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Submitter
SUPPORT TOPIC File Information
- Submitted: Mar 27 2016 07:56 PM
- Last Updated: Mar 27 2016 07:56 PM
- File Size: 13.19MB
- Views: 4729
- Downloads: 976
- Author(s): GRANIT
- Manufacturer: Gottlieb
- Year: 1981
- Permission to MOD?: Yes, without approval
Download PINK PANTHER 2.0
4 Votes
WIDEBODY PINK PANTHER GOTTLIEB
GAME FEATURES & RULES
TOP ROLLOVERS (4)
Location: Top of playfield
Scoring: 500 or when lit, 5000 (3-ball) or 3000 (5-ball)
Extra: Light corresponding bottom rollover and corresponding Blue Diamond when lit. Sequence completed lights Extra Ball. Launch captive balls when 3rd ball hits switch.
BLACK DROP-TARGETS (4)
Location: Centre left of playfield
Scoring: 500
Extra: Sequence complete resets bank and adds Bonus. Lights left Hole for capture. Awards Special when lit. Adds to Blue Diamond total during multiball.
WHITE DROP-TARGETS (3)
Location: Centre of playfield
Scoring: 500 or 3000 when lit
Extra: Adds Bonus when lit. Sequence complete resets bank and adds Bonus, and lights right Hole for capture.
SPOT TARGETS (9)
Location: 4 top of playfield beneath top Rollovers, 5 upper right of playfield.
Scoring: First target 500 or 3000 when lit
Extra: Adds Bonus when lit. When unlit, Lights pink spot, and adds to Blue Diamond total during Multiball. Pink spot lit scores 3000, lights blue spot, turns off pink spot and adds Bonus. Blue spot lit scores 3000, lights pink spot and adds Bonus. Pink & blue spots lit advances Multiplier and turns off pink and blue spots. Spots corresponding white Drop Target. Add to Blue Diamond total during Multiball.
HOW TO BEAT PINK PANTHER:
INSTRUCTION CARDS:
3 Ball - 5 Ball
Recommended Scorecards
CARTES D'INSTRUCTIONS:
3 Billes - 5 Billes
TOP POP-BUMPERS (3)
Location: Upper centre-left of playfield
Scoring: 1000 (3-ball) or 100 (5-ball)
Extra: Alternate Extra Ball light (5-ball)
RIGHT CAPTIVE HOLE (Hidden Staircase)
Location: Upper right of playfield
Scoring: 5000
Extra: Captures ball when lit and releases ball to shooter
LEFT CAPTIVE HOLE (SECRET PASSAGE)
Location: Centre left of playfield, behind black Drop Target bank
Scoring: 5000
Extra: Captures ball when lit and releases ball to shooter
LOWER RIGHT HOLE
Location: Centre right of playfield
Scoring: 5000
Extra: Adds a Blue Diamond. Awards Extra Ball when lit
IN/OUTLANES (4)
Location: Lower left and right of playfield
Scoring: 500 or 5000 when lit
Extra: Adds a Blue Diamond when lit
LOWER POP-BUMPER & 10 POINT SWITCHES
Location: Pop bumper at bottom left of playfield
Scoring: 10
OUTHOLE: Collects Bonus
MULTIBALL
Upon capturing balls in both the left and right Holes, the third ball closing a top Rollover will release first the left captive, then the right. At this point, all Spot Targets will have only their Blue Diamonds lit. Hitting the Spot Targets scores 3000, adds Bonus, and adds to the Blue Diamond total shown in the lightbox display. Hitting any black Drop Target will also add to the Blue Diamond total. The other switches score as before but now no pink lights can be lit. When 2 balls have drained, the game reverts to regular scoring and control.
After collecting Bonus, the number of Blue Diamonds won is checked against the previous high and if exceeded, then the player is awarded a Special and his total becomes the new high.
The current Blue Diamond total to date is stored in book-keeping. It is held and stored in the first high score level memory in the units and tens digit positions. This is step 11 in the Test mode, and can be zeroed using the front door switch.
SPECIAL - Can be awarded in 2 ways during Multiball:
Each Spot Target and black Drop Target hit adds 1 Blue Diamond, and exceeding the Total to Beat awards Special
The Special light will be lit only when there have been 3 balls released on the playfield. It will remain on for a time determined by Switch 31 or until 2 balls have drained, whichever occurs first. Note Switch 31 On = Liberal = Special light remains on 20% longer than Off = Conservative.
TOP ROLLOVERS (4)
Location: Top of playfield
Scoring: 500 or when lit, 5000 (3-ball) or 3000 (5-ball)
Extra: Light corresponding bottom rollover and corresponding Blue Diamond when lit. Sequence completed lights Extra Ball. Launch captive balls when 3rd ball hits switch.
BLACK DROP-TARGETS (4)
Location: Centre left of playfield
Scoring: 500
Extra: Sequence complete resets bank and adds Bonus. Lights left Hole for capture. Awards Special when lit. Adds to Blue Diamond total during multiball.
WHITE DROP-TARGETS (3)
Location: Centre of playfield
Scoring: 500 or 3000 when lit
Extra: Adds Bonus when lit. Sequence complete resets bank and adds Bonus, and lights right Hole for capture.
SPOT TARGETS (9)
Location: 4 top of playfield beneath top Rollovers, 5 upper right of playfield.
Scoring: First target 500 or 3000 when lit
Extra: Adds Bonus when lit. When unlit, Lights pink spot, and adds to Blue Diamond total during Multiball. Pink spot lit scores 3000, lights blue spot, turns off pink spot and adds Bonus. Blue spot lit scores 3000, lights pink spot and adds Bonus. Pink & blue spots lit advances Multiplier and turns off pink and blue spots. Spots corresponding white Drop Target. Add to Blue Diamond total during Multiball.
HOW TO BEAT PINK PANTHER:
INSTRUCTION CARDS:
3 Ball - 5 Ball
Recommended Scorecards
CARTES D'INSTRUCTIONS:
3 Billes - 5 Billes
TOP POP-BUMPERS (3)
Location: Upper centre-left of playfield
Scoring: 1000 (3-ball) or 100 (5-ball)
Extra: Alternate Extra Ball light (5-ball)
RIGHT CAPTIVE HOLE (Hidden Staircase)
Location: Upper right of playfield
Scoring: 5000
Extra: Captures ball when lit and releases ball to shooter
LEFT CAPTIVE HOLE (SECRET PASSAGE)
Location: Centre left of playfield, behind black Drop Target bank
Scoring: 5000
Extra: Captures ball when lit and releases ball to shooter
LOWER RIGHT HOLE
Location: Centre right of playfield
Scoring: 5000
Extra: Adds a Blue Diamond. Awards Extra Ball when lit
IN/OUTLANES (4)
Location: Lower left and right of playfield
Scoring: 500 or 5000 when lit
Extra: Adds a Blue Diamond when lit
LOWER POP-BUMPER & 10 POINT SWITCHES
Location: Pop bumper at bottom left of playfield
Scoring: 10
OUTHOLE: Collects Bonus
MULTIBALL
Upon capturing balls in both the left and right Holes, the third ball closing a top Rollover will release first the left captive, then the right. At this point, all Spot Targets will have only their Blue Diamonds lit. Hitting the Spot Targets scores 3000, adds Bonus, and adds to the Blue Diamond total shown in the lightbox display. Hitting any black Drop Target will also add to the Blue Diamond total. The other switches score as before but now no pink lights can be lit. When 2 balls have drained, the game reverts to regular scoring and control.
After collecting Bonus, the number of Blue Diamonds won is checked against the previous high and if exceeded, then the player is awarded a Special and his total becomes the new high.
The current Blue Diamond total to date is stored in book-keeping. It is held and stored in the first high score level memory in the units and tens digit positions. This is step 11 in the Test mode, and can be zeroed using the front door switch.
SPECIAL - Can be awarded in 2 ways during Multiball:
Each Spot Target and black Drop Target hit adds 1 Blue Diamond, and exceeding the Total to Beat awards Special
The Special light will be lit only when there have been 3 balls released on the playfield. It will remain on for a time determined by Switch 31 or until 2 balls have drained, whichever occurs first. Note Switch 31 On = Liberal = Special light remains on 20% longer than Off = Conservative.
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