Page 7 - Rolling Stones

Basic HTML Version

ROLLING STONES
IV. FEATURE OPERATION
&
SCORING
A. BONUS SCORE FEATURE
A bonus score of 1000 to 79,000 may be scored. The game starts with a bonus score of 1000 points.
The bonus score advances one step at a time each time the ball hits anyone of the #1 to #5 targets or
goes thru either of the flipper feeder lanes. The Satisfaction target advances the 3 bonus advances.
The bonus score will be advanced between one and five advances when a ball goes into either of the
side hoops. The number of advances is determined by its lit value.
20-40-60 bonus
The 20-40-60 bonus is increased in 20,000 point increments.
Completing 1 to 5 the first time lights the 20 thousand light.
Completing 1 to 5 the second time lights the 40 thousand light.
Completing 1 to 5 the third time lights the 60 thousand and the 1-5 special when lit lights.
B. BONUS COLLECT AND BONUS MULTIPLIER:
When the ball goes into the outhole, the lit bonus score is added to the player's total score. If a bonus
multiplier is lit, the bonus score is added to the player's total score by the number of times indicated.
Example: If the 5X lite is lit, the bonus score is added five times. A tilt nullifies the bonus score.
THE BONUS MULTIPLIERS ARE LIT AS FOLLOWS:
Completing R-O-C-K the first time lights 2X
Completing R-O-C-K the second time lights 3X
Completing R-O-C-K the third time lights 5X
C. MEMORY BONUS FEATURES
The 20-40-60 bonus will remain in memory and be lit with the start of each new ball. The bonus
multipliers are also retained in memory from ball to ball.
O. SIDE HOOP FEATURE
On the left and right sides of the playfield are two hoops. Located in each hoop is a rollover button
which scores its lit value. The hoops can be tied together depending on the setting of switch 14.
SW#14
ON:
The scoring of the hoops are tied together.
OFF: The hoops score independently of each other.
The 1st hoop scores 2000
+
1 bonus advs
2nd
4000
+
3rd
6000
+
4th
8000
+
5th
SPECIAL
-t-
LITES OUTLANE SPECIAL
6th
10,000
+
5
E. MEMORY DROP TARGET FEATURE
In this game the drop target scoring is controlled by an unusual scoring feature knocking down all the
drop target scores the lit value at the time the last target is dropped.
F. SATISFACTION TARGET-SAUCER FEATURE
Knocking down the satisfaction target exposes a saucer which scores the value of the current bonus.
The saucer scores the bonus value the 1st time and bonus
+
extra ball the 2nd time.
This feature is controlled by switches #24 and #32
SW #24 LIB-CON EXTRA BALL SWITCH
ON:
If the extra ball light is lit it is held in memory
OFF: No memory
4