LHH Bomb Jack,
Version:BJ mod 1.5,
Williams 1988,
IPD No. 617
Rules:
Version:BJ mod 1.5,
Williams 1988,
IPD No. 617
Rules:
Cyclone Rules Sheet
===Info===
Table 564 Version 1.5 (REV L-5 )
2008/09/16
===New to version BJ mod 1.5=== Revision History
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Final 1.5 (BJ) MOD (16/09/2008)
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******************
Update Display
******************
Add the Alphanumeric and numeric 7 digit Display in the Backbox
Hide the PinMame Display on Position 1600, 1600
some Skript Cosmetic
*****************
Update Lights
*****************
...between 03.Oct and 05.Oct. I had changend the complete Light System to dropped walls and Reels..
***************************
Update Mystery Wheel
***************************
Add a 16 Steps Reel - Image Mystery Wheel
at this time triggerd by MacGoo2 Lamps Wheel...
a New 200 Steps realistic Wheel Prototype is in test, but
i don't know if it's come in the next update..??
Very nice movement but
the 200 pic. Image is mutch to big for use in VP...
*Done by LHH BombJack (BJ) (cosmoscene@htp-tel.de)
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Final 1.4 (BJ) MOD (31/12/2007)
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Here is the next and the last little update in 2007:
- Pitch the Table Slope and Slingshot Force, for a faster game play.
- Resize the Backbox.
- Add Williams Logo on the Flippers.
- Add Apron, In-Outlane and Plunger Decals
*Done by LHH BombJack (BJ) (cosmoscene@htp-tel.de)
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Final 1.3 (BJ) MOD (10/09/2007)
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-reactivate the forgotten Ferris Wheel Bonus Flasher on the Playfield and change them to "dropped Wall" Flashers.
- change the 0,5 to 1/2 Million on the Backrond.
...its not very mutch, but i think enogh for an update. ;o)
*Done by LHH BombJack (BJ) (cosmoscene@htp-tel.de)
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Final 1.2 (BJ) MOD (05/11/2007)
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-added a "real" EMReal Plunger, - check it out and you can place a nice Skill shot ;o)
-change the Backbox VPM Flashers to EMReal Flashers.
-change the Sounds for the Plunger and Jetbumpers.
-change some middle Playfield Image Parts.
-change GI animate Playfield for the Slingshots.
*Done by LHH BombJack (BJ) (cosmoscene@htp-tel.de)
*Special Thanks to CMD and MacGoo2 for any Support...
Beta 1.0 - 1.1 (BJ) MOD (03/22/2007)
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...This my first Table, because I love this Table and Im a owner of an real Cyclone 546 Pinball Machine...
the 1. Thing i wannted was
-a new updated Ferris Wheel with Decals on it *g*
-changed the Flipper Fingers in original Red (like the Clown Hands) and removed the mirrored
Flipperfingers on the Playfiled.
-added Siderails & Lockbar
-new under-Playfield and Parts oft Upper Pl.
-added a real Backboxwall with the Score Displays, so you can put the pinmame display in correct position on top of the Table...
-Rebuild the Skill Shot Shooter - lane...become mutch more reality
-designd new Backround with fixed Mystery Wheel on the Left Side & add Backboxflashers.
-change the Backbox Mystery Wheel and Jackpot ladder fonts from Small Fonts to Arial Black for a better look
-added GI Playfield Illumination u. Flasher Animation. (with dropped walls for Cats,Spook,Ducks Flashers) and for the GI Bulbs.
-added 'Bare Playfield under all the Plastics and fixed the manny Mirrors of Ramps and Plastics witch where displayed twice.
-changed the Ducks and Ghost-Droptarget Decals, new Spookhouse Plastic, in the right Place.
-adding the "sovenier & sweets Plastic under the Cyclone Ramp.
-added new 1-2-3 illuminated Gates and Upperfield above
-added new Jetbumper Caps.
-changed the Letters on ADV 1x-7x and 1-2-3 Gates in Arial Bold
-replaced the Outlanes Extraball in the Right Place and Colour.
-added a real Playfield Backwall "Ride the Comet for a Million" with Score Lamps in the right angle.
-changed the Images of the Comet & Cyclone Ramps to new clean ones.
-removed the red Light from "Ride the "Cyclone" tree times to get Jackpot" and changed the Front to yellow with a black border.
-rebuild Ferris Entrance, Ferris-Flasher and the Ferris Ramp.
-adding new Sounds for Ferris Ramp and some Dropzones..
-modifyed the Comet Ramp on a few areas..
-changed the JetBumper Playfield Decals & Dropzone.
-added a real sliverchrome shooter ramp & modifiy the Skill-Shot-Shooter Lane again..
-removed the the all Playfield Flashers witch where build with "Bumpers" and addind new animated Dropped Walls
for the original Flashers.
-changed the Slingshot Plastics and build new StarPosts for all the Plastics and add new Rubber Parts with
GI animated dropped walls.
-add Spinners with a Wire image for the Shooter-Shuttle and the Comet Ramp Entrance.
-moved the both Ramp Attachment by the Return Lanes to the right hights and add 4 stay & 2 Posts on the Slingshotplastics.
-change the Rubber Posts between the Flipper Assemblys and Out/Return Lanes.
-removed the walls between the Return- and OutLanes and add some like the original.
-rebuild and scale down the FerrisWheel again, added Plastics with GI left beside the Wheel.
-added JetBumper Working Animation and some Playfield Illumination.
-rebuild Bomerang Entance
-and all what I have forget to count ;o)
..Siderail, Backbox and many Playfield Decals, Sounds taken from my original Cylone Machine.
Thank you all, had working on it... Let Pinball all Times stay alive !
*Done by LHH BombJack (BJ) (cosmoscene@htp-tel.de)*
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==Disclaimers/Misc Notices from the 0.94bx version==
All standard disclaimers apply, and most of the features are probably
copyrighted by someone, somewhere, somehow. Please send corrections,
suggestions, and flames to rugrat@bga.com. Not to be taken orally.
Avoid driving a motor vehicle, or operating heavy machinery while using
this product. Store in a cool, dry place. Batteries not included.
Do not immerse product in water. Eat at Joe's!
I used a special Ascii character in this sheet, so if you had any
trouble with it, please let me know. For refrence, it was "þ" (254).
I think it makes it a little easier to read, if it turns out right.
It's supposed to be a little block, or whatever you want to call it.
Spell checked it too .. What a concept (Using bug-filled software
that even had a suggestion for "Quaaaaaaack" =D )
Did you actually *read* the disclaimer?
===Special Thanks===
TJ Beyer (rugrat@bga.com)
Bill Ung (Ung@filenet.com)
Bowen Kerins (bowen@leland.stanford.edu)
Cameron Silver (s924105@yallara.cs.rmit.oz.au)
Jonathan Deitch (musjndx@gsusgi2.gsu.edu)
Jim Hernandez (pinball@inferno.com)
Greg Creech (For loaning me his Cyclone machine on many occasions)
Kevin Martin (sigma@rahul.net) (For keeping the pinball archive running)
Williams Electronics (For giving us "A life")
===General Description===
It's a big hunk of wood, and parts, with some lights here and there.
Oh, it has buttons on the side, and a spot to put your money in, and
even a little silver ball that you can hit around with flippers. Cool,
Huh? (Ok, So that wasn't the description you were looking for .. )
Cyclone was made by Williams in 1988. It has 2 flippers, and no
multiball. Despite it having no multiball, it is still a very fun
game, if it works right. Starting from the lower playfield, kinda-
sorta working up, here's the description.
þFlippers -- There are 2 of them, "Normal" size, located just above
the outhole. There is a small post (T2/Pinbot size) in between the
flippers.
þReturn lanes -- They are normal size, for games of that time period.
The right return lane lights the Ferris Wheel. Either return
lane will re-light the "Advance X" light on the boomerang hole.
þOutlanes -- Pretty fair. There are posts on the inside of them, to
keep balls from rolling up the inlane, and out the outlane. Both
outlanes have "Extra Ball" lights on them, which are toggled (Left/
Right) by the flippers, slingshots, jet bumpers .. etc.
þDuck targets -- Just above the right outlane, 3 stand-up targets,
that re-light the Cyclone ramp. First completion will score 25k,
Second 50k, and the third completion lights Extra Ball on the outlanes.
Completing these also lights "Bonus" of "Hold Bonus"
þBoomerang kickout -- Small kickout, from under the playfield, kicks
the ball generally towards the left flipper, but I have seen it go to
the right flipper, and even <gasp> SDTM. You can hit the ball in
here, when the "Adv. X" light is on. This will advance your bonus
multiplier. More on that later.
þComet ramp -- Smack dab in the middle of the playfield (Ok, Just a
tad to the left) is a ramp. This is the Comet ramp, it returns the
ball to the right return lane. More on it's scoring later. You can
re-light it by hitting the stand-up targets to the left of it. If
you don't hit the ball hard enough, to make it all the way around, it
will fall into the jet bumpers, through a second hole. It's a whole
lot better than having the ball come speeding down towards the
flippers, isn't it?
þSpook-House -- Just to the right of the Comet ramp, there is a small
sinkhole behind a single drop target. Kickout is from the boomerang
hole. Hitting the ball in here spins the Mystery Wheel .. More on
that later.
þCat Targets -- Just to the left of the Comet ramp. These re-light
the comet. You can spot one of them, via the target that is to the
right of the spook house (Kinda hidden). These award 20k, and light
"Hold" of "Hold Bonus".
þCyclone ramp -- To the right of the Spook-House, and back a little
more on the playfield. Shooting this ramp 3 times when lit scores
the jackpot .. More on that later. This ramp returns the ball to
the right return lane.
þJet Bumpers -- 3 of them, Just below the top rollover lanes.
þFerris Wheel -- A cute "toy" that is in the back left corner of the
machine. This scores the "Ferris Bonus" when lit (Via the right
return lane). The Ferris Wheel returns the ball to the left return
lane. If you get a chance, look at the different expressions on the
people's faces.
þ1-2-3 rollovers -- 3 lanes at the top, when completed, start the
double scoring feature, which lasts for <x> seconds. Double score
doubles all the point values on the playfield, including the million
shot on the Comet ramp. It does not however double the jackpot,
should you get it during "Double Score". As with most games, you can
change the position of the top lanes with the left, or right flipper.
(<x> is operator adjustable, from 0 (off) to 99 seconds. Factory = 20)
þThere is a skill-shot, that I didn't really know how to put it in
up there. It requires a soft shot, and you want to get the ball in
the middle of the 5 holes. The middle of the 5 holes is worth 100k.
There is a multiplier on the skill shot, which is the value that you
get, multiplied by what ball this is (Maxes out at 5 X). (Note: It
will increment the multiplier for extra balls, so it is possible to
have a 4 X skill shot on ball 3, for example).
Skill shot values are (From bottom to top) 10k, 25k, 100k, 25k, and 5k.
þThere are several switches behind rubbers, that score points, and make
sounds. The points aren't very much, but they're points.
þMystery Wheel -- This is on the backglass, and has values ranging from
"Zilch" to 200k, Extra Ball, and Special. More on this later.
þBackglass -- Superb artwork. There is a roller coaster (The Cyclone)
with Ronald, and Nancy Reagan in the front seat. [Former USA president,
and his wife].
þSound -- This game had very good, cool sound effects, for it's time.
You may notice that they used the sound from when you get "Double
Score"; in Fun House, it is used as the "Shoot Again" when Rudy is
asleep. They also used one of the (many) whistles; in WhiteWater, it
is the No Way Out kickout warning sound. There are many cool "Bells
and whistles", as well as amusing buzzers. The game has a lot of good
speech too. The attract mode is very well synchronized, in terms
of sound, and lights.
þDisplays -- Cyclone was back in the time of alpha-numeric displays.
The highest score that the high score table will hold is 9,999,999.
þCyclone has many options that can be adjusted by the operator,
including the length of certain timers. With that in mind, the
settings on the machine you choose to play may vary, and just for
that reason, I didn't put alot of the timer values in here. Most
of the features time out in 15 seconds.
===Game play===
Start out with the skill shot, which shoots the ball into the area
above the rollover lanes. From there, the ball goes into the jet
bumpers, and can come out either side. The jet bumpers increase the
Ferris Bonus, which is collected on the Ferris Wheel (when lit).
There is no multiball on this game, but once you get to playing it,
you probably won't notice that there isn't multiball. The game doesn't
really need it, otherwise, it would be a little on the easy side.
==Jackpot==
Shooting the right ramp 3 times before the timer expires will award
the current jackpot, which is displayed in lights, to the left of the
mystery wheel on the backglass. After you get the jackpot, it resets to
500k. After you run out of credits, it will add 1 million to the jackpot,
if you got it.
After you score a jackpot, the "Millions" digit in your score will flash,
unless of course, your score is under a million, in which case, it will
begin flashing when there is a digit there .. I believe this is also
true if you get the "Million" shot on the Comet ramp.
The jackpot increases 5k for each time you hit one of the 1-2-3 rollover
switches at the top of the playfield.
After you get the jackpot, (or get it lit, and let the timer run out)
you will need to re-light the Cyclone ramp. Hit the 3 duck targets,
just above the right outlane. There is no maximum on the number of
jackpots you can get per game, however, it resets back to 500k after
you get the jackpot.
==Comet Million==
On the back panel of the playfield, just behind the Ferris Wheel, there
is a set of lights, which indicates the value of the next shot on the
Comet ramp. Each shot increases this, one step at a time, towards the
million shot. Note: You can get the million shot during double score,
and it will award 2 million, as well as different sound effects.
You can get as many "Millions" as you want, as long as you keep
re-lighting the Comet, and building it up. It's kinda more work
than it's worth, unless you like shooting the same shot over and
over again.
Values go up in 20k increments, lowest being 20k, and the highest
being 100k. Starting values will vary, depending on settings. After
you get the 100k shot, the million shot is lit, on the Comet ramp.
It will probably start you out with the 40k lit, and the 60k flashing.
After you get up to a certain point on the Comet ramp, and the timer
expires before you can get another shot at it, then you will have to
re-light the Comet ramp. To do this, you need to complete the 3
stand-up targets to the left of the Comet ramp. There is also a small
target on the right side of the Spook-House island that will spot one
of these targets for you.
==Ferris Wheel==
The right return lane lights the Ferris Wheel. When you shoot the lit
Ferris Wheel, you collect the current value, usually anywhere from
100k to 250k or so. Ball is returned to the left return lane.
Ferris Bonus = 50K + 3K per bumper.
==Spook-House==
To gain access to the Spook-House, you need to knock down the drop
target in front of the sinkhole. Hitting the ball in the sinkhole
behind the target will spin the mystery wheel on the backglass. Quite
an interesting toy, as the machine knows *Exactly* what position the
wheel is in at all times, if it works right. Same concept that is used
to work the clock in Diner, but that's a different game .
The worst award you can get is "Zilch", which awards 0 points.
The lowest point value you can get off the wheel is 5,000 (5k)
The highest point value you can get off the wheel is 200,000 (200k)
There are also "Extra Ball" and "Special" awards on the wheel.
The drop target is on a timer, may be short, may be long. (adjustable)
The kickout is from the boomerang hole, Just above the left slingshot.
==Special/Bonus X==
To advance your Bonus X, shoot the boomerang hole. This is where
the ball gets kicked out from the Spook-House. It will only advance
your Bonus X when it's lit, and you can re-light it by the return
lanes. Or, even simpler, shoot a ramp, or the Ferris Wheel.
Special -- You can get a special by getting your Bonus X up to the
flashing light, on the Bonus X light wheel, just above the flippers.
I've seen the flashing light as low as 3, and as high as 7. It's
usually a good indication of how polite the boomerang kickout is.
===Game Quotes===
"Hurry, Hurry, Step right up" -- Game start
"We have a winner!!" -- When you get the 100k on the skill shot,
When you get a good score on the mystery wheel, When you get
a match at the end of the game.
"Round and round she goes" -- Mystery wheel spinning
"Ya paid your money, Ya take your chances." -- Zilch on Mystery Wheel.
"Won't you come in" -- When you knock down the Spook-House target.
"Welcome to my house" -- Same as above. Alternates between the 2
"Ride the Comet" -- When you light/re-light the Comet
"Ride the Cyclone" -- When you light/re-light the Cyclone
"Ride the Ferris Wheel" -- When you light/re-light the Ferris Wheel
"Hey You! With the face" -- During gameplay/attract mode.
"Hey You! Step right up" -- Same as above
"Hey You!" -- Same as above (Do we see a trend here? )
"Quaaaaaaack" -- Close to a cow .. -- Duck targets/Match
"Million" -- When the million is lit
Lots of whistles, and buzzes.
There's probably more speech too.
The game makes alot of noise in Attract Mode, which is cool. It can
be scarry in a quiet house, while watching TV, and the machine yells
"Hey You!" .. Needless to say, I turned it off for the night.
===Easter Eggs===
There aren't any cows in this game .. Sorry guys.
Use your immagination.
There are however, other animals, in the artwork, just above the
flippers. How many can you name?
-TJ
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