Page 27 - Dungeons & Dragons

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7. DRAGON'S LAIR FEATURE
This game has two DRAGON'S LAIR lane and wire ramp combinations. One is located on the upper left side
of the Playfield and the other is located on the upper right side. When a ball enters into either DRAGON'S LAIR
lane, it rolls down against a Ball Kicker (Knocker) and also makes a rollover switch. This activates the Ball
Kicker's solenoid so that its plunger kicks the ball up the DRAGON'S LAIR lane, around and thru the wire ramp
back onto the Playfieid.
A ball captured in the left TELEPORT lane flashes the left DRAGON'S LAIR light. This qualifies two-ball multi-
ball play which begins after the ball enters the left DRAGON'S LAIR. See the "MULTI-BALL PLAY" feature below
and on page 1-21. A ball captured in the right TELEPORT lane begins the same sequence involving the right
DRAGON'S LAIR and its light.
Completing either DRAGON'S LAIR, regardless of whether its light is lit or unlit, awards 10,000 points and also
awards the accumulated points in the DRAGON'S FLAME BONUS. See the "DRAGON'S FLAME BONUS" feature
on page 1-17.
8. TELEPORT FEATURE
The left and right TELEPORT lanes each contain a Teleport Drop Target assembly. When either one of the
Teleport Drop Targets captures a ball:
1. It is lowered (with the trapped ball) below the Playfield surface so that the flat top of the Teleport Drop
Target is even with the top surface of the Playfield.
2. Its "TELEPORr'
light starts flashing.
3. A new ball is fed into the shooter lane.
4. A "SUMMON HELP" light starts flashing on the Backboard which qualifies two-ball multi-ball play.
NOTE: When balls are captured in both Teleport Drop Targets, two-ball multi-ball play is qualified. See "MULTI-
BALL PLAY" feature below and on page 1-21. For two-ball multi-ball play, one captured ball is released.
For three-ball multi-ball play, captured balls in each of the two Teleport Drop Targets are released.
After the left Teleport Drop Target is lowered, the ball passes thru the left TELEPORT lane without interruption.
Lowering the right Teleport Drop Target lowers the BELL TOWER'S movable ramp which provides access to the
BELL TOWER. See the BELL TOWER feature on page 1-18.
°When the game is over, the selected setting in the "RETAIN BALLS" REGISTER determines whether Teleport
Drop Targets retain or eject captured balls.
REGISTER
SETTING
RETAIN BALLS
0
RETAIN BALLS
1
FUNCTION
RETAIN BALLS
2
9. MULTI-BALL PLAY FEATURE
Two-ball multi-ball
play is achieved using the left DRAGON'S LAiR as follows: See the "DRAGON'S LAIR
FEATURE" above.
1. When a ball is captured by the Teleport Drop Target in the left TELEPORT lane, the left "DRAGON'S LAIR"
light and the "SUMMON HELP" light both flash on. See the "TELEPORT FEATURE" above. This qualifies
two-ball multi-ball play.
2. After a new ball enters the left DRAGON'S LAIR, the captured ball is ejected from the Teleport Drop Target.
Two-ball multi-ball play now begins.
Two-ball multi-ball
play is achieved using the right DRAGON'S LAIR as follows: See the "DRAGON'S LAIR
FEATURE" above.
1. When a ball is captured by the Teleport Drop Target in the right TELEPORT lane, the right "DRAGON'S LAIR"
light and the "SUMMON HELP" light both flash on. See the "TELEPORT FEATURE" above. This qualifies
two-ball multi-ball play.
2. After a new ball enters the left DRAGON'S LAIR, the captured ball is ejected from the Teleport Drop Target.
Two-ball multi-ball play now begins.
Two-ball or three-ball multi-ball play is achieved using the DUNGEON LEVEL inclined lane and circular ramp
combination as follows: See the "DUNGEON LEVEL FEATURE" on page 1-16.
For two-ball multi-ball play:
1. A ball captured by the Teleport Drop Target in either TELEPORT lane flashes the "SUMMON HELP" light.
This qualifies two-ball multi-ball play.
2. After the ball completes the DUNGEON LEVEL inclined lane and circular ramp combination, the captured
ball is ejected from the Teleport Drop Target. Two-ball multi-ball play now begins.
Three-ball multi-ball play is achieved the same way as two-ball except that both Teleport Drop Targets must
capture a ball.
Achieving successive multi-ball plays becomes increasingly difficult due to an increase in the number of required
Teleport Drop Target ball captures as shown in Figure 5 on page 1-21.
1-20
One or both Teleport Drop Targets will eject held ball at end of game.
One Teleport Drop Target retains ball
&
other Teleport Drop Target
ejects ball at end of game.
Both Teleport Drop Targets retain held balls at end of game.