Changes from version 1.0
At long last, I found a place that has R911! So this is a bigger and better version than 1.0 -- I added info to just about every section of the rules. Most notably: I found a couple of standup targets that I hadn't noticed before, made it clearer which targets are in which portion of the playfield, and FINALLY figured out how the modes and Multiball interact. Also, to the best of my knowledge, Neil Shatz's name is still spelled correctly. :>
General Stuff
Just a reminder that while I now have access to R911, it's a pain to get to it, so I'm relying on the kind Internet folks to help me out. Kevin Martin, Bowen Kerins and Michael Falkner have given me lots of helpful info. The Multiball exploit section uses info from Kevin and Keith Johnson. When I'm describing something that I have unconfirmed or conflicting info about, I'll usually say who gave me that info. This is more for me, so I can keep track of who told me what. If you have confirmation or clarification of anything in this sheet, please feel free to e-mail me. :>
The first time I saw this machine was at the Pinathon on May 14, where R911 was the game we played in the final round.
Many many many thanks go to Neil Shatz. He was in the final round too, and he was the only one who knew anything about the game. Before the finals started, we were all crowded around the machine while Neil was giving us a quick briefing. It was quite a sight to see ;>
Since this is a Gottlieb game, there are a few quirks I should tell you about. R911 has "hurry-up" shots, but they are what we'd normally call shots that time-out. R911 also has "countdown" shots, and those are true hurry-up shots, i.e. their values decrease over time. I'll be using "hurry-up" and "countdown" the way R911 uses them. All normal r.g.p abbreviations apply, too.
There are also a couple of things that don't have common names, so I invented names for them here. One is a standup-kicker. It's a double-wide standup target that kicks the ball like a slingshot when it's hit. The other is a "one-time" shot. This is a shot that is lit by doing something, but which turns off if any other target is hit first (Bowen helped with this name).
General Layout
The playfield is divided into three areas. The lower half of the board has the highest-scoring targets. The upper left quarter is the bumper area, and the upper right quarter has the top flipper, lock shots, and a mode start shot.
The upper two quarters of the playfield are separated by a wall, so the ball can't go directly between those areas unless it goes airborne (but I've never seen that happen). There is a lane leading from the lower half to each of the upper quarters. The ball can be dropped off the Helicopter into the bumper area, and the Ramp feeds the ball to the Top Flipper.
Lower Half of the Board
Bumper Area: Upper Left quarter of the board
Top Flipper area : Upper right quarter of the board
Above the board
Multiball
Multiball can be started in two ways. Locking two balls in the Main Habitrail will start 3-ball multiball when you launch the third ball. The other way is to start Cave-In or Jaws of Life during your first run through the modes. Getting multiball this way will start a 2-ball multiball if there is not a ball locked in the Main Habitrail, and 3-ball if there is a ball locked there. (Note, you don't actually have to play Cave-In or Jaws of Life. See three paragraphs down for more info.)
The object of Multiball is to collect jackpots. The first jackpot can be collected either at the Helipad or the Emergency Room. After that, only the Emergency Room awards jackpots; the Helipad increases the jackpot value. The jackpot starts at 10M. Each shot to the Helipad to increase the jackpot adds 30M, and collecting a jackpot makes the next jackpot double the value of the one just collected. The jackpot value maxes at 300M.
Here's how Multiball and modes interact: they don't. The two are totally independent. You can start a mode during Multiball, and Jaws of Life and Cave-In automatically start Multiball the first time through the modes.
But, here's an exploit. At the beginning of a ball, select Jaws of Life or Cave-In. Then shoot a mode start. That will lock a ball and serve another to the plunger. Before you launch that ball, select one of the other modes. That new mode will be the one you play, but it will be Multiball. So the end effect is that you can have Multiball up to 6 times the first time through the modes. (But don't do this with Stork EB, it's hard enough as it is without balls flying around and hitting each other.)
When a mode is started during Multiball, or when a mode starts Multiball, and if the Helicopter is lit, the ball will always be dropped in the Left Dropoff point. However, if you drain the other one or two balls (however many were locked) before the Helicopter picks up the ball in the Helipad, you will be able to control when the ball is dropped. Also, when a mode starts Multiball with the Helicopter lit, you can shoot the ball coming off the plunger into the Helipad for a jackpot and take a quick break while the Helicopter does its business of picking up the locked ball.
One last note: the Bumpers do NOT add to your end of ball bonus during Multiball.
Modes
The modes are all pretty straightforward. When you start a mode, some shots will be flashing. Shoot them to save lives. Don't look at the display for help, though--you have to rely on the lights to know what to shoot for.
To start a mode, shoot one of the "Call 9-1-1" shots--either the Helipad or the Lock Sinkhole. The first time through the modes, both mode start shots are lit, but afterwards, the lit shot alternates with each bumper and slingshot hit. If you shoot the Helipad, and the Helicopter light is lit, the helicopter will swoop down and pick up the ball. You must release the ball by pressing either flipper button. Dropping the ball in the Back dropoff hole saves 1 life, and counts as a shot to the Emergency Room. If you don't drop the ball, it will be dropped in the Left Dropoff point, which won't award any lives.
Whenever the ball is at the plunger, you can use the flippers to choose which mode will be available first. It's similar to Dr. Who, where you could choose which Doctor bonus was in effect.
The Helicopter will be lit at the start of each ball the first time through the modes. After that, it will be lit for you at the start of a ball *unless* you choose Stork EB before launching the ball. But that's no big deal, really, since the Helicopter is pretty easy to light.
The Helicopter will also automatically relight after every mode during the first time through the modes.
When you start a mode, there are some pretty good sound effects that simulate a call to 9-1-1 emergency. They describe a situation in which lives are in danger. Shooting the flashing shots saves lives. Unfortunately, the sounds don't tell you WHAT exactly to shoot.
Jaws of Life and Cave-In are automatically multiball modes the first time through the modes. They are usually 2-ball, but if you have locked one ball on the main Habitrail beforehand, they will be 3-ball.
There are actually some instructions on how to play the modes, but the trouble is that they are only available during attract mode! Hold down both flippers to see them. I haven't had the chance to write them down yet, so if you have any info to add here, please email me.
Here are the modes. All modes last for 15 seconds or until all the relevant shots are hit.
Stork EB
Shoot the Emergency Room (or drop the ball into the Top Dropoff hole)
within 15 seconds. Doing so lights the EB at the Captive Balls on a 5 second
timer. The mode ends when either timer expires or you collect the "Extra Bawl"
(har har).
Flash Flood
The following shots are lit: Emergency Room, Helipad, Captive Balls,
Middle Standup, Ramp. Successive shots to lit targets score token points and
2, 4, 6, 8, and then 10 lives.
Wild Fires
The following shots are lit: Emergency Room, Helipad, Ramp. Each shot
scores 2 (?) lives and collects your end-of-ball bonus.
Jaws of Life
Shoot the Middle Standup for 10M and 2 lives, then the ramp for 20M and 4
lives, then the Captive Balls for 30M and 6 lives, and finally the Lock
Sinkhole for 100M and 10 lives.
Cave-in
Shoot the Cave-in drop targets to save 2 lives each, and the standup
target for 10 lives. Simple, eh? The drop targets do not reset until the mode
ends.
Hostage
This is the mode where you should drop the ball from the helicopter into
the Right dropoff point. Each bumper hit adds to a meter in the display. 4
hits will fill the meter, which counts as two lives. Hitting the Captive Balls
saves 4 lives. During this mode, the Bumpers do NOT add to your end of ball
bonus.
Life Force (Wizard bonus)
When you have saved 50 lives, shoot the ramp. A really nice sound and
light show starts. All the major shots flash in time to a heartbeat sound.
(It's similar to the Metamorphosis effects on Bride of Pinbot.) There is a
30-second timer running, and hitting one of the following shots awards 1M and a
neat sound effect (but no special display): EKG Targets (hitting one target is
enough), Helipad, Captive Balls, Middle Standup, Ramp, Rescue standup-kicker.
Hitting a shot unlights it, and hitting all 6 awards 300M. Once again, the
display is totally useless, no instructions, no hints, no nothing. *shrug*
Strategy tip: When the ball comes off the Ramp, let it fall down to the lower part of the board. There's nothing worth hitting at the top of the playfield.
At 120 lives, Super Life Force is available. It's the same as Life Force, except that an additional shot to the emergency room is required, and the bonus for hitting all shots is 1B!
Saving Lives
OK, I've been talking about saving lives all this time...here's how they
work. Lives are a sort of count-up feature, but they're also designed to be
the Life Force wizard bonus. The catch is that you have to actually play the
modes; you can't just hold the ball and let the mode timers run out. Awards
you get for saving lives are: Light hurry-up 30M at 20 lives, light hurry-up EB
at 35 lives, start Life Force at 50 lives, start Super Life Force at 120
(although I have also heard 125 and 150).
At the end of the game, you get a bonus of (100K * last ball's bonus multiplier) for each life you saved during you game. There is also a place on the high scores table for the most lives saved. Beating the old record for most lives saved awards a special. Kevin says that lives max out at 255, after which only Multiball is worth going for.
Other Scoring
Abuse during Multiball
In addition to the exploit that lets you play every mode as a Multiball the first time through the modes, you can exploit the jackpot shots once Multiball is going.
Catch one ball on each flipper. Shoot the ramp with the left flipper, then pass the other ball to the left flipper, and catch the ball coming off the ramp on the top-right flipper. Shoot the jackpot.
Afterwards, it's easy. Shoot the ramp, catch that ball on the top flipper, and catch the ball you just shot into the jackpot lane as it comes off the main habitrail.
If you happen to have one ball in the upper flipper and the other on the lower right flipper, you can still shoot the Emergency Room lane while holding the ball on the lower flipper, because the flipper button has the same two-stage control as on Williams games (except DM).
Tournament Settings
The bonus for completing Life Force is 100M. The bonus for Super Life Force is 300M.
Maximum jackpots for Multiball are 100M, and the Helipad advances jackpots by 10M.
Each player's "Hook & Ladder" sequence is kept separately, and always begins at the "a".
Our games at the Pinathon were supposedly played under tournament rules, but after reading Bowen's and Kevin's mail, I'm not so sure now. Among other things, extra balls were awarded!
Closing Remarks
Well, I always wanted to maintain a rule sheet for a new game. :) Thanx go out to the folks at the Pinathon for giving me the chance to see some new (and old) Gottliebs that I'd only heard of before.
Post passing works fine, but if the flipper rubbers are new, they may create too much friction and prevent the ball from rolling over to the other flipper. Rick Stetta did a few lane passes, though. (That really knocked my socks off--I'd never seen a lane pass before. :) Bounce passes work fine.
All in all, I feel the game has potential, but play is ruined by bad displays and a lack of instructions during modes.
Editor's Notes