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Grand Slam (Bally, 1983) VP8

VP8 Bally SS Recreation Grand Slam (Bally, 1983) VP8 v1.0

No permission to download
Kristian/Destruk,
Version:1.0,
Bally 1983,
IPD No. 4804

Rules:
H-O-M-E-R FLY-AWAY TARGETS FEATURE:
Each target scores 3000 points if hit in sequence, 1000 points if hit out of sequence. All target lites flash when reset.
1) OUT-OF-SEQUENCE: The lites stop flashing. When all of the targets are latched, a Home Run is scored on the center base path feature and registered on the total runs readout. (A Home Run will score any runner ahead of it).
2) IN-SEQUENCE: The lites remain flashing. When all of the targets are latched, a Grand Slam Homer is scored on the center base path feature and registered on the total runs readout (all of the bases become filled and 4 runs are scored).
Also 5000 points or the lit HOMER SEQUENCE VALUE is scored and advanced to the next value.

TOP "GRAND SLAM HOMER" LANES:
Each lane scores 3000 points & lites its respective lane lite. When all 3 lanes are lit, a Grand Slam Homer is scored on the center base path feature and registered on the total runs readout (all of the bases become filled regardless of bases previously empty and 4 runs are scored).
The right flipper cabinet button operates the lane change feature. The Grand Slam Homer lane lites are in memory.

TOP SAUCER "H-O-M-E-R" FEATURE:
The game starts with the "H" lit. The saucer scores 2000 points for each lit letter and advances one letter. When the last lite is lit (strobing) a Home Run is scored on the center base path feature and registered on the total runs readout. (A Home Run also scores any runner on a base ahead of it).
The top saucer "H-O-M-E-R" lites are in memory.

"SINGLE" SCORING GATE & "DOUBLE" ROLL-OVER LANE FEATURES:
The "Single" scoring gate and "Double" roll-over lane score 1000 points each. When lit, each feature advances a runner to its proper base: (1st base for a single, 2nd base for a double).
A single or double will advance any runner on a base ahead of it.

"T-R-I-P-L-E" TARGETS FEATURE:
The game starts with the "T" lit. Each target scores 1000 points when lit or 100 points if not lit. When "T-R-I-P-L-E" is completed, a triple is scored on the center base path feature. (A triple will score any runner on base ahead of it). The "T-R-I-P-L-E" lites must be hit in sequence and are in memory.

"S-T-E-A-L" TARGETS & LANES FEATURE:
Each target or lane scores 5000 points when lit or 500 points when not lit.
Making "S-T-E-A-L" 1st time = Awards Bonus Multiplier 2X
Making "S-T-E-A-L" 2nd time = Awards Bonus Multiplier 3X
Making "S-T-E-A-L" 3rd time and each additional time = 50X
2X and 3X Bonus Multiplier apply to player's runs collected in the outhole.
"S-T-E-A-L" lites and multipliers and 50K are not in memory.

ADVANCE RUNNER SPINNER FEATURE:
The Spinner scores 100 points. Every 3 consecutive spins, the farthest runner on base advances one base path lite. If a runner does not reach his next base within one second of the last spinner revolution, he returns back to his previous base.

CENTER BASE PATH FEATURE:
All bases roll-over buttons score 1000 points. Bases flash to show a runner.

THUMPER BUMPERS:
Each thumper bumper scores 100 points.

REBOUNDS:
Each rebound switch scores 10 points.

RUNS TO BEAT & CENTER TOTAL RUNS READOUT FEATURE:
Each time a runner reaches home plate, one run is registered on the total runs readout on the backglass. The left two digits register the 1st player's total runs and the right two digits register the 2nd player's total runs. The center two digits display the RUNS-TO-BEAT threshold. Beating this threshold awards a SPECIAL.
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