Jump to content



Submitter

SUPPORT TOPIC File Information

  • Submitted: Sep 05 2010 04:58 PM
  • Last Updated: --
  • File Size: 819.81KB
  • Views: 3378
  • Downloads: 167
  • Author(s): Eric Steinhardt, Russ Jensen, tiltjlp
  • Year: 1941

Download Genco Seven Up 2

* * * * - 2 Votes



Screenshots
Eric did the coding and logic programming, tiltjlp wrote this text document and did testing, and Russ Jensen provided the graphics and rules, the oroginal tex

Seven Up may wll be one of the most intricate and difficult of all games to master, if mastering it is even a possibility. As with most unflippered games the real purpose of the game is to score replays by way of high scores, but also by completeing any number of other tasks. In its own right, Seven Up is even more Rules Intensive than any more modern table.

Seven Up, like most of the pingames of 1941, had a variety of ways of winning replays. This use of alternate methods of replay scoring was a major factor in making these late pre-war games so challenging. This practice probably was influenced by the many gaming and gambling machines from recent years.

The first method, of winning replays, is "high score." In connection with this I should first explain the game's scoring characteristics. The basic scores are indicated in units of 1000, ranging up to 77,000. Scores of 1000 can be obtained in several ways. All bumpers (except for the two "Super Bumpers", whose operation will be explained shortly) score 1000 if they are permanently lit". "Permanently lit" because some of the bumpers, connected with the "ABCD" and "Diamond" features, are sometimes "temporarily lit". This distinction will be explained later.

All unlit (or "temporarily lit") bumpers cause small lighted numbers, which are arranged in a circle on the backglass, to change. There are 12 of these numbers in the circle, each between 1 and 5, the sequence of numbers being:
"1,2,3,1,2,3,4,1,2,3,4,5." After the 5 is lit, the next bumper hit, causes 1000 points to be scored. The significance of these numbers is related to the "Super Bumper" scoring.

The game has two white bumpers, one at the top of the playfield and the other near the bottom, which are each labeled "Super Bumper". These bumpers provide the "multiple scoring" feature which was mentioned earlier. Whenever any of these bumpers are hit (when they are not lit) they score from 1000 to 5000 points, depending on the lighted number (1 thru 5) in the circle on the backglass which was just described. If these "Super Bumper s" are lit (how they are lighted will be described shortly) they score 1 to 5 replays, again depending on the value of the lighted number. This is the second way to score replays on Seven Up.

In order to score replays with the "Super Bumpers" (other than by high score) they must first be lit. This is done in connection with what is called the "A-B-C-D feature". On the playfield there are four rollover channels labeled "A", "B", "C", and "D" respectively. The corresponding letters are also indicated by lighted 'panels' on the backglass. Beside the "A" and "D" rollovers is a red bumper, and on each side of each "B" and "C" rollover are two green bumpers. Whenever the ball in play hits any of these bumpers (or other unlit bumpers) the lights in them cycle "on" and "off", first one set and then the other. This makes for the "temporarily lit" bumpers mentioned earlier.

If a ball goes through one of the rollovers, when the adjacent bumper(s) are lit, the corresponding letter lights on the backglass. In the case of "B" and "C" only, when those letters are lit their corresponding green bumpers become "permanently lit" and score 1000 points from then on. The lighting of all four letters (A,B,C,D) causes the two "Super Bumpers" to light and score replays instead of points.

The 3rd way to score replays on Seven Up is by lighting a "number sequence". Placed diagonally across the playfield are seven yellow bumpers labeled "1" thru "7" (that is probably where the name Seven Up came from). There are two additional numbered yellow bumpers, "8" near the bottom of the playfield, and "9" near the top. There are nine corresponding numbers on the backglass.

In order to light these numbers the player must hit these yellow bumpers "in sequence", this is, "1" first, "2" next, etc. As each number is lit, the corresponding yellow bumper lights and henceforth scores 1000 points, until all seven bumpers are lit. When the "7" bumper is lit one replay is scored. After that, hitting any of the lit yellow bumpers scores a replay (rather
than 1000 points). If, after lighting the numbers 1 thru 7, bumper #8 is hit five additional replays are scored. Then hitting bumper #9 scores another five replays. Lighting 1 thru 7 "in sequence" is quite difficult, but then hitting "8" and "9" is almost impossible!

The final way to win replays on Seven Up is the "Diamond Feature". This is sort of a 'jackpot' feature and works in the following manner. There are two rollover channels on the playfield (one near the top and the other near the bottom) labeled with a diamond. Next to the entrance of each of these
channels is a red bumper which is alternately lit and unlit in the same manner as the other "temporarily lit" bumpers described above in connection with the "A-B-C-D" feature. At the top of the backglass are eight "half diamond" symbols, seven of which have numbers which show if that diamond is lit.

If a player gets a ball to go through one of these rollover channels, when the corresponding red bumper is lit, the first diamond on the backglass lights indicating number '1'. Additional rollover scoring causes additional diamonds to be lit on the glass ('2', '3', etc). When a predetermined number of diamonds have been lit (the number required being preset by the operator), a replay "bonus" is scored.

The way this "bonus" is scored is somewhat novel. What happens is that the game's replay counter is automatically advanced to a preset level (either 20, 40, 60, or 75, as preset by the operator). If, however, the player already has that many replays to his credit, nothing happens! The game's designers must have felt that you had already "beaten their machine", so why take the operator for any more.





Other files you may be interested in ..





  • 18,418 Total Files
  • 57 Total Categories
  • 875 Total Authors
  • 25,577,131 Total Downloads
  • Comics (Rally 1968) Latest File
  • batch Latest Submitter

user(s) are online (in the past 15 minutes)

members, guests, anonymous users