Capcom Breakshot User manual


~'COIHOP,
MC.
BREA
KSMOTm
GAME
SPECIFICATIONS
k
CHARACTERISTIC
DESCRIPTION
I
ELECTRICAL INPUT
I00
to 115V
AC
5aoHZ
8
AMPS
RATINGS
200
to 230V AC
W6OHZ
4
AMPS
CIRCUK Slow-Blofuses, Vari~torSurge Protection, IEC-TypeGroundedReceptacle
PROTECTION
SHIPPING CARTON Height: 55-1/2"(1.41
M)
Width:
30-1/2"(0.77M)
Depth:
30-1/2"(~.77M)
INFORMATION
Weight
240
Pounds (1
08.6Kg)
PRODUCT FCC,
Part
15, Class
A
DigitalDeice
APPROVALS
CE
Marking
AUDIO SYSTEM MPEG Digital
1
ChannelMonoOutput (Left, Center, Right)Ratedat 10WattsRMS
*
Two
4"
2-way
Speakerstor Mid
&
High
Frequencies
One
8"
Bass
Speaker
for Low Frequencies
DISPLAY
128
X
32
Character
DotMatrix
COIN DOOR
Standard:
2
CoinAcceptors Optional: Additional
2
Coin
Acceptor or
Bill
Acceptor
OPERATOR Audio: Volume Control
fw
Sound
Effects,
BackgroundSounds, Attract Sounds
ADJUSTABLES Visual: Standard or
Custom
Display
Messages
Coinage:
U.
S.
Standard; CustomConfigurationfor ForeignCurrencies
Play
Mode:
Free
Play,
Tournament,
and
Game
DiffiiuttyLevel
Game
Play ReplayPercentage,MatchCredits, Game
Restart
PasswordProtection:
3
Levelsof
Security
SPECIALSOFTWARE 475IndividualAudits *11Self-Test
Modes
.Adjustable
FlipperStrength
FEATURES
%
InternalDiagnostic Levels *Automated
Software
Troubleshooting
CABINET DIMENSIONS
NOTE:
DIMENSIONS
DO
NOTINCLUDE
CABINET PROTRUSIONS,
SUCH
AS
THE
BALL
SHOOTER, COlN
DOOR,
FLIPPER
BUTTONS,
OR
BACKBOX
LATCH.
h
L

-@COIN-OP,
INC
.
BREA
KSHOT~
TABLE OF CONTENTS
DESCRIPTION PAGE
Installation
&
Setup
...........................................................................................................................................................
1
GameRules
.........................................................................................................................................................
5
Menu System
Menu System Description
..................................................................................................................................
18
Audits Data Table
...............................................................................................................................................
21
Game Adjustments
..............................................................................................................................................
24
...............................................................................................................................................
Game Diagnostics
-33
...................................................................................................................................................
Reset Functions 41
Reports
..........................................................................................................................................................
-42
Redemption
......................................................................................................................................................
1
Component Parts Identification
&
Service Parts Listing
Cabinet
&
Backbox Parts Identification
..............................................................................................................
54
Power Driver Board
...........................................................................................................................................
-56
Sound Board
.......................................................................................................................................................
-60
CPU Board
.........................................................................................................................................................
-62
Display Power Supply Board
..............................................................................................................................
64
Interface Board
...................................................................................................................................................
-65
Diode Board
........................................................................................................................................................
66
Lamp Boards
.................................................................................................................................................
68
Cabinet, Backbox,
&
Playfield Lamps
..........................................................................................................
70
Playfield Rubber Rings
.......................................................................................................................................
72
.........................................................................................................................................
Playfield Ball Guides 73
Playfield Posts
....................................................................................................................................................
-74
.............................................................................................................................................
Switches and Optos 78
........................................................................................................................................................
Opto Boards 79
Solenoids and Flashers
........................................................................................................................................
80
Playfield Plastics
.................................................................................................................................................
82
Playfield
-
Mechanisms
.......................................................................................................................................
85
Troubleshooting Guide
Power-up Problems
...........................................................................................................................................
104
Coin Door Problems
............................................................................................................................................
105
Dot Matrix Display Problems
.......................................................................................................................
106
..................................................................................................................................................
Sound Problems 107
Playfield Problems
.
Mechanical
........................................................................................................................
108
Playfield Problems
.
Solenoids
...........................................................................................................................
109
Playfield Problems
.
Switches
.............................................................................................................................
110
....................................................................................................
Illumination Problems
-
Playfield
&
Backbox 111
Schematic Diagrams
I
Proprietary and confidential information. not
to
be
disclosedor copied without the express permissionof
CAPCOMa COIN.OP
.
INC
.
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8) Install one hex nut (A) half-way up on each
leveler. Then insert levelers into each leg and turn
until they contact the stop nut. Using a second nut
(B), thread onto each leveler from inside the leg and
tighten (see Figure 6).
15)Attach lock washer and flat washer to thumb
screw and fasten to cabinet tee nuts (see figure 8).
Tighten firmly.
THUMB SCREW
FLAT
WASHER
FIGURE
6:
INSTALLING LEVELER ON LEG
9) Carefully lift the front of the cabinet and place
on a sturdy support. Attach the front legs using two
acorn-head bolts. Tighten bolts firmly
(see Figure 7).
FIGURE
7:
INSTALLINGLEGS ON CABINET
10)Carefully lift the rear of the cabinet, place on
a
sturdy support, and attach the legs using the
supplied bolts. Tighten firmly.
P
1)
At the rear of the cabinet, connect AC line cord
to receptacle. Install cover plate, bushing, and
screws.
12) Using two or more people lift the game and
move to intended play area. Do not slide legs on
floor.
13)Insert key into the lock at the top of the backbox
and turn fully clockwise. Lift up on backglass and
swing out towards front of game. CAREFULLY
remove backglass and set aside.
14)Lift up on latch and open the lamp door. Swing
door completely open. Open display panel by
pushing latches, located above the speaker
enclosures, out towards the sides of backbox.
FIGURE
8:
INSTALLINGBACKBOX LOCKING HARDWARE
16)Check that all fuses, connectors, lamps, and wire
harnesses are fully seated..Tighten any loose
fasteners snugly. Do not overtighten.
17)Close and latch both sides of the display panel;
then close and latch the lamp door. Re-install the
backglass and lock the backbox.
18)Place a level in position "A" on the playfield glass
(see Figure 9). Adjust the rear leg levelers, as
required, to obtain zero degree(OO)balance. Move the
level to position "B" and repeat front
&
rear
adjustments until cabinet appears level. Move the
level to position "C" and adjust front andlor rear leg
levelers to obtain a 6-112" incline. Tighten leg leveler
nuts firmly.
0
DEGREES
&4
FIGURE
9:
CABINETLEVELING
Page
2
Proprietary and confidential information, not to be disclosed or copied without the express permissionof CAPCOMB COIN-OP, INC.

-@COIN-OP, INC.
BREA
KSHOTTM
19) Remove the handrail by opening the coin door
and releasing the thumb latch (see Figure 10):
I
I
FIGURE10: REMOVING HANDRAIL
20) Remove playfield glass by sliding down and out
of armor guides. CAREFULLY set glass aside.
21) Push thumb latch to the right to release
playfield. Lift playfield straight-up until it reaches
the locked position. Verify that solenoids,
connectors, lamps, and harnesses are fully seated.
Tighten any loose fasteners snugly. Do not
overtighten.
22) Locate plumb bob parts. Install thumbscrew
into threaded hole on lead weight. Insert hook wire
into tapered end of lead weight. Raise wire
&
weight up into bottom tilt bracket and hang from top
bracket. Adjust and tighten screw firmly
(see Figure 1I).
FIGURE 11: PLUMB BOB TILT ASSEMBLY
23) Lower the playfield into the cabinet. Ensure
that cables are not pinched when playfield is seated.
24) Re-install the handrail by engaging the thumb
latch to the right (see Figure 12).
n
c
AND
TO RIGHT
P606W
FIGURE 12: INSTALLING HANDRAIL
A
Make sure your game is locked. Press down
on the handrail until you hear a click.
25) Connect AC line cord to power outlet. Route cord
away from foot traffic. Turn the game power ON
(switch is under cabinet near right front leg).
26) Open the coin door. Dot matrix display will show
the system menu. Follow directions in this manual for
changing factory settings.
27) Refer to the TROUBLESHOOTING GUIDE
section of the manual for assistance in locating faults,
clearing errors, etc.
28) Upon completion, system menu should report
"FOUND: 0 ERRORS, 0 INFO" to indicate the game
is ready for use.
29) Install required number of balls.
30) Close the coin door. Insert currency or tokens as
necessary. Press the START button. Game should
begin.
31) Clean both sides of playfield glass. Install glass.
Install handrail. Ensure that lever snaps in and locks.
32) Open coin door and retrieve currency or tokens.
Set custom messages, difficulty, pricing, replays, etc.
33) Reset all counters to zero. Close and lock coin
door. Ensure that the backbox is locked.
Proprietary and confidential information, not
to
be disclosed or copied without the express permission of CAPCOMa COIN-OP, INC.
Page
3

CNB~EJ@COIN-OP,
INC.
BREA
KSHOT~
PLAYFIELD
GAME
FEATURES
TOP LANES
INDICATOR LAMPS
TOP LANES
-
STAR BUMPERS-
LEFT SUPER CUE,
CAPTIVE BALL-
LEFT CENTER
STAND-UPTARGET-
LEFT STAND-UP
TARGET (HIDDEN)
-
:FT DROP TARGETS
-
_EFTRETURN LANE-
LEFT OUTLANE-
LEFT SLINGSHOT-
RlGHT SUPER CUE
RlGHTSTAND-UP
TARGET (HIDDEN)
RlGHT DROP TARGE
CENTER POCKETS
CENTERPOST
UPPER RlGHT FLlPP
RlGHT CENTER
STAND-UP TARGET
AWARD LIGHTS
BONUS SAUCER
NINEBALLGAME
BONUS RACK
RlGHT RETURN LAN
RlGHT OUTLANE
SHOOT AGAIN
,
-.---.,
ITS
'ER
Page
4
I
Proorietarv and confidential iniorrnabon. not to
bf
disclosedor cooied without the enoress ~errnissionoi CAPCOMO COIS-OP. INC.
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points to the End-of-Ball bonus. Once all the Solids or Stripesballs have been collected, the eight ball is
spotted. Making the eight ball shot wins the Eightball game and begins Nineball.
@
@
@
@
@
@
are located above the top lanes. Making the corresponding top lane,
when one of these balls is flashing, collects that ball.
@
and
@
are located at the left center standup target.
0
and
@
are located at the right center
standup target. Hitting these standup targets collects these balls.
@
and
@
are located at the left drop target bank. and
@
are located at the right drop target
bank. Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball,
causing the appropriate ball lamp to flash. Hitting the standup target behind the drop target collects the
indicated ball.
@
The is located at the Bonus Saucer on the right side of the playfield. The eight-ball is qualified
("spotted") after all Solids or Stripes have been collected. Shooting the bonus saucer collects the
eightball, winning the Eightball game and begins Nineball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the bankshot
orbit (see Bankshot Orbit),by shooting the Left and Right Super Cue (orbits) (seeLeft Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
NINEBALLGAME
The Nineball game is indicated by the Nineball game light flashing. It flashes once for each time the
Nineball game has been played during the current coin (including buy-ins).
8
When the Nineball game is started, the flashes in the bonus rack.
@
through
@
must be
collected, in order, to win the Nineball game and begin Rotation (if the previous game was Eightball) or
Eightball (if the previous game was Rotation). When a ball is collected, it is lit in the bonus rack and the
next ball will be spotted (flashing) in the bonus rack. Collecting a ball scores 30,000 points and adds
10,000points to the End-of-Ball bonus.
During the Nineball game, both the left and right Super Cues (orbits) are lit. Shooting the left Super Cue
lane either directly, or by completing a right Super Cue (which feeds around to the left Super Cue lane),
spots a ball. The "Spots Next Ball" light will be flashing in the left Super Cue lane to indicate that the
Super Cues are spotting the ball.
Shooting the Captive Ball standup target spots one ball (see Captive Ball). Balls can also be collected by
repeatedly shooting the Bankshot orbit (see Bankshot) or by shooting the Center Pockets saucers (see
Center Pockets).
The current Nineball award is indicated by a flashing SPECIAL, POINTS, or EXTRA BALL light in the
center of the playfield. The first time the Nineball game is played, EXTRA-BALL and POINTS
alternate. Each sucessive Nineball game will then alternate between SPECIAL, EXTRA BALL, and
Page
6
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMmCOIN-OP, INC.

POINTS (except in cases where the ball has been inactive for more than
7
seconds, the award will
remain on POINTS).
ROTATION GAME
The Rotation game is indicated by the Rotation game light flashing. It flashes once for each time the
Rotation game has been during the current coin (including buy-ins).
8
When the Rotation game is started, the flashes in the bonus rack.
0
through
@
must be
collected, in order, to win the Rotation game and begin Nineball. When a ball is collected, it is lit in the
bonus rack and unlit at the target. The next ball in sequence is then spotted (flashing) at its' target.
Collecting a ball scores 30,000 points and adds 10,000points to the End-of-Ball bonus.
@@@@@@
are located above the Top Lanes. Making the corresponding top lane, when
one of these balls is flashing, collects that ball.
0
and
@
are located at the left center standup target.
@
and
@
are located at the right center
standup target. Hitting these standup targets, when one of these balls is flashing, collects the ball.
@
and
@
are located at the left drop target.
@
and
@
are located at the right drop target.
.
Initially, the ball indicator lamps are lit steady. Completing either drop targets will "spot" the ball,
causing the appropriateball lamp to flash. Hitting the standup target behind the drop target collects the
indicated ball.
@
The is located at the Bonus Saucer. Shooting the Bonus Saucer, when the eight ball is "spotted"
(flashing),collects the eight ball.
In addition to the shots mentioned above, balls can be collected by repeatedly shooting the bankshot
orbit (seeBankshot Orbit), by shooting the Left and Right Super Cue (orbits) (see Left Super Cue and
Right Super Cue), and shooting the center pockets saucers (see Center Pockets).
PLAYFIELD FEATURES
LEFT SLINGSHOT
The left slingshot scores 1000points and 10points alternately.
LEFT RETURN LANE
The left return lane scores 3000 points. The left return lane also lights the CALL YOUR SHOT feature
at the Bonus Saucer for
6
seconds (see Bonus Saucer).
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP, INC.
Page
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the shot, collects the ball, and awards 30,000 points plus adds 10,000points to the End-of-Ball
bonus.
LITE SUPER CUE
-
During the Eightball and Rotation games, hitting the left center standup
target will light the right Super Cue (orbit) (see Right Super Cue). When the Lite Super Cue
award is available, the Lites Super Cue light will flash.
CAPTIVE BALL
The Captive Ball awards 3000 points, when hit lightly, and 30,000 points when hit hard (the standup
target is hit). A hard hit will also advance the game towards an extra ball, depending upon the number
of hits required (software adjustable). The number of captive ball hits is indicated by three indicator
lights to the right of the captive ball. When all three are lit, the extra ball is qualified and the extra ball
indicator light will flash. Hitting the captive ball standup target one more time will award the extra ball
and reset the captive ball indicator light. The number of captive ball standup hits for the next extra ball
will then increase by one.
TheExtra Ball can also be qualified by making a Super Cue Capcombo. A Super Cue Capcombo is
made by completing a right Super Cue immediately after completing a left Super Cue or vice-versa.
Completing a Super Cue Capcombo qualifies the Extra Ball at the Captive Ball for the duration of the
ball in play (seeLefi Super Cue and Right Super Cue). When the Super Cue Capcombo extra ball is
qualified, hitting the captive ball standup target will award the extra ball.
LEFT SUPER CUE
The left Super Cue (orbit) is lit during the Eightball and Rotation games by hitting the right center
standup target (seeRight Center Standup Target). Upon completion of a left Super Cue,it remains lit
until another target is hit (allowing consecutive left Super Cue shots to be made). Once unlit, the left
Super Cue can be re-lit by hitting the right center standup target.
The Left Super Cue is lit for the entire Nineball game. The Super Cue light will flash whenever the Left
Super Cue is available. A hard shot to the Left Super Cue lane can travel through to the right Super Cue
Lane, thus completing the orbit and awarding one of the following:
INCREASE BANKSHOT BONUS
-
Completing the left Super Cue doubles the current
Bankshot Bonus. By immediately shooting the Bankshot lane (seeBankshot),the Bonus can be
collected. The Bonus starts at 50,000 and doubles for each left Super Cue completed (up to six
times for a maximum of 3,200,000 points). The Bankshot Bonus resets at the start of each ball
(operator adjustable).
SUPER CUE AWARD
-
Completing the left Super Cue awards a Super Cue value of 30,000
points. This value will increase by 30,000 points for each consecutive left Super Cue completed
(without hitting any other targets in-between).
SUPER CUE CAPCOMBO- Completing the left Super Cue immediately after completing a right
Super Cue (seeRight Super Cue) completes the Super Cue Capcombo. It awards 250,000 points
and lights the Extra Ball for the duration of the ball in play.
SPOT BALL(S)
-
During Eightball, Nineball, and Rotation, completing the left Super Cue spots
the next ball. Additionally, during Eightball or Rotation, the next two balls can be spotted if the
right Super Cue is lit.
Proprietary and confidential information, not
to
be disclosed orcopied without
the
express permission of
CAPCOMB COIN-OP, INC.
Page
9

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UPPER RIGHT FLIPPER
The upper right flipper provides clean shots to the Bankshot lane, the right Drop Target bank, the right
Super Cue, and the Star bumpers.
RIGHT CENTER STANDUPTARGET
Hitting the right center standup target (located to the right of the center post) will award 3000 points and
one of the following will occur:
\
SPOT
@
-
During an Eightball (Solids) game, the standup target will spot the five ball if it has
not been previously collected. The five ball will also be spotted during the Rotation game if it is
I
the next ball to play. Hitting the target will collect the five ball and award 30,000 points plus
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10,000points is added to the End-of-Ball bonus.
SPOT
@
-
During an Eightball (Stripes) game, the standup target will spot the thirteen ball if
it has not been previously collected. The thirteen ball will also be spotted during the Rotation
game if it is the next ball to play. Hitting the target will collect the thirteen ball and award
30,000 points plus 10,000points are added to the End-of-Ball bonus.
LITE SUPER CUE
-
During the Eightball and Rotation games, hitting the standup target will
light the left Super Cue (see Left Super Cue). When the Lite Super Cue award is available,the
Lites Super Cue light will flash.
BONUS SAUCER
The Bonus Saucer is located on the right side of the playfield. The Bonus Saucer is used for a variety of
features:
SPOT
@
-
During an Eightball (Stripes or Solids) game, the Bonus Saucer will spot the eight
ball if all other game balls have been collected. The eight ball is also spotted during the Rotation
game if it is the next ball to play. Making the Bonus Saucer shot collects the eight ball and
awards 30,000 points plus 10,000points is added to the End-of-Ball bonus.
COLLECT BONUS
-
The Collect Bonus feature is active (flashing) at the start of each ball if the
current game in progress has collected at least one ball. Making the Bonus Saucer collects the
End-of-Ball bonus without resetting it. The End-of-Ball bonus awards a base value of 10,000
points plus 10,000points for each ball collected during the current game. These points are then
multiplied by the current bonus multiplier (from 1to
99;
see Top Lanes). The bonus multiplier
then resets to one for the start of each ball. Once the bonus has been collected, it is not available
again until completion of the current game or at the start of the next ball.
CALL YOUR SHOT
-
The Call Your Shot feature is qualified (flashing)by the left return lane
(see Left Return Lane) for six seconds. It is also qualified during Eightball and Rotation games
when the eight ball is spotted at the Bonus Saucer. Completing the Bonus Saucer allows you to
choose one of three shots (Left Super Cue, Center Pocket saucers, or Right Super Cue
)
by
Page 12
I
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMB COIN-OP,IKC.

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7222

BREAKSHOTm
NOTE ON MULTI-PLAYER GAMES: Each player must individually qualify the Center Pockets saucer
locks. This information is then kept in memory from ball-to-ball and player-to-player.
The first ball to enter the Center Pockets immediately causes the center post to rise and
...
if the ball does not enter any of the three saucers and comes to rest above the center post, the ball
remains captured, the saucers remain unqualified, and a new ball is released to the plunger.
if the ball enters any of the three saucers, a
Good Shot
(30,000points) is awarded, one ball is
spotted in the current pool game, and one or both of the outside (left or right) saucers are
qualified. The ball is then ejected from the saucer and comes to rest above the center post. A
new ball is then served to the plunger.
The second ball is now put into play while the first ball remains captive above the center post. Shooting
this ball at at the raised center post can cause the captured ball to enter one of the saucers and award a
Trick
Shot
(
100,000points). If the captured ball enters the
CENTER SAUCER, one ball is spotted in the current pool game and one or both of the outside
saucers are qualified. The ball is then ejected from the saucer and comes to rest above the center
post.
LEFT OR RIGHT SAUCER (NOT QUALIFIED), one ball is spotted in the current pool game
and one or both of the outside saucers are now qualified. The ball is then ejected from the saucer
and comes to rest above the center post.
LEFT OR RIGHT SAUCER (QUALIFIED), one ball is spotted in the current pool game and the
ball remains locked in that saucer. The center post is then lowered and a new ball is sent to the
plunger. When this next ball enters the Center Pockets, the post will be raised and
...
if the ball does not enter one of the remaining two empty saucers and comes to rest above the
center post, the second ball remains captured, and a third ball is served to the plunger.
if the ball enters the center saucer, a
Good Shot
(30,000points) is awarded, one ball is spotted
in the current pool game, and the empty left or right saucer is now qualified. Both balls are
then ejected from the saucers, come to rest above the center post, and a third ball is served to
the plunger.
if the ball enters the left or right saucer, and that saucer was not qualified, a
Good Shot
(30,000points) is awarded, one ball is spotted in the current pool game, and that saucer is
now qualified. Both balls are then ejected from the saucers, come to rest above the center
post, and a third ball is served to the plunger.
If the ball enters the left or right saucer, and that saucer is qualified, a
Good Shot
(30,000
points) is awarded and one ball is spotted in the current pool game. The second ball remains
locked in that saucer (one ball is now locked in each of the left and right saucers). A third
ball is now served to the plunger.
For as long as one or two balls remain captured above the center post, the following can occur:
Page
14
I
Proprietary and confidential information, not
to
be disclosed or copied without the express permission or CAPCOMB COIN-OP, INC.

Shooting the ball-in-play sothat it hits the raised center post, causing one of the captured balls to
bounce up from the other side of the center post and enter one of the saucers awards a Trick Shot
(100,000 points), and spots one ball in the current pool game. If the ball enters a qualified
saucer, the ball remains locked. If the ball enters a non-qualified saucer, it becomes qualified and
the ball is ejected.
Shooting the ball-in-play so that it hits the raised center post, causing the captured balls to each
enter left and right saucers, awards a Combo Shot (250,000 points) and spots two balls in the
current pool game. If either ball enters a qualified saucer, that ball will remain locked in the
saucer. If either ball enters a non-qualified saucer, that saucer then becomes qualified and the
ball is ejected.
Once both captured balls are locked in the left and right saucers, the center post is lowered and the center
saucer is qualified. If the next ball enters the center saucer,Breakshot Frenzy (3-Ball Mayhem) starts
and continues until two of the three balls are drained. The following scoring rules apply:
PLAYFIELD SCORES x 3
-
All playfield targets score three times their normal value for as
long as three balls remain in play. Once one ball drains, all playfield targets score two times
their normal value for as long as two balls remain in play.
BREAKSHOT JACKPOT
-
During Breakshot Frenzy, a Jackpot is available (indicated by
the flashing Jackpot light below the center saucer). Shooting the center saucer in the Center
Pockets awards the current Jackpot value The Jackpot starts at 200,000 points and increases
by 25,000for each second that Breakshot Frenzy is active (i-e.two OR three balls in play). If
no targets are hit for five seconds, the Jackpot stops increasing until another target is hit.
This prevents players from holding the balls on the flippers while the Jackpot keeps growing.
After Breakshot Frenzy is over, the Jackpot value is then reset to the base value.
DOUBLE JACKPOT
-
Once a ball makes the center saucer to score a Jackpot, there is a one
second delay before the center post rises and the ball is ejected from the center saucer. If a
second ball is shot into the Center Pockets area within that one second interval and remains
captured when the post is raised, a Double Jackpot is awarded, worth two times the Jackpot
value.
BONUS RACK
The Bonus Rack is located in the center of the playfield. It consists of fifteen indicator lights arranged
like a "rack" of pool balls. Each light represents the status of the current game by indicating which balls
have been collected (lit) or not collected (unlit) and, during the Rotation game, indicates which ball is
the next ball to play (flashing). A game ball is either lit at the target and unlit in the Bonus Rack (the
ball is active, or "spotted"
)
or unlit at the target and lit in the Bonus Rack (the shot has been completed).
SHOOT AGAIN INDICATOR
The shoot again indicator light is located in the center of the playfield below the Bonus Rack. It is
lit
when the current player has earned at least one extra ball and unlit when the extra ball(s) are depleted.
The shoot again indicator is also lit when the ball saver is active (see Ball Saver).
I
Proprietary and confidential information, not to
be
disdosed or copied without the express permissionof CAPCOMB COIN-OP, INC.
I
Paap
15

BALLSAVER
A ball saver is active for an operator adjustable number of seconds at the start of each ball. If the player
drains during this time period, the ball is returned to the plunger without ending the current ball in play.
The ball saver is active when the Shoot Again indicator light is flashing.
OUTHOLE
The center drain ends the current ball and awards the End-of-Ball bonus. The End-of-Ball bonus awards
a
base value of 10,000points, plus 10,000points for each ball spotted during the current pinball game,
multiplied by the current bonus multiplier which starts at one and is increased by the top lanes (seeTOP
I
LANES). The bonus multiplier resets to one at the start of each ball.
Yage
16
--
-
Proprietary and confidential information, not to
be
disclosed or copied without the express permission of CAPCOMm COIN-OP, INC.
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