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for Send all comments, corrections and updates to tiesma@livingonline.com (should that email address not work please try tiesmasc@pilot.msu.edu). And, feel free to visit my website at http://www.livingonline.com/~tiesma/ *** NOT YET
but soon I hope *** ******************************* This rulesheet should also be available from Bob McCann's web page at http://pilot.msu.edu/~mccannr1/ and Scott Piehler's web page at http://www.mindspring.com/~rosco29/pinball.htm -------------------------------------------------------------------------------- Disclaimer: This sheet may be distributed and copied in any manner provided it is done so freely and credit is given to both the author and those listed in the Special Thanks section. Note: lots of information for this version was taken directly from the BBB manual (courtesy of Jim Sweet). Comments: This was, IMHO, the best Capcom Pinball! In fact, it might have given Bally/Williams and Sega some good competition if it ever got produced and had the type of distribution it deserved. And, this author is a very proud owner of a Big Bang Bar translight signed by Rob Morrison, the designer, and Stan Fukuoka, the artist. Special Note: Of the 9 left in the possession of Capcom, the design team has first chance at buying them. I am unaware at this time of whether this has been done (but believe it has). Contents:
Rob Morrison,
Designer New to this
Version: Playfield
Layout: Two Flippers
- Standard position, standard shape. They are black with green lettering.
The left one says BIG - the right one says BANG. Two Slingshots - Normal size, shape, and position. Scores 110 per kick. Ball Lock - Above the left slingshot is the ball return habit trail. At the end of this trail is a metal post which can be raised and lowered. If lowered, the ball falls into the left inlane without triggering the inlane switch. If not, it locks one, two, or three balls. This is used during for the Multi-brawl ball lock. Left Inlane - Standard. When lit, it executes "Qualify mode" which means that the next ramp shot will actually start a mode. The flippers toggle the "Qualify Mode" light between the left and right inlanes. Scores 100K, plus 5K bonus. Left Outlane - Standard. Scores 1,750. Kick Back - At the bottom of the left outlane. Lit by a shot to the Cosmic Darts saucer. Scores 110 and 50,250 bonus when lit. Left Drop Targets (a.k.a. 4-Bank) - Bank of four drop targets directly above the left slingshot. Hitting all four targets enables the left alien ball lock for "Looped in Space" multiball. These are also used during the "Looped in Space" multiball feature. Scores 15K per target dropped and an additional 50K for completing entire bank. Neon Green Return Tube - not really part of the playfield, but rather one of the return options for the ramp. This is used during the Tube Dance, and it deposits the ball in the habitrail over the left slingshot. (one of two possible sources for this habitrail). Left Orbit - Loops around to the bumpers (when no mode is qualified or during Mash A Go-Go mode) or exits the right orbit (during all modes except Mash A Go-Go). This is used during Babescanner, Mash A Go-Go, Chase the Waitress, and Tour the Bar modes. Scores 100K plus 5K bonus. Spinner - Contained in the Left Orbit loop. Scores 110 per revolution (typically >20K per solid hit). Green Standups - Three of them. One on each side of the entrance to the ramp and a third actually on the side of the near the entrance to the Upper Orbit. Hitting all three targets lights the Tube Dancer. Front standup scores 10K, side scores 12,750. Ramp - the only ramp. It is situated just to the right of the left orbit approximately 1/2 of the way up the playfield. There is series of diverters that steer ramp shots to any of five different destinations. If a mode is qualified, this shot starts the mode. If the Tube Lady is dancing, this is the jackpot shot. The ramp also leads to the "Looped in Space" and Multi-brawl locks (if they are lit). If none of the above apply, the ramp shot counts as a trip to the Bathroom. (more info on the ramp later). Inner Orbit - a small orbit which goes under the ramp and curves back around to the pop bumpers. The placement of this loop is similar to that upper inside loop on Getaway. A solid shot will actually go past the bumpers and hit the Doorman drop target. Center Drop Targets (a.k.a. 3-Bank) - There are three of them directly up the center of the playfield and to the upper right of the ramp. The primary purpose of these targets is to "Qualify Mode" (so the next ramp shot will actually start the mode). Hitting all three lights the right alien ball lock for "Looped in Space" Multiball. There are standup targets behind these drop targets. Scores 15K for each drop target and and additional 50K for completing the bank. Standup targets beind drop targets score 10K. Pop-Bumpers - Three of them above the Center Drop Targets. These are used in the Mash A Go-Go mode. Each hit scores 7,500. If no mode is qualified or active, each hit changes the flashing (i.e. next) mode. Tube Lady - A neon green dancer in a tube. This is a visual toy that actually dances during the Tube Dance feature. Very COOL!!! B-A-R Lanes - Standard rollover lanes above the pop-bumpers. These are used to advance multiplier and for the standard skill shot. During the skill shot, the flipper buttons steer the flashing (desired) light between the letters. During normal play, the desired shot is any unlit lane. Again, the flippers steer the lights. Unlit lanes score 100K times the current bonus multiplier, and also 10K bonus. Lit lanes score 50K and 2,500 bonus. Lighting all three lanes scores 500K and advances the multiplier up to 5x. After that, completing all three lanes adds 250K bonus. Doorman drop target (a.k.a. 1-Bank) - a single drop target below the B-A-R lanes and to the right of the bumpers. A solid hit through the Inner Orbit will hit this target. Behind the target is a passage that exits out onto the Right Orbit. It is also possible to hit this target directly from the left flipper, but it's a very hard shot. The 1-Bank is used during the Underground feature, and to collect extra ball when lit. It also starts the Big Bang ultimate challange mode when all other modes and features have been completed. 4-Ball Captive Ball Turnaround (a.k.a. Ray's Ball Busters) - 4 balls held captive in an upside down U lane such that a hit of the captive ball will propel the top most ball into the other lane. It is possible to get all 4 balls on one side. Hitting a ball from the flashing side will add a letter for spelling B-R-A-W-L. Complete B-R-A-W-L to lights the lock for regular "Multi-brawl". Unrelated to spelling B-R-A-W-L, try to hit all the balls to the same side. Scores 0 for hitting to the wrong side, 100K & 2500 bonus for hitting to the correct side, and 5M & 75K bonus for hitting all balles to correct side. "Loopy Martians" - Sitting at the bar above the playfield in the upper right. They act as ball locks for the Looped In Space mode. There names are Rosencrantz and Guildenstern. Right Orbit - Standard. During all modes except Mash A Go-Go, the ball travels all the way around and exits the left orbit. Otherwise, the gates are down and the ball will go through the B-A-R lanes to the bumpers. Upper Right Flipper - located at the entrance to the right orbit. It is black with green lettering which says BAR. Darts Saucer - just behind the upper right flipper is located a saucer to hold the ball. The ball may enter this saucer from one of two directions - straight in or off the back side of the upper right flipper. This is primarily used during Cosmic Dartz mode. At other times, it lights the left kickback and scores 500K & 20K bonus. Plunger Lane - plunges the ball into the right orbit and ends up above the B-A-R lanes for the standard skill shot. Right Outlane - Standard. Awards Special when lit by repeated Bathroom trips. Scores 1750. Right Inlane - Standard. Can be lit to qualify modes, just like the Left Inlane. Scores 100K plus 2,500 bonus. Here are further details about the ramp shot and it's associated consequences. Shots up the ramp have five different potential destinations depending on the circumstances: If the Tube
Lady is dancing, the ball turns left at the top of the ramp and rolls
down through the Neon Green Tube to the habitrail over the left slingshot.
The flashing Mode is qualified by the 3-Bank and the standups behind it. Mode is temporarily qualified by a lit inlane. Only one inlane is lit. The flippers change which lane is lit. This allows the player to change decide whether to qualify a mode or not. There are two reasons not to qualify a mode. First, qualifying the mode locks in the flashing mode as the next mode to be played. If you want to play a different mode, return to the bumpers to make a different flashing mode. Since bumber hits rotate the flashing mode lights, it is a semi-random selection process. The second reason not to qualify a mode, is to earn Bathroom awards. When no mode is active or qualified, the ramp shot counts as a trip to the Bathroom and then returns the ball to the right inlane for another ramp shot. Bathroom awards are worth collecting. Once a mode is qualified, it is started by a ramp shot. All modes, except Get Lucky, are timed and require additional shots to complete. The default mode time is 30 seconds. Get Lucky instantly gives you a random award. Skill Shot: A soft plunge will not make it all the way up to the B-A-R lanes and will roll down to the upper right flipper. At this point, a shot through the Inner Orbit to the 1-bank counts as a Secret Skill Shot for 6M. Modes (Bar
Room Brawl): Mash A Go-Go. Get the ball into the bumpers using any of the orbit shots. It is also possible to hit the ball directly into the bumber area with a left-flipper shot between the 3-Bank and the captive balls. This is a hard shot, though, so it's better just to shoot for an orbit. Each bumper hit scores a value. The value starts at 100K and increases by 100K on every 3rd hit (up to a max of 800K per hit). This works out to almost 40M for 50 hits. Cosmic Dartz (sic). Shoot the saucer by the upper right flipper. Scores 1.5M & 500K bonus, 500K each additional hit. Note, the eject sends the ball back to the left flipper for another shot at the saucer. Babescanner. Shoot left or right outer orbits. The shot is registered at the spinner in the left orbit. Scores 1M & 250K bonus for each loop. Lunapalooza. Shoot right orbit. Scores 2M & 250K bonus. Tour the Bar. The following five shots are lit: right orbit, left orbit, eject saucer, inner orbit, and ramp. Shots do not have to be completed in order. Scores 1.5M & 100K bonus. Happy Hour. The following targets/switches are lit: 3-Bank, 4-Bank, 1-Bank, bumpers, eject hole, green standups, and the standups behind the 3-Bank drop targets. Each target is worth 500K & 5K bonus. Chase the Waitress. Five shots must be made in order. Only one is lit at a time. The shots are: eject saucer, right orbit, inner orbit, ramp, left orbit. Score starts at 20M & 50K bonus and decreases as time runs down. Chase the Waitress will end when all the shots are made even if the timer has not run out. Extra Ball. This Mode lights extra ball at the 1-Bank. While the intended shot is the inner orbit, this is not required. The target can be hit as the ball is bouncing around in the bumpers. The mode ends when the timer runs out or when the extra ball is collected. Get Lucky. This Mode is not timed. It simply gives you an instantaneous random award. The possible awards are: 8M, collect bonus, hold bonus, bonus x at 10x, bumpers 5x for rest of ball, spinner 5x for rest of ball, kickback lit for rest of ball, restart ball saver for its normal time. Features: Multi-brawl. Hit captive balls to spell B-R-A-W-L. This will light the brawl lock. Shoot ramp to lock balls. When three balls are locked, 3-ball multi-brawl starts. Shoot the ramp to collect jackpots. Double and triple jackpots can be collected by shooting balls up the ramp in rapid succession. The inner orbit scores double jackpot. Ray's Ball Busters. Hit all captive balls to the proper side (as indicated by flashing lights) to collect instant "drink" awards. Tube Dancer. Hit all three green standups near the ramp entrance to light the ramp shot for the Tube Dance. Ramp shots collect jackpot for a limited time. Scores 10M. Extra ball (at the 1-Bank) can also be lit for a limited time. Underground. Hit the 1-Bank multiple times to start Underground for 10 seconds. Shoot the inner orbit. Timer is reset to 10 seconds every time an inner orbit is made. Scoring starts at 1M & 10K bonus per orbit and increases by 1M & 250K bonus for each inner orbit made. Wizard Award: Bonus: The bonus is calculated from the following equation:
Advancing
the bonus to ??? times A little
more to the left. Other quotes also exist... in general they tend to be comical or sexy or both. Bugs and
Potential Problems: Sometimes both Looped in Space locked balls end up in the same alien's mouth. If the switches are adjusted properly, the game detects this properly and Looped in Space is started immediately. Otherwise, you have to wait until the third ball search. At this time, the game figures out what happened and everything proceeds normally. The ball can easily get stuck at the exit from the inner orbit. The ball search can not clear this and you have to nudge the game to get the ball back. Easter Eggs: During attract mode, hitting Start (S) Left (L) Right (R) in the following sequences will display secret messages. SLRSLR, SLRSLLR, SLRSLLLR, SLRSLLLLR, SLRSLLLLLR. Some random attract mode screens: Very funny... "Martians
don't let Martians drink and fly!" |
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