Amazing Spider-Man The (Gottlieb, 1980) VP8

VP8 Gottlieb SS Recreation Amazing Spider-Man The (Gottlieb, 1980) VP8 v2009 2020-01-28

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Bob5453,
Version:2009VP8,
Gottlieb 1980,
IPD No. 2285

Rules:
GAME FEATURES & RULES -------------------------------------------------------------------------------
GAME OBJECTIVES: High-scores are made by advancing the multiplier bonus and winning Extra Balls (if the game is not set to give replays). In the main, both objectives are achieved by completing the same playfield targets, namely: the 3 kick-out holes, the banks of drop-targets, the "A" and "B" roll-overs, the in-lane rollovers, and the centre and left spot targets. Completing the right drop-targets and then drilling the ball up through the spinner to raise the bonus to the 20'000 maximum before the ball drops into the centre kick-out hole to collect the bonus is a smart move indeed!

Spider-man replay scores - Directions to set replay scores located at the bottom of this page

1 replay for eack score of 310,000 points
1 replay for eack score of 430,000 points
1 replay for eack score of 590,000 points

"A" & "B" ROLLOVERS (2 each)
Location: 1 each top right of playfield, "A" rollover right-centre of playfield, and "B" rollover centre-left of playfield.
Scoring: 500 or 5000 when lit.
Bonus: Adds 3000 bonus when the white "Multi-bonus" spot is lit.
Extra: Lights the blue advance multiplier spots in the return lanes and outlanes: "A" lights the left outlane and right return-lane, and "B" lights the left return-lane and right outlane. Completing both "A" and "B" rollovers lights the pink Extra Ball spot (when the adjacent green spot is lit)
5 DROP-TARGET BANK

Location: Right-centre of playfield.
Scoring: Targets score 500 in 5-ball play or 3000 in 3-ball play, or 10000 when the adjacent green spot is lit.
Bonus: Adds 1000 bonus or the multiplier advances by one when the adjacent green spot is lit.
Extra: Completing bank resets both drop-target banks and lights the white spinner lamp and pink Extra Ball lamp for the bank of 3 drop-targets.
Note: Game starts with top green spot lit, which is rotated by hitting pop-bumpers. An additional green spot is lit for each completion of the 1-2-3 kick-out hole sequence. Green spot sequencing is remembered from ball-to-ball.
3 DROP-TARGET BANK

Location: Left-centre of playfield
Scoring: Targets score 500 in 5-ball or 3000 in 3-ball. Completing bank scores 5000.
Bonus: Adds 1000 bonus. Completing all 3 drop-targets when the blue advance multiplier spot is lit advances the multiplier by one.
Extra: Completing all 3 drop-targets awards Extra Ball/Replay, when the pink spot below is lit.
POP-BUMPERS (2)

Location: Upper-centre of playfield.
Scoring: 100 or 1000 when lit.
Extra: Each hit to the pop-bumpers moves the lit green spot(s) in front of the 5 drop-target bank in rotation (from top to bottom). When the bank of 5 drop-targets is completed, alternate hits on the pop-bumpers light the pink spot beneath the bank of 3 drop-targets
SPINNING TARGET

Location: Entrance to left lane leading to top-left of playfield.
Scoring: 100 or 1000 when the white "Multi-bonus" spot is lit.
Bonus: Adds 1000 bonus when the white "Multi-bonus" spot is lit.
KICK-OUT HOLES (3)

Location: Top left of playfield.
Scoring: The first sink scores 5000, and subsequent sinks in the same hole score 500.
Bonus: Adds 1000 bonus.
Extra: Completing the 1-2-3 sequence in any order resets the sequence, lights an additional green spot in front of the right drop-target bank, and lights the white "Scores Bonus" lamp beneath centre kick-out hole (which empties the multiplier either on the next sink in the centre hole, or immediately if the centre hole is the third in the sequence). Sequence is remembered from ball-to-ball.
RETURN ROLLOVERS (2)

Location: Bottom left and right of playfield.
Scoring: 500 or 5000 when the blue advance multiplier spot is lit.
Bonus: Adds 1000 bonus and, when the blue advance multiplier spot is lit, advances the multiplier by one.
OUTLANE ROLLOVERS (2)

Location: Bottom left and right of playfield.
Scoring: 500 or 5000 when the blue advance multiplier spot is lit.
Bonus: Adds 1000 bonus and, when the blue advance multiplier spot is lit, advances the multiplier by one.
CENTRE SPOT TARGET

Location: Centre-top of playfield
Scoring: 500
Bonus: First hit (with white "When Lit" spot) lights the "A" and "B" yellow Multi-bonus lamp until the end of the ball (lamp goes out once multiplier is at maximum value, and comes back on if the multiplier is emptied). Second hit (with blue "When Lit" spot) lights the blue advance multiplier spot below the bank of 3 drop-targets.
Extra: Third hit (with yellow "When Lit" spot) lights Special.
LEFT SPOT TARGET

Location: Centre-left of playfield
Scoring: 500 or 5000 when Special is lit.
Extra: Adds 1000 bonus. Awards Special when lit.
ROLLOVER BUTTON

Location: Right of centre at top of playfield.
Scoring: 1000 at start of each ball, and subsequently 100.
Extra: Lights the pop-bumpers until the end of the ball
SLINGSHOTS

Location: Above the left and right return-lanes.
Scoring: 50
MULTIPLIER BONUS - The multiplier bonus goes from 1000 to 20000 in 5-ball play or 29000 in 3-ball play, with a multiplying factor from 1x to 5x. The starting point for each new ball is 1x 1000.
The multiplier bonus is added after each ball drains (Tilt loses all bonus), or whilst a ball is still in play in 2 ways:

completing the 1-2-3 sequence of kick-out holes in any order lights the white "Scores Bonus" lamp beneath centre kick-out hole, which empties the multiplier either on the next sink in the centre hole, or immediately if the centre hole is the third in the sequence.
reaching the multiplier maximum level lights the white "Scores Bonus" lamp beneath the centre kick-out holes - a sink in this hole before draining adds the multiplier bonus to the score and resets the multiplier lever to 1000 (the multiplier factor however remains at the previous level until the end of the ball).
The multiplier level is advanced in 5 ways:

by 1000 for each hit of the 3 drop-target bank;
by 1000 for each hit of the 5 drop-target bank, when the adjacent green spot is not lit;
by 1000 for each revolution of the spinner target, after the 5 drop-targets are completed;
by 1000 for each sink in the kick-out holes;
by 1000 for each hit on the left standing target;
by 3000 for each "A" or "B" rollover, when the white "Multi-bonus" lamp is lit.
The multiplier is advanced in 4 ways:

completing the bank of 3 drop-targets, when the blue advance multiplier spot is lit;
hitting any of the 5 drop-targets, when the adjacent green spot is lit;
by a rollover through the return lanes or outlanes, when the blue advance multiplier spot is lit;
hitting the centre standing target twice with the same ball in play.
EXTRA BALL / REPLAY SCORES
The score levels recommended by Gottlieb card #A-19863-1 are:

A-19461 - 180000, 310000, 450000
A-19462 - 200000, 330000, 470000
A-19816 - 210000, 340000, 480000
A-19307* - 230000, 360000, 510000
A-19464 - 240000, 370000, 510000
A-19308 - 250000, 380000, 530000
A-19309ƒ - 270000, 420000, 570000
A-19910 - 290000, 420000, 570000
A-19911 - 310000, 430000, 590000
A-19471*ƒ - 190000, 330000, 480000
A-19461 - 200000, 350000, 500000
A-19426 - 210000, 360000, 510000
* = 3-ball, ƒ = 5-ball
Extra balls/Replays can be won hitting playfield targets in 3 ways:

completing the bank of 5 drop-targets and then completing the bank of 3 drop-targets whilst the red spot below is lit;
hitting the centre standing target 3 times and then hitting the left spot target;
completing the "A" and "B" rollovers and then hitting the middle drop-target of the bank of 5, when the adjacent pink spot is lit.
FLIPPERS

Upper left: located below left "B" rollover lane, centre-left of playfield
Lower left: located at end of left return lane, and below left slingshot.
Upper and lower right: Located in a line at end of right return lane, and below right slingshot.

======================================

Directions To Change Score Needed For Replays

1. Press 7 to enter test mode.

2. Continue to press 7 until you see 11 in the credit display.

3. Press and release the 1 key to zero out any score that is currently stored there (You probably have zero there currently, but you still have to perform this step)

4. Press and hold the 1 key until you get to the replay score you want to set it to. The score will increment by 100,000 points while you are holding the 1 key in.

5. Press 7 again to see 12 in the credit display

6. Repeat steps 3 and 4 to set the second replay score.

7. Press 7 again to see 13 in the credit display.

8. Repeat steps 3 and 4 to set the third replay score.

9. Press 7 again to see 14 in the credit display

10. Repeat steps 3 and 4 to set the high game to date score.

11. either wait 60 seconds or press F3 to save your changes to the nvram.

This procedure should work for all Gottlieb System 80s, 80As and 80Bs. Note that the System 80s will increment the score by 10,000 while you are holding in the 1 key, the 80As and 80Bs will increment by 100,000.
ROM------------------>
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