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
-- or --
Shoot for Joker hole to award 5 Mil x Ball in play, and spot a random backbox card.
MEGAMODE
[aka Multi-Balltm]
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.
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.