Scorpion (Williams, 1980) by granit

Williams SS Recreation FP Scorpion (Williams, 1980) by granit v2.1

No permission to download
by granit
at 2016-03-21
Type Recreation (real pinball)
Manufacturer Williams Electronics, Incorporated (1967-1985)
Tradename Williams
Date 1980
IPD No. 2067

FP Physics 1.0

Description
Theme:Fantasy

Specialty:Widebody

Notable Features:Flippers (4), Pop bumpers (3), 5-bank drop targets (1), 3-bank drop targets (2),Standup targets (5), Kick-out holes (2), Left and right dual inlanes, 2-ball multiball. A ball locked in one kick-out hole will carry-over to the next player. Locking a second ball in the other kick-out hole will start multiball. The ball-in-play display turns into a timer duringmultiball, incrementing to count the seconds of multiball play. The timer has operator-adjustable threshholds to light awards of 50,000 points, extra ball, and special.



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



Info

new script new physic new lights
Rules
Playfield Layout

Described from the lower flippers, and going around the playfield clockwise.

Lower FlippersThere are two. Normal configuration, normal placement.Left SlingshotA normal slingshot, placed above the left flipper.Left InlanesScorpion is a wide body game with a lot of playfield real estate to use up. There are two inlanes that feed back to the left flipper. Both score 1000 points. The left one advances the Left Bonus. The right one advances the Right Bonus.Left OutlaneScores 5000 points. Can be lit for Double Timer Bonus.Left LockA short lane, protected by rubber on both sides of the entrance, leads to a saucer. Locking the ball here collects the Left Bonus and locks one ball toward multi-ball.Advance Left Bonus TargetA round standup target, protected by rubber on both sides, next to the Left Lock lane. When hit, it advances the Left Bonus shown on the playfield lights (1...10) that lead from the lower flippers to the Left Lock lane.Upper FlippersThe upper left quadrant of the playfield is set up as a mini-playfield area. There are multiple ball exits, but the lower exit has a set of flippers so that it is possible to keep the ball in the mini-playfield area. They are placed in roughly the same position as any normal set of flippers would be, other than being in the upper left hand centre of the playfield.Rebound RubberBetween the upper left flipper and the 1-2-3 targets. Scores 10 points.1-2-3 TargetsThree round standup targets. The "1" target advances the Right Bonus. The "2" target advances both the Left and Right Bonuses. The "3" target advances the Left Bonus. All three targets score 1000 points. Completing 1-2-3 lights a Pop Bumper. Completing 1-2-3 twice lights the Spinner.SpinnerOne possible exit from the mini-playfield area, at the top left corner of the game, is a spinner. It normally scores 100 points per spin, but can be lit for 1000 points per spin by completing 1-2-3 and/or 4-5-6 twice. On a hard plunge, the ball will enter the game here. Flipping the ball through the spinner will send it over the Top Loop to the 4-5-6 rollover lanes.Upper Drop TargetsTwo three-target-bank drop target sets are used to make a six-target bank, with a large rubber post in the centre to make it harder to complete the bank. There are two 10 point rubber rebound switches behind the banks, so that there is scoring even when most of the targets are down. Completing the bank advances the Upper Special.Top LoopNot a scoring loop, just a passage behind the Upper Drop Targets. It leads from the plunger and 4-5-6 Rollover area over to the Spinner.Rebound RubberTo the right of the Upper Drop targets. Scores 10 points.4-5-6 Rollover LanesSimilar to the 1-2-3 Targets. The "4" rollover advances the Left Bonus. The "5" rollover advances both the Left and Right Bonuses. The "6" rollover advances the Right Bonus. All three rollovers score 1000 points. Completing 4-5-6 lights a Pop Bumper. Completing 4-5-6 twice lights the Spinner. The right flipper button has a lane-change feature that will rotate the lit rollover lanes.Pop BumpersThree Pop Bumpers, arranged in the familiar triangle pattern. These are below the 4-5-6 Rollovers. The ball can enter/leave the Pop Bumpers from/to the mini-playfield. Scores 100 points when not lit, 1000 points when lit.Right LaneA short lane, partially hidden by the playfield plastics. This lane can be lit for 50,000 points, Extra Ball, or Special, by the player's skill in Multi-Ball. There is a one-way gate at the top of the lane, leading back to the 4-5-6 Rollovers area.Right LockA short lane, protected by rubber on both sides of the entrance, leads to a saucer. Locking the ball here collects the Right Bonus and locks one ball toward multi-ball.Rebound RubberBelow the Right Lock. Scores 10 points.Right OutlaneScores 5000 points. Can be lit for Double Timer Bonus.Right InlanesSimilar to the Left Inlanes, there are two inlanes that feed back to the left flipper. Both score 1000 points. The left one advances the Left Bonus. The right one advances the Right Bonus.Right SlingshotA normal slingshot, placed above the right flipper.Centre Drop Target BankA 5-bank of drop targets, angled to the right, so that they can deflect balls to the Right Outlane. Used to advance the Bonus Multiplier, or to light Double Timer Bonus in Multiball mode.Advance Right Bonus TargetA round standup target, protected by rubber on both sides, next to the Centre Drop Target Bank. When hit, it advances the Right Bonus shown on the playfield lights (1...10) that lead from the lower flippers to the Right Lock lane.Manual PlungerThis is a normal plunger. Its lane leads to either the 4-5-6 Rollover lanes (soft plunge) or the mini-playfield via the Spinner (hard plunge).Upper Special

A progessive series of playfield inserts can be lit by completing the upper 6-bank of drop targets. 10K, 20K, 30K, 50K, and Special can be collected this way. Special can be configured by the operator to award points, Extra Ball, or Credit.

Left and Right Bonuses

A progressive series of playfield lights, 1...10, leading from in front of the slingshots to the saucers. Each hit on the 1-2-3 or 4-5-6 targets advances this bonus, as do the left and right inlanes, and the two "Advance Bonus" standup targets. It can be collected by catching a ball in the appropriate ball saucer (Left Lock or Right Lock), which awards 1000 points for each lit number, multiplied by the current Bonus Multiplier. In Multi-Ball mode, the Left and Right Bonus can be advanced and collected, after which the locked ball will be kicked back in to play. Both Left and Right Bonus are awarded at the end of each ball. Once awarded, the bonuses reset to 1.

Bonus Multiplier

2X, 3X, or 5X Bonus Multiplier can be advanced by the player one of two ways. Either completing the centre 5-bank of drop targets, or starting Multiball, advances the Bonus Multiplier one step. 2X and 3X multipliers carry over from ball to ball, but the 5X Bonus Multiplier will be reset to 1X (implied) for the start of the next ball.

End-of-Ball Bonus

There are two things that determine the bonus awarded at the end of each ball. First, the player's Multiball Timer bonus is awarded. 1000 points for each second on the clock, doubled by the Double Timer Bonus if lit. Second, the Left and Right Bonus are awarded, each multiplied by the current Bonus Multiplier.

MULTI-BALL

The primary goal of Scorpion is to start two-ball Multiball play and keep it going for as long as possible. Multiball is started by locking balls in both Left and Right ball lock saucers. When this is achieved, the game pauses for a second, then kills the playfield and backglass general illumination (GI) lights via a relay, then starts aloud siren. This is enough to draw the attention of everybody in the room.

The Centre Drop Target Bank is reset, and the Bonus Multiplier is advanced.

Next, the Left Bonus is awarded, counting down from whatever number it was at to the 1 insert. During the countdown, the game flashes the GI lighting via the relay, and makes thunder/explosion sound effects for each 1000 points awarded from the bonus. At the end of this countdown, the ball caught in the Left Saucer is kicked out in to play and the Timer starts.

The Right Bonus is then awarded, via a similar countdown, and the ball from the Right Saucer is kicked out in to play.

Now that both balls are in play, your primary objective is to keep them in play long enough to light the awards. The game ensures that the player does not catch the balls on the flippers and wait, though, by checking for switch closures. It will stop the Timer after a couple of seconds of inactivity.

With both balls in play, the game uses the relay that it used to turn the GI lights off to make them flicker while you are playing. This is surprisingly distracting, and makes multiball a bit harder to keep going than it would otherwise be. And, since it is a two-ball only game, any mistake ends the mode.

Secondary objectives are also present. Collecting the Centre Drop Target Bank during Multiball lights the Double Timer Bonus, good for quite a points boost at the end of the ball. Both the Left and Right saucer lanes are available to collect the current Bonus. Advancing and collecting these can be done repeatedly while in Multiball, giving the player a place to park a ball temporarily, and quite a few points for doing so.
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