Rules of Play & Scoring
Making CYCL advances X value and increases left spinner.
Making OPES advances X value and increases right spinner.
Making CYCLOPES lights center hole for extra ball and top right
hole for multiple ball.
Making MONSTERS lights rotating extra ball and center target.
Making center target when flashing increases monster bonus and
lights top hole for collect bonus.
Completing EYES captive ball increases scoring value.
Special award at 10X.
When 2 or more players compete, highest score is awarded a special
timed bonus ball at the end of the game. Increase bonus ball time
by completing drop target banks.
The Eyes Target option scores can be adjusted to 10,000 or 25,000
with DIP switch #6.
Recall spinner values can be held in memory with DIP switch #7.
Recall regular bonus can be held in memory with DIP switch #15.
Eyes extra ball can be adjusted to light up on eyes target at 75,000
or 100,000 points with DIP switch #22.
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. A tilt warning can be adjusted
with DIP switch #25. 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.
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