Rules of Play & Scoring
Taken from Game Plan Pinball
Machines, A Complete Owner's Manual with Model Specifics Supplement
The S-H-A-R-P lanes increment score by 1000 PTS. and advance bonus
immediately for the first time the lane is made. After all lanes
are made the additional bonus for lanes made more than once is awarded.
The drop targets score 1000 PTS. and advance bonus.
The thumpers core 100 or 1000 when lit. They are lit by making
the top stand up target for the upper left and lower top thumpers,
and the bottom stand up target for the upper right and lower bottom
thumper. The spinner scores 100 or 1000 when lit and lit by advancing
bonus multiplier to 2X.
The loop lane rollover scores 1000 and advances bonus. The loop
rollover also advances the kickout hole multiplier and awards extra
ball when upper extra is lit.
The lower extra when lit lane scores 1000 PTS., advances bonus and
awards extra ball when lit.
The lower special when lit lane scores 1000 PTS., advances bonus,
and awards special when lit.
The kickout hole gives 5000 PTS., or 2X 3X 4X 5X times 5000 PTS.
when lit, or awards special or 25,000 PTS. when lit.
The outhole bonus multiplier is advanced by making S-H-A-R-P lanes,
S-H-O-O-T-E-R targets or kickout hole. Making S-H-A-R-P lanes or
S-H-O-O-T-E-R targets after 5X outhole bonus is achieved lights
special. Making S-H-O-O-T-E-R targets after special has been achieved
causes last target down to flash for special.
All bonus for current ball is collected when ball falls in the outhole.
When an extra ball is awarded it is played immediately following
the ball that won it. All features with the exception of the S-H-O-O-T-E-R
targets are carried over from ball to ball for each player.
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 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