Pinball Hall of Fame - The Williams Collection Version .50 Table of Contents 1. Basic Game Play information 2. Pinball Tricks and Definitions 3. Tables 3A. Taxi 3B. Gorgar 3C. Space Shuttle 3D. Firepower 3E. Black Knight 3F. Funhouse 3G. Jive Time 3H. Pinbot 3I. Sorcerer 3J. Whirlwind 4. In-game instructions 4A. Taxi 4B. Gorgar 4C. Space Shuttle 4D. Firepower 4E. Black Knight 4F. Funhouse 4G. Jive Time 4H. Pinbot 4I. Sorcerer 4J. Whirlwind 5. In-game announcements 6. ASCII Table 7. Thanks, Credits, and Copyright information. "Jive Time", "Gorgar", "Firepower", "Black Knight", "Space Shuttle", "Sorcerer", "Pinbot", "Taxi", "Whirlwind", and "Funhouse" are all trademarks of Williams Electronic Games, Inc. "Wii" and "Wiimote" are trademarks of Nintendo Company Ltd. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Version info: .50 - Initial release of the FAQ. 1. Basic Game play information 1 Button - Change Camera Type 2 Button - Change Camera Angle - Button - Toggle On Screen Display Flick Nunchuck - Nudge the table left Flick Remote - Nudge the table right Push control stick down and release - Pull plunger Z button - Left flipper B button - Right Flipper A Button - In Black night activates the Magna Save nearest the ball + Button - Pause -> Allows access to the "Call Attendant" feature This game will not count Wizard goals until you have completed basic goals and finished the game you completed the last basic goal in. You start the game with 20 credits. During the game if the ball gets stuck (I have had to use this both on Jive Time and Sorcerer) Press the plus key, then choose Call Attendant to have the ball unlocked and a new one put into the plunger lane. Williams challenge thresholds: Gorgar . . . . . 100,000 - Try to advance the bonus multiplier Taxi . . . . . 1,000,000 - Do lots of Airport rides Pinbot . . . . . 600,000 - Shoot the left ramp a lot Funhouse . . . 2,500,000 - Advance the clock to midnight and earn the Million from Rudy. Also, try getting the mirror million. Black Knight . . 800,000 - Multi-ball Space Shuttle 1,000,000 - Try advancing the U-S-A multiplier Firepower . . . 200,000 - Try going for Multi-ball Whirlwind . . 2,000,000 - Get 3-ball multiball and shoot the 3-Toll ramp Sorcerer . . . . 500,000 - Get the Demon Jive Time . . . 30,000 - Hit the spin holes as much as is possible Williams Challenge titles data points: 68,69 - Drop Stopper My difficulty list (Most difficult to least difficult): Jive Time Sorcerer Pinbot Firepower Gorgar Black Knight Taxi Funhouse Whirlwind Space Shuttle Strategy for getting free-play on all the machines: You need 100 credits to earn free play on a machine, or you need to earn all of the standard table goals. The best place to start is to pick an easy table goal on each of the tables, and see if you can achieve them. This earns credits really fast, and you should get to 100 credits quickly. At this point, buy Space Shuttle. You should be able to complete the table goals on Space Shuttle really quickly. Once you complete the normal table goals, buy Whirlwind. I would then attempt to earn all the table goals on Gorgar or Whirlwind. This will allow to free play Black Knight and Firepower. I would then get all the goals on Black Knight and free Sorcerer. Finally, buy Jive Time with the credits you've accumulated. Strategy for the number match at the end of every game: Hit the button about 40 before the number you are targeting. 2. Pinball Tricks and Definitions Trap - This is by far the most important trick you will have to master in order to get anywhere useful in this game. All it involves doing is holding the flipper button down in order to cradle the ball in a totally stopped position. A couple of the boards have automatic times when you can cradle the ball. This includes Whirlwind's Cellar. To perform a trap on Whirlwind after a ball goes in the cellar, just press and hold the left flipper. When the ball stops moving you can do a shot without having to have precise timing. It is a very good idea to practice trapping on all of the tables and knowing when and when you can not do it. Note that you have to get the flipper into place before accomplishing a trap so you have to predict in advance whether a trap is possible and press the flipper button before the ball reaches the flipper. Left-down trick: If you hold your stick to the point where it locks in the left-down position, this moderates how much power is used on the plunge. This is very helpful on Skill-shots. 3A. Taxi - "It's one wild ride" IPDB link: http://www.ipdb.org/machine.cgi?id=2505 Pinball archive rule sheet: http://www.pinball.org/rules/taxi.html I had played Taxi back at a Roller rink back in the 80s. It has a wide center and does not have very many automatic traps, which makes it more challenging to play than some of the other boards. Table Goals: %%% Activate Multi-ball: Shooting a ball into the hole to the right of the right airport ramp will lock a ball. After locking a ball, shoot the next ball up the left airport ramp. %%% Activate Carry Passengers: First you need to knock down the set of Lola targets and then hit the Carry passengers target to the right and up from Santa. %%% Earn the Jackpot: To earn the Jackpot you must pick up each of the 5 passengers and then shooting a ball to pick up Gorbie. %%% Advance the bonus multiplier to 5X: Roll over the CAB rollovers 5 times. %%% Score at least 2,200,000 points: The easiest way is to build up the jackpot to the point where it is over 2,200,000 and then collect the jackpot to collect two goals at one time. Wizard Table Goals: *** Earn the Million point shot: Shoot the airport ramp 6 times than shoot the ball into the Joyride eject hole. *** During Multi-ball, relock both balls in the Express Lanes: During Multi- ball lock one ball in the lock to the right of the right airport ramp. Then shoot a ball into the Drac hole. *** Earn 500,000 points on the skill shot: I am guessing you would need to earn two extra balls and get a skill shot of 100,000? *** Earn a special: Keep shooting at the Joyride eject hole when lit until you earn this one. *** Score at least 4,500,000 points: Intentionally don't get the Jackpot for several games to advance the Jackpot to 4,000,000, then go for the Jackpot. Taxi Tips (har har, that was punny): Do not try to trap off an airport ride. It's like mud-wrestling with a pig: you end up covered in mud and the pig enjoys it. Mostly you have to trap when it's either falling straight down the flipper or going slowly at an angle. You must practice the Gorbie shot off a left flipper trap as it is the most important set-shot in the game. You have to wait until the ball is just slightly beyond the hood of the red car before hitting the flipper. Light patterns: The Taxi cabs indicate the current multiplier. Plunger tricks: If you hold your plunger on the left-down diagonal, wait until the new ball that gets added is fully at rest, and then release the plunger you will get your best chance of getting 100k. There is variability in this, but it's pretty reliable. Once your ball falls in the spin-out advance any grayed lanes to the B. This is the lane that is hit the most often. You need to use the right flipper to adjust this if it misses B. If you time it right and plunge while the ball is still moving, you can get the 25k reward and usually get Pinbot if he is flashing, which simplifies things since Pinbot is one of the harder passengers to pickup without luck on your side. Other notes: The Jackpot maxes out at 4,000,000 points. 3B. Gorgar - "Me got you" IPDB link: http://www.ipdb.org/machine.cgi?id=1062 This was the first table I advanced to Wizard goals on, although I don't remember how I did it. Table Goals: %%% Light the spinner: Advance the bonus to 10,000 points %%% Spell G-O-R-G-A-R: Hit the both the G-O-R and G-A-R drop targets %%% Shoot the Snake Pit to make Gorgar say, "Me got you": The Snake Pit is in the upper left of the table, above the G-O-R targets. %%% Light all 3 jet bumpers: Hit all the G-A-R targets twice. Score at least 300,000 points Wizard Table goals: *** Earn an extra ball: Knock down the G-O-R and G-A-R targets three times a piece to advance the kicker value to Extra Ball then shoot the ball into the kicker on the lower left of the table. *** Advance the bonus to its maximum: Just keep hitting targets without losing a ball. *** Earn the special at the 1-2-3-4 targets: Hit the spot target on the left and the 3 spot targets on the right 3 times to achieve this goal. *** Earn 50,000 points from the Pit: Hit all 4 spot targets then shoot a ball into the Pit. *** Score at least 550,000: Score lots of points. There is an automatic trap in your right flipper from the left kicker hole. 3C. Space Shuttle - Blast off with Space Shuttle IPDB link: http://www.ipdb.org/machine.cgi?id=2260 This is the easiest table in the game by far. It's a good idea to buy this table off when you get 100 credits. I achieved wizard status on this before I finished regular table goals on most of the other tables. Table goals: %%% Activate 2-Ball Multi-ball Mission: Hit a ball in either the left or right ball lock, and then shoot a ball up the middle under the space shuttle after knocking down the T drop target %%% Earn at least 50,000 points on a "Stop and Score": Shoot a ball underneath the Space Shuttle in the middle of the table after knocking down the T drop target %%% Open the Airlock: Hit all the drop targets to the right of the space shuttle after having a ball go down the right outlane. The easiest to do off a right flipper trap with a quick flip. %%% Earn an Extra Ball: Either complete the S-H-U-T-T-L-E with the extra ball lit, or hit down the Airlock drop targets enough times to advance the spinner value to 7,000 points and hit the right bullseye %%% Score at least 1,200,000 points: Hitting the U-S-A rollovers helps with this. Wizard Table Goals: *** Activate a 3-ball Multi-ball mission: Put a ball into the ball locks on the left and right of the lower playfield and then shoot the center ramp under the space shuttle after knocking down the T target. *** Advance the bonus multiplier to 7X: Complete the U-S-A rollovers 7 times. *** Advance the spinner value to 4,000 points: *** Earn the special from the Shuttle Valve: You can use the Bulls eye to the right of the airlock drop targets to change the earned value light. Make sure the far-most right light is lit, then complete the S-H-U-T-T-L-E spot targets. *** Score at least 4,500,000 points: Multi-ball missions and advancing the bonus multiplier help with this. Trap shots: Practice getting to the airlock drop targets by a quick right flipper down-up cycle after a right trap. Also try to get a handle on how to hit the S-H-U-T- T-L-E targets from a trap. Special is the rightmost value in the light array. It seems to make it so that balls down the inlanes cause SHUTTLE targets to light, but I'm not sure about this. 3D. Firepower IPDB link: http://www.ipdb.org/machine.cgi?id=856 Pinball archive rule sheet: http://www.pinball.org/rules/firepower.html Table Goals: %%% Light the flipper return lanes: Hit all of the spot targets in the center of the playfield. %%% Light the kickback in the left outlane: Hit all the rightmost spot targets in one bank. %%% Advance the bonus multiplier to 5X: Complete F-I-R-E five times on one ball. %%% Light 2 jet bumpers: Complete both banks of spot targets in the center of the playfield %%% Score at least 550,000 points: You will usually get this while pursuing the bonus multiplier 5X goal. Wizard table goals: *** Earn an extra ball: Shoot the spot targets on the right after completing the F-I-R-E rollovers five times. *** Activate Multi-Ball: Complete both banks of spot targets in the middle of the playfield twice, then hit the spot targets on the right, then lock balls in the three lit lock holes, one at the top of the table above the F-I-R-E rollovers, one on the left of the table, and one on the right of the table. *** Earn the 50,000 FIREPOWER bonus: You have to advance the bonus to 50,000 (How do you do that?) then go over the FIRE rollovers and complete the right spot targets. *** Advance the bonus to its maximum: This is more or less a case of not letting the ball drain for a long time, I believe I got this while getting the 5X multiplier. *** Score at least 750,000 points: Score lots of points. 3E. - Black Knight - Will you challenge the Black Knight? IPDB link: http://www.ipdb.org/machine.cgi?id=310 Pinball archive rule sheet: http://www.pinball.org/rules/blackknight.html This is an interesting table that mostly involves drop targets and multi- ball. Table goals: %%% Activate 2-Ball Multi-ball: This is actually more difficult than achieving 3-ball Multi-ball. Shoot a ball into the lock in the upper playfield, let a ball drain to the lower playfield, and shoot it into the lit Multi-ball hole. %%% Earn the Mystery Score: After a ball goes through the left flipper return lane, within 10 seconds, shoot a ball into the upper playfield using the center ramp. %%% Advance the bonus multiplier to 5X: In the lower playfield shoot the ball through the turn around to the right of the left ramp several times to collect this. %%% Earn at least 25,000 points on the spinner: Use the right return lane to advance the spinner value, and then shoot a ball up the left ramp. %%% Score at least 1,000,000 points: Do lots of 3 ball Multi-ball, when Multi-ball is active try as much as is possible to keep at least one ball in play at all times at the cost of losing other balls if needed. Wizard table Goals: *** Activate 3-Ball Multi-Ball: The easiest way is to get 3 balls into the ball lock off the plunge. *** Earn an extra ball from the upper playfield: Shoot the ball into the turn around on the lower table after completing both sets of bank targets in either the upper or lower playfield, and then shoot the ball through the turn-around. *** Earn an extra ball from the lower playfield: Hit all of the drop target banks on the table three times and then shoot the ball through the turn- around. *** Advance the bonus to its maximum: Keep the ball in play until you achieve this one. *** Score at least 2,500,000 points: Multi-ball is the key to scoring on Black Knight. You have to master getting Multi-ball and maintaining it. Plunger tip: Always depress the right flipper then plunging the ball. This will leave the ball on the left flipper on the upper playfield. Once it gets there, use the left flipper to get the ball into the multi-ball lock. This is the fastest way to achieve multi-ball in Black Knight, which is key to racking up points. 3F. Funhouse - Hey Chucky, shoot again. IPDB link: http://www.ipdb.org/machine.cgi?id=966 Pinball archive rule sheet: http://www.pinball.org/rules/funhouse.html This table has a rather steep learning curve, but once mastered you can score a lot of points. Table Goals: %%% Earn 250,000 points on the skill shot: Hold the joystick down and left, then let the stick back to center just a bit so there is just a thin black line between the ball and the plunger. Release and you can get the shot. %%% Earn a Rudy Gulp bonus: This is more luck than skill for me. It's more a question of getting the ball into Rudy's mouth whenever you can. %%% Activate Midnight Multi-ball: The key to this is making the Hidden Hallway shot as many times as you can with a left flipper trap. Getting this shot down will greatly improve your chances of getting to midnight. %%% Light the Extra Ball from the Gangway: A real pain to collect. My advice, get the ball in a right trap (which is easy to do, just catch any ball that comes out of the trapdoor) Shoot the ball into the center ramp which involves hitting the right flipper when the ball is in-between the two triangles. This will return the ball to the left flipper and you have to hit the flipper as the ball is about to hit the right side of one of the triangles. This takes a while to earn, especially since certain events in the game will reset the gangway bonus. Don't try to achieve Midnight Multi-ball if you're going for this one. %%% Score at least 7,200,000: You have to earn a couple of Millions during Midnight Multi-ball. Wizard Table Goals: *** Activate Funhouse Frenzy: The key to this one is to move your joystick to the left-down position on the open steps gate plunge. It's a bit of luck after that. *** Earn 3,000,000 on the Million Plus shot: Hit Rudy in the mouth three times with Million Plus lit. *** Earn 500,000 on the trap door bonus: Push the stick into a left-down position off the plunge, then release, learn the timing needed with the left flipper to get the trap door shot. Keep trying until you get the timing down. *** Activate Super Frenzy: Off of the right trap door it is possible to trap the ball. Once the ball is trapped, release the plunger and tap the plunger once the ball is on the left part of the first triangle. This will you get into the mirror door. After completing this, you have to hit Rudy in the mouth to activate the mirror reward again (or wait for a ball to drain, but you'll have a hard time completing this goal doing that), then repeat the trap shot until you earn this goal. *** Score at least 15,000,000 points: Getting Rudy Millions and trap door millions are very helpful in achieving this goal. Set shots from trap: Right flipper trap: between two triangles for the center ramp and left side of right triangle for mirror reward. Left Flipper: you need to learn how to do the Hidden hallway off of a center ramp shot. This is not a trap, but is the easiest way to advance to midnight. Do the left-down trick on the crazy steps. 3G. Jive time - Who put the Acid in my pinball machine? IPDB link: http://www.ipdb.org/machine.cgi?id=1298 I like this table because I liked it as a kid. It is Evil and you should stay away from it. It's the only table that gives 5 balls by default, and it needs to due to the degree of difficulty. Table goals: %%% Earn a 10,000 point bonus: This is the hardest basic table goal in the entire game. Do not even think of attempting this if you do not have free- play, because it's horribly difficult. For me, this one was more patience than skill. %%% Light the yellow and green jet bumpers: Try to keep the ball in the upper playfield and luck will usually earn this one for you. %%% Raise the lamp post and Mini Post in one game: Not terribly difficult, luck will help you with this one to. %%% Open the West gate: You have to get a ball into the spinner and have the spinner stop on open west gate. Once this is accomplished, shoot a ball through the lit west gate on the left of the table to get the extra ball. %%% Score at least 100,000 points: Keep the ball in the upper playfield and try to light the jet bumpers. It's the highest points you are likely to earn in this game. Wizard table goals: *** Earn a special from the upper spin hole: More luck than skill. Try the left-down trick to see if it helps, but it didn't seem to help me. *** Earn 4 Extra balls from the Open West Gate: Get the West gate bonus 4 times. *** Earn a 20,000 point Bonus: Oh and you thought the 10,000 bonus was hard? You have to achieve the 10,000 point bonus by getting double bonus on the spinner. I got this when I achieved the regular table goal, and it did not count for the Wizard goal. *** Earn all 6 backglass rewards in a game: Get the ball into the spin hole a lot. *** Score at least 150,000 points: Keep the ball in play and in the upper playfield as much ass is possible. It is about the only advice I can give. 3H. Pin*Bot - I see you. IPDB link: http://www.ipdb.org/machine.cgi?id=1796 Pinball archive rule sheet: http://www.pinball.org/rules/pinbot.txt There are lots of cheap drains on this one. Table Goals: %%% Earn 100,000 points on the skill shot: This one's pretty tough you have to moderate the amount of force you use on the plunger. Try the left-down trick then move the stick a little bit down to see if you can dial it in, but there is no easy way to achieve this one I know of. %%% Open Pinbot's visor: Either hit the lit target with your first hit, or light all of the lights on his chest. %%% Collect the Energy Value: Hit the flashing left drop target, then shoot a ball under the lifted left ramp to collect the energy value. %%% Advance the bonus multiplier to 5X: Shoot the left ramp 5 times when not lit %%% Score at least 1,400,000 points: Multi-ball is key. Wizard Table Goal: *** Advance the bonus to its Maximum: Keep the ball in play. *** Advance to Jupiter: Hit all the drop targets on the left, or hit the lit spot target on the right. *** Collect the Solar Value: Achieve Multi-ball, lock one of the balls into the lock, and shoot the left ramp *** Advance to the Sun and earn the Special: Hit the drop targets after achieving the Jupiter goal and collect the special in the outlane (I think) *** Score at least 3,000,000: Multi-ball. 3I. Sorcerer - I am the master, you are nothing. IPDB link: http://www.ipdb.org/machine.cgi?id=2242 Table Goals: %%% Earn 50,000 from the three drop targets: More luck than skill, use the left flipper button to activate the flipper below the drop targets to keep the ball in play. %%% Earn the Demon: Hit all the S-O-R-C-E-R-E-R spot targets on one ball to light the Demon, then once the demon is lit hit all the drop targets to the right of the jet bumpers. %%% Activate Multi-ball: Shoot two balls up the left ramp during one game. %%% Earn the Extra ball from the drop targets: Hit all the S-O-R-C-E-R-E-R spot targets twice on one ball to light the Extra ball and then hit all the drop targets. This is the hardest basic table goal to achieve on this table. %%% Score at least 1,000,000 points: Usually you will get this on your quest for the Extra Ball. Wizard table goals: *** Advance the bonus multiplier to 8X: Complete the A-B-C-D rollovers to collect this. *** Advance the Multi-ball scoring to 5X: Keep shooting balls into the Multi- ball ramp when in Multi-ball mode. *** Advance the bonus to its maximum: Keep the ball in play. *** Earn the special from the sorcerer lights: Complete S-O-R-C-E-R-E-R five times in one ball, or complete it 3 times and hit the lit outlane. *** Score at least 2,500,000 points Don't try to hit the last E with the right flipper. It will go into the outlane. 3J. Whirlwind - Feel the power of the wind! IPDB link: http://www.ipdb.org/machine.cgi?id=2765 Pinball archive rule sheet: http://www.pinball.org/rules/whirlwind.html Table Goals: %%% Earn 300,000 points on the skill shot: %%% Activate Multi-ball: Lock three balls via the Skyway ramp 2 times, and then score the 3-Toll. %%% Light and score the 100,000 point upper playfield spot target: The easiest way to do this is to either get both the Light upper jets and Lower jet rewards from the Super cellar then hit the middle target, or earn the Mega Door bonus (see description below). Once both sets of jet bumpers are lit, it's just a question of hitting the spot target. Master hitting the spot target off of a left trap first and then learn how to earn the Mega Door bonus. %%% Earn 12 Skyway Tolls in one game: Learn how to get the 3 Toll off the plunge. This is a way more useful skill than the Skill shot. I usually left- down the plunge and shoot for the 3-Toll. %%% Score at least 4,600,000: You have to learn how to shoot the million during Multi-ball. This mostly involves shooting the Skyway ramp and hitting the right plunger at the right time and ignoring the other balls on the screen. Wizard table goals: *** Activate cellar Multi-ball: Don't collect the million during multi-ball, lose all the balls but one, and shoot a ball into either the Cellar or Super Cellar. Try trapping a ball in the left flipper and letting all the others drain, then shoot the ball in the Super Cellar with the instructions in the Mega Door bonus section. *** Advance the bonus multiplier to 6X: Get 3-ball Multi-ball twice in one game. *** Earn the Million Plus: Shoot the ball up the 3-Toll ramp during Multi- ball *** Earn the Mega Door Bonus: See my description below for how to do this. *** Score at least 7,000,000 points: You have to learn how the 3-Toll million shot works to get this. Earning the Mega Door bonus: first you have to learn how to trap the ball off of the eject from the cellar. Next you have to learn how to hit the skyway toll off of a left flipper trap, then letting the flipper down until the ball gets midway between the 3X and 4X to get the Skyway ramp. This lights the Super Cellar. Get another left flipper trap (Do not try to trap off the Skyway return, it won't work). Then hit the flipper when it is at the X in 2X. This will usually get the ball into the Super Cellar. Rinse, lather, and repeat. 4. In-game instructions 4A. Taxi In-Game Instructions: Hope you have enough to cover the fare cause you're about to take a wild ride with Taxi(TM) The goal is to pick up all five passengers to light the Jackpot.  Then collect the Jackpot which starts out at 500,000 points  You'll earn points right away when you launch the ball into the Spinout.  Depending on how many rotations you make in the Spinout, you'll earn a score from 1,000 to 100,000 points  This value is multiplied by the ball number you are currently playing.  If it stops on the 25,000 point value it automatically picks up a passenger.  If you plunge too hard and the ball rotates beyond the 100,000 point value, the score will reset back to 1,000 and start over.  When the game first starts, Pinbot and Gorbie are available for pickup.  Each time you pick up a passenger, you will light up a new passenger making them available to be picked up.  Each passenger pick-up awards you a 20,000 point tip, as well as an additional end-of-ball bonus of 20,000 points.  The passenger pick-up location for Gorbie is here,  Santa here,  Drac here  Lola here  and Pinbot here  once you pick-up all passengers the Jackpot will light, you have 15 seconds to shoot the ball through here  and into the eject hole here.  If you fail to collect the Jackpot, Lola must be picked up again to relight it.  The right flipper return lane  lights the joyride eject hole for about 10 seconds.  Shoot the lit Joyride eject hole to earn a special reward.  Joyride rewards include 10,000 points, Spot Passenger, Mystery Score, Extra Ball, and a Special.  The right flipper return lane will also light the Airport Ride value for the left ramp.  The left flipper return lane  will light the airport ride value for the right ramp.  Soot the ramp when these are lit to advance the Airport Ride value.  The airport ride value starts at 20,000 points and can be advanced to 100,000 points, plus the airport million.  Shoot the ball into the Joyride eject hole to collect the Airport Million.  Next, the upper three roll-overs spell out CAB.  Each of these roll-overs are worth 5,000 points.  Taxi has a lane change feature which allows you to lit roll-overs left or right by using the flippers.  This makes lighting the CAB roll-overs much easier.  Each time you complete the CAB roll-overs it advances the bonus multiplier up to 5X.  Most targets and roll-overs on the table add to the meter bonus which is added to the end of each ball.  Completing the CAB roll-overs will light Raise Jackpot shown here, for 10 seconds.  While raise Jackpot are lit, most targets and roll-overs will add 2,000 points to the Jackpot value.  If you complete the CAB rollovers three times on one ball, Extra Ball will be lit here.  Shoot the ball into the Drac Hole in order to earn the Extra Ball.  The Carry Passengers target is located here.  This is lit for about 10 seconds when you complete the Lola drop targets  or the Pinbot drop targets. It does not matter if the Lola or Pinbot drop targets are lit.  Keep in mind when you shoot a drop target, you have a limited amount of time to complete the bank.  Before the targets reset. The timer is about 10 seconds for Lola and 15 seconds for Pinbot. Each drop target is worth about 15 points.  When you hit the lit Carry Passengers target, any passengers you have picked up are carried over to the next ball.  To start Multi-ball, first shoot a ball into the ball lock here  Then shoot a second ball up the left ramp here to start Multi-ball  During Multi-ball try to re-lock both balls by shooting a ball into the ball lock,  the try shooting a second ball into the Drac hole.  Locking the second ball will score 300,000 points. Both balls are ejected and both ramps are lit for 100,000 points.  Jet bumpers shown here are worth 510 points.  Both the left and right flipper return lanes are worth 5,000 points.  and the left and right outlanes are worth 10,000 points.  That's Taxi(TM) a fun ride through one crazy town.  4B. Gorgar In-Game Instructions: Welcome to Gorgar(TM) one of the wildest games to come out of the 1970's.  The goal of this table is to defeat Gorgar by beating the high score on the table.  At the very top of the table are three roll-overs labeled A, B, and C. These are worth 1,000 points each.  Completing the A-B-C rollovers advance the bonus multiplier, first to 2X, then 3X.  The three jet bumpers here are worth 100 when they are not lit, and 1,000 points when they are lit.  There are a total of 6 drop target on this table which are worth 1,000 points each.  Each drop target corresponds to a letter in G-O-R-G-A-R.  The G-O-R of the drop targets are located here.  the G-A-R drop targets are located here.  Each time you complete the G-A-R targets, it advances the PIT value here.  The pit value starts at 5,000 points and can be advanced to 50,000 points.  Shoot the ball into the pit to collect the lit value.  The fist two times you complete the G-A-R targets, it will light the 1st and 2nd jet bumpers for 1,000 points each.  The third time you complete the G-A-R targets, it will light the 3rd jet bumper for 1,000 points and the 5,000 will light here.  when this is lit, each G-A-R target is worth 5,000 points.  The fourth time you complete the G-A-R targets, it will light the Special in the outlanes.  Each time you complete the G-O-R and G-A-R targets, it will advance the kicker value here.  This goes from 10,000 points, to 15,000 points, to extra ball.  There are four spot targets on this table located here  and here  These targets are worth 1,000 points when they are not lit, and 2,000 points when they are lit.  If you complete all 4 spot targets, it will advance the Pit value to its maximum of 50,000 points.  If you complete all 4 spot targets three times, a flashing arrow will begin cycling through each of the targets.  Shoot the target with the flashing arrow to collect a special.  Spot targets, the kicker eject hole, and rollovers, will also advance the bonus 1,000 points at a time up to 29,000 points.  This bonus is awarded at the end of each ball.  The lights on Gorgar's Image indicate the current bonus.  The spinner is worth 100 points per spin when it is not lit, and 1,000 points per spin when it is lit.  Advance the bonus to 10,000 points to light the spinner.  Once the bonus is advance to 20,000 points or more, then the spinner light will turn off.  The flipper return lanes here  and here are worth 1,000 points each.  Each time you complete both of the flipper return lanes, it will light one of the spot targets.  Both the left and right flipper outlanes are worth 5,000 points.  Well that's Gorgar, a true pinball adventure. 4C. Space Shuttle In-Game Instructions: Do you have the right stuff to blast off with Space Shuttle(TM)?  The goal of this table is to spell out S-H-U-T-T-L-E by shooting the three spot targets here,  and here,  as well as the T drop target here.  If you shoot the T drop target last to form Shuttle, you are awarded a 100,000 point bonus.  The T drop target will also trigger stop and score if no Balls are locked.  This is a rolling value that ranges from 20,000 points to 99,000 points, and lasts for about 8 seconds.  Shoot the center ramp within those 8 seconds to collect the stop and score value.  Once you have spelled S-H- U-T-T-L-E you are awarded whichever value is lit here.  Shuttle values include Bonus Holdover, Extra Ball, Special, and point rewards up to 100,000.  The lit Shuttle value changes with each new ball, and can also be changed by shooting the bulls-eye target here.  Space Shuttle has three U-S-A rollovers that are worth 2,000 points each.  This table has a lane changing feature which allows you to rotate any lit rollover lane from left to right.  by pressing the right flipper button.  This makes lighting all three rollover lanes much easier.  Lighting all three U-S-A rollover lanes advances the bonus multiplier shown here  The bonus multiplier can be advanced up to 7X.  The jet bumpers here are worth 100 points if they're not lit, and 1,000 points if they are lit.  Each time the ball contacts the jet bumper,  the lighting sequence will rotate clockwise from bumper to bumper.  The Airlock here will prevent the ball in play from draining down the right outlane when it's open.  The airlock opens with each new ball, and will close after it saves a ball.  To open the airlock after it closes, complete the three drop targets here.  Each time you complete the drop targets, the value of the spinner here increases by 1,000 points up to 7,000 points per spin.  Increasing the spinner value to 7,000 points will also light the Extra Ball.  Shoot the bulls-eye target here to earn the Extra Ball.  Extra Ball can also be lit by advancing the U-S-A bonus multiplier to 7X.  To trigger a Multi-ball mission, first shoot the ball into the ball lock here  or here. The ball locks are worth 20,000 points each.  Once you have one or more balls locked, shoot the ball up the center ramp to start Multi-ball.  Shooting the ball up the center ramp also raises the heat shield for about 10 seconds.  The Heat Shield prevents the ball from rolling past the flippers.  The flipper return lanes here  and here are worth 3,000 points each.  Both the left and right outlanes are worth 15,000 points.  That's how you play Space Shuttle. Prepare for the ride of your life.  4D. Firepower In-Game Instructions: Firepower(TM) is a classic table with lots of ways to score points.  Probably the most important part of the table are the two banks of spot targets located here  and here.  Each spot target is worth 1,000 points, but completing the banks gives you additional rewards.  Completing one bank of spot targets lights the kickback in the left outlane located here.  This prevents the ball from draining down the left outlane.  The kickback is turned off each time it saves a ball. Complete one bank of targets to light it again.  Completing both banks of targets has several effects.  First, it will light two of the ball locks located here,  here,  and here  When lit, these will lock balls for Multi-ball and earn 10,000 points.  next, completing both banks will light the spinner for 1,000 points.  Completing both banks of spot targets also lights two of the four jet bumpers located here.  Lit jet bumpers are worth 1,000 points, while unlit ones are worth 100 points.  Completing both banks of spot targets will light the remaining ball locks and jet bumpers.  Once all ball locks are lit, shoot a ball into each of them to activate Multi- Ball.  Another thing to shoot for are the four rollover lanes located at the top center of the playfield.  Each lane is marked with one letter of the word F-I-R-E  Each time you complete all four rollovers it'll advance the bonus multiplier up to 5X.  Firepower has a lane changing feature which allows you to rotate any lit rollover lanes from left to right.  by pressing the right flipper button.  This makes lighting all four rollover lanes much easier.  Once the bonus multiplier is advanced to 5X, completing all four rollover lanes again will light Extra Ball.  When Extra Ball is lit, shoot the spot target located here to earn the Extra Ball.  When completed, these spot targets also light the POWER insert and light both flipper return lanes for 3,000 points each.  Completing both the F- I-R-E rollovers and the POWER spot targets awards the FIREPOWER bonus,  which starts at 5,000 points, and can go up to 50,000 points.  The FIEPOWER bonus is indicated by the lights in the center of the jet bumper area.  After collecting the 50,000 point FIREPOWER bonus, both outlanes are lit for a Special.  An end-of-ball bonus can be advanced 1,000 points at a time by shooting unlit spot targets and completing unlit rollovers.  This end-of-ball bonus can be advanced up to 29,000 points and multiplied from 2X to 5X by completing the F-I-R-E rollover lanes.  The lights in the lower center of the playfield indicate the current bonus.  A single bulls-eye target is located here. Shoot this target to earn 1,000 points.  This table is a blast to play - have fun!  4E. Black Knight In-Game Instructions: These instructions will show you how to rack up big points in Black Knight(TM).  Multi-ball play is your primary goal. You can earn 2-ball or 3-ball play.  The first thing you need to do to achieve Multi-ball is to shoot a ball from this flipper  up through here.  This sends the ball into the ball lock here.  and lights the Multi-ball lock down here.  To get 2-ball Multi-ball, you just need to shoot a ball into this ball lock once it's lit.  There are two ways to get 3-ball Multi-ball.  If you lock two balls here,  and then shoot a ball into the ball lock here, and you'll get three balls in play.  Once you master shooting balls into this ball lock, the easiest way to get 3-ball Multi-ball lock is to lock three balls here.  During Multi-ball play, all scoring is multiplied by the number of balls in play.  Another key to scoring lots of points is to complete the banks of drop targets located here,  here,  here,  and here.  Completing one of the banks of targets will light the Magna-Save on the right side of the table.  When energized, Magna-Save energizes a magnet near the top of the left outlane.  If you time it right, it'll grab the ball and drop it down the flipper return lane.  Completing a second bank of targets will light the Magna-Save on the other side of the table.  Press the control stick to the right to activate the Magna-Save on the right side of the table.  Press the Control stick to the left to activate the Magna- Save on the left side of the table.  Completing both banks of targets on the upper or lower playfield level three times each will light Extra ball on the upper playfield.  Once Extra Ball is lit in the upper playfield, shoot the ball through the left ramp u-turn to earn the Extra Ball.  A second Extra Ball can be earned by completing all four drop target banks in the upper and lower playfields  three times each to light Extra Ball at the turn-around.  Once Extra Ball is lit, shoot the ball through the turn-around to earn the Extra Ball.  Keep in mind that once you hit one of the drop targets in a bank, you have a limited amount of time to hit the rest of the targets.  If the timer runs out, the targets are reset.  Now let's talk about some other ways to score points on this table.  The left flipper return lane  will light the center ramp for a Mystery Score. You have about 5 seconds to shoot the center ramp before the Mystery Score turns off.  This Mystery score ranges from 20,000 to 99,000 points.  The right flipper lane  lights the spinner here for 2,500 points per spin. That means if it spins ten times you would earn 25,000 points.  An end-of-ball bonus can be advanced up to 49,000 points by completing the flipper return lanes, outlanes,  the left ramp rollover and by completing banks of drop targets.  The turn-around on the lower playfield advances the multiplier up to 5X.  When the bonus multiplier is advanced to 5X and the bonus value is at its maximum,  the bonus lights in the sword in the lower playfield will animate and scroll.  The bell will ring every time a bonus-awarding target are made after this point.  If you're down to your last ball, and you've locked one or more balls,  the left and right outlanes are lit for last chance.  When lit, making last chance will release any locked balls.  Multi-ball scoring is not active during last chance.  With two or more players, the player with the highest score at the end of the game is awarded a bonus ball.  During the bonus ball, all three balls can be launched and play is allowed for 30 seconds with both Magna-Saves lit.  You can even re-launch balls that are lost during bonus ball time with the plunger.  Complete all four drop target banks during the bonus ball to light a Special in the turnaround here.  Now you're ready to do battle with the Black Knight! Have Fun!  21 - > Is the arrow pointing the wrong way? 4F. Funhouse In-Game Instructions: Are you ready for Funhouse(TM)? The game is watching you!  The goal of this table is to put Rudy to sleep by advancing the clock to midnight.  There is a skill shot on the plunge that could earn you points right away.  Shoot the ball from the plunger so it stops in the loop at the top of the machine, and rolls back into "Rudy's hideout."  This awards 250,000 the first time, and an additional 250,000 points each time after that, up to 1 million points.  When the game starts, the clock starts at 8:00. There are a number of ways to advance the clock to midnight.  The three jet bumpers here are worth 3,000 points and advance the clock 5 minutes if they're lit, and 5,000 points and 10 minutes if they're flashing.  The roll-over here will light a jet bumper or flash a lit one.  There are 4 step targets which are worth 2,000 points and advance the clock 5 minutes on each hit. They're located here,  here,  here,  and here.  The hidden hallway awards 75,000 points and advances the clock 10 minutes.  The wind tunnel awards 10,000 points and advances the clock 15 minutes.  The center ramp advances the clock 15 minutes and awards 75,000 points the first time.  Each time after that the point value and the amount the clock is advanced increases, up to 30 minutes and 150,000 points.  The Superdog targets here award 3,000 points and advance the clock 5 minutes.  The manhole below the jet bumpers awards 85,000 points and advances the clock 10 minutes.  The Trapdoor  and the Trapdoor loop advance the clock 10 minutes.  When the clock reaches 11:30, the Hidden Hallway lock will light.  The only way to advance the clock further is to lock a ball here. This advances the clock to 11:45 and serves another ball.  Locking a second ball advances the clock to midnight, and puts Rudy to sleep.  When Rudy falls asleep, his mouth opens. Shoot a ball into his mouth to start Midnight Multi-ball.  Once Midnight Multi-ball starts, the Trapdoor opens and Million Plus is lit.  The first Trapdoor scores 2,000,000 points and closes the trapdoor.  The center ramp re-opens the Trapdoor for 3,000,000 points.  Each time the trapdoor is hit, its value increases by 1 million points, up to a maximum of 10 million points.  The center ramp is lit for 250,000 points per shot during Midnight Multi-ball.  Once all balls but one are lost, the Trapdoor closes.  If at least one Trapdoor shot was made during Midnight Multi-ball, the clock resets to 5:00 and normal play resumes.  If no trapdoor shots were made, the Hidden Hallway lock relights, and you have 12 seconds to re-lock the one remaining ball.  If the ball is locked in time, another ball is served and you have one more chance with 2-ball Midnight Multi-ball.  Advancing the clock to 11:30 a second time lights a special in the outlane.  The special toggles between on and off each time the ball strikes a slingshot each time the ball hits a sling-shot, and must be collected before the end of the ball.  Now let's go over some other ways to score big points  Rudy makes a lot of comments on the action. If you can shoot a ball into his mouth, you'll earn a Rudy Gulp bonus worth 250,000 points.  Ordinarily, the Wind Tunnel just advances the clock and awards 10,000 points.  However, when the Mirror value is lit, hitting the Wind Tunnel earns a mirror reward.  The mirror value is lit at the start of each ball, and is turned off whenever a Mirror reward is collected.  To relight the Mirror value, hit Rudy in the mouth.  The mirror value can also be lit for a short time by completing the flipper return lane here.  Hitting Rudy's mouth also earns Rudy hits, which are worth 50,000 points at the end of each ball.  There are 6 Mirror rewards:  "Light Extra Ball" lights Extra ball at the Hidden Hallway and stays on until collected.  "Light Million" lights a 1 million point shot that can be earned by hitting Rudy in the mouth.  "Jet Bumpers At Max" maxes all three jet bumpers flash for the rest of the ball.  "Light Superdogs" lights the Superdog targets for 20 seconds. During this time, the first hit on a Superdog target earns 200,000 points.  Each time you hit the Superdog targets after that, the value increases by 25,000 up to 400,000 points.  "Open Crazy Steps" means that a center ramp shot will now lead to the left side plunger.  "Quick Multi-ball" starts Multi-ball with 2 balls. Each hit on Rudy's mouth earns 1 million points as long as both balls are active.  Hit the center ramp, then the right gangway, then the Trapdoor loop to earn a 500,000 point 3-Way Combo reward.  The targets must be hit in that order without hitting anything else.  After the 3-way combo is hit, hitting Rudy's jaw quickly enough earns a 1 million point 4-Way combo reward.  At the start of the game, shooting the Trapdoor loop opens the Trapdoor for about 8 seconds.  Hitting the open Trapdoor scores 500,000 points.  Once this is collected, two consecutive loops are needed to open the Trapdoor, which is then worth 750,000 points.  Once that's collected, three consecutive Trapdoor loops opens the Trapdoor for 1 million points.  The right flipper return lane  lights the right hand lane  the left flipper return lane  lights the right hand ramp.  Hitting an unlit Gangway starts it flashing as well.  Lit gangways score 150,000 points the first time you complete them.  Each time after that, they award an additional 50,000 points, up to 250,000 points.  Earning 250,000 points on a Gangway also lights Extra Ball at the Hidden Hallway.  The left side plunger shoots the ball up int the crazy steps.  You can get to the left side plunger via the Center ramp after shooting the ball into the manhole here  or by earning the "Open Crazy Steps" from the mirror.  There are four crazy steps awards that can be lit by shooting the S-T-E-P targets.  "Light Superdog Timer on Stairs" lights the Superdog targets. This Crazy steps award is always lit.  "Light Extra Ball" Lights the Extra Ball at the hidden Hallway and stays lit until collected.  Score 500,000 points awards 500,000 points.  "Funhouse Frenzy" opens the Trapdoor. Shoot the ball into the Trapdoor to start Funhouse Frenzy.  Funhouse Frenzy lasts for 20 seconds. During this time you will automatically earn 100,000 points.  but each target adds an additional 50,000 points to the value.  Even better is Super Frenzy which is started by earning all 6 Mirro rewards and then shooting the ball into the Wind Tunnel.  Super Frenzy works just like Funhouse Frenzy except the values start at 1 million points.  and each target adds 100,000 points to the value.  Funhouse Frenzy and Funhouse Frenzy values are collected at the end of your ball.  Once the Crazy steps are open, a center ramp shot will take a ball to the left plunger.  As you can see, there are a ton of ways to score points on this table. Good Luck.  4G. Jive time Get ready to get your groove on with Jive Time(TM).  This table has two spin holes; one here  and one here.  When you shoot the ball into the spin holes the spinner on the back glass will spin and you will earn a special reward.  When the special is lit at this spin hole you will also earn a special credit.  This special is lit at the start of each ball but will turn off if a switch is hit.  One of the rewards on the spinner will open the west gate here and light the special.  When the west gate is open, the ball is less likely to drain down the outlane.  Shoot the ball through the open west gate to earn extra balls.  At the upper center of the table are a total of five red, green, and yellow jet bumpers.  Each are worth 100 points when unlit, and the yellow and green bumpers are worth 1,000 when lit.  To light the yellow jet bumpers, shoot this target.  To light the green jet bumpers shoot this target here.  When you loose your ball, the lit jet bumpers will be unlit.  There are four spot targets on this table that are worth 1,000 points and they will advance the play bonus.  They're located here,  here,  here,  and here.  Follow the lights on the guitar to follow the current play bonus.  The play bonus ranges from 1,000 to 10,000 points and is collected as a reward on the spinner.  The play bonus carries over from ball to ball until it's collected.  Shoot the up ramp post target for 1,000 points.  and raise the Lamp Post between the flippers.  This will prevent the ball from rolling down the center.  Shoot the Up Mini Post Target here to earn 1,000 points  and raise the mini post  When the Mini Post is raised, the ball is likely to drain down the right outlane.  The Lamp and Mini Post will be reset if you lose your ball.  Once the ball passes over the Down Posts switch here  or if the ball hits the Down Posts Target here.  The switch here is worth 1,000 points each time you roll over it.  Both outlanes are worth 1,000 points each.  That's Jive Time, one Rockin' good time.  4H. Pinbot In-game instructions: Get ready to have a great time playing Pin*Bot(TM)!  The goal of the table is to advance through the planets to Jupiter and score lots of points along the Way!  Each pull of the plunger presents a skill shot called the Vortex. Aim for the middle hole of the Vortex, which is worth 100,000 points.  This value is multiplied by the Vortex hole multiplier which can be advanced up to 10X.  There are two ways to advance to the next planet and advance to Jupiter.  First you can shoot the three drop targets here. Once you hit one target in the bank,  you have a limited amount of time to complete the bank before the targets are reset.  Second, the left flipper return lane here,  lights the spot target here. Shoot the spot target to advance to the next planet.  Once you advance to Jupiter, you ill earn a special.  Advance to the Sun to light the spot target for an additional special.  Now, let's go over some other ways to score points.  Multi- ball is a good way to rack up points in a hurry.  Shoot the flashing light bar targets on the first shot or complete all lights on the flashing chest panel to open Pinbot's Visor.  The five targets here light the chest panel targets vertically.  The five targets here light the chest panel lights horizontally.  Lighting all five rows vertically or horizontally will open Pinbot's visor.  Under the visor are two eye-eject holes for 2-ball Multi-ball.  Shoot a ball into each eye-eject hole to start Multi-ball. All scores are doubled during Multi-ball.  During Multi-ball, locking in one ball of the eye-eject holes, lights the ramp to Collect Solar Value.  This ramp is on a timer, so you have a limited amount of time to shoot the ramp before the ball gets kicked out of the eye- eject hole.  If the ball is kicked out of the eye-eject hole, you must relock a ball to have another chance at collecting the Solar Value.  Complete the chest panel a second time to light Extra ball above one of the return lanes.  When not lit, every shot up the ramp here advances the bonus multiplier up to 5X.  and increases the Solar Value by 50,000 points up to 4 million points!  The Solar value carries over from player to player and game to game until it is collected in the end.  Every hit on the jet bumpers here increases the energy value by 2,000 points.  The energy value can be increased up to 500,000 points and is carried over from ball to ball until it's collected.  Shoot the flashing drop targets to raise the ramp and light the target under it. Shoot the target to collect the Energy value.  The right flipper return lane  Flashes a value at the eject hole here. This value ranges from 25,000 to 75,000 points and Extra ball.  Each time you complete the right flipper return lane, shoot the ball into the eject hole to collect the flashing value.  Shoot the ball into the eject hole when extra ball is flashing will light Extra ball above one of the return lanes.  The lane change feature allows you to rotate the extra ball between the flipper return lanes and the outlanes.  There is an end-of-ball bonus on this table. Each switch hit on the playfield advances the bonus.  This goes up to 99,000 points for each ball and is multiplied by the bonus multiplier.  There is also a bonus of 20,000 points for each planet advanced to.  Now you're ready for your interplanetary pinball adventure.  4I. Sorcerer In-game instructions: Sorcerer(TM) is a great table because scoring is split evenly around the playfield.  The A-B-C-D rollovers here advance the bonus multiplier each time you complete them, up to 8X.  This table has a lane changing feature which allows you to rotate any lit rollover lanes from left to right  by pressing the right flipper button.  This makes lighting all four of the lane rollovers much easier.  Try to spell S-O-R-C-E-R-E-R by shooting the spot targets here  and by shooting the spinners here  and here  when you complete S-O-R-C-E-R-E-R the first time, it will light the Demon here and light both spinners for 2,500 points per spin.  Shoot the drop targets here to earn the Demon which will light the bonus holdover light.  With the bonus holdover lit, the bonus amount you've earned will carry over to the next ball.  any time you complete the three drop targets, you'll earn 10,000, 20,000 or 50,000 points  depending on which value was lit when the first target was hit.  When you hit the first drop target, you have a limited amount of time to complete the bank to collect the lit value.  If the timer runs out before you complete the bank, the drop targets will be reset.  The first time you complete the bank of three drop targets, it will light the flipper return lane here.  The first time you complete the three drop targets, it will light the flipper return lane here.  Complete the drop targets a second time to light both flipper return lanes.  The flipper return lanes award 5,000 points whether lit or unlit, but add 3,000 points to the bonus when lit.  unlit spot targets will also advance the bonus which is awarded at the end of the ball.  The bonus can be multiplied up to 10X by completing the A-B-C-D rollovers.  Complete S-O- R-C-E-R-E-R a second time to light Extra Ball at the drop targets.  Complete S-O-R-C-E-R-E-R a third time to light a special in the outlane.  Complete S-O-R-C-E-R-E-R a fourth time to light the special here. Complete it a fifth time to collect the special.  This ramp will lock the ball for Multi-ball play and award 30,000 points.  Shoot a second ball through the ramp to start Multi-ball.  While in Multi-ball scoring starts at 2X but shooting the ramp will advance the scoring up to 5X.  Now you're ready to rack up big points. Let's see if you have that magic touch.  4J. Whirlwind In-game Instructions: Hold on tight you're about to be blown away by Whirlwind(TM)!  The goal of this table is to move the storm by completing the flashing compass direction targets.  On the plunge, you can go for a skill shot by controlling how much power you launch the ball with to aim for these targets.  This can earn you 100,000 to 300,000 points and even more if you take out more than one of the drop targets.  To move the storm, you need to complete the flashing compass directions as indicated here.  Each of the compass directions has two target rollovers to complete.  Northwest is here  and here.  Northeast is here  and here.  Southwest is here  and here.  Southeast is here  and here.  Once all needed directions have been completed, the lock shown here will light.  Shoot the ball up the Skyway ramp to lock it.  Each time you lock the ball, it will advance the bonus multiplier up to 6X.  To lock a second ball, you'll need to complete more flashing compass directions to light the ball lock again.  The first time you lock two balls, you can start Multi-ball by shooting the ball into the ball lock located under the skyway ramp here  or by shooting the 3 toll ramp here.  The next time you lock two balls, only the three toll ramp will start Multi-ball.  While Multi-ball is active, the 3 Toll ramps is lit for Million Plus. The first shot up the 3 Toll ramp earns 2 million points.  Each shot up the ramp earns an additional 1 million points, up to 10 million points.  If you fail to collect the Million points plus during Multi-ball, the cellar door is lit for 15 seconds.  Shoot the ball into the Cellar Door within 15 seconds to activate Cellar Multi-ball.  Each time you shoot the ball into the Cellar Door, you're awarded a Cellar Visit. These accumulate throughout the game,  and are worth 5,000 points at the end of a ball.  Skyway tools can be collected throughout the game and are warded at the end of each ball.  Every skyway Toll collected up to 99, earns 2,000 points which is multiplied by the current bonus multiplier  Skyway Tolls can be collected at the 3 Toll ramp.  at the Skyway ramp,  and at the ball lock located under the Skyway ramp.  The left flipper return lane lights two tolls for a short time at the Skyway ramp.  The Super Cellar Door located here, will open and close the Skyway ramp unless the ball lock is lit or Multi-ball is in progress.  The right flipper return lane lights the Super Cellar door for a short time.  When lit, shoot the ball into the Super Cellar Door to earn one of the seven possible rewards.  The seven Super Cellar Door rewards are "Upper Jets On", which makes all of the upper jet bumpers flash.  Each hit on the flashing jet bumpers is worth 5,000 points.  Score 500K", automatically rewards you 500,000 points.  "Extra Ball Target On", lights Extra Ball at the Tornado target. Shoot the Tornado drop target to earn an Extra Ball.  "3 Bank Targets 100K", increase the bonus you receive for completing all three "Feel The Power" drop targets to 100,000 points.  "Light Quick Multi-Ball", light the ball lock located under the Skyway ramp. Shooting a ball into this ball lock will give you another ball to plunge.  Plunge the second ball to activate Quick Multi-Ball.  "Light the Million Shot" means you'll be awarded 1 Million points the next time you shoot the 3 Toll Ramp.  "Lower Jets On" makes all of the lower jet bumpers flash.  The Super Cellar door can also be lit unlit a reward is collected by shooting the 3 Toll Ramp.  When you shoot the ball through the spinner here, each spinner rotation moves the lit Super Cellar reward.  This spinner is normally worth 1,000 points per spin, but can be lit for 3,000 points per spin by completing the left flipper return lane.  When all seven Super Cellar Door rewards have been collected, the Super Cellar Door will light again for the Mega Cellar Door Bonus.  Shoot the ball into the Super Cellar Door to collect the Mega Door Bonus.  The Mega Door Bonus gives you all 7 rewards again, plus 2 million point bonus and it lights a Special in one of the outlanes.  The Tornado drop target here will give you different rewards based on the lit value shown.  The rewards include point values between 50,000 and 150,000, Quick Multi-ball, and Extra Ball.  Each shot up the Skyway ramp lights the next value of the Tornado drop target.  Extra balls can be earned by collecting 8 Skyway Tools, through the Super Cellar Door, and advancing the bonus multiplier to 6X.  The check bumpers here,  and here are worth 1,000 points when unlit, 2,500 points when lit, and 5,000 points when flashing.  The spot target here is normally worth 25,000 points and will light a jet bumper its hit.  Once all jet bumpers are lit, each hit on the spot target will make a jet bumper flash.  Once all jet bumpers are flashing, this spot target is worth 100,000 points.  Both left and right flipper return lanes are worth 5,000 points.  and the left and right outlanes are worth 50,000 points.  As you can see, Whirlwind is a blast to play.  5. In game announcements In game Report: The terrorized elephant that escaped from the Zoo today, apparently she was looking for peanuts. <- Need to verify this one. === 6. Ascii Formatting Template === 00000000011111111112222222222333333333344444444445555555555666666666677777777 77 12345678901234567890123456789012345678901234567890123456789012345678901234567 89 8. Thanks, Credits, and Copyright information. Thanks to my family. Thanks to Donnie for telling me to pick this game up. The manual and game were used to gather data used in this guide. Some information was gotten from the links listed in the sections. This manual is Copyright 2008 Eric Hultin. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The author can be contacted at ech3 at hypermips dot com, or by accessing his web site at hultin dot org. Please include PHoF in the subject of your e-mail. Good Night and Good Luck.