by granit
at 2016-03-28
Type Recreation (real pinball)
Manufacturer D. Gottlieb & Company, a Columbia Pictures Industries Company (1977-1983)
Tradename Gottlieb
Date 1981
IPD No. 1800
Description
at 2016-03-28
Type Recreation (real pinball)
Manufacturer D. Gottlieb & Company, a Columbia Pictures Industries Company (1977-1983)
Tradename Gottlieb
Date 1981
IPD No. 1800
Description
RulesNotable Features: Flippers (3), Pop bumpers (4), Slingshots (2), 4-bank drop targets (1), 3-bank drop targets (1), Standup targets (9), Kick-out holes (2). Multiball. Additional backglass display used for two Blue Diamond counters. Two "hidden" areas for ball capture. Design by: John Buras Art by: Jerry Simkus
Tables of collection WIDEBODY :
Circus 1.0
CONTACT 1.0 wip
OUTBREAK 3.0 wip
Panthera 2.0
Paragon 2.2
PINK PANTHER 2.0 wip
Pokerino 2.0
Roller Disco 2.1
Scorpion 2.1
Time Line 2.2 wip
Volcano 2.6 wip
GAME FEATURES & RULES TOP ROLLOVERS (4) Location: Top of playfield Scoring: 500 or when lit, 5000 (3-ball) or 3000 (5-ball) Extra: Light corresponding bottom rollover and corresponding Blue Diamond when lit. Sequence completed lights Extra Ball. Launch captive balls when 3rd ball hits switch. BLACK DROP-TARGETS (4) Location: Centre left of playfield Scoring: 500 Extra: Sequence complete resets bank and adds Bonus. Lights left Hole for capture. Awards Special when lit. Adds to Blue Diamond total during multiball. WHITE DROP-TARGETS (3) Location: Centre of playfield Scoring: 500 or 3000 when lit Extra: Adds Bonus when lit. Sequence complete resets bank and adds Bonus, and lights right Hole for capture. SPOT TARGETS (9) Location: 4 top of playfield beneath top Rollovers, 5 upper right of playfield. Scoring: First target 500 or 3000 when lit Extra: Adds Bonus when lit. When unlit, Lights pink spot, and adds to Blue Diamond total during Multiball. Pink spot lit scores 3000, lights blue spot, turns off pink spot and adds Bonus. Blue spot lit scores 3000, lights pink spot and adds Bonus. Pink & blue spots lit advances Multiplier and turns off pink and blue spots. Spots corresponding white Drop Target. Add to Blue Diamond total during Multiball. HOW TO BEAT PINK PANTHER: INSTRUCTION CARDS: 3 Ball - 5 Ball Recommended Scorecards CARTES D'INSTRUCTIONS: 3 Billes - 5 Billes TOP POP-BUMPERS (3) Location: Upper centre-left of playfield Scoring: 1000 (3-ball) or 100 (5-ball) Extra: Alternate Extra Ball light (5-ball) RIGHT CAPTIVE HOLE (Hidden Staircase) Location: Upper right of playfield Scoring: 5000 Extra: Captures ball when lit and releases ball to shooter LEFT CAPTIVE HOLE (SECRET PASSAGE) Location: Centre left of playfield, behind black Drop Target bank Scoring: 5000 Extra: Captures ball when lit and releases ball to shooter LOWER RIGHT HOLE Location: Centre right of playfield Scoring: 5000 Extra: Adds a Blue Diamond. Awards Extra Ball when lit IN/OUTLANES (4) Location: Lower left and right of playfield Scoring: 500 or 5000 when lit Extra: Adds a Blue Diamond when lit LOWER POP-BUMPER & 10 POINT SWITCHES Location: Pop bumper at bottom left of playfield Scoring: 10 OUTHOLE: Collects Bonus MULTIBALL Upon capturing balls in both the left and right Holes, the third ball closing a top Rollover will release first the left captive, then the right. At this point, all Spot Targets will have only their Blue Diamonds lit. Hitting the Spot Targets scores 3000, adds Bonus, and adds to the Blue Diamond total shown in the lightbox display. Hitting any black Drop Target will also add to the Blue Diamond total. The other switches score as before but now no pink lights can be lit. When 2 balls have drained, the game reverts to regular scoring and control. After collecting Bonus, the number of Blue Diamonds won is checked against the previous high and if exceeded, then the player is awarded a Special and his total becomes the new high. The current Blue Diamond total to date is stored in book-keeping. It is held and stored in the first high score level memory in the units and tens digit positions. This is step 11 in the Test mode, and can be zeroed using the front door switch. SPECIAL - Can be awarded in 2 ways during Multiball: Each Spot Target and black Drop Target hit adds 1 Blue Diamond, and exceeding the Total to Beat awards Special The Special light will be lit only when there have been 3 balls released on the playfield. It will remain on for a time determined by Switch 31 or until 2 balls have drained, whichever occurs first. Note Switch 31 On = Liberal = Special light remains on 20% longer than Off = Conservative.