Eala Dubh Sidhe and Destruk,
Version:1f
Game Plan 1984
IPD No. 26
Rules:
Version:1f
Game Plan 1984
IPD No. 26
Rules:
The spin 1, 2, and 3 lanes score 1,000 and 5,000 when lit, and increment the bonus 1,000 and 2,000 when lit. All lanes made scores an extra 10,000 points. Each lane alternately spins and stops its respective slot machine reel. ie - first hit on a lane starts the reel, second hit stops the reel.
The left and right saucers score 5,000 points plus any lit slot machine symbols in accordance with dip #25. If symbols 777 are lit, a siren sound will play and the backbox lamps flash. (all reels are stopped when a saucer is hit)
The three drop targets score 1,000 points and increment bonus 1,000 points until the 2X, 3X, and 4X lamps are on continuously (before fourth time). Then (after fourth time) they score 5,000 points and increment the bonus 2,000 points. All down the first time lights 2X and lights the spinner 1,000 lamp. All down second time lights 3X. All down third time lights 2X, 3X, and 4X FLASHING to indicate possible extra ball. All down FOURTH time lights 2X, 3X, and 4X SOLID, and lights one of the extra ball lamps. The drop targets also spin and stop their respective slot machine reel. The super bonus multiplier earned from the drop targets is added to the regular bonus when the ball drains. This super bonus is not carried over to the next ball.
The standup targets score 1,000 points and 3,000 points when lit, and increment the bonus 1,000 points and 2,000 points when lit. They also spin and stop the respective slot machine reel and light the respective bumper.
Bumpers score 100 and 1,000 when lit.
Left top lane scores 50,000 and repeated shots light special lamp (dip#6)
Left middle lane scores 25,000 and repeated shots lights extra ball lamp.
Spinner scores 100 and 1,000 when lit.
Slingshots score 30 points.
Extra Ball lane scores 1,000 and, if lit, Extra ball.
Special lane scores 5,000 and, if lit, special.
If at least two stopped symbols of a winning slot machine combination fall into line, they will be held in place and their reels will no longer spin from lanes or targets until points are collected from either saucer hole, or the game ends.
Bonus Carry-over -- Bonus will carry over from ball to ball, remembered per player - independent, until end of game. Only 40,000 increments will be remembered. If player had 65,000 bonus points at the end of his first ball, at the start of the second ball he would begin with 40,000 bonus points.
Switch 6 - Number of times the left middle lane must be made before extra ball lights appear -- 2=On, 3=Off
Switch 15 - Number of times the top left lane must be made on the same ball, before special appears -- 2=On, 3=Off
Switch 25 - Saucer Hole Slot combination scoring. On=Score for all slot machine symbols. Off=score points for ONLY completed lit line combinations.
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