Pistol Poker Rules
by Alvin G. & Co.
Rulesheet by John Gantert
jpg@mentor-tech.com
This rulesheet was based on AG10/R3 ROM's, and is not guaranteed to be
correct, and it is definitely not complete!
"An' nobody can say anythin'!" :)
LOWER PLAYFIELD:
Slingshots: Traditional style.
Flippers: Large rounded style. Like the old Bally games,
except much stronger.
S-P-O-T Lanes: These are the out-lanes and the in-lanes. Light
SPOT to spot a random card in the backbox deck. (Notice the stereo
sound effects!) Inlanes score 25,000 points. Outlanes score 500,000
points.
Heart Cards: 5 standup targets on the lower left playfield.
Shoot for the flashing card. Cards score 250,000 points when lit,
otherwise 50,000 points.
Jail: Left ramp to upper playfield. Collects hand when lit, and
spots a heart in Megamode. If the ball does not go all the way up
to the top playfield, this shot will also score the Ace of Spades!
Jail scores 100,000 points.
Club Cards: 4 standup targets in the middle of the lower
playfield. Shoot for the flashing card. The ace of spades is the
gun saucer. Cards score 250,000 points when lit, otherwise 50,000
points.
Club Loop: Small inner loop on lower playfield. Enter between
the 10 and Queen of clubs, and exit between the King and Jack of clubs.
Scores 500,000 points. Consecutive shots score 1, 1.5, 2, 2.5, 3, and
5 Mil points.
Center Scoop: Scoop from lower playfield (between the King and
Jack of Clubs) to the upper playfield just below the pop bumpers.
Collects hand when lit. Scores 200,000 points.
Blackjack Ramp: Big right ramp. Scores 1 then 3, 6, 10, 15, 20,
and 25 Mil. points per consecutive shot. Also collects hand when lit,
and spots a diamond in Megamode.
Diamond Cards: 5 standup targets on the right of the lower
playfield. Shoot for the flashing card. Cards score 250,000 points
when lit, otherwise 50,000 points.
Gun: Popper in the center of the lower playfield to the upper
playfield. Scores the ace of clubs, and collects a chip when lit.
Also lights READY-AIM-FIRE (in that order). If fire is already it,
then it fires the backbox gun (see below).
UPPER PLAYFIELD:
Slingshot: Located on the bottom left of the playfield. Acts
as a second upper flipper.
Spade Cards: 4 standup targets on the upper left playfield.
The ace of spades is the center drop shot to the lower playfield
(see Jail shot above). Shoot for the flashing card. Cards score
250,000 points when lit, otherwise 50,000 points.
Ace of Spades: Scores Special when lit for special. NOTE:
Does NOT score special when lit for ace of spades mode!
Upper Loop: Loop from upper left to upper right. Scores 1, 3,
6, 10, 15, 20, and 25 Mil for consecutive loops. Also lights Joker
for a timed period. During Megamode, it spots a spade.
Joker: Upper lock hole. Awards skill shot. Awards Mystery
award when lit (yellow light), and Megamode when lit (blue light). In
Megamode, the Joker awards Super Jackpot when lit (red light).
Chip Lanes: 4 top inlanes. Awards skill shot when flashing, and
lighting all chips awards Advance Bonus Multiplier or 5 Million if
multiplier is already 10 times, and lites the Joker (yellow light,
see above).
Rebound switch: Located to the right of the chip lanes. Awards
20,000 points.
Pop Bumpers: 2 located below the chip lanes. Scores 50,000
points.
Flipper: 1 flipper on the right.
BACKBOX:
Backbox Cards: A grid of all of the backbox cards. Light cards
by completing S-P-O-T, joker skill shot, or by firing the gun
(see below).
RULES
- SKILL SHOT:
- Shoot for flashing chip to award advance bonus multiplier or
5 Million if multiplier is already 10 times (also lights that
chip).
-- or --
Shoot for Joker hole to award 5 Mil x Ball in play, and spot
a random backbox card.
- BALL SAVER:
- 7 seconds. "Keep your hands on the table!"
- BONUS:
- ??? adds bonus, up to 9,990,000.
- BONUS MULTIPLIER:
- Chip lanes and Mystery award advances bonus multiplier up to
10 X. Bonus multiplier is carried over from ball to ball.
- JOKER RANDOM AWARDS:
- Random awards include:
- 1 Million
- 5 Million
- 10 Million
- 20 Million
- Instant Megamode (2 ball)
- Superdrop (actually is SuperShot, it's a typo)
- Lite Extra Ball
- Moving Ace Jackpot (lit ace scores 50 Mil)
- Award Bonus
- Increase Bonus Multiplier
- 5x Bonus Multiplier
- 10x Bonus Multiplier
- [...]
- (There's more, I just can't think of them!)
- GENERAL RULES:
- Complete all 5 hands in order (1 pair, 2 pair, 3 of a kind,
full house, royal flush). These are the red card lights on the
lower playfield.
- TO LIGHT HAND:
- Hit card targets needed for current hand (they will
be flashing). Then complete hand by shooting
a flashing "COMPLETE HAND" shot.
- Collect all chips (then shoot Joker) for PISTOL MANIA!
- COLLECTING CHIPS:
- After "COMPLETE HAND" (above), then shoot the gun saucer
to collect the chip for winning that hand. This will
award the normal gun shot, and will also let you
choose a prize with the flippers. Two awards will
be displayed, select one by pressing the appropriate
flipper button. Possible awards are:
- 20 Million
- Ric-o-chet
- Ace of Spades
- Black Jack
- Shoot Out
- Super Shot
- Maximum Bonus
- Megamode
- Aces Wild
- Joker Poker
- Royal Loops
- Light Extra Ball
- (see MODES below)
MEGAMODE
[aka Multi-Balltm]
- INSTANT MEGAMODE (2 ball):
- Start Megamode by shooting Joker when lit, selecting Megamode
after collecting a chip, or from the Mystery Award.
- INSTANT MEGAMODE (3 ball):
- Select Megamode after collecting a chip, then shoot the Joker as
the skill shot. The second ball will be locked, and a third ball
will be fed to the plunger lane.
- MEGAMODE (3 ball):
- When in 2 ball Megamode, shoot Joker to lock one ball, then shoot
the gun to lock the second ball. A third ball will be placed in
the plunger lane.
- Scoring is double in 3 ball Megamode!
- Generic MEGAMODE Rules: (Applies to all MEGAMODEs)
- Shoot for flashing card. One card on each deck will be flashing.
Each deck starts out with the 10 flashing, and proceeds to
light Jack, Queen, King, and finally Ace. You can collect
the card by hitting the standup target, or by shooting the
"Collect <suite> Card" shots that are lit. The upper loop will
spot a Spade. When you collect the ace of any suite, it will award
you the Jackpot! Jackpot scores are: 10 Mil plus 5 Mil for each
"Collect Card" shot hit for that suite.
- After you collect ALL of the cards, shoot Joker for Super Jackpot
of 100 Mil!
MODES
Most (all?) modes are timed, but there is no timer. You know when
a mode is going to end, by hearing the ticking sound. When you
hear the horse sound, the mode is over. All points scored for mode
features are added to the players score at the end of the round.
- RICOCHET:
- Shoot pop bumpers for 1 Mil. Total score for this mode is
5 Mil plus 1 Mil. for each pop bumper hit.
- ACE OF SPADES:
- Shoot Ace of Spades. This is a count-up mode! Starts out at
5 Mil, then goes up to 10, 25, 50, and finally 100 Mil.!
- BLACKJACK: (also called BLACKJACK RAMP)
- Shoot an ace and a Jack,
then shoot the Blackjack ramp and score 21 Mil. Repeat until
time runs out. Shooting the Joker will give you blackjack, so you
just need to shoot the blackjack ramp. Scoring is (???) 5 Mil plus
first card is 10 Mil, 2nd card 15 Mil, etc..., plus 21 Mil for
Blackjack Ramp (when lit). ie: Shoot an ace and a jack to light
blackjack ramp, then shoot blackjack ramp and then time runs out
and mode ends will score 5 + 10 + 15 + 21 = 51 Mil.
- SHOOT OUT:
- "Partner, do I hafta shoot yer?" (Notice the awesome stereo
sound and speech effects, and the different digital
displays during this mode!!!)
- All switches score 500,000. Mode score is 5 Mil (?)
plus 500,000 for each switch hit.
- SUPER SHOT:
- Shoot the backglass gun, and it will light up a whole
column of cards. You score 20 Mil for completing a
column of cards, plus awards for any completed rows!
- ACES WILD:
- Shoot any ace for 5 Million. Total round score is 5 Million plus 5
Million times number of aces shot.
- JOKER POKER:
- Shoot anything for 500,000 points. Total round score is 5 Million
plus 500,000 time number of switches hit during the round. I think
the Joker increases the 500,000 point value.
- ROYAL LOOPS:
- Shoot for flashing card to spot a card. Shoot for Upper Loop or
Club Loop to spot two cards. Joker spots two cards. Scoring is
25 Mil per royal flush (?) plus 5 Mil.
FIRING THE BACKBOX GUN
Use either flipper to select a suit from the backbox deck. After an
amount of time, the game will begin the READY - AIM - FIRE sequence.
Then the backbox gun is lit, and you need to shoot the coin over the
column of the card that you want. Shoot the gun at the lit coin by
pressing either of the flipper buttons.
This will spot the card under the coin that you shot in the suit you
selected.
You score 20 Million for completing a row. Awards for completing a row
are as follows plus 20 Million: (Medium is the default)
Backbox Row Awards
| Rows Completed |
Difficulty |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
Extra Easy |
Light Extra Ball |
Megamode |
Light Special |
Megamode |
Increase Bonus X |
Light Extra Ball |
Megamode |
20 Mil |
Easy |
Megamode |
Light Extra Ball |
Megamode |
Light Special |
Increase Bonus X |
Light Extra Ball |
Megamode |
20 Mil |
Medium |
Megamode |
Increase Bonus X |
Light Extra Ball |
Light Special |
Megamode |
Increase Bonus X |
Light Extra Ball |
20 Mil |
Hard |
Increase Bonus X |
Megamode |
Light Extra Ball |
Increase Bonus X |
Light Special |
Megamode |
Light Extra Ball |
20 Mil |
Extra Hard |
Increase Bonus X |
Increase Bonus X |
Megamode |
Increase Bonus X |
Light Extra Ball |
Increase Bonus X |
Light Special |
20 Mil |
TIP: Instead of looking for the lit coin, fire the gun based on the
clicks.
PISTOL MANIA
After collecting all chips, shoot the Joker for PISTOL MANIA! Lights
extra ball (Upper Loop) and special (Ace of Spades).
"An' nobody can say anythin'!"
One ball is placed in the plunger lane, and after it is shot out,
another ball is placed in the plunger lane. You score 1 Mil for each
switch hit! (Ie: Blackjack ramp scores 2 Mil because there is 2
switches on the ramp!) Mode lasts until there is only one ball
left.
I believe that some modes (like Ricochet) are started when you start
PISTOL MANIA.
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