last game score and high score to date on the displays.