Rules of Play & Scoring
Taken from Game Plan Pinball
Machines, A Complete Owner's Manual with Model Specifics Supplement
Top lanes score 3,000 points and advances bonus, lighting top lanes
advances bonus multiplier. Stand up targets score 1,000 points and
lights power bumper. Left saucer lane scores 30,000 points and locks
ball for multiple ball play. Left single drop target scores 5,000
points advances bonus and scores lighted value.
Drop targets score 3,000 points each and advances bonus. All targets
first time down score 50,000 points and advances spinner value.
Second time scores 50,000 points advance spinner and lights right
return lane for possible extra ball. Third scores 50,000 points
advance spinner and lights right out lane for possible specials.
Fourth time scores 50,000 points and awards special. Making left
side of 3 drop targets lights upper right side lane for 20,000 points
and three bonus advance. Making right side of drop targets lights
lower right side lane for 20,000 points and 3 bonus advances. Making
left side of drop targets lights upper right side lane for 20,000
points and 3 bonus advances.
Power bumpers score 100 or 1,000 points when lit.
Making middle stand up target when lit releases locked ball and
all playfield scores are doubled.
Right return lane scores 3,000 points or extra ball when lit.
Right outlane scores 5,000 points or special when lit.
Slingshot kickers score 30 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
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
15 seconds. The saucer is always active except during this delay.
If a ball falls in the saucer 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 in play / number of players display if
optioned. The game goes into game over delay for approximately 5
seconds and then begins alternately flashing last game score and
high score to date on the displays.