Page 18 - Johnny Mnemonic

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DOWNLOAD MODE:
One of the five basic timed modes. During DOWNLOAD MODE the player must make the LEFT LOOP
as many times as possible. Each successful shot awards an incremental point value and GIGABYTES.
Completing six shots lights CRAZY BOB'S for an ITEM.
N.A.S. CURE MODE:
One of the five basic timed modes. During NAS. CURE MODE the player must make the CENTER
(popper) LANE four times to complete the mode. Each successful shot awards an incremental point
value and GIGABYTES. Completing the mode lights CRAZY BOB'S for an ITEM.
POWERDOWN MUL TIBALL (mode):
This is the final mode. The player must have played each of the five basic modes and collected the
prescribed number of GIGABYTES before this mode can be started.
During POWERDOWN MUL TIBALL, the game will continuously AUTOFIRE all of the balls in the game.
The display shows a POWER BAR for each of the seven shots (SECTORS) in the game. Each POWER
BAR grows shorter over time.
Making a shot boosts the power bar for that SECTOR, effectively
extending the mode timer. The mode is over when all of the POWER BARS reach zero power. If the
player collected any CRAZY BOB'S ITEMS, then each ITEM will be represented by a small lightning bolt
in the upper left corner of the display. Each visit to CRAZY BOB'S computer shop during POWERDOWN
mode uses up an item to boost the level of all POWER BARS. Scoring is based on the number of non-
zero POWER BARS times the sum total of all POWER BAR levels. A special all time great High Score
To Date table is kept for the top twenty (or so) players scores during POWERDOWN mode.
SPECIAL MODE:
If the SPECIAL MODE adjustment is set to YES, then a special multiball will be available to players.
GIGABYTES:
Gigabytes are awarded throughout the game. Once the player collects 320 GIGABYTES (which requires
playing POWER DOWN), CYBERPUNK status is achieved and they are allowed to enter their initials at
the end of the game. There is only one CYBERPUNK.
The initials of the current CYBERPUNK are
displayed periodically during score sweep in the right one-third of the display. The last player to collect
all 320 GIGABYTES is the CYBERPUNK.
The game feature which contribute to collecting GIGABYTES
are:
1. SKILL SHOT
2. THROWING SPIKES "GIGABYTES" AWARD
3. CYBERSPACE MATRIX "GIGABYTES" AWARD
4. COMBOS
5. J-O-H-N-N- Y and M-N-E-M-O-N-I-C SPELLOUTS
6. MODES
7. VIDEO FRAMES
BONUS MUL TIPLIER:
The bonus multiplier is increased by completing the set of three JET BUMPER entry lane lamps. The
flipper buttons cause Lane Change to occur, assisting the player in collecting all three lamps. The bonus
multiplier sequence is 2X, 3X, and 4X, then 50 million, 60 million, up to 100 million. LITE EXTRA BALL
is lit the first time that 4X is achieved.
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