Lights...Camera...Action! (Premier, 1989) VP9

VP9 Gottlieb SS Recreation Lights...Camera...Action! (Premier, 1989) VP9 v1.2 VP9 Fix

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Lights...Camera...Action! (Premier, 1989) VP9 v1.2 VP9 Fix
by Kristian, Mnpg, Destruk
IPD No. 1445

Note: See table info & top of script for instructions on creating the nvram file necessary to play the game.

Note from Xenonph: This table needs a pre-initialized nvram to accept quarters. You can create your own pre-initialized nvram file as mentioned in Note above, or you can download the nvram pack that has this tables pre-initialized nvram file included, and has all the pre-initialized nvram files that these types of tables require to accept coins.
Find the Bally 6803 & Gottlieb GTS3 nvram pack v1.2.0 here..
Bally 6803 - Gottlieb GTS3 NVRAM Pack
Place the contents of the nvram pack zip file in your nvram folder, located in your VPinMAME folder.

Rules:
INSTRUCTIONS:
==============

TOP LEFT HOLE
*Score 5,000.
*Enter Gunfight Scene and Light Gunfight Scene complete
when flashing.
*Rotate mini-playfield if Gunfight is won.
*Capture ball when flashing.
*Light Loop Special when flashing.

TOP RIGHT HOLE
*Score 20,000.
*Light the card in the lightbox that corresponds to the lit card
on the playfield when the Stair Scene is active.
*Lighting 5 cards in the lightbox advances the hands completed lamps, rotates the mini-playfield if (playfield rotation = hard), and also awards the following based on player's hand:
*5 of a kind = 5 replays and enter initials.
*4 of a kind = 1 replay and select-a-feature.
*Full house = Extra ball and select-a-feature.
*3 of a kind = Select-a-feature.
*Two pair = Select-a-feature if (select-a-feature = easy). Mystery (if select-a-feature = hard).
*One pair = Select-a-feature if (select-a-feature = easy). Mystery (if select-a-feature = hard).
*Rotate the mini-playfield if (the playfield rotation = easy) and the stair scene is active.
*Capture ball when flashing.
*Enter select-a-feature when flashing.
*Award special when flashing.
*Activate kicksave in the normal mode (no scenes active).

BOTTOM LEFT HOLE
*Score 20,000.

BOTTOM RIGHT HOLE
*Score 20,000.
*Advances loop value.
*Activate kicksave in the normal mode (no scenes active).

CENTER DROP TARGETS (3)
*Score 5,000.
*Add 5,000 to bonus (3-ball)
*Add 3,000 to bonus (5-ball)
*Add 10,000 to jackpot when lit (3-ball)
*Add 5,000 to jackpot when lit (5-ball)
*All targets down:
a) Adds 25,000 to jackpot bonus when flashing.
b)Scores 50.000 when lit (multiball)
c)Starts Enter Jackpot lamp flashing for a time period if unlit and also trips 2 outside targets if (jackpot = easy).
d)Start Jackpot Scene if Enter Jackpot lamp is flashing.
e)Advances Jackpot lamps if in Jackpot scene.
f)Collects Jackpot (when Collect Jackpot is flashing).

RIGHT DROP TARGETS (6)
*Add 5,000 to bonus (3-ball).
*Add 3,000 to bonus (5-ball).
*All targets down:
a)Scores 250,000 when lit (multiball)
b)Lights top left spot target ("Begin Stunt Scene") when lit.
c)Lights "Stunt Scene Awards Extra Ball" lamp.
d)Add a letter to the "Blockbuster" sequence in normal mode (no scenes active) and multiball and multiball and award a special when the sequence is complete.

LEFT SPOT TARGETS (4)
*Score 5,000.
*Lights corresponding arrow lamp when flashing.
*Completing the sequence awards lit value (advance multiplier, lit lock, or 100,000).
*During Stunt Scene:
a)Rightmost lamp (4) lights corresponding stunt scene lamp when flashing.
b)Completing the stunt scene targets scores lit value (Extra Ball or 1,000,000 points).

RIGHT SPOT TARGETS (3)
*Score 10,000.
*During Stunt Scene:
a)Light corresponding stunt scene lamp when flashing.
b)Completing the stunt scene targets scores lit value (Extra Ball or 1,000,000 points).

TOP RIGHT SPOT TARGET
*Score 10,000 when unlit.
*Score 100,000 when lit.
*During Stunt Scene:
a)Score 5,000
b)Light corresponding stunt scene lamp when flashing.
c)Completing the stunt scene targets scores lit value (Extra Ball or 1,000,000 points).

TOP LEFT SPOT TARGET
*Score 5,000.
*Collect Countdown bonus when flashing.
*Begin stunt scene when flashing.
*Light loop "100,000" lamp for a time period if all other loop award lamps are unlit.
*Light top left spot target (100,000) for one shot only during normal mode (no scenes active).

LOOP
*Score 10,000 when unlit.
*Score 100,000 when flashing.
*Award Special when flashing.

SPINNER
*Score 1,000.
*Enter Stair Scene when spin lamp is flashing.
*Rotate card lamps when in stair scene.

POP BUMPERS
*Score 2,000.
*Add 5,000 to jackpot (3-ball).
*Add 3,000 to jackpot (5-ball).

TOP LEFT ROLLOVER BUTTON (Star)
*Score 5,000.
*Light top left spot target (100,000) for one shot only during normal mode (no scenes active).

LEFT RETURN ROLLOVER
*Score 5,000.
*Activate kicksave (if kicksave = easy).
*Activate kicksave during normal mode (no scenes active) and multiball only (if kicksave = medium).

RIGHT RETURN ROLLOVER
*Score 5,000.

LEFT OUT ROLLOVER
*Score 20,000 unlit.
*Score 5,000 when flashing.
*Kick ball back into play when flashing.

RIGHT OUT ROLLOVER
*Score 20,000.

RUBBER SWITCHES
*Score 30.

OUTHOLE
*Collect bonus times multiplier.
*Scores 30,000 times multiplier for each hand completed.
*Award catch-up when flashing.

GAMEPLAY AND SCORING
=======================

MOVIE SCENES
There are 5 scenes in the game which need to be completed in order to light the top right hole for "select-a-feature". These are the "Gunfight Scene", "Multiball Scene", "Stair Scene", "Jackpot Scene" and "Stunt Scene". The appropriate scene completed lamp will light after the current scene is ended.

GUNFIGHT SCENE
The Gunfight Scene is started in the top left hole when flashing. Beating the outlaw to the "Draw" when the word "draw" appears in the display awards the mystery feature to the player.

MULTIBALL SCENE
A ball can be captured in the top right hole by completing the left spot target sequence. Instant multiball can be achieved through either select-a-feature or the mystery feature.

STAIR SCENE
The Stair Scene is started by shooting the spinner. Then the lit card is transferred to the lightbox when the ball enters the top right hole. When 5 cards have been lit the scene is completed and the player receives an award based on his card hand.

JACKPOT SCENE
The Jackpot Scene is started by completing the center drop targets when flashing. The jackpot can be won by advancing the flashing lamp to "collect jackpot" by hitting the center drop target down during the time period allowed. The jackpot scene can also be started during select-a-feature or the mystery feature.

STUNT SCENE
The Stunt Scene can be started by completing the right drop targets and then hitting the left spot target. Completing the flashing targets during the time period alloted will award the lit value (1,000,000 or Extra Ball). The stunt scene can also be started during select-a-feature or the mystery feature.

ADDITIONAL FEATURES
=====================

SELECT-A-FEATURE
In the select-a-feature mode the player has 5 seconds to select a feature that appears in the display. The right flipper button is used to change the feature and the left flipper button is used to award that feature.

MYSTERY FEATURE
In the mystery feature the award is randomly selected and then awarded to the player.

COUNTDOWN BONUS
This feature is available during select-a-feature and mystery. If this mode is started, the score of 3,000,000 points appears in the display and then counts down to 0. Hitting the left spot target before the score reaches 0 will award the remaining score to the player.

CATCH-UP
This feature is only available in multiple player games. Also, it is only available during select-a-feature and mystery when the "catch-up" active lamp is flashing. When this feature is awarded the player-up's score will be made equal to the next highest player in the game at the end of his ball-in-play. If the player happens to be in the first place, he will be awarded 1,000,000 points instead.

REVEAL MATCH
This feature is available during select-a-feature when the match is enabled and the game mode is set to replay. When awarded the player-up will be shown what his match number will be at the end of the game.

"BLOCKBUSTER" SPECIAL
Completing the right drop targets during the normal mode (no scenes active) or multiball if (blockbuster special = easy or medium) will add a letter to the word "blockbuster". Completing the word will award a special and reset the sequence. This sequence is common to all players in the game. The sequence is memorized from game to game if (blockbuster special = easy).
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