JOHNNY MNEMONIC
MEET THE ULTIMATE HARD DRIVE
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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).
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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.