Pharaoh (Williams, 1981) VP9 v1.4 VP9Fix
by Kristian, Destruk, Maurice v/d Zwaan
IPD No. 1778
Thanks to Gaston and Mikey (again) for the source pictures. Thanks to Bally for the backglass image.
Thanks to wpcmame for fixing the system 7 emulation.
Thanks to myself for the graphics & layout.
Thanks to Maurice v/d Zwaan for the base scripting.
Thanks to Destruk for the script fix + layout help,
Rules:
by Kristian, Destruk, Maurice v/d Zwaan
IPD No. 1778
Thanks to Gaston and Mikey (again) for the source pictures. Thanks to Bally for the backglass image.
Thanks to wpcmame for fixing the system 7 emulation.
Thanks to myself for the graphics & layout.
Thanks to Maurice v/d Zwaan for the base scripting.
Thanks to Destruk for the script fix + layout help,
Rules:
INSTRUCTIONS:
==============
Bonus Advance -
One advance for each drop target and for bottom inside rollovers. Three advances for completing a lower drop target 3-bank, completing matching targets on the upper 3-banks, or ? lanes when not lit. When lit, ? lanes can award random bonus advances. With maximum bonus (49,000), instead of a bonus advance, 10,000 is scored. Completing both lower 3-banks lights Hidden Tomb arrow to collect IX bonus. Bottom inside rollovers and Hidden Tomb flash Bull's-Eye Targets; making target while flashing advances bonus multiplier (2X, 3X, 5X). Making ? lane when lit can advance bonus multiplier.
P-H-A-R-A-O-H -
Making target in upper drop target 3-bank lights target arrow and flashes associated arrow in the other 3-bank. Completing flashing arrow(s) advances lighting of P-H-A-R-A-O-H. Spotting letter R* lights eject hole lock lamp for possible Multi-Ball play. Completing PHARAOH lights Slaves Tomb and Hidden Tomb alternately for possible Extra Ball. Making captive ball shot collects 5,000 for each lit letter. When letters are flashing, the Captive Ball shot collects 3X or 5X the lit value.
Stop & Score -
Countdown from 3X or 5X of lit PHARAOH value is initiated in another player display by making Hidden Tomb (3X) or Slaves Tomb (5X). Starting Stop & Score also flashes the lit letters in PHARAOH for the captive ball to collect 3X or 5X the lit value. As the countdown is made, the eject hole lamps flash. Making an eject hole while flashing stops the countdown and the score remaining in the display is collected.
Magna-Save Feature -
Making drop targets in the lower drop target 3-banks advances lighting of associated (left or right) magna-units lamps. Up to seven timing units may be accumulated. Holding in a Magna Save button on the side of the cabinet energizes the corresponding magnet.
Multi-Ball Play:
Spotting letter R* in PHARAOH lights the eject hole lock lamps. Making an eject hole at this time locks up the ball and initiates 2-ball, Multi-Ball play. Locked ball is released after time interval or certain scoring feature occurs.
Bonus Ball -
With two or more players, the player with the highest score is awarded a bonus ball*. Both balls are released and play is allowed for 25* seconds with 2X scoring. There is no Playfield Extra Ball feature during the bonus ball. Extra balls won from a Special or replay score during bonus ball are awarded as additional bonus balls.
Memory -
Magna-unit lamps, bonus multipliers* until 5X is lit, and Extra Ball When Lit lamps.
Tilt - Ball in play tilted on first closure of ball roll tilt and third* closure of plumb bob and playfield tilts. Slam tilt returns game to game over.
End of Game -
Match Digits* appear in ball in play display, *credit awarded for match. Exceeding high score to date awards *three credits. Match, High Score to Date, and Game Over sounds made as appropriate. A new game cannot be started with both balls resting in the ball shooter trough; excess balls must be returned to the playfield and rest on the ball-ramp switches.
With Speech Module, the following phrases are produced. Attract Mode, randomly:
Dare you enter the tomb of the mighty PHARAOH?
Who dares enter the mighty PHARAOH's hidden chamber?
Game Start, add players; randomly:
You may enter the tomb.
Behold the PHARAOH's chambers.
You dare enter PHARAOH's tomb.
Beware of cobras!
Making Hidden Tomb or Slaves Tomb Shooters, randomly: Behold the PHARAOH's chambers.
Enter the hidden tomb.
Behold the hidden tomb.
Enter the PHARAOH's chambers.
? Lane with Magna-Save button in: You Failed.
Making a lower kicker, on occasion: Doomed.
Making upper kicker, on occasion: RA (or) Hail.
Making left or right inside rollovers, often: Cobras
Win Extra Ball: Hail, Hail, RA, RA, RA.
Win credit from replay or special:
You may return to PHARAOH's treasures.
You may return to PHARAOH's tomb.
Matching. randomly: Behold the PHARAOH's treasure.
Hail to mighty PHARAOH.
High Score to Date: Game Over: You hold PHARAOH's treasure.
Dare you return to mighty PHARAOH's tomb?
++++++++++++++++++++++++++++++++
+ Williams Pharaoh (1981) Rulesheet +
+ by Jess Askey +
++++++++++++++++++++++++++++++++
General Description:
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Pharaoh was Williams 4th classic 2-level game. It was also
right after the large success of Black Knight and before the tight years where video games started killing pinball earnings. Because of this, it seems that the design team for Pharaoh had enough money and time to make a great overall game. Pharaoh was the last two level game to have speech. Pharaoh only has a 2-ball multiball but with the small lower PF and larger upper PF, a 3-ball multiball may have been a bit overwhelming. Pharaoh was also one of the last Williams games to use tth old chrome 3-slot coin door. The production run for Pharaoh was 2500 games.
Playfield Description:
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The playfield configuration for Pharaoh is more like a mirror image of a Black Knight. The upper and lower PF's are split along a diagonal line going from the lower left to the upper right.
The Upper PF is actually the bigger of the two PF's (unlike all the other 2-level games) which makes playing the ball on the lower PF very fast. Keeping the ball on the upper PF is a very important strategy. The two PF's are connected by only two(2) ramps. The ball enters the upper PF in the very top right corner of the game and falls out over the top of the right ramp. Going around the upper PF clockwise, there is a large slingshot along the lower right side of the entire upper PF, with a mini-flipper(Addams Family Thing Flip's sized) at the bottom right.
Between the two upper flippers is the top of the left ramp. The left flipper is standard sized. Directly to the left of the left flipper is a ball gate which is the exit from the lower PF's Hidden Tomb(see below). Above the ball gate is a vertially oriented 3-bank of drop targets.
At the top of the left set of drop targets is the Slaves Tomb, a small lane that loops around to a kicker. Directly to the right of the Slaves Tomb is the other 3-bank of drop targets. Next, to the right, is another small lane with a kickout hole.
Major Features:
Multiball - Magna-Saves - These are pretty straighforward. Every drop target on the lower PF earns you a magna-save on the same side as the target. You can have up to five(5) magna-saves per side at one time. When the magna-save buttons are pushed, the magnet is pulsed on for as long as you hold down the button or until you run out of magna-save units. Magna-save units last about 1 second if the button is held down.
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