Pistol Poker Rules
    _________________________________________________________________

                               PISTOL POKER

                                    by

                              Alvin G. & Co.

                        Rulesheet by John Gantert
                          ([email protected])

                             Ver 0.3 12/27/95
                          HTML Ver 1.12 07/08/97

  This rulesheet was based on AG10/R3 ROM's, and is not guaranteed to be
  correct, and it is definitely not complete! "An' nobody can say
  anythin'!" :)

  LOWER PLAYFIELD:

  Slingshots: Traditional style.

  Flippers: Large rounded style. Like the old Bally games, except much
  stronger.

  S-P-O-T Lanes: These are the out-lanes and the in-lanes. Light SPOT to
  spot a random card in the backbox deck. (Notice the stereo sound
  effects!) Inlanes score 25,000 points. Outlanes score 500,000 points.

  Heart Cards: 5 standup targets on the lower left playfield. Shoot for
  the flashing card. Cards score 250,000 points when lit, otherwise
  50,000 points.

  Jail: Left ramp to upper playfield. Collects hand when lit, and spots
  a heart in Megamode. If the ball does not go all the way up to the top
  playfield, this shot will also score the Ace of Spades! Jail scores
  100,000 points.

  Club Cards: 4 standup targets in the middle of the lower playfield.
  Shoot for the flashing card. The ace of spades is the gun saucer.
  Cards score 250,000 points when lit, otherwise 50,000 points.

  Club Loop: Small inner loop on lower playfield. Enter between the 10
  and Queen of clubs, and exit between the King and Jack of clubs.
  Scores 500,000 points. Consecutive shots score 1, 1.5, 2, 2.5, 3, and
  5 Mil points.

  Center Scoop: Scoop from lower playfield (between the King and Jack of
  Clubs) to the upper playfield just below the pop bumpers. Collects
  hand when lit. Scores 200,000 points.

  Blackjack Ramp: Big right ramp. Scores 1 then 3, 6, 10, 15, 20, and 25
  Mil. points per consecutive shot. Also collects hand when lit, and
  spots a diamond in Megamode.

  Diamond Cards: 5 standup targets on the right of the lower playfield.
  Shoot for the flashing card. Cards score 250,000 points when lit,
  otherwise 50,000 points.

  Gun: Popper in the center of the lower playfield to the upper
  playfield. Scores the ace of clubs, and collects a chip when lit. Also
  lights READY-AIM-FIRE (in that order). If fire is already it, then it
  fires the backbox gun (see below).

  UPPER PLAYFIELD:

  Slingshot: Located on the bottom left of the playfield. Acts as a
  second upper flipper.

  Spade Cards: 4 standup targets on the upper left playfield. The ace of
  spades is the center drop shot to the lower playfield (see Jail shot
  above). Shoot for the flashing card. Cards score 250,000 points when
  lit, otherwise 50,000 points.

  Ace of Spades: Scores Special when lit for special. NOTE: Does NOT
  score special when lit for ace of spades mode!

  Upper Loop: Loop from upper left to upper right. Scores 1, 3, 6, 10,
  15, 20, and 25 Mil for consecutive loops. Also lights Joker for a
  timed period. During Megamode, it spots a spade.

  Joker: Upper lock hole. Awards skill shot. Awards Mystery award when
  lit (yellow light), and Megamode when lit (blue light). In Megamode,
  the Joker awards Super Jackpot when lit (red light).

  Chip Lanes: 4 top inlanes. Awards skill shot when flashing, and
  lighting all chips awards Advance Bonus Multiplier or 5 Million if
  multiplier is already 10 times, and lites the Joker (yellow light, see
  above).

  Rebound switch: Located to the right of the chip lanes. Awards 20,000
  points.

  Pop Bumpers: 2 located below the chip lanes. Scores 50,000 points.

  Flipper: 1 flipper on the right.

  BACKBOX:

  Backbox Cards: A grid of all of the backbox cards. Light cards by
  completing S-P-O-T, joker skill shot, or by firing the gun (see
  below).
    _________________________________________________________________

                                  RULES
    _________________________________________________________________

  SKILL SHOT:
         Shoot for flashing chip to award advance bonus multiplier or 5
         Million if multiplier is already 10 times (also lights that
         chip).


               or


         Shoot for Joker hole to award 5 Mil x Ball in play, and spot a
         random backbox card.

  BALL SAVER:
         7 seconds. "Keep your hands on the table!"

  BONUS:
         ??? adds bonus, up to 9,990,000.

  BONUS MULTIPLIER:
         Chip lanes and Mystery award advances bonus multiplier up to 10
         X. Bonus multiplier is carried over from ball to ball.

  JOKER RANDOM AWARDS:
         Random awards include:


               1 Million
               5 Million
               10 Million
               20 Million
               Instant Megamode (2 ball)
               Superdrop (actually is SuperShot, it's a typo)
               Lite Extra Ball
               Moving Ace Jackpot (lit ace scores 50 Mil)
               Award Bonus
               Increase Bonus Multiplier
               5x Bonus Multiplier
               10x Bonus Multiplier
               [...]


               (There's more, I just can't think of them!)

  GENERAL RULES:
         Complete all 5 hands in order (1 pair, 2 pair, 3 of a kind,
         full house, royal flush). These are the red card lights on the
         lower playfield.

       TO LIGHT HAND:
               Hit card targets needed for current hand (they will be
               flashing). Then complete hand by shooting a flashing
               "COMPLETE HAND" shot.


         Collect all chips (then shoot Joker) for PISTOL MANIA!

       COLLECTING CHIPS:
               After "COMPLETE HAND" (above), then shoot the gun saucer
               to collect the chip for winning that hand. This will
               award the normal gun shot, and will also let you choose a
               prize with the flippers. Two awards will be displayed,
               select one by pressing the appropriate flipper button.
               Possible awards are:


                     20 Million
                     Ric-o-chet
                     Ace of Spades
                     Black Jack
                     Shoot Out
                     Super Shot
                     Maximum Bonus
                     Megamode
                     Aces Wild
                     Joker Poker
                     Royal Loops
                     Light Extra Ball


               (see MODES below)
    _________________________________________________________________

                                 MEGAMODE

                            [aka Multi-Balltm]
    _________________________________________________________________

  INSTANT MEGAMODE (2 ball):
         Start Megamode by shooting Joker when lit, selecting Megamode
         after collecting a chip, or from the Mystery Award.

  INSTANT MEGAMODE (3 ball):
         Select Megamode after collecting a chip, then shoot the Joker
         as the skill shot. The second ball will be locked, and a third
         ball will be fed to the plunger lane.

  MEGAMODE (3 ball):
         When in 2 ball Megamode, shoot Joker to lock one ball, then
         shoot the gun to lock the second ball. A third ball will be
         placed in the plunger lane.


         Scoring is double in 3 ball Megamode!

  Generic MEGAMODE Rules: (Applies to all MEGAMODEs)
         Shoot for flashing card. One card on each deck will be
         flashing. Each deck starts out with the 10 flashing, and
         proceeds to light Jack, Queen, King, and finally Ace. You can
         collect the card by hitting the standup target, or by shooting
         the "Collect <suite> Card" shots that are lit. The upper loop
         will spot a Spade. When you collect the ace of any suite, it
         will award you the Jackpot! Jackpot scores are: 10 Mil plus 5
         Mil for each "Collect Card" shot hit for that suite.


         After you collect ALL of the cards, shoot Joker for Super
         Jackpot of 100 Mil!
    _________________________________________________________________

                                  MODES
    _________________________________________________________________

  Most (all?) modes are timed, but there is no timer. You know when a
  mode is going to end, by hearing the ticking sound. When you hear the
  horse sound, the mode is over. All points scored for mode features are
  added to the players score at the end of the round.

  RICOCHET:
         Shoot pop bumpers for 1 Mil. Total score for this mode is 5 Mil
         plus 1 Mil. for each pop bumper hit.

  ACE OF SPADES:
         Shoot Ace of Spades. This is a count-up mode! Starts out at 5
         Mil, then goes up to 10, 25, 50, and finally 100 Mil.!

  BLACKJACK: (also called BLACKJACK RAMP)
         Shoot an ace and a Jack, then shoot the Blackjack ramp and
         score 21 Mil. Repeat until time runs out. Shooting the Joker
         will give you blackjack, so you just need to shoot the
         blackjack ramp. Scoring is (???) 5 Mil plus first card is 10
         Mil, 2nd card 15 Mil, etc..., plus 21 Mil for Blackjack Ramp
         (when lit). ie: Shoot an ace and a jack to light blackjack
         ramp, then shoot blackjack ramp and then time runs out and mode
         ends will score 5 + 10 + 15 + 21 = 51 Mil.

  SHOOT OUT:
         "Partner, do I haveta shoot yer?" (Notice the awesome stereo
         sound and speech effects, and the different digital displays
         during this mode!!!)


         All switches score 500,000. Mode score is 5 Mil (?) plus
         500,000 for each switch hit.

  SUPER SHOT:
         Shoot the backglass gun, and it will light up a whole column of
         cards. You score 20 Mil for completing a column of cards, plus
         awards for any completed rows!

  ACES WILD:
         Shoot any ace for 5 Million. Total round score is 5 Million
         plus 5 Million times number of aces shot.

  JOKER POKER:
         Shoot anything for 500,000 points. Total round score is 5
         Million plus 500,000 time number of switches hit during the
         round. I think the Joker increases the 500,000 point value.

  ROYAL LOOPS:
         Shoot for flashing card to spot a card. Shoot for Upper Loop or
         Club Loop to spot two cards. Joker spots two cards. Scoring is
         25 Mil per royal flush (?) plus 5 Mil.
    _________________________________________________________________

                          FIRING THE BACKBOX GUN
    _________________________________________________________________

  Use either flipper to select a suit from the backbox deck. After an
  amount of time, the game will begin the READY - AIM - FIRE sequence.
  Then the backbox gun is lit, and you need to shoot the coin over the
  column of the card that you want. Shoot the gun at the lit coin by
  pressing either of the flipper buttons.

  This will spot the card under the coin that you shot in the suit you
  selected.

  You score 20 Million for completing a row. Awards for completing a row
  are as follows plus 20 Million: (Medium is the default)

  CAPTION: Backbox Row Awards

+---------------------------------------------------------------------------+
|                             Rows Completed                                |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Difficulty|   1   |    2   |   3   |    4   |    5    |   6   |    7   | 8 |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Extra Easy|Lit EX.|Megamode|Light  |Megamode|Increase |Lit EX.|Megamode|20M|
|          |  Ball |        |Special|        |Bonus X  |  Ball |        |   |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Easy      |Mega-  |Lit EX. |Mega-  |Light   |Increase |Lit EX.|Megamode|20M|
|          |mode   |  Ball  |mode   |Special |Bonus X  | Ball  |        |   |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Medium    |Mega-  |Increase|Lit EX.|Light   |Megamode |Inc.   |Light   |20M|
|          |mode   |Bonus X | Ball  |Special |         |Bon. X |EX. Ball|   |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Hard      |Inc.   |Megamode|Lit EX.|Increase|Light    |Mega-  |Light   |20M|
|          |Bon. X |        | Ball  |Bonus X |Special  |mode   |EX. Ball|   |
+----------+-------+--------+-------+--------+---------+-------+--------+---+
|Extra Hard|Inc.   |Increase|Mega-  |Increase|Light    |Inc.   |Increase|20M|
|          |Bon. X |Bonus X |mode   |Bonus X |EX. Ball |Bon. X |Bonus X |   |
+----------+-------+--------+-------+--------+---------+-------+--------+---+

  TIP: Instead of looking for the lit coin, fire the gun based on the
  clicks.

    _________________________________________________________________

                               PISTOL MANIA
    _________________________________________________________________

  After collecting all chips, shoot the Joker for PISTOL MANIA! Lights
  extra ball (Upper Loop) and special (Ace of Spades). "An' nobody can
  say anythin'!"

  One ball is placed in the plunger lane, and after it is shot out,
  another ball is placed in the plunger lane. You score 1 Mil for each
  switch hit! (Ie: Blackjack ramp scores 2 Mil because there is 2
  switches on the ramp!) Mode lasts until there is only one ball left.

  I believe that some modes (like Ricochet) are started when you start
  PISTOL MANIA.

    _________________________________________________________________

  W3C Wilbur Checked!