Rules of Play & Scoring
Taken from Game Plan Pinball
Machines, A Complete Owner's Manual with Model Specifics Supplement
The rollovers on either side of center on the playfield increment
the score by 1000 points, advance the bonus, and change the special
when lit. 2X bonus lights the spinner. The thumpers score 100 or
1000 when lit. The top stand-up target scores 10 points and lights
the upper left bumper. The lower left 1000, advance and change lane
lights the bottom bumper.
The lower right 1000, advance and change lane lights the upper
right bumper. The top lanes 1,2,3,4 and 5 score 1000 or 5000 when
lit, and are lit by scoring the lane on the current ball. These
lanes also turn on the bonus rollover lights in the upper left corner
and advance the bonus multiplier. The save ball target scores 1000
points and turns on the save ball light. When the save ball light
is on the kicker will activate when the ball enters the kicker lane.
The lane target scores 10,000 points for each hit. On the second
hit, the lane target advances the multiplier. The third hit lights
the special. The fourth hit lights the shoot again light.
Exceedinq 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 qame results in loss of current ball and the flippers
and all playfield features go dead. Slamming the machine results
in loss of the qame, 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 turn plays and the match
number shows in the ball in play/number of players 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.