Embryon (Bally, 1981) VP8

VP8 Bally SS Recreation Embryon (Bally, 1981) VP8 v1.1

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PacDude
Version 1.1
Bally 1981
IPD No. 783

RULES:
INSTRUCTIONS (from card courtesy of Valamir Cleaver)

1 T0 4 CAN PLAY

FOR AMUSEMENT ONLY

* DROPPING 3 TOP TARGETS SPOTS LIT FLASHING VALUE AND ADVANCES BONUS.

* MAKING TOP 1 AND 2 LANES ADVANCES BONUS MULTIPLIERS, LITES TOP CENTER LANE AND FLASHING ARROW VALUE.
BALL THRU TOP CENTER LANE WHEN LIT SCORES FLASHING ARROW VALUE AND
QUALIFIES l AND 2 LANES TO ADVANCE NEXT ARROW VALUE.

* DROPPING LEFT 3 TARGETS OR RIGHT SINGLE TARGET ADVANCE RESPECTIVE CAPTIVE BALL VALUE.
LEFT OR RIGHT CAPTIVE BALL VALUE MUST BE SCORED BEFORE RESPECTIVE TARGET IS RESET.

* COMPLETING E-M-B-R-Y-O-N 1ST TIME LITES TOP RIGHT SAUCER TO TRAP BALL.
BALL IS EJECTED BY HITTING RIGHT CAPTIVE BALL WHEN "RELEASE BALL" LITE IS LIT.

* BOTTOM ROLLOVERS LITE FOR SPECIAL AFTER TRAPPED BALL HAS BEEN EJECTED AND BOTH BALLS LEFT PLAYFIELD AND EMBRYON HAS BEEN MADE ONCE AGAIN!
50,000 FOR BALL THRU ROLLOVER WHEN LIT FOR SPECIAL.

* MAKING A-B LITES ''FLIPSAVE'' IN RIGHT OUTLANE. FLIPSAVE FLIPPER CAN BE ACTIVATED WHEN FLASHING.

* BONUS SPECIAL LITES WHEN 40,000 BONUS IS ATTAINED.
BONUS SPECIAL SCORES 50,000 AFTER 59,000 BONUS IS ATTAINED.


* TILT PENALTY-BALL IN PLAY .

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(From the Bally Manual)

Basic Bally Table Rules for Embryon
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One player is posted each additional time the credit button is pressed (one to four can play). The credits are reduced by one each tiem the credit button is pressed until the credits are reduced to zero.

Shooting the ball initates play.

The game awards all points earned by the player. If the spinner is turning and scoring when the ball hits a target, the spinner and the target scores are awarded.

When the ball enters the outhole, the bonus score is added to the total score. The player-up and/or ball in play on the back box is advanced one position. The outhole kicker serves the ball allowable number of balls per game (adjustable). At this time the "Game Over" light is lit. If the match feature is enabled, a random "match" number appears and the "match" light is lit. If the number is the same as the last two digits in a player's score, a free game is awarded.

Extra balls won during the course of the game are played immediately after the player's regular ball enters the outhole. The player-up and/or ball in play on the back box are not advanced for extra ball play. Bonus score is added to the player's score before the game serves the extra ball for play.

Scoring over 1,000,000 gives "High Score to Date" award. At the end of the game, a 'High Score to Date' is alternately flashed with all 4 player scores. If the 'High Score to Date' is beat, this feature wards free games.

Tilting the game results in loss of a ball. The flippers, thumper-bumpers,etc. go 'dead.' Bonus points are not scored. The purpose of the tilt penalty is to discourage the player from jostling the machine in an attempt to prolong play. Game action becomes normal after the ball kicker assembly serves teh ball to the shooter aley.


Embryon Rules
------------------------

Bonus Feature - A bonus 1000 to 59,000 may be scored. The game starts with a bonus of 1000 points. The bonus advances one step at a time each. At the time a drop target is knocked down, the center standup targets are lit, the top rollover buttons are lit, the top center lane is actuated, the top lanes 1 and 2 are lit and the lanes A and B are lit. The outlane rollovers score two bonus advancs at all times.

Bonus Multipliers and the Bonus Special Feature - The bonus multipliers are lit as follows:

-Making 1 and 2 lanes advances the multipliers.
-Making top 3 targets on spots multiplier lite.
-One single drop target making the back target when spots multiplier lite is lit.

Top Drop Targets Feature - Lite rotates, when the last drop target is knocked down on the spots letter lite (blue), the light stops and flashes, then a letter of a spell out EMBRYON will lite (two with dip feature on 7-digit rom) and the light starts rotating once more. Hitting the last target when lit is on extra ball, collect bonus or spots multiplier, the feature is collected and the lite stays on. Now the special flashes with the 3 spots letter lites till it is collected at which time the target feature cycle starts all over again.

FlipSave Feature - Making A and B lites flipsave lite. Actuating the right outlane rollover starts flipsave lite flashing to engergize flipsave for 5 seconds (flip the mini-flipper with the right flipper button during that time).

Top Center Lane Feature - Making 1 and 2 flashes center lane value for:

1st time 10,000
2nd time 20,000
3rd time EXTRA BALL
4th time SPECIAL

Left Side Captive Ball Feature - Making drop targets increases captive stand up target value:

1st time for 10,000
2nd time for 20,000
3rd time for EXTRA BALL
4th time for SPECIAL

Center Captive Balls Feature - Each time a stand up target is hit an appropriate right or left outside standup target lites. Making all four targets flashes spot letters lite which indicates that every time an inside target is hit a letter from the spellout EMBRYON lites. If both targets are hit simultaneously, two letters lite reinforced by a bright flash of light.

Spellout EMBRYON Multiball and Outlane Special Features -
Spelling E-M-B-R-Y-O-N lites the top saucer for a locked ball. When a ball is locked in the saucer the single target release ball lite flashes. Making the captive stand up target releases the ball from the saucer.

When more than one player is set and the ball in play drains after locking a ball, the up coming player utilizes the locked ball for his ball in play by simply pushing the right flipper button like indicated by the flashing light on the lower arch.

Making locks ball arrow twice lites outlane speicals.
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