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© 2013

Andromeda

Rules of Play & Scoring

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

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 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 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.