Pinball earthshaker manual




















Tim Elliott. John Krutsch. Jon Hey , Chris Granner. Chris Granner. Mark Penacho. Sample games have an Earthquake Institute that sinks into the playfield. Reportedly, an estimated of these sample games were produced before this feature was made stationary due to costs, and their cabinets are said to be a lighter blue than the later games. Actual measured weight: lbs includes legs.

Game ROM L Game ROM P-4 from prototype game with serial number L-1 ROMS. English Manual. Instruction Card - French Translation.

Images: click to zoom. Flyer, Back x Backglass x [Riffhard]. Illuminated Backglass x [Adriaan van Roeden]. Instruction Card x Playfield x Upper Playfield x Lower Playfield x Pop Bumpers x [Chris Bucci]. Fault Area x [Chris Bucci].

Upper Playfield x [Chris Bucci]. Cabinet - Full View x [Chris Bucci]. Backglass - Reverse x [John Gray]. Cabinet - Left x [John Gray]. Backbox - Left x [John Gray]. Once the first ball is locked, the Earthquake Institute predicts zones for the second quake. Upon completing the zones, the second ball is locked by hitting the ball up the fault.

With two balls locked, the player shoots a third ball into play to begin a 3-ball Multiball. For the first round, the zone visits can be in any order all zones are lit from the beginning. For the second round, the zone visits must be row-by-row, but may be in any order within each row zones 4, 5, and 6 will only be lit after zones 1, 2, and 3 are completed. After the second round, each of the zone visits must be in numerical order.

As the game progresses, more zones are "predicted" for each quake, and enabling each lock for Multiball becomes harder to achieve. Eventually all nine zones must be completed in numerical order to complete the building. Both the miles and fault trips are cumulative throughout the game. The bonus multiplier is cumulative throughout the game. The current value is indicated by the lights just above the flippers.

It signals to the player the zones that still need to be completed before the lock for Multiball will be enabled. Hitting the Captive Ball awards the current point value indicated by the five lights in front of the right slingshot and usually spots the lowest zone that is not yet completed.

Spotting a zone may, however, be disabled by the operator. The point value starts at 25K. Each center ramp shot increases the value for a timed period to 50K, K, K, or K. The timer can range from three to 20 seconds, but is usually set to about seven seconds.

After each timed period expires, the point value falls to the next lowest level. If the K shot is hit, Quick Multiball is enabled and the point value returns to 25K. If the ball enters the shelter, the non-timed minimum point value is increased to 50K or K. If the shelter is entered twice, for example, the point value of the Captive Ball will not fall below K until the next ball or the K shot is hit.

This means that only two successive center ramp shots are needed to light the K shot. This timer is activated when the ball passes through the left return lane, and it normally lasts for about five seconds. The operator may set this to anywhere between 1 and 20 seconds or disable it completely. The initial point value at the start of each ball is 25K, jumping next to 50K, and then increasing by 10K for each shot up to a maximum of K.

If the first shot is made before the 50K timer expires, then the scoring starts at 50K. After 99 miles, each center ramp shot is worth K. The center ramp is also used to increment the point value of the Captive Ball, and to enable the Jackpot during Multiball. Hitting all three targets awards the current point value, resets the targets, and increments the value of the Jackpot. The initial value at the start of each ball is 50K, and increments by 10K up to K each time the targets are reset.

The ball is ejected to the left, which brings the ball down past the upper left flipper. If enabled, the eject hole will will lock the ball for Quick Multiball, which allows the player to put a second ball into play. At this point, each shot up the center ramp will award K points.

The "light 2 miles" switch loses its meaning. There is not an equivalent bonus for making additional fault trips beyond the upper limit of EXTRA BALL The following will light the extra ball award, which is claimed when the ball enters the shelter: Accumulating 12 miles this is the factory setting, but the operator may change this to any value up to 75 miles, turn it off completely, or allow the value to change based on the level of play.

Accumulating 60 miles this is the factory setting, but the operator may change this to any value up to 75 miles, turn it off completely, or allow the value to change based on the level of play. Completing the building for the 5th time. The following will immediately award an extra ball: The "Extra Ball" Match-up award.

The "1. The third million shot of a game. The following are additional ways to receive an extra ball if set by the operator, but are not common: On a replay. As a special award. The operator may also set the maximum number of extra balls, ranging from one to nine, that can be awarded to a single player. This is the most important shot of the game.

Making a "fault trip" awards three miles, spots the lowest uncompleted zone, and locks the ball for Multiball if the building is completed. The ball will be ejected up the habitrail and directed towards the center ramp, which will bring the ball back to the lower left flipper. Making a fault trip during Multiball will award K points if the Jackpot is not yet enabled or if it has already been claimed. During Multiball the ball will be directed towards the shelter rather than to the center ramp.

JACKPOT The Jackpot value is indicated by the lights on the backglass, which is incremented when the drop targets reset this includes the start of a ball. During Multiball except for Quick Multiball , the player must first make the center ramp shot to enable the Jackpot. The Jackpot is then claimed by making a fault trip.

If the Jackpot is not claimed by the end of Multiball, the player has a timed period to hit the ball into the shelter for an additional two ball Multiball. During this "aftershock", the Jackpot may be enabled and claimed in the same manner. The "Jet Bumpers On" Match-up award will set the lighting to the maximum setting. The stages of the Jet Bumper lighting are as follows: All bumpers score 1, points none lit Red bumper scores 2, points red lit Blue bumper scores 2, points red and blue lit Yellow bumper scores 2, points all lit Red bumper scores 3, points red blinks Blue bumper scores 3, points red and blue blink All bumpers score 5, points all blink The initial Jet Bumper lighting at the beginning of each ball may be set to any of the above stages.

The factory setting is stage two red bumper lit. LOOP The loop is located at the top of the playfield. It is typically hit from the upper left flipper sending the ball just to the left of the fault trip or from the right flipper sending the ball past the upper left flipper The loop completes zone 6 and advances the lighting of the Jet Bumpers.



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