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Farfalla Bam

Zaccaria Farfalla Bam 1.0

No permission to download
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This table only works with BAM, and precisely with the v.1.5-290,or the most updated one,that you can download here.......>


Zaccaria Farfalla (Butterfly) pinball: Version "1.0"
* Bam version.

CREDITS
* Wild: Recreation-build and script
* Kiwi: Author Vpx table
* Gimli: Help in script

Please you see the info section,for more details about the table.

It is not permitted to modify or recreate with other programs without the author's permission.
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Zaccaria's Farfalla


Playfield Layout
----------------

Described from the flippers, and going around the playfield clockwise.

Flippers
There are two. Normal configuration, normal placement.

Left Slingshot
Normal slingshot, normal placement. Scores 10 points and
toggles the lit Inlane between right and left.

Left Inlane
A normal inlane. Feeds the ball to the left flipper. Scores
5000 points when lit, 500 when not lit. When lit, spots one
letter in L-O-V-E.

Left Outlane
An outlane. Lose the ball. Can be lit by collecting one set of
drop targets (See Operator Adjustments). Scores 10,000 points.

Left Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to
save the ball.

Left Move Ramp Target
A standup target that, if the Special Bonus is not lit, will
lower the Ramp to the Upper Playfield. Scores 10,000 points.

Special Bonus Lane
(Under the Ramp.) Collects Special Bonus (21,000 points
multiplied by the Bonus Multiplier) and spots one set of drop
targets toward lighting Multi Special when lit. Scores 10,000
points when not lit. When spotting drop targets, the player
will be given whichever colour (Blue, Yellow, Red) they have
the least of. If two of the colours are equal, then it will
spot in the order Yellow, Red, Blue (i.e.: if the player has
one Blue, two Red and two Yellow, Special Bonus will spot the
next Yellow).

Ramp
Leads to the Upper Playfield. Begins the game raised. Lowered
by either of the two Move Ramp targets. Raised by lighting the
Special Bonus or by sending the ball up the Ramp.

Multi Special Target
A standup target. When lit, can be hit to collect the Multi
Special (See Operator Adjustments). When not lit, scores 5,000
points. Lit by collecting Blue, Yellow, and Red drop targets.
There are three sets of lights on the playfield showing the
player's progress toward the Multi Special.

Red Drop Targets
Four drop targets. Each one scores the lit value; 800 (not
lit), 1000, 3000, 5000, or 8000 points. Collecting all four
drop targets scores one Red Special toward the Multi-Special.
Each target advances the Special Bonus one position.

Pop Bumper Switch
Two of the four Pop Bumpers are lit at any given time. This
switch alternates the two that are lit. Scores 100 points.

L-O-V-E Lanes
Collecting each of the four letters spells LOVE and relights
all four letters. The L, O, and V are standard rollover lanes.
The E is a small horseshoe turn with a rollunder that leads to
the Top Arch. Each scores 10,000 points when lit, 5000 when not
lit.

Top Arch
A small Top Arch. The plunger habitrail starts the ball here
and the ball can be returned here via the E lane. The only
exits are via the L, O, and V rollover lanes.

Pop Bumpers
Four standard Pop Bumpers, arranged in an L shape. Hitting a
lit Pop Bumper five times advances the Special Bonus one
position. Scores 1000 points when lit, 100 when not lit.

Orange Drop Targets
Three drop targets that score the lit value, 800 (not lit),
1000, 3000, or 5000 points, and advance the Orange Special.
Each target advances the Special Bonus one position. Collecting
the Orange Special scores the operator set value, and unlights
the Orange lights.

Blue Drop Targets
Four drop targets in the center of the playfield, angled
slightly so that shots to these targets do not go straight down
the middle. Like the Red Targets, each one scores the lit
value; 800 (not lit), 1000, 3000, 5000, or 8000 points.
Collecting all four drop targets scores one Blue Special toward
the Multi-Special. Each target advances the Special Bonus one
position.

Move Ramp Target
Behind the two middle Blue Targets is a Move Ramp target. Like
the Left Move Ramp target, this will lower the Ramp if the
Special Bonus is not lit, and scores 10,000 points.

Right Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to
save the ball.

Right Outlane
An outlane. Lose the ball. Can be lit by collecting one set of
drop targets (See Operator Adjustments). Scores 10,000 points.

Right Inlane
A normal inlane. Feeds the ball to the right flipper. Scores
5000 points when lit, 500 when not lit. When lit, spots one
letter in L-O-V-E.

Right Slingshot
Normal slingshot, normal placement. Scores 10 points and
toggles the lit Inlane between right and left.

Manual Plunger
This is a normal plunger, except that the plunger lane is a
habitrail to make more room on the playfield for the outlane
flippers ("React Feature"). Its habitrail leads to the top
arch.

Upper Playfield
This is a clear plastic playfield covering the top left corner
of the main playfield. Sending the ball up the Ramp leads to
the Upper Playfield. There are two flippers here that are only
active when the ball is on the playfield. There is a drain hole
between the flippers leading back to the lower playfield.

Yellow Drop Targets
On the Upper Playfield are six drop targets. Each target scores
30,000 points. Collecting all six targets without losing the
ball back to the lower playfield, lights the Upper Special.

Upper Special
A standup target in a very short lane at an angle, at the upper
left corner of the Upper Playfield. When lit, can be hit to
collect the Upper Special. When not lit, scores 10,000 points.


Bonus Multiplier
----------------

Spelling L-O-V-E, either via the top rollovers or by hitting the lit
inlanes, advances the Bonus Multiplier. Possible values are 2X, 5X,
and 10X. After 10X Bonus Multiplier has been lit, spelling L-O-V-E
does nothing. The Bonus Multiplier is used in conjunction with the
Special Bonus. During game play, lighting Special Bonus is done by
hitting drop targets (Red, Blue, Yellow and Orange) and Pop Bumpers.
Once Special Bonus is lit, hitting the lane under the ramp scores
21,000 points (1000 for each drop target) multiplied by the Bonus
Multiplier. The Bonus Multiplier is then reset to 1X and the Special
Bonus returns to 0 (no lights lit).



Operator Settings
-----------------

There are many possible settings that can be combined to affect
gameplay. Most of them concern the scoring of the various Special
targets (Multi, Orange, Upper), the difficulty of lighting Multi
Special, and the number of extra balls. There are also the obvious
settings for number of balls per game, replay scores, and a Super
Bonus.

Multi Special Options
Can score 1,000,000 points, an extra ball, a replay, or a Super
Bonus.
Difficulty is adjustable. It can require collecting one set of
each (Blue/Red/Yellow) colour drop targets, two sets, or four
sets.

Orange Special Options
Can score 300,000 points, an extra ball, a replay, or a Super
Bonus.
Difficulty in lighting the Orange Special is varied. It can
require collecting all three Orange Targets once, twice, or
three times.

Upper Special Options
Can score 150,000 points, or an extra ball.

Maximum Extra Balls
Can be set to allow up to three stacked extra balls. Extra
Balls are shown by three lights in the backglass.

Super Bonus
This seems a rather strange bonus at first. It scores no
points, though various things can be set to give this to the
player. What it does do is fire the knocker solenoid, and turn
on a light in the backbox that says "Super Bonus". This is,
apparently, a form of payout that can be used by the location.
Since this is a European game, I've read that this setting is
commonly used in pubs to allow the bartender to give a free
drink for collecting it.

Game Time Bonus
This is a timed play option. During the player's last ball, a
timer will be incremented up from 10 seconds by every other
switch closure. After the last ball drains, the ball will be
returned to the player and the timer begins counting down. When
it reaches zero, the game is over, the flippers are shut off,
and the ball is allowed to drain. During the last (regular)
ball, any Extra Balls the player earns will stop the clock from
incrementing until all Extra Balls have been used up and the
player is again on the last ball. During the timed play,
collecting an Extra Ball stops the countdown clock until all
Extra Balls have been used, then timed play resumes where it
left off. During timed play, no End-of-Ball bonus is collected,
and the drop targets are not reset when the ball drains. The
Upper Special and Orange Special are reset when the ball
drains, the L-O-V-E lights return to all being lit, and the
Bonus Multiplier is reset to 1X. When the timer expires, the
End-of-Ball Bonus is counted up normally.


Tips, Tricks, Strategies
------------------------

This is a fairly simple game. Hit targets, score points, advance
toward a jackpot payoff (Multi Special), and start again. The key to a
high score is keeping the ball in play, and collecting Extra Balls.
Keep the Outlanes lit for "React" at all times, as the ball goes in
there a lot, and it is quite possible to shoot from one Outlane
directly into the other. The Yellow targets are lucrative, but after
21 drop targets have been hit, the Special Bonus is lit and must be
collected before the Ramp can be lowered again.
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As said before this table only works with BAM, in the zip, there are 2 versions, Desktop-Cab.

This is a creation, of a table with Italian manufacture, (of my country) Zaccaria-company, you can see here----> https://www.zaccaria-pinball.hu/it/?gep

The flippers Zaccaria,they have a couple of features, including: 1) the fins placed on the side of exits, which you can press with almost perfect timing, to save the ball.2) A special "TimerBonus" which is activated at the third ball, ie the last ball,and you have the possibility to increase time (in seconds) up to a maximum of 99 by hitting the targets, and after that, you can re-play, at the next ball returned.

Some information on the table:

*Key"O" if you want to play day-night.

*You can see the rules on the apron,important to know that for each activated Special, (blue-red-yellow and orange targets) you can activate a SuperBonus,and you win different Special Awards.

*Possibility for a 4 player game, but with the current player's game reset (except the score).

Have fun.....by wild!
Author
wild
Downloads
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First release
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