Cyclone Rules Sheet
Version 1.0 (Or L-1 :-))
Last Posted 10-17-94
All standard disclaimers apply, and most of the features are probably copyrighted by someone, somewhere, somehow. Please send corrections, suggestions, and flames to email@example.com. Not to be taken orally. Avoid driving a motor vehicle, or operating heavy machinery while using this product. Store in a cool, dry place. Batteries not included. Do not immerse product in water. Eat at Joe's!
New to this version
Not much .. This is the first production version. :-) Thanks to all that helped.
Spell checked it too .. What a concept :-) (Using bug-filled software that even had a suggestion for "Quaaaaaaack" =D )
Did you actually *read* the disclaimer? :-)
It's a big hunk of wood, and parts, with some lights here and there. Oh, it has buttons on the side, and a spot to put your money in, and even a little silver ball that you can hit around with flippers. Cool, Huh? (Ok, So that wasn't the description you were looking for .. )
Cyclone was made by Williams in 1988. It has 2 flippers, and no multiball. Despite it having no multiball, it is still a very fun game, if it works right. Starting from the lower playfield, kinda- sorta working up, here's the description.
Cyclone has many options that can be adjusted by the operator, including the length of certain timers. With that in mind, the settings on the machine you choose to play may vary, and just for that reason, I didn't put alot of the timer values in here. Most of the features time out in 15 seconds.
Start out with the skill shot, which shoots the ball into the area above the rollover lanes. From there, the ball goes into the jet bumpers, and can come out either side. The jet bumpers increase the Ferris Bonus, which is collected on the Ferris Wheel (when lit).
There is no multiball on this game, but once you get to playing it, you probably won't notice that there isn't multiball. The game doesn't really need it, otherwise, it would be a little on the easy side.
Shooting the right ramp 3 times before the timer expires will award the current jackpot, which is displayed in lights, to the left of the mystery wheel on the backglass. After you get the jackpot, it resets to 500k. After you run out of credits, it will add 1 million to the jackpot, if you got it.
After you score a jackpot, the "Millions" digit in your score will flash, unless of course, your score is under a million, in which case, it will begin flashing when there is a digit there .. :-) I believe this is also true if you get the "Million" shot on the Comet ramp.
The jackpot increases 5k for each time you hit one of the 1-2-3 rollover switches at the top of the playfield.
After you get the jackpot, (or get it lit, and let the timer run out) you will need to re-light the Cyclone ramp. Hit the 3 duck targets, just above the right outlane. There is no maximum on the number of jackpots you can get per game, however, it resets back to 500k after you get the jackpot.
On the back panel of the playfield, just behind the Ferris Wheel, there is a set of lights, which indicates the value of the next shot on the Comet ramp. Each shot increases this, one step at a time, towards the million shot. Note: You can get the million shot during double score, and it will award 2 million, as well as different sound effects. :-)
You can get as many "Millions" as you want, as long as you keep re-lighting the Comet, and building it up. It's kinda more work than it's worth, unless you like shooting the same shot over and over again. :-)
Values go up in 20k increments, lowest being 20k, and the highest being 100k. Starting values will vary, depending on settings. After you get the 100k shot, the million shot is lit, on the Comet ramp. It will probably start you out with the 40k lit, and the 60k flashing.
After you get up to a certain point on the Comet ramp, and the timer expires before you can get another shot at it, then you will have to re-light the Comet ramp. To do this, you need to complete the 3 stand-up targets to the left of the Comet ramp. There is also a small target on the right side of the Spook-House island that will spot one of these targets for you.
The right return lane lights the Ferris Wheel. When you shoot the lit Ferris Wheel, you collect the current value, usually anywhere from 100k to 250k or so. Ball is returned to the left return lane. Ferris Bonus = 50K + 3K per bumper.
To gain access to the Spook-House, you need to knock down the drop target in front of the sinkhole. Hitting the ball in the sinkhole behind the target will spin the mystery wheel on the backglass. Quite an interesting toy, as the machine knows *Exactly* what position the wheel is in at all times, if it works right. Same concept that is used to work the clock in Diner, but that's a different game :-).
The worst award you can get is "Zilch", which awards 0 points. The lowest point value you can get off the wheel is 5,000 (5k) The highest point value you can get off the wheel is 200,000 (200k) There are also "Extra Ball" and "Special" awards on the wheel. The drop target is on a timer, may be short, may be long. (adjustable) The kickout is from the boomerang hole, Just above the left slingshot.
To advance your Bonus X, shoot the boomerang hole. This is where the ball gets kicked out from the Spook-House. It will only advance your Bonus X when it's lit, and you can re-light it by the return lanes. Or, even simpler, shoot a ramp, or the Ferris Wheel. :-)
Special -- You can get a special by getting your Bonus X up to the flashing light, on the Bonus X light wheel, just above the flippers. I've seen the flashing light as low as 3, and as high as 7. It's usually a good indication of how polite the boomerang kickout is.
The game makes alot of noise in Attract Mode, which is cool. It can be scarry in a quiet house, while watching TV, and the machine yells "Hey You!" .. Needless to say, I turned it off for the night. :-)
There aren't any cows in this game .. Sorry guys. Use your imagination. :-)
There are however, other animals, in the artwork, just above the flippers. How many can you name? :-)
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