Author: Steve Loft
Date: Sun, 25 Jul 1993
I wrote this a while ago, but wasn't happy with it when I'd finished it. I don't seem to have acquired the 'style' of the other rules writers. Also, it seems a bit on the short side, but then again the rule set isn't that deep anyway. Consider it a first draft, and I'll think about improving it at some point. Please feel free to criticise (constructively) both the style and the content.
Rules for Space Station
'Space Station' and 'Multiball' are trademarks of Williams Electronic Games Inc.
This rule sheet is by Steve Loft. All descriptions are based on factory settings; see the section 'Difficulty Levels' for a description of the operator adjustments.
3 Jet Bumpers.
Bank of 7 targets to left side, spells 'SHUTTLE'.
Bank of 3 targets roughly in centre of playfield, and bank of 4 targets to right side, together spelling 'STATION'.
Bank of three drop targets, increases bonus multiplier.
'Mini' playfield, with 3 lanes, lights '1-2-3'.
3 further lanes underneath mini-playfield, lights 'U-S-A'.
Left hand and right hand ball locks.
Ramp to right of playfield, takes ball to either lock, depending on position of Space Station divertor (see below).
Drop target which more or less blocks entry to ramp while raised (although ramp entry is still possible with the target raised).
Centre ball popper, accessible from shot around left and back of playfield, past the U-S-A lanes. Exit from ball popper is to either lock, depending on position of Space Station divertor (see below).
Right hand ball popper, accessible from shot slightly to the right of the centre of the playfield, past the drop targets. Exit from this ball popper is to the mini playfield.
Space Station. This is a divertor which rotates (counter clockwise, when it's working properly, which mine often isn't) such that a ramp shot will always put the ball into an empty lock (assuming there is one). If the centre ball popper is entered while one ball is locked, however, the ball will be held in the popper and the space station will rotate before the ball is popped, thus sending it into the empty lock.
Single target to right hand side of playfield.
Two standard flippers.
Kickback on left hand outlane.
Object of the game
Dock two balls in left and right locks "LIBERTY DOCKED", "DEFENDER DOCKED", then shoot centre or right ball poppers to start Multiball "NEGATIVE - YOU MUST RE-DOCK". Re-dock two balls to win Rescue Jackpot "MISSION ACCOMPLISHED".
A habitrail takes the ball from the plunger to the mini-playfield. There is no skill shot. At the start of each ball, the awards for making SHUTTLE and STATION are randomised, and displayed on two banks of lights set into the middle of the playfield. Shooting the single target to the right of the playfield again randomises one of these, depending on whether it is lit for shuttle or station. The awards for making SHUTTLE or STATION are:
The following features are operator-configurable (as well as the usual stuff such as high scores and balls per play):
It is relatively straightforward for a reasonable player to master the ramp shot off the left flipper and thus be able to dock two balls. The shot for the right hand popper to start multiball is also quite easy. A favourite shot of mine is from the right flipper, taking out the three drop targets and going on to enter the right hand popper. Re-docking when in Multiball requires just two ramp shots. For this reason, the Rescue Jackpot never seems to get very high (although Multiball is undoubtedly the most fun part of the game). The big scores, in my opinion, are obtained by making the U-S-A lanes to increase the Stop N Score multiplier to 5X, then starting Stop N Score and timing your ramp shot such that you get as near to 99,000 (times 5) as possible.
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