Page 12 - Earthshaker

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EARTH SHAKER
GAME PLAY
1.
.GQAL.:
The main object of Earthshaker play is to complete the Earthquake Institute's prediction for
today's earthquake, leading to Multi-Ball™ play and the Jackpot score. The prediction is indicated
by the lighted windows in the Earthquake Institute building.
1a. To complete each prediction, the player must visit the set of earthquake zones predicted for today.
The zones are located throughout the playfield in the following arrangment:
Zones 1, 2, 3, and 4
are standup targets; Zone 5 is the Eject Hole; Zone 6 is the loop under the Fault Zone
(California-Nevada state maps); Zones 7 and 8 are the right and left return lanes; and Zone 9 is the
Captive Ball. For the first two earthquakes, the zone visits can be in any order. For the next two
earthquakes, the zone visits must be row-by-row, in any order within each row. Thereafter, the
zone visits must be in numerical order. As the game progresses, more zones are predicted for
quakes, and the patterns become harder to achieve.
1b. Upon completing all predicted zones, a 'lock' is enabled and the Bonus Multiplier increases. To
'lock' a ball, the first lock may be either up the right ramp, or down the drop hole. The second lock
MUST be up the right ramp. As the player shoots the third ball, the two locked balls are released to
begin 3-ball Multi-Ball™ play.
2. 3-BALL MULTI-BALL™: During Multi-Ball™, the player must first make the center ramp, to light the
right ramp for Jackpot. (The Jackpot score is the lighted lamp beneath the player score displays.)
Subsequent right ramp shots score the Quake trip score of 250,000 points.
3. QUICK MULTI-BALL™: When Quick Multi-Ball is lit, the Eject Hole (Zone 5) temporarily locks a ball.
When the player shoots the next ball, 2-ball Multi-Ball play begins.
3a. During Quick Multi-Ball, a right ramp shot scores 1 Million polntst
3b. During Quick Multi-Ball, if the player locks one ball, the second lock lights immediately, and the
Bonus Multiplier increases, if it was not already lit. Locking the second ball during Quick Multi-Ball
readies play for a-ball Multi-Ball, which begins when the player shoots the third ball. .
4.
Ball Shooter Skjll Shot: Two options are available, depending on the play conditions and the
shooter's skill; 1) A skjllful On-ramp shot can score 10,000; 25,000; 50,000; or 100,000 polnts,
along with spotting the next earthquake zone, and lets play begin at the jet bumpers. 2) A strong
On-ramp shot bypasses the first option possibilities, drops onto the center ramp exit to give a score
of 25,000 pOints and 1 mile and, via passage through the left return lane, gives the player a shot at
the center ramp before the timed interval expires.
5. Bonus Scoring: Both Outhole Bonus and Bonus Multipliers are cumulative throughout the game.
Outhole Bonus scoring includes Miles earned x 1,000 x Bonus Multiplier
+
20,000 x the number of
trips to the Fault. (Earn Miles via the center ramp (1 Mile, or 2 Miles when lit by the left return lane;
Matchup (see 11, following) awards 2 or 5 Miles; Right ramp awards 3 Miles and 1 Fault trip.
6. Escalating Scores:
The Center Ramp, Drop Targets (Billboard), and Jet Bumpers all feature
escalating scores per ball. The Center Ramp begins at 25,000, jumping next to 50,000, and
increasing by 10,000 each time it is made, until the score reaches100,000.
Drop Target scores for
each 3-bank completion start at 50,000 and escalate by 10,000, until a peak of1 00,000 is reached;
Each completion also advances the Jackpot score value. Jet Bumpers score: 1,000 when unlit;
2,000 when lighted; 3,000 when it is blinking; 5,000 when all are blinking. To advance the Jet
Bumper lighting requires a Zone 6 shot (around the loop under the Fault (Cal-Neva state maps)).
7. MATCH-UP:
Before the ball in the Drop Hole pops up to the right return lane, a Match-up award
cycle occurs.
The award is one of a possible 10 values: Score100,000 points; Spot a Zone;
Complete the Building lamps; Light the Quick Multi-Ball; Light SPECIAL (outlanes); 3-bank Drop
Targets Billboard for 100,000; Light all Jet Bumpers; 2 Miles; 5 Miles; or Award an Extra Ball. These
possible values are displayed in the upper and lower player score display panels. When both
panels display the same value, a Match-up occurs and the displayed value is awarded.
8. Captive Ball: The Captive Ball awards advance on two ways: Each center ramp shot advances it for
a timed period; a Drop Hole shot increases the non-timed minimum value. Scores are 25,000;
50,000; 100,000; 150,000; and 250,000. Scoring the 250,000 causes the award to reset back to
25,000 and resets the timer to its original setting, and lights the Eject Hole for Quick Multi-Ball.
EARTHSHAKER 8