Lethal Weapon 3 Rulesheet
====================
Written by Ryan Avery (grommit@concentric.net)
Last Update: 6/9/98
Lethal Weapon 3, copyright Data East 1992.
Credits
These were hastily written while names scrolled by at a fast pace. I
will try to get exact names when I can.
Design: Ed Cebula and Joe Kaminkow
Software: Kristina Donafrio and Lonnie D. Ropp
Mechanical Design: John Lund, Ed Cebula, and Joe Balcer
Art: Marcus ______ and Margaret Hudson
Sound & Music: Brian Sm______
Display Software: Lonnie D. Ropp
Inspiration: T. Fukoda
Special Thanks To: Michael Kl_______, Joe Silver, Danny Glover, Mel
Gibson, Joe Pesci, _____
In Memory Of Nick Wade
Introduction
Abbreviations
Disclaimer
Acknowledgements
Other Misc.
Playfield Layout
Laser Kick
Left Outlane
Left Inlane
Laser Kick Standup
LW1 Saucer
Standup Targets
Left Orbit/Spinner
Freeway Ramp
LW2 Saucer
9-1-1 Rollovers
Pop Bumpers
LW3 Saucer
Right Orbit/Spinner
Red/Blue Wire Drop Targets
Autoplunger
Right Outlane
Right Inlane
Flippers
Rules
Start Game
Skill Shot
Uzi
Stunts
Multiball
Modes
Bonus
Discussion
Tips and Tactics
Manual Problems
Game Problems
Closing
Abbreviations
LW3 - Lethal Weapon 3
T2 - Terminator 2
SS - Scared Stiff
ST:TNG - Star Trek: The Next Generation
CV - Cirqus Voltaire
MB - Multiball
EB - Extra Ball
M - Million
Disclaimer
This is my second rulesheet, so hopefully it should be better
organized than my first attempt. All corrections, comments, additions,
errors, etc. should be sent to Ryan Avery. Please feel free to e-mail
me, as I am always happy to hear comments from other pinball addicts,
and I'd love to hear your opinions and comments on what you want out
of a rulesheet, or how you think it should be organized to display
information the best.
Acknowledgements
I wish to give a big thanks to Brent Earl and Jens Goering, who both
created rulesheets for LW3. It gave me the inspiration to purchace
LW3, and inspired me to create my own rule sheet.
*Your name here* if you help me with any of the problems discussed
throughout the rulesheet.
Other Misc.
All rules that are mentioned apply to the factory settings. Other
settings may be mentioned if need be, but might not always be
mentioned. Also, I HATE the tiny details about points. I am not going
to go through the game counting how much a single spin on the spinner
awards. I will, of course mention all significant point values.
Playfield Layout
There is really nothing special about the layout, just the standard
items. As per official RGP guidelines, the layout will be described
from lower-left moving clockwise whenever possible.
Laser Kick
This is the left outlane ball saver. On factory settings, it is lit at
the start of a ball. The ball, when kicked into play by the laser
kick, has a tenancy to rebound straight back into the laser kick
again. Luckily, the kick stays lit for a certain amount of time after
it is used, usually 10 seconds. Laser kick can be re-lit through the
Laser Kick Standup.
Left Outlane
This outlane is very wide, due to the fact that it has no rubbers to
increase the chance of a sucessful nudge. This problem is further
compounded by the fact that the metal rail is curved just so that the
ball has an easy time slipping down the outlane at enormous speeds.
This is probably the reason there is a left outlane ball kicker. The
outlane can be lit for Murtaugh's Retirement.
Left Inlane
This inlane is fed to by the LW2 VUK. When Getaway is lit, any ball
that touches the left inlane switch will start the Getaway, which is
collected by shooting the right orbit.
Laser Kick Standup
The laser kick standup, when lit, lights laser kick. It can also be
lit for Millions Plus. This is where each shot to the standup scores
one million points. When the standup is not lit for either Unlimited
Millons or Light Laser Kick, the game simply says a random quote.
LW1 Saucer
Lethal Weapon 1 is one of three saucers. The LW1 saucer can do one of
the following:
-Collect lit extra ball
-Relight jackpot/light double jackpot if lit at this saucer
-Scores the "1" out of 1,2,& 3 to award a stunt
-Start fight mode randomally
The saucer feeds straight back out its entrance, usually towards the
left flipper.
Standup Targets
On a well set-up machine, the first thing a ball should hit when
plunged are these targets, which are used for the skill shot. During
regular play, lighting all 4 either lights Leo, if Leo is not already
lit, or lights Super Leo if Leo is already lit. If Super Leo is
already lit, then the standups award 1M when completed.
Left Orbit/Spinner
The left orbit can and will do the following things:
-Complete a certain amount of bullets on the gun clip to start
Showdown
-Light a 9-1-1 rollover light to advance towards Bonus X
-Light the subway. The subway is collected if two consecutive left
orbit shots are made in a row. A subway relights the laser kick
standup target.
The left spinner gives a low amount of points during regular play, but
awards a handsome sum of points each spin during Super Spinners.
Freeway Ramp
This shot is directly to the right of the left orbit. At first glance,
this seems to be the main point of the game. In fact, it is relatively
minor in order to progress to "big points". The freeway ramp does the
following things:
-Each shot counts up towards certain rewards.
3 million points at 3 shots
7 million points at 7 shots
Points are also awarded at 14, 21, 31, 41, 51, 61, 71, 81, 91,
and 99.
-At a set number of shots, the freeway ramp lights an extra ball at
the LW1 saucer. EB percentaging determines the exact number of shots
required.
-After a replay or a special is scored, the freeway ramp is lit for
a Victory Lap, a usual feature in DE games. Victory Lap scores 15M.
-Freeway Ramp Looping when lit.
-A Jackpot, double jackpot, or a quadruple jackpot are collected by
shooting the ramp during multiball.
LW2 Saucer
This saucer is directly to the right of the freeway ramp. This saucer
is a VUK that feeds to the left flipper. It can do the following:
-The saucer starts Video Mode, when lit.
-Multiball is started and restarted in this saucer
-Jackpots are relit and double jackpots are lit if they are lit at
this particular saucer.
-This saucer scores the "2" in LW 1,2,& 3 to advance towards a stunt.
-Fight mode is randomally started from the LW2 saucer.
9-1-1 Rollovers
The rollovers are in the exact center of the playfield, left to right.
They are just below the top edge of the game, like many other games.
These rollovers, like those of SS, ST:TNG, or most other games,
advance the multiplier when all three are lit. The multiplier advances
in the following order:
2X, 4X, 6X, 8X, Bonus and Multipliers Held
When all of the items are lit, each completed 911 awards a cool 1M.
Pop Bumpers
The pop bumpers (called turbo bumpers by DE) are located just under
the 9-1-1 rollovers.
There are three pop bumpers (no, not labelled 1,2, and 3). Normally,
they score an insignificant amount of points. They score 100,000 a hit
during Super Pops, and 1,000,000 a hit during Super Duper Pops.
LW3 Saucer
The LW3 saucer is just left of the right orbit.
The LW3 saucer is the random award hole. When Leo is lit at LW3, the
following awards can be given:
-5 million
-Multiball Ready
-Light Super Spinners
-Super Pops
-Light Getaway
-Bonus and Multipliers Held
-Light Video Mode
-Light Murtaugh's Retirement
-Maximum Multiplier
-Light Laser Kick
-Extra Ball Lit
When Super Leo is lit at LW3, the player has a choice between two of
the following awards:
-Bank Heist (10M-30M)
-20 Million
-Special
-Crazy Riggs
-Super Duper Pops
-Super Lethal Weapon
-Extra Ball
-Light Looping
-Multiball Ready
-Fight Mode
In addition, the saucer can do the following:
-Relight jackpot and light double jackpot if it is lit at this
particular saucer
-Start Fight mode randomly
Right Orbit
Physically, the right orbit and spinner are the same as their left
counterparts, and anything discussed in conjunction with the left
orbit will apply for the right. However, the right orbit also collects
the Getaway value when lit.
Red/Blue Wire Drop Targets
There are two banks of three drop targets. One bank is located
directly under the pop bumpers. The other is located on the right side
of the game, directly above where the ball exits the plunger lane.
They serve to light Multiball Ready, and start Millions Plus.
Autoplunger
The plunger is strictly an autoplunger, propelling balls up a short
lane and then directing them into the playfield towards the skill-shot
standups. The setup is exactly the same as T2, and closely resembles
CV and Congo. The trigger is also used in many other modes.
Right Outlane
When Murtaugh's Retirement is lit, the right outlane scores a random
score from 5M to 10M.
Right Inlane
Normal inlane. The Freeway Ramp feeds to this inlane, giving the
player the ability to loop Freeway Ramps indefinately
Flippers
Normal Size, normal shape...
Rules
The rules, compared to many games made after 1990, are decent. There
is no true wizard mode, but the game does have many modes and objects
to go for. This is my first attempt at a large rules section (Older
1980's games don't have many rules), so please bear with me. I will
try to follow the rules in sequential order, starting with the skill
shot, but I will probably end up adding rules as I think of them. Many
of the basic rules are already explained in the layout section, so if
a certain rule is not listed here, go to the first section.
Start
At the start of the game, the player has the option to listen to one
of three music samples. C+C Music Factory's "Gonna Make You Sweat
(Everybody Dance Now)", Lethal Weapon 3's own music from the movie,
and ZZ Top's "Sharp Dressed Man" are the three selections.
Skill Shot
Basically, it is exactly like T2's skill shot. Simply pull the trigger
at a certain time so that the ball hits the lit standup. The lit
standup switches quickly, so it is no easy task. Scoring is 2M on the
first ball, 3M on the second, and 4M on the third. The value of each
successive skill shot increases by 1M no matter if the previous skill
shot was hit or not.
Uzi
The uzi is a collection of lights in the middle of the playfield. It
consists of 6 bullets, and 6 awards. To light bullets, complete either
orbits, and depending on the game settings, the game will award either
6, 3, 2, or 1 bullet per orbit. The factory setting is to award 6
bullets the first 2 times, and then 3, then 2, then 1.
When you complete 6 bullets, the game says "Loaded...Grab the gun and
fire." At the same time, a "bad dude" appears on the DMD. To kill him,
simply grab the gun trigger and start firing away (up to 6 shots). The
score that you recieve depends on how many bullets were fired, and
when the shots were fired. To recieve maximum points, just wait until
the game says "NOW!" and the guy's eyes are flashing to press the
trigger. The maximum score is 6M.
In addition, the game gives a different award each time 6 bullets are
completed. In order, they are:
-3 million
-Hold Bonus and Multiplier & 1 million
-Lite Super Leo Getz & Super Spinners
-Lite Video & Getaway
-Start Crazy Riggs Scoring
-Super Lethal Weapon
Oh, by the way, did I mention that the ball(s) are still in play while
you are trying to kill the bad guys? Good luck, because this requires
some careful planning and speed.
Stunts
The stunt lights are the 5 lights near the bottom of the playfield.
They are awarded by completing the LW1, LW2, and LW3 saucers.
Depending on the settings, the saucers might have to be completed in
order, on the same ball. The factory settings allow them to be
completed in order, carrying over to the next ball if necessary.
Each time all three saucers are lit, the game stops play and shows a
short DMD animation. During the animation, the game will say "Now!",
and you can pull the gun trigger for an extra 1M. The stunts are:
-High Fall, 5M
-Police Chace, 10M
-Toilet, 15M
-Explosion, 20M
-Helicopter, 25M
The 6th stunt is the Super Stunt Spectacular. It is awarded by the
same means as the other five stunts, except it awards 50 million
points and a longer animation.
Multiball
IMHO, the best section of the game. To light multiball, you have to
complete either bank of 3 drop targets 2 times. Depending on the
settings, you might have to fulfill other requirements, such as
hitting the drop targets in order or knock down a set more than twice.
Once Multiball is lit, it can be collected at the LW2 saucer. A DMD
animation is shown for a bit, and then 2 more balls are autoplunged
into play.
Jackpots - Depending on the setting, a jackpot is already lit at the
Freeway Ramp, and "Light Double Jackpot" is lit at the LW1 saucer. To
collect a jackpot, simply shoot the ramp.
There are two types of double jackpots: lit and speed.
The lit double jackpot is collected by shooting the light double
jackpot saucer and then shooting the Freeway Ramp within 20 seconds.
The speed double jackpot is collected by shooting two of the three
balls up the Freeway Ramp within about 2 seconds. Sometimes, the first
ball is shot fast enough to shoot again in order to collect the speed
double jackpot.
The Quadruple Jackpot is probably the hardest shot in the game. This
is basically a combination of the speed and the lit jackpots. First,
Light double jackpot by shooting the lit saucer. Then, shoot two
consecutive balls up the Freeway Ramp. It seems that the Quadruple
Jackpot timer is a bit longer than the Speed Double Jackpot timer, so
a ball that goes up the Freeway Ramp for the lit double jackpot could
be shot through the ramp a second time.
Jackpots start at 10M, Double Jackpots 20M, and Quadruple Jackpots
40M. Each successive Jackpot is 5M more than the previous, thus Double
Jackpots increase by 10M and Quadruple Jackpots increase by 20M each
time.
Modes
There are a few modes in the game, most of which are lit/collected
randomally from the LW3/Leo Getz saucer. These awards are also
collected by reaching certain levels of the Uzi clip.
Super Pops
100K a hit on the pop bumpers. When all three pop bumpers are hit, the
game awards 1M. The mode times out after 30 seconds, but there is no
timer on the display to keep the time.
Super Duper Pops
1M a hit (WOW!) on the pop bumpers, but times out just like Super
Pops.
Video Mode
This is a collected from the LW2 VUK when lit. It is set up as an
old-style shooting gallery. When an enemy appears on the DMD, press
the plunger trigger. Don't hit the helpless bystanders, however. When
10 shots have been fired, the mode ends. If you hit all 10 enemies,
then you get a 10M bonus.
If a cow appears on the display, shoot it for a cool million. I have a
sneaking suspicion that this is an attempt at Williams-bashing
Crazy Riggs Scoring
This is a timed mode in which every switch scores 250K, and times out
after 15 seconds. During this mode, sounds from the three stooges are
heard.
Super Lethal Weapon
In this timed mode, shoot the Lethal Weapon Saucers for 10M each. It
times out at 15 seconds.
Freeway Looping
During this mode, which lasts 20 seconds, simply shoot the freeway
ramp as much as you want for 5M each. The mode begins when the first
freeway ramp is shot.
Getaway
This mode is a hurry-up started at the left inlane, and collected at
the right orbit. The value starts counting down at 15M, and ends a bit
after it reaches 1M.
Millions Plus
Also known as Unlimited Millions, Millions Plus is lit by hitting the
center drop target on either target bank, arming the bomb. The game
will then say either "red" or "blue." If that drop target is hit
before the other one is, the bomb is deactivated and Millions Plus is
started. Multiple bombs can be armed and then deactivated during the
same ball. Each hit on the Laser Kick Standup target awards (1M *
Number of bombs deactivated) for the rest of the ball. The game's
audits suggest a special award after raising the MPlus value to 5M...
Murtaugh's Retirement
Murtaugh's Retirement is randomally lit by Leo Awards at the LW3
Saucer. When activated, any outlane switch scores a random value
between 5 and 10 million.
Super Spinners
Super Spinners is lit from both the Uzi and randomally from Leo Getz.
As soon as one of the spinner switches is activated, the mode starts.
During this time, each spin of the spinner awards a bunch of points
(about 250K), and a good hit can usually score about 7 million points.
This mode times out after 20 seconds.
Fight Mode
Fight Mode is randomally started from the LW1, LW2, and LW3 saucers.
When started, simply hit the flippers as fast as possible, so as to
throw more punches than the opponent in a certain amount of time. If
you win, then 5 million is awarded (10 million if started from the
Super Leo award).
Discussion
This is a section that I decided to add, partly because I thought it
needs to be added in all rulesheets, and partly because I have so much
to say. In this section, you will find manual problems, game bugs,
tips and tactics, etc.
Tips And Tactics
Here is the basic tactic that I would try on a Lethal Weapon 3 that
you have never played before. Immediately, shoot the Freeway Ramp so
that you can see if the extra ball can be collected at a low value or
not. If the extra ball can be lit within 7 shots (you might have to
hit 4 shots on the ramp before you will be able to tell), then go for
that first off. If not, then wait until later in the game to collect
the extra ball.
I can usually hit the orbits constantly, so I like progressing through
the Uzi. This will eventually lead to some lucrative modes like Crazy
Riggs and Super Lethal Weapon.
Instead of shooting the LW3 saucer whenever Leo is lit, try to light
Super Leo instead. Specials, Big Points, Extra Balls, and other nice
things can be lit only from Super Leo. Even if you are good at the
orbits and shooting the DMD bad guys, this might be the way to go.
When facing a choice with Super Leo, remember that Fight Mode only
scores 10 million if you win. Thus, here is the order of importance
for the choices in my opinion: Super Lethal Weapon, Crazy Riggs, Extra
Ball, Bank Heist, Multiball Ready, 20 million, Light Looping, Super
Duper Pops, and Fight Mode. However, your order will be different
depending on how comfortable you feel in your skills. If you think you
can hit the shots, go for the modes. If you don't go for points that
don't rely on skill.
The best feature about this game is that modes can be stacked. If
possible, this would be the best combination of modes: Multiball,
Murtaugh's Retirement, and Crazy Riggs. However, I have gotten
combinations of modes even better than this: Multiball, Murtaugh's
Retirement, Crazy Riggs, Super Duper Pops, Super Spinners, and
Getaway. When these combinations occur, remember these things: Keep
Laser Kick lit by shooting the orbits twice in succession because a
Murtaugh award is scored each time an outlane is triggered, and the
Laser Kick puts the ball back into play. Keep a ball in the pop
bumpers or the spinners, for Crazy Riggs scores 250K per switch you
touch (and the spinners keep on spinning...). Also, keep your eye on
any ball that is in position to light or score Jackpots. Doing this,
you can theoretically score a HUGE amount of points. Multiball modes
do not solely define a game, just as regular modes do not. The
combination of them will determine a great game from a mediocre one,
however.
I would say that you should not usually try to light multiball. On
normal settings, it is so easy to accidentally complete two banks of
drop targets that you should focus on your efforts on the ramp, the
uzi, or stunts. When Multiball is lit or is one drop target bank away
from being lit, however, you should definately go for it. The
Quadruple Jackpot is the best part of the game, both in the point
value and the excitement of getting it. Although Super Stunt
Spectacular is 50M points, it just does not give the satisfaction that
the Quad Jackpot gives.
Manual Problems
I just want to mention that the manual is no help whatsoever for many
problems. The game rules are limited at best. The manual states that
Super Leo Getz only gives out Specials, Extra Balls, and Crazy Riggs.
I admit that they were right in leaving some of the secret details
out, but this is a little too much. Also, the manual gives no part
numbers for game plastics other than a complete set, the cabinet part
numbers are very limited, but I must give them credit for giving very
accurate pictures and part numbers for major mechanical assemblies.
Many of the rules are just plain wrong. The manual sometimes lists
things that are not the way they are in the game. The manual refers to
Millions Plus as Unlimited Millions. Even the instruction card has a
bit of a problem with the manner of collecting jackpots.
Another little complaint of mine is that "Lite" is used instead of
"Light." This is definately not a problem, but rather just a "pet
peeve" of mine.
Game Problems
Only one thing to mention: I have heard that on either earlier or
later production games, Multiball was changed to Lotzaballs and/or
Triball. I have heard that this was because of a lawsuit filed by
Williams. However, the game that this rulesheet is created off of has
Multiball, and not either of the other two. I am not sure what ROM
revisions have the other two slogans, but if someone is willing to
contribute that information, it would be greatly appreciated.
Closing
LW3 is a great game for its time. The sound is excellent, the
animations are top-notch, there is quite a bit of humor in the Crazy
Riggs mode, the Quadruple Jackpot is challenging, exciting, and
rewarding, among other things. The best feature that was included is
the ability to stack modes. The only complaint is a lack of a wizard
mode. Although that is a major drawback, the game is quite fun without
it.
Lethal Weapon 3
(c) 1992 Data East
This Rulesheet created by Ryan Avery
Send comments, questions, or additions to grommit@concentric.net
Please distribute freely, but please do not alter the information
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