Spider-Man
The Rules Sheet
GAME OBJECTIVES:
Achieving high-scores is principally achieved by advancing the
multiplier bonus and winning extra balls (if the game is not set to
give replays). In the most part, both objectives are achieved by
completing the same playfield targets, namely: the 3 Kick-out holes,
the banks of 3 and 5 drop-targets, the "A" and "B" roll-overs, the
in-lane rollovers, and the centre and left standing targets. The
following details the playfield features, their location, scoring,
effects on the multiplier bonus and effects on other playfield
fetures, and some personal playing notes.
UPPER "A" & "B" ROLLOVERS
Location: Side by side at top left of playfield immediately after
gate from plunger lane.
Scoring: At the start of each ball the yellow "A" and "B" rollover
spots are lit, and the first roll-over scores 5000. The first rollover
knocks out the yellow spot, and subsequent rollovers score 500.
Multiplier bonus: When the white "Multi-bonus" spot below is lit,
each rollover advances the multiplier by 3000.
Extras: Each of the "A" and "B" rollovers light the blue advance
multiplier spots in the in-lanes and out-lanes until the end of the
ball: "A" lights the left out-lane and right in-lane, and B lights the
left in-lane and right out-lane. Completing both "A" and "B" rollovers
lights the pink spot adjacent to the middle drop-target in the right
bank (when the adjacent green spot is lit).
RIGHT SIDE "A" ROLLOVER
Location: Centre-right of the playfield (Entrance guarded by
Scorpion!).
Scoring: See "A" and "B" upper rollovers above. A hit on the bumpers
at entry and exit of lane scores 50.
Multiplier bonus: See "A" and "B" upper rollovers above.
Extras: See "A" and "B" upper rollovers above.
LEFT SIDE "B" ROLLOVER
Location: Centre-left of playfield, leading to left upper flipper.
Scoring: See "A" and "B" upper rollovers above.
Multiplier bonus: See "A" and "B" upper rollovers above.
Extras: See "A" and "B" upper rollovers above.
5 DROP-TARGET BANK (Featuring a spider-web target design.)
Location: Centre-right of playfield, angled inwards to face the left
flippers.
Scoring: Each target hit scores 500 (3'000 in 3-ball play), or 10000
when the adjacent green spot is lit. A hit on the bumper behind the
targets scores 50.
Multiplier bonus: Hitting a drop-target when the adjacent green spot
is lit advances the multiplier by a factor of one, or advances the
multiplier by 1000 when unlit.
Extra: Completing all 5 drop-targets resets both drop-target banks
and lights the red spot below the bank of 3 drop-targets. Hitting the
middle target when the pink spot is lit awards an extra ball/replay.
Note: Game starts with one green spot lit, which is rotated by hitting
pop-bumpers. An additional green spot is lit for each completion of
the 3 kick-out holes.
3 DROP-TARGET BANK (Featuring a spider-web target design.
Kingpin is rampaging behind the bank!)
Location: Left-centre of playfield, angled slightly towards right
flippers.
Scoring: Each target hit scores 500 (3'000 in 3-ball play).
Completing all 3 drop-targets scores 5000. A hit on the bumper behind
the targets scores 50. A hit on the bumpers on the back side of
drop-target bank scores 10.
Multiplier bonus: Each drop-target hit advances the multiplier by
1000. Completing all 3 drop-targets when the blue advance multiplier
spot is lit advances the multiplier by a factor of one.
Extra: Completing all 3 drop-targets awards an extra ball/replay,
when the red spot below is lit.
POP-BUMPERS (Capped with a web and Spider-man eyes. Guarded
by Kraven the Hunter!)
Location: Upper table; left pop-bumper is under and between the
centre and right kick-out holes, and the right pop-bumper is under and
between the centre standing target and the "A" and "B" upper
rollovers. (Left pop-bumper is 1cm lower than right one!)
Scoring: Each hit scores 100, or 1000 when lit. A hit to the bumper
below and to left of the left pop-bumper scores 10.
Extras: Each hit to the pop-bumpers moves the lit green spot(s) in
front of the 5 drop-target bank in rotation (from top to bottom). When
the bank of 5 drop-targets is completed, alternate hits on the
pop-bumpers light the pink spot beneath the bank of 3 drop-targets.
SPINNING TARGET (Featuring a black web and a red spider
design on the 2 faces.)
Location: Entrance to left lane (Home to Lizard!) leading to
top-left of playfield.
Scoring: 100 per revolution, or 1000 when the white "Multi-bonus"
spot is lit.
Multiplier bonus: When the white "Multi-bonus" spot is lit, each
revolution adds 1000 to the multiplier bonus (stays on until end of
ball!).
3 KICK-OUT HOLES
Location: Top left of playfield in horizontal line.
Scoring: The first sink scores 5000, and subsequent sinks in the
same hole scores 500. A hit to the bumper to left of the left kick-out
hole scores 10.
Multiplier bonus: Each sink advances the multiplier by 1000.
Extra: Completing the 1-2-3 sequence in any order resets all
kick-outs to 5000; lights an additional green spot (for the duration
of the game) in front of the right drop-target bank; and lights the
white "Scores Bonus" lamp beneath centre kick-out hole (which empties
the multiplier either on the next sink in the centre hole, or
immediately if the centre hole is the third in the sequence).
Note: The white "Scores Bonus" lamp is also lit whenever the
multiplier reaches 20000.
IN-LANE ROLLOVERS
Location: Bottom left (entrance overseen by Aunt May Parker!) and
right of playfield behind slingshots, and leading to flippers.
Scoring: Roll-over scores 500, or 5000 when the blue advance
multiplier spot is lit.
Multiplier bonus: Rollover advances the multiplier by 1000, and when
the blue advance multiplier spot is lit the multiplier also advances
by a factor of one.
OUT-LANE ROLLOVERS
Location: Bottom left and right of play-field, parallel to in-lanes
but leading to drain!
Scoring: Rollover scores 500, or 5000 when the blue advance
multiplier spot is lit.
Multiplier bonus: Rollover advances the multiplier by 1000, and
advances the multiplier by a factor of one when blue advance
multiplier light is on.
Note: Wide body cabinet weight and guard rails behind left and lower
right flippers essentially prevent any success from attempted
"death-saves" or "bang-backs".
CENTRE STANDING TARGET (Featuring a spider-web target
design.)
Location: Centre-top of playfield, above and between (right of
centre) pop-bumpers.
Scoring: Each hit scores 500.
Multiplier bonus: First hit (with white "When Lit" spot) lights the
yellow "Multi-bonus" lamp beneath the "A" and "B" roll-overs until the
end of the ball (lamp goes out once multiplier is at maximum 20'000
value, and comes back on if the multiplier is emptied). Second hit
(with blue "When Lit" spot) lights the blue advance multiplier spot
below the bank of 3 drop-targets.
Extra: Third hit (with yellow "When Lit" spot) lights the red
special spot in front of the left standing target (stays on until end
of ball!).
LEFT STANDING TARGET (Featuring a spider-web target design.)
Location: Centre-left of playfield, immediately above left flipper,
and adjacent to left "B" rollover.
Scoring: Each hit scores 500, or 5000 when red Special spot is on.
Extra: Each hit advances the multiplier by 1000. Hitting when the
red Special spot is lit awards an extra ball/replay.
ROLLOVER BUTTON
Location: Right of centre at top of playfield, leading past right
pop-bumper to right lane "A" rollover.
Scoring: Rollover scores 1000 at start of each ball, and subsequent
rollovers score 100. A hit on the bumpers on the left and right walls
of the lane score 50.
Extra: The first rollover lights the pop-bumpers until the end of
the ball.
SLINGSHOTS
Location: Above the left and right in-lanes, facing up and into
central playfield (Right slingshot overseen by J. Jonah Jameson and
Mary-Jane West-Parker!)
Scoring: A hit on the bumper scores 50.
MULTIPLIER BONUS
The multiplier bonus consists of a level from 1000 to 20000, and a
multiplying factor from 1 x to 5 x (therefore a maximum bonus of 5 x
20000 points can be added to the ball in play score). The starting
point for each new ball is 1 x 1000.
The multiplier bonus is automatically added after each ball drains
(Tilting cancels the multiplier bonus). The multiplier bonus can also
be added for a ball whilst still in play, in 2 ways:
completing the 1-2-3 sequence of kick-out holes in any order lights
the white "Scores Bonus" lamp beneath centre kick-out hole, which
empties the multiplier either on the next sink in the centre hole, or
immediately if the centre hole is the third in the sequence.
reaching the 20000 multiplier level lights the white "Scores Bonus"
lamp beneath the centre kick-out holes - a sink in this hole before
draining adds the multiplier bonus to the score and resets the
multiplier lever to 1000 (the multiplier factor however remains at the
previous level until the end of the ball).
The multiplier level is advanced in 5 ways:
by 1000 for each hit of the 3 drop-target bank;
by 1000 for each hit of the 5 drop-target bank, when the adjacent
green spot is not lit;
by 1000 for each revolution of the spinner target, after the 5
drop-targets are completed;
by 1000 for each sink in the kick-out holes;
by 1000 for each hit on the left standing target;
by 3000 for each "A" or "B" rollover, when the white "Multi-bonus"
lamp is lit.
The multiplier level status is indicated by a ring of 11 white lamps
in the centre of the playfield, counting each step through to 20000:
up to 10000, the appropriate white spot is lit (1000, 2000, 3000
etc.).
for 11000 through to 19000 the white 10,000 spot stays lit and the
appropriate 000 spot is also lit.
at the maximum level of 20000, the white spot (featuring the black
web and Spider-man eyes) is lit.
The multiplier factor is advanced (by a factor of one) in 4 ways:
completing the bank of 3 drop-down targets, when the blue advance
multiplier spot is lit;
hitting one of the bank of 5 drop-targets, when the adjacent green
spot is lit;
by a rollover through the in-lanes or out-lanes, when the blue
advance multiplier spot is lit;
hitting the centre standing target twice with the same ball in play.
The multiplier factor status from 2 x to 5 x is indicated by a
staggered line of 4 blue spots (surrounded by the white spot lamps
indicating the multiplier level).
EXTRA BALL / REPLAY SCORES
The game standard levels for awarding an extra ball/ replay are set at
240000, 370000 and 510000 (according to the card on my machine, at
least - the game card shown on the machine in the original promotional
flyer has all levels 30,000 lower).
Extra balls / replays can also be won by hitting playfield targets in
3 ways :
completing the bank of 5 drop-targets and then completing the bank
of 3 drop-targets whilst the red special spot below is lit;
hitting the centre standing target 3 times and then hitting the left
standing target;
completing the "A" and "B" rollovers and then hitting the middle
drop-target of the bank of 5, when the adjacent pink spot is lit.
Note: If switch 21 is On, awarding extra balls instead of replays,
then the match feature is over-ridden.
CENTRE DRAIN
Occasionally a fast-moving ball will bounce back from the outhole
plate and can be caught with the right lower flipper. If the ball
drains without scoring (it happens!) the ball does not count!
TILTING
Only the ball in play (if control switch #29 is On) and the
accumulated multiplier bonus points are lost. If the switch is Off:
Game Over!
FLIPPERS
Upper left: located below left "B" rollover lane, centre-left of
playfield (Spider-man shoots a web from here to the bank of 5 drop
targets!)
Lower left: located at end of left in-lane, and below left
slingshot.
Upper and lower right: Located in a line at end of right in-lane,
and below right slingshot.
Text © Peter Hall 1998
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