NASCAR PINBALL
OFFICIAL RULES
Object: Become the Champion.
Playfield Overview: Starting from the left side of the playfield
moving clockwise;
- Scanner. The scanner is an eject hole on the far left side of
the playfield. The scanner is lit by completing all 3 checkered
flag standup targets. When lit the scanner can randomly award
different features.
- Left orbit. The left and right entrances to the inner orbit are
considered to be the "short track". There is a spinner at the
entrance to each. The spinners move the lamp for the next available
mode. Each entrance has its own individual buildup
which leads to a timed mode. The left orbit builds to award "SPEED
SHOTS". Also each entrance can trigger a small diverter
pin at the top of the orbit which drops a ball into the pop bumpers.
The orbit shots not only build the entrances but award short
track laps. These laps at various levels can turn on a feature
called "Road Course".
- Left Ramp. The left ramp leads a shot into the side of "The
Hauler". Inside the Hauler is a spinning target not unlike targets
in
mini-golf. If a ball goes up the ramp and misses the spinning
target, it continues to the back of the ramp and is then pushed
out and around to the right ramp exit. All balls shot onto the ramps
are awarded "Hauler Miles". Hauler miles award 3 different things at
rising levels. These include, light extra ball, light super jackpot,
Light the outlanes ( Special ). If a ball hits the spinning target,
it bounces slightly back and is diverted to "PIT ROAD". Pit Road is
the main ball locking area. Balls that hit the spinning
target move the player up 1 race position. If lock is lit the ball
will be locked on pit road. Otherwise the ball is passed thru the
lock area and back onto the playfield via the Scanner area.
- Test car. The test car is a rotationally molded car which the
player can hit. Hitting the test car a predefined number of times
causes it to rise above the playfield exposing a scoop. This scoop
is called "The Garage". Shots to the garage when lit start
the various modes in the game.
- Right orbit: See left orbit above. The right orbit builds to
award "HARD RACIN".
- Right ramp. The right ramp leads to a diverter which can feed
either flipper inlane. In different modes the diverter attempts to
get the ball to the most helpful flipper. Normally the left ramp
returns the ball to the left flipper, and the right ramp returns the
ball to the right flipper. This enables a player to make a shot that
gets a ball quickly to the opposing flipper. The right ramp
can start and award "Victory Laps", and "Road Course".when lit
- 3 Bank Drop Targets. The 3 bank of drop targets is located just
to the right and below the entrance of the right ramp. These
targets can award different things. The first thing they award is a
bonus X on a per ball basis. The second thing they award is lighting
a collect R-A-C-E shot. R_A_C_E shots are how the player spells RACE
to start main multiball. They can also award,
if lit, Extra Ball, Super Jackpot, and Mode bonus.
- Captive ball. The captive ball has 2 lamps that can be lit with
it. The first is a Jackpot shot. The second is labeled "SPIN". In
normal game play when "SPIN" is lit, hitting it moves the player up
1 race position. This is alternated with the rotating car. In
multi-ball, however, SPIN causes any ball on the racetrack to exit
and a new, higher, jackpot value to be frozen. See Main Multi-ball.
- The Race Track. The race track is a loop that goes completely
around the playfield. Balls can enter the race track from the
plunger lane and from pit road. Balls can exit the race track thru a
diverter leading to pit road, a diverter into the main playfield on
the right side of the game, and can drain into the bottom trough.
Balls circle the race track via a set of magnets and can circle for
as many
as 10 laps.
MAIN MULTI-BALL ( RACE
)
To start main Multi-ball (RACE MULTI-BALL ) :
Light all 4 letters in the RACE spellout. To light race letters make lit
R-A-C-E shots. R-A-C-E shots are lit everytime the drop targets are
completed. When RACE is completed the left ramp will light LOCK. Locking
2 balls will light Multi-ball. Make the left ramp shot to start
multi-ball.
Starting Multi-ball will light one JACKPOT shot. After making the
Jackpot shot the left ramp will light for BONUS JACKPOT. Making this
shot will re-light jackpot shots, adding one each jackpot cycle. This
shot also lights the drop targets for SUPER JACKPOT. At the same
time the ball that made the Bonus Jackpot shot will re-enter the
racetrack for 10 laps. Anytime a ball is on the racetrack a new higher
jackpot value can be set by hitting the SPIN shot. Making the spin shot
removes the racing ball from the track and multi-ball continues.
Multi-ball continues until only one ball remains on the playfield.
GARAGE MODE STARTS
In normal play hitting the TEST CAR will raise it above the
playfield. Under the Test Car is the Garage scoop.
There are 10 awards available from the Garage. These are indicated by
the circle of inserts between the slingshots. Thses awards
are, clockwise from top, HAPPY HOUR, INFIELD PARTY, SHORT TRACK, TEST
CAR, HAULER RIDE, LIGHT EXTRA BALL, BUMP
N' RUN, RIGHT SIDES ONLY, SUPER FAN, GAS N' GO.
The currently available award is flashing. This can be changed by the 2
spinner shots. The left spinner moves the available award clockwise, the
right spinner moves the available award counterclockwise. Following are
the rules for each award.
HAPPY HOUR: 2 ball multi-ball. Shooting into the open garage awards a
jackpot value. Shooting the left ramp places a ball onto the
race track for 3 laps and awards/increases the jackpot value. Play
continues until 1 ball remains on the playfield.
INFIELD PARTY: Add-a-ball. Mode begins with 1 ball on the race track for
10 laps..
The two orbit shots are lit for jackpots.
Making a
jackpot shot awards the current infield value and gets the orbiting ball
from the race track into play. A third ball can be added to the
race track and the same sequence occurs. The infield value is
incremented all game by the Pop Bumpers.
SHORT TRACK: Timed mode. The left and right orbits are lit for ascending
value jackpots.
TEST CAR: Timed mode. Hitting the test car awards jackpots. Hitting the
captive ball raises the value of the car hits.
HAULER RIDE: Add-a-ball: Mode begins with 1 ball on race track for 10
laps. Hitting the left ramp awards jackpots. Hitting the
spinning car toy awards double jackpots. The left ramp brings the
orbiting ball onto the playfield. A third ball can be added in
the same way.
LIGHT EXTRA BALL: Lights the drop targets to award extra ball.
BUMP N' RUN: Hitting the Test car awards Jackpots. The 2 spinners raise
the jackpot value.
RIGHT SIDES ONLY: Timed mode. The 4 jackpot shots on the right side of
the playfield light. Hitting a jackpot shot removes it from
the sequence. The drop targets award Super Jackpot. Super Jackpot award
is based on how many jackpots have been awarded
before collecting Super. Once all 4 jackpots have been collected they
re-light.
SUPER FAN: Timed mode. The 2 ramps are lit to collect increasing Super
Fan jackpots.
GAS N' GO: Unique Timed mode in which the garage lights Jackpot shots.
The jackpot shots can be either collected in the mode or are left lit
when the mode ends. The jackpot shots are available until the
end of that ball.
OTHER FEATURES
SPEED SHOTS: Speed shots is awarded by completing the buildup
on the left orbit. Speed shots is a timed mode that lights all
major shots for 500,000 points. It can run concurrently with most other
modes.
HARD RACING: Hard Racing is awarded by completing the buildup on the
right orbit. Hard Racing is a timed mode that lights a
logical combination of shots around the playfield. Each succeeding shot
awards a 1,000,000 point jackpot.
ROAD COURSE: Road Course is available after X short track laps. Road
course is accomplished by shooting the right ramp up
to 5 times before ball end. This is a incrementing scoring feature.
FIRST PLACE
The spinning car in the hauler, when hit, awards a moveup in
race position of 1 place ( 10th-->9th ) for
example. When the car is
not turning the SPIN shot is lit and can also move up one position.
Getting to first place in a game awards a bonus and lights
victory lap. Victory Lap lights all shots for 1,000,000 points ( timed
). Victory Lap also awards one CHAMP1 letter. After 1st place
the race position resets to 10th place.
BONUS COUNT
Bonus consists of the following: The bonus multiplier is a 1
ball X of the number of times the drop targets have been completed.
The points awarded in bonus come from Infield Value, Current race
position, Number of CHAMP1 letters awarded, Number of
1st places achieved in the game are also factored in.
"WIZARD MODES"
SUPER PARTY: Super Party is available after all of the garage
modes have been completed. Entering the garage at this point starts
Super Party. Super Party is a multi-ball with rules somewhat different
from Infield Party. In Super Party Jackpots are scored on short
track shots like in Infield Party, however, the pop bumpers are used to
"count down" a number of hits to zero. When those hits are
reached the drop targets light for a Super Jackpot.
The first Super Jackpot is 2,000,000 points the next is 3,000,000 etc:
This cycle repeats until 1 ball is left on the playfield and then the
mode ends.
CHAMP 1
"Champ1" letters are awarded from starting Speed Shots, Hard Racing,
Road Course, Victory Lap and are possible from mode
bonus. When Mode Bonus can award a letter The announcer will que with
"There's a big payback at the end of this line". The
scanner will light after all CHAMP1 letters have been completed by the
player. 4 ball multi-ball. Champ1 sets Pop Bumpers at
Max, Spinners at Max and Lights the Outlanes for either Special or
Millions. All 7 jackpot shots are lit including Super Jackpot.
The race position is set to 6th. In this mode hitting the
test car will raise it. Entering the garage will move the player up 1
position.
When the player reaches first place the jackpots all reset and Super
Jackpot resets. The Super Jackpot value is an incrementing
value. After accomplishing 1st place the race position is reset and the
same sequence continues until 1 ball is left on the playfield.
Play then reverts to normal gameplay.
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