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This program was developed and first published by Craig Pearce in the January 1977 65 Notes (later PPC Journal) V4N1 page 4 and program listing on page 15.
There are eight different scoring devices on the playing field. The device number is shown to the right of the decimal point on the calculator display during play. The number to the left of the decimal point is the score just made on that device. So a 500.5 would mean 500 points from device #5.
Device 1. This consists of two "star" roll overs which, when hit, will add 10 points to the player's score and switch on the "SPECIAL", indicated by all the zeros shown after the device number in the display. When this occurs, all devices listed below will score ten times higher than normal! Hitting devices #1 repeatedly will turn the SPECIAL on and off.
Device 2. This consists of two top roll over channels which score either 100 or 1000 points (depending on whether SPECIAL is lit) and advance the player's out hole bonus by 1000 points.
Device 3. These are two thumper, mushroom or jet bumpers (called different names by different pinball machine manufacturers). Each score 100 or 1000 points when hit (depending on whether SPECIAL is lit). The ball can bounce between them from 1 to 10 times, so the score on device #3 will differ from one time to the next.
Device 4. This is a spinner gate, which will score 50 or 500 points (depending on whether SPECIAL is lit). The gate will spin from 1 to 25 revolutions and the score will be different each time device 4 is hit.
Device 5. These consist of two kick out holes, where the ball will drop in and be kicked back out, scoring 50 or 500 (depending on whether SPECIAL is lit).
Device 6. These are two bonus advance roll over stars, and function the same as device #2.
Device 7. This consists of 3 drop targets. Each time device 7 is hit, 1 target drops away, and scores an immediate 10 points for the player. When the third target is hit (device 7 comes up for the third time that ball), all the targets are reset, the player scores 100 or 1000 (depending on whether SPECIAL is lit), and another ball is added to the ones left for the player to play. Each time all three targets are struck, the same action occurs.
Device 8. These consist of simple sling-shot kickers, and only score 10 points each when hit.
How to play. Initialize the game by inputing a decimal seed 0 < seed < 1, and pressing RTN R/S. The display will flash "0". Obtain a credit of 2 games by pressing A (and spend a quarter). Start the first game by pressing "B". A 1 will be displayed/printed and 5 will be flashed on the display, indicating that there are 5 balls to be played. To shoot the first ball, press the decimal button.
The game will start and numbers will be flashed on the display indicating which devices are hit and the resulting points scored.
If a -1 or -3 are displayed, this is the signal that you need to either hit the left flipper (by typing in a 1) or the right flipper (by typing in a 3). You must do this quickly or the ball will roll down the out hole. If you see a -2 in the display, this means the ball is headed down the out hole and cannot be influenced by a flipper. You can try to tilt the machine to keep the ball in play by pressing a "2". However, this will only work about 2/3 of the time. If you "tilt" the machine, all bonus points are lost and you go to the next ball.
If the ball goes down the out hole, the display will show the tally of the bonus being added to your score by adding 1000 for each bonus you received. If SPECIAL is on when the ball rolls out, this bonus is doubled.
If you see a "0" after shooting a ball with no points previously scored, the ball is returned to you to shoot again.
Note: at the start of each new ball, the drop targets are reset, the out bonus is reset to 1000, and SPECIAL is switched off.
A score of 50,000 or greater will provide the user with a free game.
Program Listing!
Line Instruction 01 FRC 02 PI 03 X<>Y 04 X=0? 05 + 06 FRC 07 STO E 08 5 09 0 10 STO B 11 1 12 0 13 STO A 14 X^2 15 STO C 16 CLX 17 STO 0 18 STO 1 19 STO 2 20 GTO a 21 LBL e 22 RCL E 23 9 24 9 25 7 26 * 27 FRC 28 STO E 29 RTN 30 LBL A 31 2 32 ST+ 1 33 . 34 2 35 5 36 ST- 2 37 RCL 1 38 PRTX 39 LBL a 40 2 41 CHS 42 STO I 43 RCL 0 44 5 45 EEX 46 4 47 / 48 INT 49 ST+ 1 50 RCL 0 51 PSE 52 GTO i 53 LBL C 54 DSP 2 55 RCL 2 56 PSE 57 RDN 58 DSP 0 59 RTN 60 LBL B 61 RCL 1 62 X=0? 63 GTO a 64 1 65 ST- 1 66 - 67 PRTX 68 0 69 STO 0 70 5 71 STO 3 72 LBL b 73 CF 0 74 DSP 0 75 3 76 STO 7 77 EEX 78 3 79 STO 6 80 LBL c 81 CF 3 82 RCL 3 83 X=0? 84 GTO a 85 PSE 86 F3? 87 F3? 88 GTO c 89 1 90 ST- 3 91 DSP 1 92 X<>Y 93 LBL d 94 GSB e 95 1 96 2 97 * 98 INT 99 3 100 - 101 X=Y? 102 GTO d 103 X>0? 104 GTO E 105 PSE 106 X=0? 107 GTO 0 108 F3? 109 F3? 110 GTO 0 111 CHS 112 X NE Y? 113 GTO 0 114 2 115 CHS 116 X NE Y? 117 GTO d 118 GSB e 119 3 120 * 121 INT 122 X=0? 123 GTO b 124 GTO d 125 LBL E 126 STO I 127 GTO i 128 LBL 0 129 8 130 CHS 131 STO I 132 RCL 0 133 X NE 0? 134 GTO 0 135 1 136 ST+ 3 137 DSP 0 138 GTO c 139 LBL 0 140 1 141 F0? 142 2 143 ST* 6 144 RCL 0 145 PSE 146 EEX 147 3 148 ST- 6 149 ST+ 0 150 RCL 0 151 PSE 152 RCL 6 153 X NE 0? 154 GTO i 155 RDN 156 PSE 157 GTO b 158 LBL 9 159 F0? 160 RCL A 161 F0? 162 * 163 LBL D 164 ST+ 0 165 RCL I 166 RCL A 167 / 168 + 169 PSE 170 PSE 171 GTO d 172 LBL 1 173 F0? 174 GTO 1 175 SF 0 176 DSP 9 177 RCL A 178 GTO D 179 LBL 1 180 DSP 1 181 CF 0 182 RCL A 183 GTO D 184 LBL 3 185 RCL C 186 RCL A 187 GTO 3 188 LBL 4 189 RCL B 190 2 191 5 192 LBL 3 193 GSB e 194 * 195 1 196 + 197 INT 198 * 199 GTO 9 200 LBL 5 201 RCL B 202 GTO 9 203 LBL 2 204 LBL 6 205 EEX 206 3 207 ST+ 6 208 RCL C 209 GTO 9 210 LBL 7 211 RCL A 212 DSZ i 213 GTO 9 214 3 215 STO 7 216 1 217 ST+ 3 218 RCL C 219 GTO 9 220 LBL 8 221 RCL A 222 GTO D