Comet pinball tutorial

Описание к видео Comet pinball tutorial

Hey, turkey! This is an overview of the classic 1985 Williams pinball machine, designed by Barry Oursler, with art by Python Anghelo and programming by Bill Pfutzenreuter.

Here's a more detailed look at the artwork:    • 1985 Williams Comet Pinball Machine -...  

Below is the rule set from the original Williams Comet manual. My table doesn't work that way in this video, because I later discovered that some of the machine's reed switches weren't working properly (and have since been repaired). Also you'll noticed that the right flipper is a bit wimpy. After the video I discovered that its mechanism was shot and I replaced it with a new kit a few weeks after I made this video. I recorded an update here:    • Comet update  

So this is the way things should work:

1986 - Making 1-9-8-6 scores 50,000 and lights playfield multiplier for an adjustable timed (20 sec.) interval. The following scoring can then occur:
1st ball - red x2
2nd ball - red x3
3rd ball - red x5
4th ball - red x3
5th ball - red x5

DUNK THE DUMMY - Hitting "Dummy" drop target exposes its bullseye for a timed interval. Hitting bullseye, before the drop target resets, advances bonus multiplier: First time - 2x; second time - 3x; third time - 4x; fourth time - 5x; thereafter, scores 20,000 for each additional hit.

CORKSCREW - Making 4 Duck Bank lights Corkscrew. "Ride" the Corkscrew to collect Duck bonus.

FUNHOUSE - Making 4 Rabbit Bank lights Funhouse. "Drop" into Funhouse Eject hole to collect Rabbit bonus.

COMET RIDE - Completing BOTH Duck and Rabbits Banks activates Comet ramp for higher scores, Extra Balls and Specials. "Riding" the Comet, when lit, scores 30,000 and advances scoring to 50,000. The second Comet ride scores 50,000, lights 100k and Extra Ball. Third Comet ride scores 100k and lights Special. Each scoring advance must be achieved within its time limit, or the scoring advance resets itself to 30k.

CYCLE JUMP & PLAYFIELD MULTIPLIER - Landing in the Lower Ring scores 10,000 (or 20,000 when lit). Landing in the Center Ring scores 20,000 (or 50,000 when lit). Landing in the Upper Ring scores 30,000 (or 200,000 when lit). Passage through the Left Flipper return lane lights all three rings. On the last ball, if 5x Playfield Multiplier is lit, landing in the lighted Upper Ring scores 1,000,000.

CYCLE JUMP & EXTRA BALL - Completing BOTH Ducks and Rabbits Banks the 2nd time activates the Cycle Jump for Extra Ball action: (A) Lights lower Cycle Jump Ring for 5 sec; (B) Then, lights Center Ring for 10 sec; (C) Finally, the Upper Ring for 15 sec. If Extra Ball is not made within specified time(s), the sequence starts all over again.

CORKSCREW & SPECIAL - Completing BOTH Ducks and Rabbits Banks the 3rd time lights Special. "Ride" the Corkscrew to score the Special or the Extra Ball, when lit.

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