Rules Sheet: Version 1.0 (November 17 1999)
Bally/Midway 1989 System 11B
Introduction
In this sheet, I'll use the abbreviation "K" for a thousand points, and
"M" for a million points. When I refer to something in the game that has
a specific name, I'll capitalize the name so you know that you can find
info about it here (sometimes I forgot). This is version 1.0, so there
are some mistakes. Feel free to add to this sheet if you'd like.
There are a few things I don't know about this game, one for sure is the
Super Bonus scoring, so this is not considered a finished work yet.
If you'd like to contact me about anything I may have left out, please
e-mail me. My e-mail is Dale.Stevens@engineer.com.
The organization of this rule sheet is similar to many found on the
internet. We'll take a guided tour of the playfield starting from
the bottom left and working our way up the left side to the top then back
down on the right side to the bottom. Then we'll describe in more
detail the text from the short rules on the index card that is displayed
on the game. The exact rules from the index card are included here
and are written in bold type. With newer games the detail needed
to understand the complex game rules that are available now that computer
chips control the game can't fit on the small card. Finally, I'll
discuss techniques and operator settings that can make playing the game
more enjoyable.
General Layout
Left & Right Out-Lanes:
Score 20K points or Special When Lit. Out-Lanes drain the ball,
but the left side has a Kickback solenoid that is re-lit by completing
the RESCUE drop targets.
Left & Right In-lane:
Score 5K, In-Lanes feed the flippers. They light the Spinner
"Double Score" lamp for 5 seconds, and also Increases X-cellerator target
score when lit.
Left & Right Sling Shot:
Scores 10, Slings ball to the other side of the playfield. They
alternate which side has the lit in-lane X-cellerator Lamp and increase
the value of the tens numeral for matching at the end of the game.
Left & Center Side R-E-S-C-U-E Drop Targets:
Scores 20K points initially then 30K each. That is, once a target
is hit it scores 20K then drops below the playfield until all three targets
from its group are completed, then all three targets are reset, independently
from the other group of drop targets, and from then on score 30k each time
they are hit. During this time they are reset individually each time
they are hit (got it?). This allows for heavy duty scoring
during multi-ball. Completing all six RESCUE targets re-lights
Left Outlane Kickback and Lights ball lock on U.N. Orion Space Station
or scores 50K points, increased by 50K for each additional completion per
ball, if ball locking is completed.
U.N. Orion Space Station Ramp:
Scores 15K or 40K when lit for ball lock. Used to lock balls
for multi-ball. Unlocked balls are fed to the lower right flipper.
The Super Bonus is collected by shooting the X-cellerator target when the
ball is fed to the lower right flipper, or increase the Super Bonus by
successive shots up this ramp -- up to 1M.
X-cellerator target:
Scores 5K, or 50K-250K when lit. Also used to collect Transporter bonus
and Super Bonus Scoring. How the lights (40k-10k) that point to it
on the playfield score is an Enigma.
Transporter:
Score 10K. Sits above U.N. Orion Space Station & X-cellerator
target: Only access is via upper right flipper across bridge.
Each loop made increases Transporter bonus value up to 1 M. Score
is displayed in lights on left side of Backglass. Score decreases
over time if not collected.
Jet Bumpers:
Scores 1K points. Flings ball around randomly and should be helped
by a little nudged of the cabinet.
S-O-S In-Lanes:
Score 20K points. Completing all three increases Bonus Multiplier
or Lights Extra Ball. Center lane is extra ball target.
Spinner Target and Lane:
Score is operator adjustable from 1k-5k points. Has a Double
Score lamp lit by the in-lanes.
U.N. Orion Space Station:
Used to lock balls for multi-ball. Feeds either right lower or
upper flipper depending on position of the wire gate that is controlled
by a small solenoid.
Transporter Pop Bumper:
Scores 10K points, feeds flipper to Transporter Bridge.
Ball Plunger Skill Shot:
Scores 50K initially, each skill shot increases the value of the next
skill shot by 50K. A skill shot is available at the start of each ball
and any extra balls, but not after locking a ball. Shoot the ball
with just enough spring tension so that the ball drops into the spinner
path rather than going through the top gate and into the S-O-S lanes.
That is, underneath the U.N. Orion spaceship the spinner lane intersects
the shooter lane in an opening about 5 inches long, you need to drop the
ball into this opening so that the first score is the spinner target.
Patience will allow you to get this shot most every time, because unlike
other more difficult skill shots missing it on the short side will give
you another chance at it.
Others:
Backglass shows current Transporter and Jackpot values. Music
and Sounds are used to signal things that are happening during the game.
Pay attention to these sometimes subtle game cues; such as, Main theme,
High Score Theme.
Rules
S-O-S Lanes:
Lighting the top S-O-S lanes increase the Bonus Multiplier to 2X
up to 5X, then lights Extra Ball. Multiplying the Bonus
value can really pay off if you've just had a good ball so go for these
S-O-S lights. What is the bonus you ask? It simply rewards
good ball play. Each time a significant shot is made such as drop
targets & X-cellerator target (there is no need to describe each and
every shot that increases the bonus it was hard enough getting the score
for each target), the bonus score adds up by 1k points (maybe more sometimes?).
The bonus score is awarded at the end of each ball and the bonus multiplier
multiplies its value. The bonus score is reset to zero for the next
ball. The bonus multiplier value is indicated by lights located along
the bottom of the playfield. Remember, you're also going for the
extra ball here. The extra ball light is just below the center in-lane
(letter O). There are many ways to shoot the S-O-S lanes.
A shot from the right flipper straight up the center in-lane; i.e. the
extra-ball shot, is awesome! Follow the monster's tentacle. Even
if you miss this shot you'll feed the jet bumpers, which are located in
a "classic" position right below the in-lanes. It's fun to bump the
machine to keep the jet bumpers active thereby increasing the odds that
a jet bumper will shoot the ball up an in-lane. In addition there
is the spinner lane, which you should go for when the "Double Score" lamp
is lit.
X-cellerator Target:
Return lanes increase X-cellerator target value from 50k up to 250k
(as indicated on playfield). The X-cellerator target has triple
duty, because it is also the target you shoot to collect the Transporter
and Super bonuses. It's a hard target to see being located underneath
the transporter ramp. There is a sign on the ramp with an arrow that
points down to the X-cellerator target, just so you know that its there.
Also, the playfield has three green arrow lamps and a red arrow lamp that
indicate when the Super Bonus is lit. These lights point to
the X-cellerator target and the line that they make help to line up the
X-cellerator shot from the right flipper. You'll be shooting from
the right flipper a lot to collect the Super Bonus, while the Transporter
Bonus is collected from a left flipper shot, simply because of the way
these two bonuses are turned on. OK, so when you're not collecting
these bonuses, the X-cellerator is worth 5K unless you increase its value
by entering the lit return lane. Only one return lane is lit at a
time, and hitting either slingshot will alternate which return lane is
lit. The X-cellerator score is increased in increments of 50k up
to 250k, but once the X-cellerator is hit its value goes back to 5k and
you start over. There are 5 lamps in the center of the playfield
that indicate the value of the X-cellerator target. When the target
is only worth 5K the lamps flash in sequence.
Transporter Shot:
The number of spins in the Transporter increases X-cellerator target
value from 10K up to 1 Million (as indicated in Backglass).
Shoot the Transporter ball popper to feed ball to the upper flipper for
a shot across the bridge and into the Transporter ring. The transporter
bonus is a possible 1M points! The transporter value is shown on
the left-hand side of the backglass in a transporter machine that looks
like an inverted V. Its difficult to get the value up to a million
with one shot, so shoot for the transporter bunker again as soon as the
ball drops down the ramp toward the left flipper. Multiple shots
in succession will run the Transporter value up to 1M (listen for the male
voice to say "Beam me up Bally!"). It is worth 1M for a limited time
(10-15 seconds via operator adj. # 37), then drops back down to 500k, and
continues to drop in value over time.
R-E-S-C-U-E Drop Targets:
Completing the R-E-S-C-U-E drop targets lights the lock in the U.N.
Orion Spaceship. Making R-E-S-C-U-E thereafter increases the value
of each RESCUE completion by 50K. The rescue drop targets
can play a predominant role in this game. Completing them all lights
the ball lock in the UN Orion Station, re-lights the left outlane kickback,
are a source of potentially high scoring because each completion increases
its scoring value by 50K, and completing them in sequence awards the Jackpot
during multi-ball. Since making R-E-S-C-U-E- in order during
multiball is required to collect the Jackpot, getting good at shooting
these targets can pay off
Multi-Ball Play:
During Multi-ball:
Complete R-E-S-C-U-E in sequence to collect Jackpot (this
sounds like a tough task!)
Shoot balls into Spaceship to light Outlanes for Special.
After locking two balls in the U.N. Orion space ship, start Multi-Ball
play by shooting the Transporter.
During multi-ball the playfield values are tripled or doubled as indicated
by the playfield lights just above the flippers. Unfortunately these
don't stay lit according to how many balls are in play and the bonuses
are not multiplied at all. Multi-ball starts with the ball
popper ejecting the first ball to the transporter flipper allowing a chance
to increase the X-cellerator target value. Next the two balls in
U.N. Orion space station are ejected one at a time giving you two more
chances to run the X-cellerator value up to a Million. Be careful
as focusing on the Transporter is a good way to drain. The operator can
set the value of the Special to award points or an extra ball, as the special
is lit by going through the space station during multi-ball.
X-cellerator/U.N. Orion Super Bonus:
Entering the U.N. Orion space station lights the three green arrows
and a red arrow tip that point to the X-cellerator target. The lamp
table in the instruction manual calls these the Super Bonus lamps, so that's
what I call it. They strobe at about once per second giving the impression
that shooting the X-cellerator at the proper moment will award from 10K
to 40k in additional points; however, I've never seen points added to the
score in this manner. In general the Super Bonus scoring is an enigma.
It can reach 1M by multiple successive shots up the ramp, or sit around
at 20K. The Super Bonus scoring is altered when the X-cellerator
score in lit by the in-lane.
Techniques
The designers added the middle bumper post between the flippers to enable
shots from either side of the playfield. When the ball has enough
speed in the in-lane just let it roll down the flipper, hit the center
post, and then bounce up to the other flipper. Care must be used
to avoid draining as its not always a sure thing. This is especially
obvious since the right in-lane also lights the Spinner "Double Score"
lamp for only 5 seconds. To score you must change flipper sides.
Note, the flippers are properly adjusted by inserting a toothpick into
the hole on the playfield located behind the tip of the flipper.
Hold the toothpick between the rubber ring and flipper. This technique
holds the flipper position when tightening the bolt from underneath the
playfield.
The Transporter and Super Bonus should be run up to 1M by successive
shots. For the Transporter,
one must learn to catch the ball with the left flipper to set up multiple
shots to the transporter. This is done by timing your shot just right,
so that the ball and flipper are moving together and no bounce occurs.
Either release or engage (your preference) the flipper just as the ball
arrives. The Super Bonus just requires you to flip away.
The left U.N. Orion ramp (with no ball lock) feeds the ball back to the
lower right flipper for multiple shots up the ramp, or try to collect what
you've earned at any time with an X-cellerator shot.
There are a many ways to shoot for the S-O-S lanes and perhaps having
the lane change feature enabled makes obtaining and Extra Ball too easy.
Note that the operator can disable the lane change feature (adj. # 41)
which make the S-O-S lanes more challenging. I believe this feature
is there for good reason. In my mind doing so allows a return
to the "golden days" of pinball where players skillfully nudged the machine
in order to make the "needed" in-lanes. However, the in-lane targets
do not have a lot of bounce like the older designs. No problem, another
approach is to get the jet bumpers involved. The jet bumpers are
located in a "classic" position right below the in-lanes. It's fun
to bump the machine to keep the jet bumpers active thereby increasing the
odds that a bumper shot up an in-lane will occur. In addition there
are THREE other ways to make the in-lane targets: 1. The spinner lane,
2. A right flipper shot up the center in-lane (the extra-ball shot),
3. A ball plunger shot after a locked ball. Other operator
controlled features involving the in-lanes: Top Lane Memory is adj. #37,
leave it on if you disable the lane change feature. The S-O-S
completion for Extra Ball is adj. #4, and Tilt warnings adj. #10.
Settings
The operator can control the following game features. Memory indicates
that the value is carried over from ball to ball.
- #31 Spinner On Value 3-5 K
- #32 Left Kickback enabled at beginning of each ball
- #33 Transporter Bonus Values Memory
- #34 Special Memory
- #35 RESCUE Memory
- #36 Transporter countdown time 10 or 15 seconds
- #37 SOS lane Memory
- #38 Extra Ball Memory
- #39 Jackpot advance 1-9K
- #40 Easy Lock, Return lanes advance ball lock RESCUE
- #41 SOS Lane Change, Flipper activates rotation of lights
- #42 Consolidation Extra Ball
- #43 Extra Ball percentage
- #44 Extra Ball On, 4X, 5X etc SOS lanes
- #45 X-cellerator Memory
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