Tee'd Off Rule Sheet
Compiled by Robert Macauley
Version 1.1
15/8/97
Introduction
The following is a rough guide to playing the Gottlieb Premier pinball
Tee'd Off. If all goes to plan and this gets posted on the net at a
later date, some people may wonder why the hell anyone would bother
doing a rule sheet for a game that is over 5 years old. The simple
answer is that this was done as an assessment for a course I was doing
and my mind went blank with regard to something to write. Now for the
legal stuff. Tee'd Off is a trademark of Gottlieb Premier and I guess
they would still worry about copyright, despite the fact that they are
now out of business. This guide is released as freeware. Use it
however you like just as long as I still get credit for its existence
and no profit is made from its use.
Playfield Layout.
Starting from the drain and moving clockwise around the playfield:
Inlanes/Outlanes: The usual. The outlanes are always lit for Hole In
One. The left inlane lights dogleg and the Right inlane lights Cheat
Shot.
Slingshots: Normal.
Flippers: Two normal Gottlieb "Catch All" flippers in the usual place.
Targets: Three targets whose name escapes me at the moment. No known
use unless lit during Skins Game.
Special Lane: A lane running behind the targets fed directly from the
top flippers. Awards a special when lit.
Hook Shot: A single stand up target which awards the hook shot value
when lit. Can also be lit for a jackpot.
Volcano: A vertical up kicker with a plastic volcano above it. Spots
Holes 1, 6 and 9, starts modes when lit and can award a jackpot or a
cheat shot when lit.
Mean Hole: A saucer in an enclosed area to the right of the volcano.
Awards Mystery when lit.
Hurry Up 20 Million: A small standup target which awards 20 million
when lit.
Top Flipper: A small flipper angled to shoot the volcano, hurry up
target or a ramp leading to the mean hole. Balls can be caught by a
small post if required.
Coconut Targets: Four drop targets in front of a lane in the center of
the playfield. Hitting them adds 1 million to the end of ball bonus.
Center Lane: A lane leading to a vertical up kicker. The shot can be
made through a gap between the coconut targets but its a fairly
precise shot. Shooting the lane with all targets up awards a hole in
one. If any targets are down shooting the lane spins the Gopher wheel.
Captive Ball: A ball trapped in the top right corner. Hitting the ball
causes it to bounce around in its little area hitting a bumper and
some switches. Each hit adds to the end of ball bonus.
Right Ramp: A ramp leading around the back of the captive ball and
feeding to the top flipper. Spots holes 2, 4 and 8 and relights the
mode start at the volcano. Can be lit for jackpot.
Right Orbit: Feeds around to the mean hole. Awards a dogleg , mystery
or hole in one when lit.
Slice Target: A single stand up target. Each hit adds a letter to
Slice. Spelling slice lights a hurry up 50 million. Can also be lit
for an extra ball.
Saucer: A typical Gottlieb saucer. Spots holes 3, 5 and 7 and can
award a jackpot.
Gopher Wheel: A roulette wheel sunk into the lower playfield. The
wheel has 12 holes representing the letters in the word Gopher.
Lighting all letters starts Go-Fore-Par-Tee.
Rules:
The main object of the game is to play all 9 holes. Each hole must be
hit in numerical order. After all holes are lit the 9th hole starts an
award depending on how many times the 9 holes have been completed. The
awards are:
1st 9 Holes---Multiball
2nd 9 holes---Raining Cats and Dogs
3rd 9 holes---Multiball
4th 9 holes---Anything Goes
After anything goes, the sequence starts over again.
Multiball
Multiball can be either 2 or 3 balls. A second ball is served to the
plunger and if it is successfully launched into the mean hole a third
ball is given, otherwise multiball is a two ball affair. The object is
to collect all the strobing jackpots. The jackpot is worth around 5
million and hitting the captive ball increases this value. When only
one jackpot is left hitting it awards a super jackpot of 300 million
points. Collecting the super jackpot relights all the jackpots and the
sequence repeats until only one ball remains in play.
Raining Cats & Dogs
Raining cats & dogs is a 3 ball multiball, which is also known as the
Lightning Storm. All jackpot shots and the center lane are strobing
and each hit awards 25 million to the lightning storm total. The total
is awarded at the end of the ball so tilting is not a good idea.
Anything Goes
Anything goes is lit at the mean hole. Shooting the mean hole starts
the mode. Anything goes is simply a lightning storm with each shot
scoring 50 million. Normal lightning storm rules apply.
Go-Fore-Par-Tee
Started by spelling gopher on the roulette wheel. This is another 3
ball multiball in which shooting either the center lane or the volcano
awards an immediate 20 million points, no questions asked.
Modes
There are 5 modes, which are started by shooting the volcano when lit.
For the first time through the modes, shooting the volcano lights it
for start mode. On all subsequent times the ramp lights start mode.
Skins Game: Shoot the volcano to add a letter to skins. Spelling skins
give the choice of taking 10 million points and being called a chicken
by the machine, or playing for double or nothing. The game chooses a
shot at random and you need to hit that shot within 20 seconds to
double your score. If you miss you lose your score and start again
from zero. For the rest of that ball recover score is lit at the
dogleg. Shooting recover score restores your points to their former
glory.
Find the Gopher: 15 seconds to shoot any hole. If you are lucky you
find the gopher for 30 million, otherwise you get insulted.
Extra Ball: Extra ball is lit at the slice target for 15 seconds.
Teed Off: Shoot the center lane for an increasing point value starting
at 5 m.
Pitch and Putt: Each shot to the mean hole scores 10 million. The post
in the lane leading to the top flipper traps the ball to allow a clean
shot at the hole. The mode ends in 15 seconds.
Completing all 5 modes lights the big score target. No more modes can
be started on that ball.
Hole in One
Holes in one is awarded by either a successful skill shot, a shot up
the middle lane with all targets up or a shot to the mean hole when
lit. 7 holes in one awards an extra ball and 9 lights the mean hole
for Quickpick. Quickpick is simply a choice of either light special or
start lightning storm.
Strategy
The main strategy for this game is to start any multiball except the
normal one, trap 2 balls on the right flipper, and continually loop
the center lane for big points. With the catch all flippers it is dead
easy to catch any ball coming from the volcano and the center lane, so
with practice big scores should come easily. This is really a one shot
game.
Bragging
I can't remember what my highest score is on a 3 ball game, as I havent
seen one for a while.
Highest score on a 5 ball game: 11B
If you have anything to add send it to me via
[email protected]
and I will add it to the next version.
End
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