Farfalla (Zaccaria, 1983) VP8

VP8 Zaccaria SS Recreation Farfalla (Zaccaria, 1983) VP8 v1.0 2020-01-28

No permission to download
Erwin/Spalmer,
Version:1,
Zaccaria 1983,
IPD No. 824

Farfalla is Italian for "butterfly".

Rules:
In short:

-Shoot the yellow, blue and red targets to collect for special bonus and multispecial.
-orange targets have their own special
-lit LOVE multiplies bonus for specialbonus
-shoot standup targets to lower ramp to upper playfield.
-when outerlanes are lit you have one chance to save the ball when it drains.

Farfalla Rules and scoring


Left Slingshot
Normal slingshot, normal placement. Scores 10 points and toggles the lit
Inlane between right and left.

Left Inlane
Scores 5000 points when lit, 500 when not lit. When lit, spots one letter
in L-O-V-E.

Left Outlane
An outlane. Lose the ball. Can be lit by collecting one set of drop
targets. Scores 10,000 points.

Left Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to save the
ball.

Left Move Ramp Target
A standup target that, if the Special Bonus is not lit, will lower the
Ramp to the Upper Playfield. Scores 10,000 points.

Special Bonus Lane
(Under the Ramp.) Collects Special Bonus (21,000 points multiplied
by the Bonus Multiplier) and spots one set of drop targets toward lighting Multi Special when lit. Scores 10,000 points when not lit. When spotting drop targets, the player will be given whichever colour (Blue, Yellow, Red) they have the least of. If two of the colours are equal, then it will spot in the order Yellow, Red, Blue (i.e.: if the player has one Blue, two Red and two Yellow, Special Bonus will spot the next Yellow).

Ramp
Leads to the Upper Playfield. Begins the game raised. Lowered by either
of the two Move Ramp targets. Raised by lighting the Special Bonus or
by sending the ball up the Ramp.

Multi Special Target
A standup target. When lit, can be hit to collect the Multi Special.
When not lit, scores 5,000 points. Lit by collecting Blue, Yellow,
and Red drop targets. There are three sets of lights on the playfield
showing the player's progress toward the Multi Special.

Red Drop Targets
Four drop targets. Each one scores the lit value; 800 (not lit)
, 1000, 3000, 5000, or 8000 points. Collecting all four drop
targets scores one Red Special toward the Multi-Special.
Each target advances the Special Bonus one position.

L-O-V-E Lanes
Collecting each of the four letters spells LOVE and relights all
four letters. The L, O, and V are standard rollover lanes.
The E is a small horseshoe turn with a rollunder that leads to the
Top Arch. Each scores 10,000 points when lit, 5000 when not lit.

Pop Bumpers
Four standard Pop Bumpers, arranged in an L shape. Hitting a lit
Pop Bumper five times advances the Special Bonus one position.
Scores 1000 points when lit, 100 when not lit.

Orange Drop Targets
Three drop targets that score the lit value, 800 (not lit), 1000,
3000, or 5000 points, and advance the Orange Special. Each target
advances the Special Bonus one position. Collecting the Orange Special
scores the operator set value, and unlights the Orange lights.

Blue Drop Targets
Four drop targets in the center of the playfield, angled slightly
so that shots to these targets do not go straight down the middle.
Like the Red Targets, each one scores the lit value; 800 (not lit),
1000, 3000, 5000, or 8000 points. Collecting all four drop targets
scores one Blue Special toward the Multi-Special. Each target advances
the Special Bonus one position.

Move Ramp Target
Behind the two middle Blue Targets is a Move Ramp target.
Like the Left Move Ramp target, this will lower the Ramp if
the Special Bonus is not lit, and scores 10,000 points.

Right Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to save
the ball.

Right Outlane
An outlane. Lose the ball. Can be lit by collecting one set of drop
targets. Scores 10,000 points.

Right Inlane
Scores 5000 points when lit, 500 when not lit. When lit, spots one letter in L-O-V-E.

Right Slingshot
Scores 10 points and toggles the lit Inlane between right and left.

Upper Playfield
This is a clear plastic playfield covering the top left corner of the
main playfield. Sending the ball up the Ramp leads to the Upper Playfield.
There are two flippers here that are only active when the ball is on the playfield.
There is a drain hole between the flippers leading back to the lower playfield.

Yellow Drop Targets
On the Upper Playfield are six drop targets. Each target scores
30,000 points. Collecting all six targets without losing the ball back
to the lower playfield, lights the Upper Special.

Upper Special
A standup target in a very short lane at an angle, at the upper left
corner of the Upper Playfield. When lit, can be hit to collect the Upper
Special. When not lit, scores 10,000 points.



Bonus Multiplier
Spelling L-O-V-E, either via the top rollovers or by hitting the lit
inlanes, advances the Bonus Multiplier. Possible values are 2X,
5X, and 10X. After 10X Bonus Multiplier has been lit,
spelling L-O-V-E does nothing. The Bonus Multiplier is used in
conjunction with the Special Bonus. During game play, lighting Special
Bonus is done by hitting drop targets (Red, Blue, Yellow and Orange)
and Pop Bumpers. Once Special Bonus is lit, hitting the lane under
the ramp scores 21,000 points (1000 for each drop target) multiplied
by the Bonus Multiplier. The Bonus Multiplier is then reset to 1X and
the Special Bonus returns to 0 (no lights lit).

End-of-Ball Bonus
The bonus scored at the end of the ball is similar to collecting the
Special Bonus during gameplay. The player receives 1000 points for
each drop target collected toward Special Bonus, multiplied by the
current Bonus Multiplier. The Bonus Multiplier is then reset to 1X
for the next ball, but the collected drop targets remain collected.

Tilt
Tilting the game during normal gameplay results in a loss of the
current ball with no End-of-Ball bonus. Tilting during the timed-play
last ball results in the ball being returned to the player after it drains.
The clock keeps running during the time it takes for the ball to make its
way to the drain.


Game Time Bonus
This is a timed play option. During the player's last ball, a timer will
be incremented up from 10 seconds by every other switch closure.
After the last ball drains, the ball will be returned to the player and
the timer begins counting down. When it reaches zero, the game is over,
the flippers are shut off, and the ball is allowed to drain. During the
last (regular) ball, any Extra Balls the player earns will stop the clock
from incrementing until all Extra Balls have been used up and the player
is again on the last ball. During the timed play, collecting an Extra Ball
stops the countdown clock until all Extra Balls have been used, then timed
play resumes where it left off. During timed play, no End-of-Ball bonus
is collected, and the drop targets are not reset when the ball drains.
The Upper Special and Orange Special are reset when the ball drains,
the L-O-V-E lights return to all being lit, and the Bonus Multiplier is
reset to 1X. When the timer expires, the End-of-Ball Bonus is counted up
normally.
ROM------------------>
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