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Comet (Williams, 1985) VP9

VP9 Williams SS Recreation Comet (Williams, 1985) VP9 vB3

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Comet (Williams, 1985) VP9 vB3
by MikePin
IPD No. 548

Rules:
GAME PLAY

One should start out with the skill shot, shooting the ball into the area above the rollover lane and allowing it to pass thru one of the lanes. From there, the ball goes into the Pop Bumpers, and can come out either side of the Comet ramp. If you shoot the ball too hard, the ball will just exit the rollover lanes area, via the Corkscrew, and head towards the flippers.

TOP LANES 1-9-8-6: Making (lighting) the 1-9-8-6 at the rollover lanes... scores 50,000 and lights the playfield multiplier for a 20-second interval (x2, x3 x5). Rolling over the lanes to light them scores 1000.

The following Playfield Multiplier (Red playfield light) scoring can occur, if you light all of the Rollover lanes on that ball (5-ball setting):

1st Ball: 2x; 2nd Ball: 3x; 3rd Ball: 2x; 4th Ball: 2x; 5th Ball: 5x

The following Playfield Multiplier (Red playfield light) scoring can occur, if you light all of the Rollover lanes on that ball (3-ball setting):

1st Ball: 2x; 2nd Ball: 3x; 3rd Ball: 5x

The right flipper button changes which of the 1-9-8-6 are lit (Lane Change) and its use is key to lighting all of 1-9-8-6.

DUNK THE DUMMY: Hitting the "DUMMY" drop target exposes the bull's-eye for a timed interval. Hitting bull's-eye, before the drop target resets, advances bonus multiplier (Green playfield light): 1st time: 2x; 2nd time: 3x, 3rd time: 4x; 4th time: 5x... thereafter, hits score 20,000 for each additional time. Hitting the "DUMMY" activates a game voice.

Duck Target Bank: Making the 4 Duck Bank... lights CORKSCREW.

CORKSCREW: Ride the Corkscrew to collect the DUCK Bonus, an EXTRA BALL or SPECIAL, when lit.

Rabbit Target Bank: Making the 4 Rabbit Bank... lights FUNHOUSE.

FUNHOUSE: Drop into the Funhouse (Eject hole) to collect the RABBIT Bonus, when lit.

COMET RIDE: Completing BOTH the Duck & Rabbit Banks... activates (lights) the COMET ramp for higher scores, EXTRA BALLS and SPECIALS. "Riding" the COMET scores 10,000 when not lit. When lit, it scores 30,000 and then advances scoring to 50,000. The 2nd COMET ride scores 50,000, then advances scoring to 100,000. The 3rd COMET ride scores 100,000 and some playfield EXTRA BALL. The 4th COMET ride also scores 100,000 and some playfield SPECIAL. Each scoring advance must be achieved within its time limit, or the scoring advance resets either back to 30,000 or if the 1st 100,000 has been scored, the lights go out. Also, completing all 4 "Rides" resets it, and turns off the lights. BOTH the Duck & Rabbit Banks must be re-completed to re-light the Comet Ride.

CYCLE JUMP & Playfield Multiplier: Landing in the Lower Ring scores 10,000 (or 20,000 when lit). Landing in the Center Ring scores 20,000 (or 50,000 when lit). Landing in the Upper Ring scores 30,000 (or 200,000 when lit). Passage thru the LEFT Flipper return lights all three rings. On the last ball, if the 5x Playfield Multiplier is lit, landing in the Upper Ring scores 1,000,000. On the last ball with the Ramp lit and the 1-9-8-6 rollover lanes activated, until the 5x bonus times out the machine shouts "A Million". Once the ball goes up the Ramp into the eject hole, or goes into its eject hole from a Pop Bumper (it's just to the right of the lower right Pop Bumper), the Jump is reset and the ball must go thru the left return lane to re-light the Cycle Jump Ramp.

CYCLE JUMP & Extra Ball: Completing BOTH the Duck & Rabbit Banks a 2nd time... lights more playfield EXTRA Ball's & SPECIAL's and also activates the Cycle Jump for EXTRA BALL action: (A) Lights Lower Cycle Jump Ring for 5 seconds; (B) Then, lights Center Ring for 10 seconds; (C) Finally, The Upper Ring lights for 15 seconds. If the EXTRA BALL is not made within the specified time(s), the sequence starts over until an EXTRA BALL is made. Then BOTH the Duck & Rabbit Banks must be re-completed to re-light the EXTRA BALL.

CORKSCREW & Special: Completing BOTH the Duck & Rabbit Banks a 3rd time- lights more playfield EXTRA Ball's & SPECIAL's. "Ride" the Corkscrew to score the SPECIAL or the EXTRA BALL, when lit.

General Playfield Points: The following is in addition to the scoring shown above. The Left Return Lane scores 5,000. The left and right Outlanes score 10,000. The left Outlane scores the Duck Bonus and the right Outlane scores the Rabbit Bonus. Hitting the Ducks and Rabbits scores 2,000 the first time and 1,000 after that. The Funhouse scores 10,000, the COMET ramp (unlit) 10,000. The Corkscrew scores 20,000. The 3 Pop Bumpers score 1000 per activation.
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Low res but not bad
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