GAME OPERATION (Continued)
STARTING A GAME. Press the Credit button once. A startup
sound plays, and the
amount
shown in the Credit display decreases
by
one. Player display
1 Hashes (until the first
playfield switch is
actuated),
and the BALL
IN PLAY
display shows 1 .
Additional players may enter the game by
pressing
the Credit button once for each player, before the
end of play on the first ball.
TILT. Actuating the Slam Tilt
switch on the coin door inside the cabinet ends the
current game;
PIN'BOT then proceeds to the Game
Over Mode
.
With the actuation of the ball-roll or
playfield tilt
switches, or the
third
closure* of the plumb bob
tilt switch, the player loses the
remaining play of that
ball, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a
player's final score exceeds
the
specified value, the player
receives
a
designated award for achieving
the current highest score. A
ran-
dom digit set*
appears in
the
MATCH display. Credit* may be
awarded, when the last two digits of
any
player's score
display
(1
through
4)
match the random
digits
of
the MATCH display. Match,
high
score, and game
over sounds are made,
as
appropriate.
GAME OVER MODE. The GAME OVER
indicator lights. The player 1 and 2 score
displays show
GRME
OLJER
. Then, the high
scores flash on the appropriate player score
displays. The game
proceeds to the
Attract Mode.
*
-
operator-adjustable feature
Right Flipper
Return & Eject
Jet Bumpers &
"Energy Value”
5-Bank Teeth
&
Right
5-Bank
Targets
Ramp Shot
Bonus
Multiplier
-
Solar Value
3-Bank Targets
&
Planets
Left Flipper
Return Lane
PIN‘BOT GAME
PLAY
Right
Flipper Return Lane flashes Eject value (Adj. for
timed interval, or until
made); 25K
-
50K-
75K
-
Lites Extra Ball. Entering Eject
Hole, when flashing,
scores value and
turns on light. Hitting Return Lane
again flashes next value.
Lighting Extra
Ball lights one of four lower lanes (on Lane Change)
for Extra
Ball.
Every hit on a Jet
Bumper increases "Energy Value" by 2000;
starting
at
50,000,
"Energy
Value" carries over from ball
to
ball. Hitting
flashing Drop
Target raises Ramp
and lights target
to
collect "Energy Value"
for timed in-
terval (Adj. 1
-
90 sec).
"Energy Value" maximum is 500,000.
Hitting Teeth targets lights "Chest Panel"
lamps vertically. Hitting Right
5-
bank targets
lights "Chest Panel" lamps horizontally.
Lighting
all 5
rows
opens Visor and drops Teeth targets. "Eye" Eject
Holes are now flashing to
lock balls for Multi-Ball™. During Multi-Ball™,
all scores are doubled (2X).
Lighting all
5
rows
a
second time lights one
Extra Ball light. Hitting target
lit
by
flashing light bar (on 1st shot
onlvt opens Visor automatically.
Ramp shot advances Bonus X (Bonus
Multiplier):
2X-3X-4X-5X. Every shot
up
the Ramp, when NOT lit, increases
"Solar" value by 50K
(Adj. 25K to
99K). Starting at 100K (up to 5
million max.), this feature
carries over ball-to-
ball, player-to-player,
and game-to-game, until collected.
During Multi-Ball™,
locking one ball in Eye-Eject
lights Ramp
to
"Collect
Solar Value”.
Making 3-bank targets
within time limit scores 25,000 and
advances to next
planet:
Pluto
-
Neptune
-
Uranus
-
Saturn
-
Jupiter
-
Mars
-
Earth
-
Venus
-
Mercury
-
The SUN).
Left
Flipper Return Lane lights lower
right Bullseye (Adj.
On, until
made,
or
for timed
interval)
to
advance Planets.
PIN*BOT
5