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Johnny Mnemonic (e)

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                                JOHNNY MNEMONIC

                         MEET THE ULTIMATE HARD DRIVE

     _________________________________________________________________

                                  RULESHEET

   version 0.2

   Maintainer: Rich Derr 
   He welcomes any additions, corrections, or comments on this rulesheet.

   Johnny Mnemonic (JM) is a 4-ball, narrow body game from Williams.

   Everything described in this and associated documents is probably (c)
   1995 Williams, or possibly someone else. Any rules which I have made
   up and are not actually part of the game are (c) 1995 Rich Derr.

   I have no idea exactly what versions of the game software were used to
   write this rulesheet, although I can distinguish between three
   versions, at least.

   You may also be interested in reading the rule card on the game, or in
   finding out who created Johnny Mnemonic. You are probably not
   interested in the author of this rulesheet.

  THANK-YOUS

   Joel Iott 
          for posting to rec.games.pinball some notes, including one I
          hadn't myself noticed (the Yakuza Strike/Mnemonic Recovery
          bit).


     _________________________________________________________________

Playfield

   As always, we start from the drain and go clockwise.

   Flippers
          I think these are small flippers. I say I think because I have
          a hard time concentrating on these flippers. The plastic and
          rubber are both black -- for my first game, I could hardly use
          them at all. While the flippers are small, the gap is small as
          well.

   Slingshots
          Triangular, and as small as I've seen in a while.

   Left inlane
          Can be lit for 'Light Throwing Spears'.

   Left Outlane
          Can be lit for 'Mnemonic Recovery'. This is fortunate -- the
          machine at Gala North had the sidewall rubber post set all the
          way up, leaving just a huge amount of bare wood on the side.

   Left Standup
          Lights 'Access Jet Bumpers'.

   Left Loop
          A typical left orbit. There is a sensor gate at the entrance,
          but nothing counts unless it goes at least most of the way
          around and doesn't come back out the left orbit. Weak shots
          will come back out the spinner lane. This can be lit by an
          orange arrow and a white triangle ('Anna'). This can be lit for
          extra balls.

   Left Ramp
          Think of Dr. Who's W ramp, on the other side. This ramp is
          rather shallow and short, and is easily backhanded. This has
          three red triangle lights for Yakuza Strike, and can be lit by
          a white triangle ('Upload').

   Bumper area
          The upper left of the playfield is where the usual triangle of
          three bumpers and three rollovers reside. The only way to exit
          the bumpers is through a narrow opening at the bottom -- think
          of T2. Balls go to the right slingshot after rolling along the
          left ramp wall.

   Diverters
          The game's diverters are above the rollovers. One diverter
          stops balls from the spinner lane and right loop (and plunger)
          from going around to the left loop and shunts them to the other
          diverter. The other diverter decides whether balls go to the
          data glove or the rollovers.

   Data glove
          A magnet crane with two degrees of freedom. Never mind the
          plastic, this toy is a magnet that floats up near the glass,
          which can move left, right, back, and forward. When under the
          player's control, the normal flipper buttons move it left and
          right, and extra buttons move it back and forward.

          There is a sinkhole in the diverter assembly which kicks the
          ball straight up to the glove. The glove holds on to the ball,
          moves, and drops it. When modes are being started, or when a
          ball reaches the sinkhole when it shouldn't, the glove moves
          slightly forward and drops it above the rollovers. The primary
          purpose, however, is locking balls, which is done on the ...

   Matrix
          Think of a 3x3 grid of mass sensors, with a metal plate
          covering the vertical gaps. Balls are locked here; the data
          glove moves over here and drops the ball on one of the sensors,
          under the player's control. When it comes time to unlock the
          balls, the metal plate springs up in back which drops the balls
          into habittrails.

          The matrix is in the upper (in both senses) right of the
          playfield. After taking the high road following the left ramp,
          we now take the low.

   Crazy Bob's
          This is a sinkhole which is just about dead center in the
          playfield. It cannot be shot directly from the left due to a
          wall (part of the guide for balls leaving the bumpers). The
          right side is open, and I've seen plenty of wild balls bounce
          in. This is a deep sinkhole, and has a Neutral Zone-like thing
          for a backstop; I've only seen one direct hit out of a hundred
          not fall in. The kickout goes to the lower part of the right
          slingshot (usually), except when it goes to the knee of the
          right flipper.

          This can be lit by an orange arrow and a white triangle
          ('Download'). The sign above it can also light up -- not with a
          coloured bulb as in TAF and TZ, but with a white lamp. It's
          plenty visible, and fits the theme, I guess. Of course, it's
          also easy for the operator to not realize it's a lamp instead
          of G.I.

   Center Lane
          This is shootable from either flipper, but is a very precise
          shot from the left. This can be lit by an orange arrow, a green
          arrow (Cyberlock), and can be lit for Start Mode (a big
          hexagon).

          The center lane leads directly to the VUK in the diverter, but
          is protected by a large drop target-like thing. I say drop
          target-like because it is controlled completely through
          software -- you don't hit it to make it drop. The target lowers
          when the lane is lit.

   Spinner
          This is not an ordinary spinner with an ordinary decal, this is
          a large, round spinner with a large, round decal. The spinner
          seems heavier than the ordinary ones; I've seen plenty of balls
          hit it and just stop. A good clean shot will send the ball on
          through towards the diverter area. If not diverted the ball
          will come out the left loop. If diverted it can go to either
          the data glove or the rollovers.

          This can be lit by an orange arrow and by a white triangle
          ('Power Down'). It can be lit be a green arrow (Cyberlock). It
          can be lit for Spinner Millions.

   Right Ramp
          I guess this is like the Beta Quadrant ramp, although it's been
          a while since I've seen a ST:TNG, and my memory isn't so good.
          It's not as steep. It can be hit from the right flipper,
          although not as a controlled shot.

          This has three red triangle lights for Yakuza Strike, and can
          be lit by a white triangle ('N.A.S. Riot').

   Right Orbit
          The usual. This sends balls to the same place the spinner lane
          does: normally out the left orbit, but can be diverted to the
          glove or rollovers. This can be lit by an orange arrow, a green
          arrow (Cyberlock), and a white triangle ('Cartoon Hero').

   Right Standup
          Lights Mnemonic Recovery. Note that there is one big target,
          but two lights; it must be hit twice to light the saver. And
          you can't collect the first of those lights while Mnemonic
          Recovery is still lit -- it does nothing unless M.R. is not
          presently lit.

   Upper Right Rubber
          I mention this because there is a huge rubber band to the right
          of and below the right standup. It's as big as a slingshot. It
          keeps the ball moving horizontally after a shot to the standup
          or a missed shot to the right side.

   Plunger
          Automatic. Merges with the right loop and can be diverted in
          the same ways.

   Right Outlane
          Gee, they put all that lovely rubber up by the standup, and
          left bare wood down here. At Gala North, the rubber post was
          down farther than the one on the left was, but not all the way.
          Even with the posts set to easy this is a bad place to get a
          ball. Can be lit for Special (from a "Mystery" Matrix Award.

   Right Inlane
          Can be lit for Hit Me.

Miscellaneous Features

  SKILL SHOT

   There is a skill shot at the start of each numbered ball and earned
   extra balls. There is no skill shot following ball savers or locks.

   Hit the launch button to plunge the ball. It will be diverted to the
   rollovers. The middle lane will be flashing; the flippers move the
   flashing light left and right. If the ball goes through the correct
   lane, you score 25M x (number of skill shots made), plus 5 gigabytes.

   Plunging the ball scores 123,570 points. I thought you'd like to know.


  BONUS X

   Light all three lanes to advance the bonus multiplier. If a skill shot
   is made, the lane is not spotted. Move the lights left and right with
   the flippers.

   The bonus multiplier can also be increased from a matrix award.

   If the bonus multiplier was already at 5x, 50M is awarded instead. In
   early software versions, there was a potentially undesired behaviour
   regarding the bonus multiplier and hold bonus.


  BUMPERS

   The bumpers score 1,000,000 each in normal play. The triangle is such
   that balls dropping through the middle lane often don't hit any
   bumpers.


  LOOPS

   The left loop spots letters in Johnny, and the right loop spots
   letters in Mnemonic. Completing Johnny Mnemonic starts a frenzy: every
   switch is worth 15,000,000 for 20 seconds.

   One of the matrix awards is Super Loops, which makes loops worth
   25,000,000 the first time awarded, 50,000,000 the second time, etc. (I
   think for the rest of the ball; I saw no timer.) I infer that the
   normal value is quite a bit less.


  RAMPS

   Each ramp shot scores 15,000,000. If a red triangle remains unlit on
   the ramp that was shot, one is lit. When all six red lamps -- three at
   each ramp -- are lit, Yakuza Strike begins.

   Shooting a ramp when a video frame is on the display collects one
   frame. These are worth points in the bonus count, and at some
   reflexing number (I've seen seven and eight) an extra ball is lit. It
   appears that frames are on the display whenever nothing else is --
   when no modes or other at all special things (Yakuza Strike, Throwing
   Spears, Hit Me, Combos, etc.) are happening.


  COMBOS

   I'm not sure exactly what makes a combo, but it's probably repeatedly
   making shots to the same side of the field, such as right loop ->
   right loop -> spinner -> right ramp. (I think that would be three
   combos.) Of course, when you're doing this you have no time to look at
   the display, so I have no idea how much these are worth or when they
   are scored. I have gotten the impression that they are worth a few
   million points and a couple gigabytes. I could be confusing that with
   the award for hitting the loops themselves, of course. Combos are
   worth points in bonus.


  MNEMONIC RECOVERY

   If this light is flashing when a ball drains down the left side,
   another ball is plunged. The plunged ball is not diverted, so it will
   come out the left loop fast. Don't watch the display; it's showing
   abstract art while your second chance is draining.

   This starts the game lit, and once used, is relit by hitting the right
   standup twice.

   Mnemonic Recovery cannot be relit during Yakuza Strike.

Non-exclusive Scoring Modes

  YAKUZA STRIKE

   After each ramp has been hit three times, Yakuza Strike begins. During
   this round all the orange arrow shots plus both ramps are lit. A timer
   starts at 60,000,000 and counts down at about 1,000,000/second. Hit a
   shot to score the value remaining on the timer. The mode stops at
   25,000,000.

   This mode can continue during, and I do believe start during,
   multiball. If you can hit the sixth ramp and immediately lock the
   third ball, a billion from Yakuza Strike is not out of the question.

   During Yakuza Strike, Bob's Bunker does not give out hints -- it
   scores the timer and immediately spits out the ball. It does, however,
   give out the power item award if lit.


  THROWING SPEARS

   During most of the game, the left inlane will light Throwing Spears.
   To collect the award, shoot either the right ramp or right loop. This
   is a timed shot, and there is time to try again if you miss the first
   time, but not that much extra. After making the shot or having time
   run out, the left inlane relights.

   The following are awarded in order every time, and reset upon every
   drain.

    1. Gigabytes

       The display doesn't say how many, though.

    2. Big Points

       Again, I don't know how many. I doubt it's 'big'.

    3. Lite Spinner

       When lit, the spinner is worth 1,000,000/spin, instead of
       100,000/spin.

    4. Quick Multiball

       A second ball is plunged. The ramps award jackpots of 50,000,000
       each, as many times as you can hit them. This continues until you
       drain one or both balls.

    5. Hold Bonus

       Now go for those bumper lanes!

    6. Extra Ball

       I think this actually awards the extra ball, and doesn't just
       light it. It's one or the other. I wouldn't be surprised if
       there's a limit on how often you can collect this. (It's no more
       than once per ball. There may be no other limit other than the
       overall total extra balls/game adjustment.)

  HIT ME

   During most of the game, the right inlane lights Hit Me. You have a
   short time -- essentially one shot -- to hit the left loop. This is
   worth 25,000,000 the first time and 45,000,000 the second time .... I
   don't know if the value resets to 25,000,000 every ball or not. I
   usually would have rather hit the left ramp to set up a Throwing Spear
   shot.

Modes


  START MODE

   The center lane starts the game lit for Start Mode. Shooting the ball
   up that lane will send it to the VUK. The ball is kicked to the glove,
   which moves forward and drops it above the bumper lanes to start the
   mode.

   Start Mode is re-lit after locking a ball for multiball. If the number
   of Start Mode shots made is less than the number of locks made in the
   game, Start Mode is re-lit by shooting Bob's Bunker.

   The lit mode moves every couple seconds while Start Mode is lit. This
   is quite a change from earlier versions, which required that the modes
   be completed in sequence. All five 'normal' modes must be played
   before Power Down is lit. After Power Down all modes become unlit,
   even if the playfield lamps don't immdeiately reflect this. These
   modes exclude Start Mode. They do not exclude Yakuza Strike, Throwing
   Spears, and Hit Me. In early versions they excluded multiball locks,
   but in the most recent version locks can be lit unless the shot is
   used by the particular mode. If multiball is started during a mode,
   the mode may end (if little time remained) or pause and continue as it
   was when single-ball play resumes.


  SCORING AND TIMING

   All modes start with a base score of 30,000,000 and 6 GB. Score by
   making shots indicated by lit white triangles. Except for Upload,
   modes start with 25 seconds on the timer. However, after every shot is
   made the timer resets to 15 seconds if it had counted down below that.
   (This makes it very easy to complete the modes, which is valuble. This
   latter behaviour was not present in earlier versions.)


  UPLOAD

   The left loop, left ramp, right ramp, and right loop are lit. Shoot
   them in any order. The first shot is worth 50,000,000, the second
   70,000,000, the third 90,000,000, and the fourth 110,000,000. All
   shots are also worth 6 GB. The timer for this mode starts at about 306
   and counts down at about 15/second. Every other mode has a 25 second
   timer, so I'd bet this one does too, even though you can't read it.


  CARTOON HERO

   The left ramp is lit. After that shot is made, the right loop is lit.
   The right ramp and left loop follow. The first shot is worth
   50,000,000, the second 70,000,000, the third 90,000,000, and the
   fourth 110,000,000. All shots are also worth 6 GB.

   If you don't like seeing violence in pinball, don't watch the display
   after shooting the right ramp! (Right loop in early versions.)


  RIOT

   This is a bumper mode, unlike the others. Bumpers score 8,000,000 per
   hit. The spinner lane and right loop are lit and diverted to the
   lanes. When the lanes are completed during Riot, not only is the Bonus
   Multiplier increased, but the bumper scores are multiplied as well. I
   assume some gigabytes are also awarded in this mode, but I don't
   really know how. I also don't know what constitutes finishing this
   mode -- I've had 82 hits and not lit Crazy Bob's.


  DOWNLOAD

   Hit the left loop three times for 60,000,000, 90,000,000, and
   120,000,000, plus 6 GB per shot.

  N.A.S. CURE

   Hit the center lane four times for 60,000,000, 90,000,000,
   120,000,000, and 150,000,000, plus 6 GB per shot.

  POWER ITEMS

   Upon completing any of the five modes, Crazy Bob's is lit (the sign
   above the hole, that is). Shoot Crazy Bob's for a power item and
   200,000,000. (Early versions: 100,000,000.) Power items are one of the
   things that flashes by on the normal score display (along with current
   ball, credits, gigabytes, and video frames). Thus, I assume they are
   important. They seem to effect how Power Down plays.


  POWER DOWN

   All white triangle shots are lit, and all four balls are put on the
   field. Each white triangle shot scores 400,000,000. Well, enjoy,
   because those shots start going away. Every few seconds the game
   announces that a section is being powered down, and those shots become
   unlit. More than that, that whole portion of the field goes dark, G.I.
   and all!

   If you start Power Down with no power items, the shots start going
   away after just a few seconds, and the whole mode lasts maybe 30
   seconds. If you collect some power items, it seems (I don't get this
   far often enough to be sure) you get more time. Or maybe the shots are
   worth more, if they felt like borrowing a good idea from ST:TNG.

   Drained balls are replunged after a five-second delay. When the time
   runs out, there's nothing left to do, so stop flipping. (Earlier
   versions killed the flippers. I don't know why that changed.) The
   total for the round is displayed, the lights come up, and a ball is
   plunged.

   (In early versions this mode was totally unbalancing. The powering
   down part hadn't been implemented, so all the shots were lit all the
   time. The timer behaved as if a whole bunch of power items had been
   collected, and the mode lasted at least sixty seconds, if not ninety.
   Not knowing what I was doing, as the display didn't provide even the
   information that the white triangle shots scored at the time, I got
   10,500,000,000 from this mode. Knowing what I'm doing I haven't gotten
   half that since the rules changed.)

Multiball

  BOB'S BUNKER

   During normal play, shooting Bob's Bunker will give you information
   about one of the matrix awards. This lights the first lock.

  LOCKS

   Locks are lit at the center lane, spinner lane, and right loop. (Start
   Mode takes priority over Cyberlock at the center lane.) Shooting one
   of these sends the ball to the VUK, where it is kicked to the glove.
   The glove is under the player's control, and you have seven seconds to
   drop the ball where you wish.

   Dropping the ball on a lock gives you an award. These awards are
   shuffled after every multiball and every game, but information is
   availible from Bob's Bunker.

   After shooting the first lock, the display flips through six or seven
   of the possible awards. At the same time, the lights on the physical
   matrix itself flash. Yes, the game is showing you what's available at
   most of the locks! Easy extra ball here. (This is NOT duplicated on
   the display, as the physical lamps usually are. You have to keep both
   the DMD and matrix in your vision, or quickly shift downward and to
   the right when you see 'Light Extra Ball' on the display. Never to my
   knowledge has the maintainance of lamps been so important to
   gameplay!) (Also, in early versions what was on the display did not
   have anything to do with the lamps being lit.) If you drop the ball
   somewhere other than the matrix, the locks will be re-lit.

   Start a mode to light the second and third locks.

  MATRIX AWARDS
     * Bonus X
     * Hold Bonus
     * Light Extra Ball

     * Light Crazy Bob's -- lights Crazy Bob's for a power item (the name
       of which appears to be meaningless, but which always occur in the
       same order) and 200,000,000.

     * 50 GB -- becomes 10 GB if collected more than once in a game.

     * Super Loops -- the left and right loops score 25,000,000 for the
       rest of the ball. 50,000,000 if collected again in the game, and
       probably more if collected even more often.

     * Award Bonus

     * Video Mode -- A curious mode. You must use all four buttons to
       move your square around the display and catch all the dots before
       time runs out. My best guess at the scoring is 15,000,000/catch
       after the first. I've never completed Wave 1, so there may be
       completion bonuses or additional points on subsequent waves that I
       don't know about.

     * Mystery -- This can start Yakuza Strike, award points or
       gigabytes, light an extra ball or the right outlane special, and
       start Touch-Tone Multiball. It can probably do most anything. (In
       early versions, this always started Touch-Tone Multiball when
       possible. In later versions it rarely does, thankfully.)


  TOUCH-TONE MULTIBALL

   Two balls are launched. The goal is to hit Crazy Bob's as often as
   possible while keeping both balls in play.

   On the display, the digits 1-9 randomly flash on the telephone. The
   first hit to Crazy Bob's sets whatever digit is lit as the 10,000,000
   digit of the jackpot. The second hit sets the 1,000,000 digit of the
   jackpot. The third hit awards the jackpot. Repeat as often as possible
   while keeping one ball in play.

   This mode precludes normal modes and further locks while running.

   (This is very infrequently awarded in recent versions. Considering the
   difficulty of hitting Crazy Bob's three times, the fact that even
   99,000,000 is not much reward, and the possibility of draining both
   balls, I'm not sorry to see it go.)


  MULTIBALL

   After three locks, the balls are released. Balls locked in the left
   column go to the bumpers. Balls locked in the middle column go to the
   left flipper. Balls locked in the right column go to the right
   flipper. There is a ball saver at the start of multiball which is
   longer than the usual (insignificant) start-of-ball saver.

   The shots lit for jackpots vary. At first, three shots are lit. After
   the first three jackpots have been collected, the jackpot rotates
   between the three. Which three shots they are go according to where
   the balls were locked:


Right Jet Lane    Right Loop      Crazy Bob's
Middle Jet Lane   Right Ramp      Left Ramp
Left Jet Lane     Spinner Loop    Left Loop

   My best guess at the value of jackpots is: 30,000,000 for the first
   three, 40,000,000 for the fourth, 50,000,000 for the fifth, and so on.
   If the three balls were locked in a row, jackpots are tripled.

   Between getting good matrix awards, getting shots you can make easily
   lit for jackpots, and getting all three balls in a row, locking balls
   in JM is not trivial.

Wrapping Up

  BONUS

   After each ball, you are awarded 4,000,000 for each video frame and
   100,000 for each gigabyte you have collected up to that point in the
   game. You also get 5,000,000 for each combo made in that ball.

  HOLD BONUS

   Hold Bonus now works like every other Hold Bonus in pinball. The value
   after multiplier is remembered, and added in after the multiplier has
   taken effect in the next ball. Hold Bonus also holds the Bonus
   Multiplier for the next ball. In early versions it was added in before
   the multiplier on the next ball. However, it did not hold the
   multiplier between balls. Hold Bonus has no effect if collected on the
   last ball.

  BUY-INS

   You can buy-in once. Nothing special happens except for a reasonable
   ball-save.

  HIGH SCORES

   There is a Grand Champion, and High Scores 1-4 are kept. There is no
   seperate table for bought-in games.

   The most recent person to collect 320 GB is stored as the Cyberpunk.

  10,000,000,000

   The display has no trouble showing these somewhat high scores at any
   time. Anyone gotten it up to 100,000,000,000 yet?

  MATCH

   Just the basic animation first seen in ST:TNG. So?


  BROKEN DATAGLOVE COMPENSATION

   It seems like the big toy is always breaking. Obviously, this affects
   gameplay. Here's how.

   Locks are virtual; balls will be autoplunged when multiball starts.
   When Crazy Bob's would have just shown the location of an award, it
   now gives that award immediately. The player gets no choice. I don't
   know what the jackpot shots are or whether they are tripled in this
   compensation mode.

   The game tries to keep balls away from the VUK. The drop target
   registers as a center lane shot. (Warning: these tend to drop SDTM.
   There ought to be a ball saver.) Spinner lane and right loop shots
   that would have been eligible for locking go out around the left
   orbit, scoring the virtual lock as they go. When a ball does get to
   the VUK, and it will, the game repeatedly and quickly fires the
   kicker, so that the ball will eventually accumulate enough spin to
   bounce off the dataglove sideways and not return to the VUK. This
   typically requires five to ten kicks, and does work.

   This is not a compensation that gives you an advantage (like a bad
   trunk in ToM or mini-playfield stuck up in Dr. Who). By taking away
   the best opportunity for a break, it really makes the game much
   harder. Don't feel bad about not playing a broken JM.


     _________________________________________________________________

                                  RULE CARD

   This is a direct copy of the rule card in JM, and is reproduced for
   completeness. The rulesheet could probably stand on its own, without
   this, but I may as well include the bits of the official rules that we
   know.

   ALWAYS SHOOT FOR THE FLASHING LIGHTS.

   SHOOT "CRAZY BOB'S" TO LIGHT LOCKS AND LEARN ABOUT MATRIX AWARDS.

   MULTIBALL: SHOOT CYBERLOCKS WHEN LIT AND PLACE BALLS IN MATRIX TO
   COLLECT AWARDS AND LOCK BALL.

   LOCK THREE BALLS IN MATRIX TO START MULTIBALL.

   PLACE THREE BALLS IN A LINE TO COLLECT TRIPLE JACKPOT VALUES.

   YAKUZA STRIKE: START BY COMPLETING RED TRIANGLES ON BOTH RAMPS.

   MODE PLAY: DURING MODES SHOOT FLASHING WHITE TRIANGLES.

   COLLECT VIDEO FRAMES BY SHOOTING RAMPS WHEN FRAMES ARE DISPLAYED.

   COLLECT GIGABYTES TO BECOME THE CYBERPUNK. GB'S ARE AWARDED THROUGHOUT
   THE GAME.

   THROWING SPIKE AWARDS: LEFT FLIPPER LANE LIGHTS SPIKES. TO COLLECT
   NEXT SPIKE, SHOOT RIGHT RAMP OR RIGHT LOOP.

   LEFT LOOP SPELLS "JOHNNY" AND RIGHT LOOP SPELLS "MNEMONIC".

   As long as I'm copying things straight off the game, you ought to give
   credit to all the people who helped make JM.
     _________________________________________________________________

                                    CREDITS

   Let's thank these folks for bringing us another great pinball game!

   From the right outlane:


        CYBERNETIC DESIGNERS

DESIGN MANIAC:.............GEORGE GOMEZ
SOFTWARE GURU:.............TOM UBAC
MECHANICAL WIZARD:.........TOM KOPERA
COMBAT ARTIST:.............JOHN YOUSSI
MUSIC MAGICIAN:............DR. DAVE ZABRISKIE
DOT MATRIX COWBOYS:........ADAM AHINE/BRIAN MORRIS
3-DIMENSIONAL PUNK:........DAVE LINK

   From the left outlane:


CYBERNETIC SUPPORT:.....P. BARKER, K. O'CONNOR, M. HUDSON,
                        R. SHARPE, B. ORTEGA, B. THOMPSON,
                        K. PEMBERTON, J. LOVEDAY, J. SHIRD,
                        G. FRERES, G. MARCONI, W. ROEDER,
                        R. PANKATASHAN, J. PARRISH

   With these names in mind, perhaps you'd like to jump up to the brief
   rules card they put on the game itself, or the rulesheet I'm working
   on.