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Submitter
SUPPORT TOPIC File Information
- Submitted: May 15 2009 06:01 PM
- Last Updated: --
- File Size: 4.04MB
- Views: 12117
- Downloads: 1,755
- Author(s): Eala Dubh Sidhe
Download Adventure RC1
12 Votes
An oldie from 2001 by Eala Dubh, from the Atari 2600 game.
RULES
Ball through E-N-T lanes scores 500 points and spots letter. Ball through lane when roving chalice light is lit advances and flashes Magnet Saucer value to 10,000 points, then 15,000, 20,000, 25,000, 30,000, Special, and 30,000 points thereafter. Magnet Saucer when not flashing scores 3000 points. Flashing value must be scored before value can be advanced again.
A-D-V and U-R-E drop targets score 500 points and spot letters. Dropping A-D-V bank lights White Castle rollover. Dropping U-R-E bank lights Black Castle rollover. Castle rollovers score 500 points or score 3000 points and spot one letter when lit.
Center rollover scores 1000 points and lights Sword Power timer target if Sword Power is unlit. Hitting target within time limit relights Sword Power ball saver (CTRL key) for one additional use.
Outlanes score 1000 points and spot one letter.
Ball through return lane scores 500 points and awards Extra Ball when lit.
Center bullseye targets score 300 points. Completing target bank lights Magic Bridge spinner lane to advance bonus multiplier to 2X, 3X, 4X and 5X, then Special. Magic Bridge lane also scores 3000 points.
A-T-A-R-I spot targets score 300 points and spot letters. Completing A-T-A-R-I lights lower left jet bumper to score 1000 points.
Completing A-D-V-E-N-T-U-R-E lights spinner to score 1000 points.
Lit letters advance outhole bonus by 1000 points each. Completing A-T-A-R-I and A-D-V-E-N-T-U-R-E:
First time: lights 14,000 bonus, opens lane to Bat's Lair ball lock and resets letters and rollovers.
Second time: lights 28,000 bonus, lights return lane to award Extra Ball, lights Special and resets letters and rollovers.
Third time: awards Special.
Bat's Lair ball lock scores 5000 points. Once ball is locked, next Magnet Saucer shot releases locked ball for two-ball play. All playfield scores are doubled for duration of multiball.
Special awards one replay.
One replay awarded for each score of 520,000 points.
One replay awarded for each score of 780,000 points.
Matching the last two score digits against the displayed number at the end of the game awards one replay.
Taking the score past 999,990 and looping back to zero awards three replays.
Beating the high score awards three replays.
Tilt penalty: ball in play.
RULES
Ball through E-N-T lanes scores 500 points and spots letter. Ball through lane when roving chalice light is lit advances and flashes Magnet Saucer value to 10,000 points, then 15,000, 20,000, 25,000, 30,000, Special, and 30,000 points thereafter. Magnet Saucer when not flashing scores 3000 points. Flashing value must be scored before value can be advanced again.
A-D-V and U-R-E drop targets score 500 points and spot letters. Dropping A-D-V bank lights White Castle rollover. Dropping U-R-E bank lights Black Castle rollover. Castle rollovers score 500 points or score 3000 points and spot one letter when lit.
Center rollover scores 1000 points and lights Sword Power timer target if Sword Power is unlit. Hitting target within time limit relights Sword Power ball saver (CTRL key) for one additional use.
Outlanes score 1000 points and spot one letter.
Ball through return lane scores 500 points and awards Extra Ball when lit.
Center bullseye targets score 300 points. Completing target bank lights Magic Bridge spinner lane to advance bonus multiplier to 2X, 3X, 4X and 5X, then Special. Magic Bridge lane also scores 3000 points.
A-T-A-R-I spot targets score 300 points and spot letters. Completing A-T-A-R-I lights lower left jet bumper to score 1000 points.
Completing A-D-V-E-N-T-U-R-E lights spinner to score 1000 points.
Lit letters advance outhole bonus by 1000 points each. Completing A-T-A-R-I and A-D-V-E-N-T-U-R-E:
First time: lights 14,000 bonus, opens lane to Bat's Lair ball lock and resets letters and rollovers.
Second time: lights 28,000 bonus, lights return lane to award Extra Ball, lights Special and resets letters and rollovers.
Third time: awards Special.
Bat's Lair ball lock scores 5000 points. Once ball is locked, next Magnet Saucer shot releases locked ball for two-ball play. All playfield scores are doubled for duration of multiball.
Special awards one replay.
One replay awarded for each score of 520,000 points.
One replay awarded for each score of 780,000 points.
Matching the last two score digits against the displayed number at the end of the game awards one replay.
Taking the score past 999,990 and looping back to zero awards three replays.
Beating the high score awards three replays.
Tilt penalty: ball in play.
I like this table
I like it
This is a well designed table with a classic, 1970's feel to the layout and game play.
Yo thanx mi bredda JAH BLESS!!! 
Very good table, thankyou
Wow! I remember that when I first played it this reminded me of the dream I had of making a successful pin although that was when I began working on FP probably in the fall of 2012. This one's a really huge deal for me. It's one of the first widebodies I've ever seen that are originally made. one of the only other ones are Christine on FP. I'll show some other unusual stuff for an original on my WIP: Zero Wing-All your base are belong to us, such as Game Time Bonus as seen on Zaccarias such as Pinball Champ 82 and up, the match feature that scrambles the match number a few times before ending the game as seen on Ballys and Sterns from the 80s aswell as the AlphaNumerics that indicates the Player up by letting his/her's display blink.
Gut, macht Spass ![]()
plays like a dream in vp9. I'd love to collab on a port to vp10 someday if you were interested! Brilliant as always, man!
Nice !!. It is the first time I try an original table and I liked very, very much !. Thanks for your work.
This is huge big fun table and music rousing makes blood boil and excited beats!
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