Bonus - The Bonus can be advanced from 1 to 39 (thousand), one advance for each of the F-A-N-l-A-S- Y
standups, 1-2-3-4-5 Lanes, Drain Lanes and Mushroom Jump rollovers. Two advances for Flipper Return Lanes.
When Bonus is advanced to maximum, 2000 points is awarded for each Bonus advance. Completing F-A-N- T-
A-S-Y advances BONUS MULTIPLIER (2X, 3X, 5X, lOX) and scores F-A-N-T-A-S-Y 20,000 points.
1·2·3·4·5
Lanes - Completing 1-2-3-4-5 Lanes awards highest lit value and increases lit value. If no values are
lit, 10,000 is awarded. When 90,000 is awarded lites are reset after ball drains*. Making flashing lane will spot
needed T-I-M-E letter. (Lane flashes only when no other lanes are lit.)
Time Ball Multipliers - Time Ball Multipliers 2X. 3X, 4X, 5X are advanced by completing 1-2-3-4-5 Lanes.
Time Ball Multipliers are in Memory until Time Ball starts.
Time Ball Play - Making Time Tube target awards flashing letter* and 5,000 points plus 50,000 points when lit
(random). Spelling T-I-M-E starts Time Ball play for 30 seconds Lane I adds 10seconds, and lit flipper lane adds
5 seconds to Time Ball play. In Time Ball all scores are multiplied by Time Ball Multiplier and ball is returned if
lost if time is not up. Spelling T-I-M-E in Time Ball lites Drain Lane Special. F-A-N- T-A-S- Y adds 5 seconds to
Time Ball.
Mushroom
Jump -
Making Top Left Rollover builds Mushroom Jump value, 10,20,30,40,50,100 thousand
each time through. Making Mushroom Jump in direction of lit arrow scores value lit and builds to next value.
Completing 100 and making Mushroom Jump in direction of lit arrow scores 100,000 and lites Special. Making
Mushroom Jump in wrong direction reduces value lit.
Special - Kickers and 10 point Standups alternate Drain Lane Special lites. Leaving playfield through lit lane
awards Special.
Tilt - Ball in play is tilted on third* closure of Plumb Bob and playfield tilts. A single slam tilt returns game to
Game Over mode.
Match - Match digits appear* in Ball-in-Play display and Game Over lamps go off: game then enters attract
mode.
End of Game - Match Digits* appear in ball in play display, credit* awarded for match. Exceeding high score to
date awards three* credits. Match, High Score to Date, and Game Over sounds made as appropriate.
*Indicates game program adjustable features.
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