Lost In Space Rulesheet
Version 1.0 1/12/98
Compiled by Robert Macauley
The story so far
Lost in Space appeared a few months ago and disappeared from the
showroom within days. I had a chance for a few games before it left
but I refused to play it on site at Rios nightclub. Due to a request
for a rulesheet on Scott Piehlers site I traced it to a more agreeable
location and the following is the end result. The ROM version used was
version A1.02.
Playfield layout
Clockwise from the drain:
Inlanes/Outlanes: Normal. Outlanes can light for Special. Left inlane
lights super pops. Right inlane lights Mystery for a few seconds.
Green targets: 3 green standups. Hitting these counts towards
Condition red multiball.
Left orbit: Standard orbit shot. Spots R in Robot.
Ramp: Each ramp counts towards a planet. The number of ramps needed is
shown on the display along with the points for the next planet. Also
awards jackpots in condition red multiball and extra balls. Balls
return to the left flipper.
Mystery scoop: Lit by a spinner lane shot or the right inlane. Spots O
in robot.
Red targets: 3 red targets. Counts towards Condition Red multiball.
Bumpers: 5 located behind the mystery scoop. Awards 10k per hit which
rollover lanes and a lit spinner lane increase. Balls exit either
through a small opening or through the Mystery scoop.
Rollover Lanes: 3 lanes above the bumpers. Unlike normal games, these
dont advance the bonus X. their sole purpose is to count down to
Fighter multiball.
Magnets: 2 magnets in the orbit. 1 above the bumper lanes, the other
above the top vuk.
Spinner lane: Narrow lane leading into the bumpers. Lights Mystery
when lit and can be lit for Super pops. Spots B in Robot.
Robot: Hard to hit lane with a model robot above it. Spots O in Robot
and starts Robot multiball when lit. balls return to the right
flipper.
VUK: A vuk located behind the robot. The magnet above it is supposed
to catch balls and feed them here at the start of condition red. Balls
landing here are kicked out to a spinning disk like the one on
Twister.
Right orbit: Same as the left. Spots T in Robot and starts Condition
Red multiball when lit.
Yellow targets: 3 yellow targets. Counts towards Condition Red
multiball.
Warning letters: 7 lights across the center of the playfield spelling
Warning. Used in Robot multiball.
Game play
Lost in Space is very much a multiball game. There are no modes at
all. Like on Twister there are three different multiballs.
Robot Multiball
To start Robot multiball, you have to shoot the 5 shots with a robot
letter to spell Robot. This lights multiball at the robot shot. Shoot
the robot to start. This is a 4-ball multiball in which the object is
to spell Warning. Each lit Robot shot adds a letter to warning and
scores 5 M. completing Warning lights the Robot for unlimited super
jackpots of 20M. Warning letters carry over between players and games.
Ends when 1 ball remains.
Fighter Multiball
To start Fighter multiball you need to go through the rollover lanes a
set number of times. This starts at 5 and increases by 5 for each
subsequent multiball. Each lane increases the value of 1 bumper by
10k. if the spinner lane is lit for super pops, shooting this lane
counts as a lane hit. When the required number of rollovers is reached
Fighter multiball starts. This is a 4-ball multiball and the object is
to shoot the balls back into the bumpers. Each shot to the orbits or
the spinner lane awards a jackpot. The jackpot values start at 3M and
are increased by bumper hits. When a jackpot is scored the value
resets to 3M. ends when 1 ball remains in play.
Condition Red Multiball
To start Condition Red multiball you need to hit the 3 green, yellow
and red targets as in High Speed. 3 hits to the green targets scores
5M and lights the yellow targets. 3 hits on the red targets lights the
right orbit to start multiball. The balls are trapped by a magnet and
fed to the spinning disk just like the start of canister multiball on
Twister. The ramp is lit for jackpots starting at 5M. lighting all 9
color targets increases the jackpot value by 10M. ends when 1 ball
remains.
3 in 1
Playing all 3 multiballs in a single ball awards a 25M bonus at the
end of the ball and an ego award in the high score table.
Other Scoring
The mystery scoop advances the spinner value by 10k if mystery is not
lit.
5 ramps scores 10M
10 ramps scores 15M
17 ramps scores 20M
End of ball bonus:
1M+100k per target+100k per ramp+100k per robot+25M 3in 1 bonus *
bonus X
Mystery Awards
+ bonus X
EB lit
3M
5M
10M
Condition Red multiball (on ball 3 if unplayed)
Robot multiball
Fighter multiball
+1 bumper
+1 Warning letter
Special lit
Hurry up. 10M countdown. Shoot robot to collect.
Draining via the outlanes on the last ball scores the Dr Smith bonus.
1M and a very apt quote "Oh the pain".
Bang Backs and Death Saves
Forget about death saves. The nice folk at SEGA have placed a center
post in the way. On the machine that I played bang backs were very
easy to do, but this would be machine dependent.
Bragging
Not a lot to brag about. 162M. It should be noted however that the
right orbit on this machine didnt work very well.
If you have anything to add please e-mail me via
chrisb@enternet.com.au and I will include it in future updates.
Well thats it. I kinda like this game as it makes a nice change from
games where you have to complete 100 modes to get anywhere.