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Below is a picture of the Space Cadet gable, with most of the bumpers, lanes, lights, targets and
miscellaneous items labeled. There are still a few surprises, although a complete set of table
descriptions are contained in alter topics of this section.
Parts of the Space Cadet Table
Bumpers, Rebounds and Kickers
Targets
Lights
Misc. Components
Space Cadet Table Bumpers, Rebounds and Kickers
Attack Bumpers
These are the four bumpers at the top of the table. The number of points you receive when
you hit bumpers depends on their status, or color. Attack bumper status is upgraded each
time all three re-entry lights are turned on. After 60 seconds, the attack bumpers are reset to
the next lower status.
Status/Color Number of Points
Blue 500
Green 1000
Yellow 1500
Red 2000
Launch Bumpers
These are the three bumpers on the launch ramp. The number of points you receive when
you hit the bumpers depends on their status or color. Launch bumper status is upgraded to
the next higher status every time all three launch lane lights are turned on. After 60 seconds,
launch bumpers reset to the next lower status.
Status/Color Number of Points
Blue 1500
Green 2500
Yellow 3500
Red 4500
Kickers
The kickers are located at the bottom of each out lane. When the ball hits a kicker, it is
ejected up and back into play. You can open the kicker gates by hitting all the hazard targets
(the right targets for the right kicker; the left targets for the left kicker).
Space Cadet Table Lanes and Ramps
Launch Ramp
The launch ramp is located on the left side of the table. There are three yellow triangular
lights at the launch ramp entry. The on/off status of these lights indicates what happens
when you pass through the launch ramp.
Position Light Name Results if Lit
Top Launch reflex shot light Reflex shot awarded
Middle Time warp forward light Time warp mission completed and
your rank increased (see time warp
mission for details)
Bottom Mission acceptance light Engages currently available mission
If no lights are lit, you are awarded 5,000 points for passing through the launch ramp.
Each time the ball drains from the launch ramp, the launch reflex shot light is turned on. It
turns off after five seconds.
Re-Entry Lanes
These are the three lanes at the top of the table. When the ball rolls through one of these
lanes, you receive 500 points and the re-entry light just above it is turned on. If all three
re-entry lights are on, the attack bumpers are upgraded.
Launch Lanes
These are the three lanes in the launch ramp. When the ball rolls through one of these lanes,
you receive 500 points and the launch light above the lane is turned on or off. If all three
launch lights are turned on, the launch bumpers are upgraded.
Out Lanes
These are the outer lanes at the bottom of the table where the ball can potentially drain.
Usually you receive 20,000 points, but if the extra ball light above the lane is on, you also
receive an extra ball.
Return Lanes
These are the inner lanes at the bottom of the table which return the ball to the flippers. If the
ball rolls down one of these lanes, you receive 5,000 points. If the light above a lane is on,
you receive 10,000 points.
Bonus Lane
This is the lane at the bottom of the table on the left side, between the out lane and the return
lane. If the ball rolls down this lane, you receive 10,000 points, and your ship is re-fueled. If
the bonus light is on, then you also receive a bonus. However, the bonus is not reset.
Space Cadet Table Kickouts and Sinks
Wormholes
There are three wormholes on the table: red, green, and yellow, as shown by the color of the
light on top of the wormhole. A triangular wormhole destination light is located in front of
each wormhole. You turn on a wormhole destination light by hitting the space warp target
near the entrance of the hyperspace chute.
When the ball goes into a wormhole, one of four things can happen:
1. If the wormhole destination light is off, the ball is ejected from the same wormhole.
2. If the wormhole destination light is yellow, the ball is ejected from the yellow
wormhole.
3. If the wormhole destination light is red, the ball is ejected from the red wormhole.
4. If the wormhole destination light is green, the ball is ejected from the green
wormhole.
Points are awarded as follows:
If the wormhole destination light is off, you receive 1,000 points.
If the wormhole destination light is the same color as the wormhole, you receive 2,000
points and the ball is locked. If three balls have been locked, then the Meteor Storm
mode begins (3 ball play).
If the wormhole destination light is a different color, you receive 5,000 points.
Space Cadet Table Targets
Flippers
Besides hitting the ball, flippers let you control the re-entry and launch lights. Each time you
move the right flipper, the lights rotate clockwise. When you move the left flipper, they
rotate counter-clockwise.
Plunger
When you launch the ball, it must reach at least the first deployment light to enter the table.
When it reaches this light, the reflex shot lights are turned on. If the ball drains within the
first 15 seconds, you get to replay the ball.
Center Post
The center post is a peg that pops up between the flippers and helps to keep the ball from
draining. You can raise the center post by hitting the hyperspace kickout three times. It will
stay raised for 60 seconds before sinking back into the table.
Gravity Well
To activate the gravity well, you must shoot the ball into the hyperspace kickout five times
in a row. When the gravity well is active, gravity shifts to the center of the table. If the ball
gets stuck on the gravity well, it is shot out in a random direction, you are awarded 50,000
points and the gravity well is turned off.
Space Cadet General Table Rules
Ball Draining
When the ball drains, you are awarded the current value of the bonus. The lights on the table
are all reset, except for the rank and progress lights.
Replays
Sometimes you may get to replay the ball. When this happens, nothing on the table resets or
changes, and you do not receive the bonus. You get only one replay at a time. The replay
light is located under the left flipper.
Shoot Again
Similar to a replay, if the ball drains in the first 15 seconds of play, you may shoot the ball
again. When you launch the ball again, the shoot again light is turned on. The shoot again
light is located under the right flipper.
Extra Balls
You can receive an unlimited number of extra balls during the game. These are played
immediately after the current ball has drained. The table is still reset, but the ball counter is
not incremented.
Fuel
The amount of fuel left in your ship is shown by the number of fuel lights turned on in the
fuel chute (on the left side of the table). You can light fuel lights by rolling the ball over
them, by sending the ball down the bonus lane, or by hitting all the fuel targets in the
upper-left corner of the table.
When the last fuel light is off, the ship is grounded, and the current mission is aborted.
Skill Shot
You perform a skill shot by launching the ball only part way up the deployment chute and
letting it fall back down the chute and onto the main table. Points are awarded based on how
many deployment lights are lit:
Number of Points
Lights Awarded
One 15,000
Two 30,000
Three 75,000
Four 30,000
Five 15,000
Six 7,500
Reflex Shots
Each time you enter the launch ramp or the hyperspace chute, a reflex shot light goes on. If
you can repeat the same shot before the light goes off (five seconds), you have completed a
reflex shot and are awarded 25,000 points.
Space Cadet Bonuses
Drain Bonus
If you have knocked down all the targets in the booster target bank three times, you will be
awarded 25,000 bonus points when the ball drains or, if the bonus light is on, when the ball
passes through the bonus lane.
Jackpot
The jackpot is activated when you knock down all the targets in the booster target bank
twice. It is awarded upon the completion of any mission. The base value of the jackpot is
500,000 points. It increases with mission difficulty. While the jackpot is active, hitting
different components on the table also increases its value.
Space Cadet Ranks and Missions
Missions are selected through the mission target bank on the left side of the table. You then
activate a mission by sending the ball up the launch ramp. If a mission is accepted, you must
perform a sequence of tasks to complete it.
Starting a mission is worth 100,000 points. Completing a mission is worth the jackpot,
which is at least 500,000 points.
When you complete a mission, one or more progress lights (the outer ring of 18 lights) are
turned on. When all the progress lights are on, you move up in rank.
Ranks
Your current rank is tracked by the rank lights (the inner ring of nine lights in the center of
the table). The more lights that are lit, the higher your rank.
1 light = Cadet
2 lights = Ensign
3 lights = Lieutenant
4 lights = Captain
5 lights = Lt. Commander
6 lights = Commander
7 lights = Commodore
8 lights = Admiral
9 lights = Fleet Admiral
Cadet
Target Practice: Hit eight attack bumpers to receive six progress lights and 500,000
points.
Re-Entry Training: Send the ball down the re-entry lanes three times to receive six
progress lights and 500,000 points.
Launch Training: Send the ball up the launch ramp three times to receive six progress
lights and 500,000 points.
Science Mission: Hit nine drop targets to receive nine progress lights and 750,000
points.
Targets
Lights
Misc. Components
Dragon's Keep Bumpers, Rebounds and Kickers
Forest Bumpers
These four bumpers are located on the left side of the table and are worth 1,500 points each.
After every eight hits another weapon is awarded.
Kicker
The kicker is located in the left outlane. The kicker is active as long as there are kicker lights
on.
Dragon's Keep Lanes and Ramps
Dragon Ramp
The dragon ramp runs behind the dragon on the left side of the table. Each time the ball goes
up this ramp, 50,000 points are added to the jackpot and to the player's current score. This is
increased by 50,000 points for every additional time the ball goes up the ramp before the
dragon ramp combination light goes out.
Tower Ramp
This ramp is located on the right side of the table, leading up to the gate tower.
Dragon Chute
The dragon chute is the path behind the dragon's neck, on the main playfield. Each time
through, 200,000 points are added to the super jackpot, and 25,000 points are instantly added
to the score.
Moat Chute
The Moat Chute is on the right side of the table, underneath the bridge. When the ball goes
through the moat chute it is accelerated and 75,000 points are awarded.
Outlanes
These are the outermost lanes at the bottom of the table. A pass through one of these lanes
awards 30,000 points.
Return Lanes
These are the innermost lanes at the bottom of the table. A pass through turns on another
kicker light if the return lane light is lit, and awards 10,000 points.
Gargoyle Ramp
This wire ramp guides the ball from the rocks to the watch tower, and awards two dragon
eggs for each passage. You get an additional 100,000 points for each dragon egg already lit.
Forest Ramp
This wire ramp guides the ball from the rocks to the left return lane, and awards one dragon
egg for each passage. You get an additional 100,000 points for each dragon egg already lit.
Dragon's Keep Kickouts and Sinks
Well Sink
The well sink is located between the bumpers, on the left side of the table. When the ball
goes in, a random spell is cast or a quest is started.
Armor Kickout
This kickout is located behind the leftmost gargoyle target. Landing in it awards the next
piece of armor.
Gargoyle Kickout
This kickout is located behind the third gargoyle target (from the left). Landing there starts
the two-ball gargoyle gaggle-ball mode.
Sword Target
This target is located at the end of the sword jutting out from the dragon's neck. Each time
the sword is hit, the following points are awarded:
First hit = 20,000 points
Second hit = 50,000 points
Third hit = Begin slay dragon quest
Ricochet Targets
There are two ricochet targets on the table that kick the ball away from them when hit. One
is located at the edge of the tower ramp. The other is behind the dragon. Each awards 2,500
points.
Dragon's Keep Lights
Armor Lights are the three large shield-shaped lights, one between the flippers, and one
above each outlane.
Combination Lights are the blue triangle-shaped lights in front of each ramp, the dragon
chute, and the fire ridge orbit.
Dragon Egg Lights are the eight oval-shaped purple lights extending from the dragon egg
kickout to the moat chute.
Dragon Letter Lights are the five green circular lights scattered about the table with the
letters D-R-A-G-O-N on them.
Extra Ball Light is the diamond-shaped red light in front of the quest selection target.
Fire Lights are the five lights in the shape of an elongated triangle extending from the
dragon.
Fire Lizard Lights are star-shaped orange light in front of each fire lizard sink.
Gargoyle Lights are the four diamond-shaped blue lights in front of the gargoyle targets.
Gem Lights are the eight hexagon-shaped yellow lights scattered about the table.
Moat Lights are the four arrow-shaped lights in the moat chute.
Multi-Mode Lights are the three square green lights in the center of the table with the
numbers "2," "3," and "5" on them.
Quest Lights are the six square purple lights in the lower-right part of the table.
Quest Selection Light is the yellow circular light in front of the quest selection target.
Return Lane Lights are the circular orange lights above each return lane.
Ricochet Target Lights are the red arrow-shaped lights in front of each ricochet target.
Spell Lights are the five purple circular lights scattered about the table.
Spell Target Lights are the five diamond-shaped blue lights in front of the spell targets.
Sword Target Lights are the three arrow-shaped red lights in front of the sword.
Tower Lock Lights are the circular blue lights on top of each tower.
Tower Target Lights are the three diamond-shaped blue lights in front of the tower targets.
Wall Lights are the four red circular lights between the watch and prison towers.
Weapon Lights are the four orange diamond-shaped lights between the bumpers and the
flippers.
Well Lights are the four circular blue lights by the well.
Window Lights are the window shaped lights in each of the towers.
Dragon's Keep Misc. Components
Towers
There are three towers on the table: gate tower (upper right), watch tower (middle right), and
prison tower (bottom right). If the tower lock is enabled for that tower, the ball will be
locked. Points are awarded as follows:
Each wall light = 1,500 points
Gate tower = 50,000 for first hit, 100,000 for next
Watch tower = 40,000 for first hit, then 80,000, then 120,000
Prison tower = 25,000 for first hit, then 50,000, then 75,000, then 100,000
Locked ball = 100,000 for first hit, then 200,000, then 300,000
Plunger
Pull the bow back to launch the ball. If the ball drains in the first 15 seconds it is re-launched.
Flippers
There are three flippers on the table: two near the drain, and one at the entrance to the fire
ridge orbit on the right.
Accelerators
An accelerator increases the speed of the ball when it passes through a lane or chute. There
are three accelerators on the table: one in the moat chute, and two in the fire ridge orbit.
Magnets
Under certain circumstances, such as the dragon blood spell, a magnet underneath the table
will be turned on to affect the ball's path.
Dragon's Keep Table
Below is a picture of the Dragon's Keep table, with most of the components leabeled. A
complete description of the lights, bumpers, chutes, targets, sinks and what all, plus the scoring
opportunities and other goodies, are contained within their own topics later in this section. If
you want, you can print this page and follow along with the rest of the text.
Dragon's Keep Special Awards
Spells
There are four spells that can be cast (usually from the well or the spell target bank, but there
are other possibilities):
Dragon Breath adds 100,000 points to the super jackpot for every target, bumper,
rebound, and kickout hit for the duration of the spell (60 seconds).
Dragon Blood turns on the magnet in front of the dragon flipper.
Resistance to Fire turns on the bonus hold.
Stealth changes the exit direction from the moat chute to hit the sword target. It also
awards 500,000 for moat chute for each time through. This spell lasts 60 seconds.
Weapons
Each weapon increases the table multiplier and awards points:
Frantz's Ax = 2x plus 25,000 points
Firebow = 3x plus 35,000 points
Sword of Virtue = 4x plus 45,000 points
Dragon Lance = 5x plus 55,000 points
Armor
The following armor awards are available:
Shield maximizes the kicker lights and prevents them from turning off for 60 seconds
and awards 25,000 points.
Helm of Terror raises the center post for 60 seconds and awards 50,000 points.
Chain mail closes off the right outlane for 60 seconds and awards 100,000 points.
Skill Shots
A special award is given, depending on the first thing the ball hits after being launched:
Top spell target = cast random spell
2nd spell target = 1 dragon egg
3rd spell target = award weapon
4th spell target = award armor
Bottom spell target = begin gargoyle gaggle ball
Anything else = 15,000 points
Dragon's Keep Bonuses
Jackpot
The jackpot is accumulated over the course of the game and never reduced. The minimum
value for the jackpot is 1,000,000 points. In addition to special increases in the jackpot, the
following components always add to the jackpot:
Targets = 50,000 points
Sinks = 75,000 points
Quest completion = 500,000 points
Drain Bonus
The bonus when the ball drains is calculated as follows:
2,000 points per target dropped
100,000 points per quest completed
50,000 points per armor item
75,000 points per spell
150,000 points per dragon egg
In addition, if bonus hold is active, the bonus amount will be held over from last bonus.
Dragon's Keep Multi-Ball Modes
Gargoyle Gaggle-Ball
This is a two-ball mode started by putting the ball in the gargoyle kickout.
Tower Ball
This is a three-ball mode started by locking three balls in the towers.
Dragon Flurry
This is a five-ball mode started by turning on all the dragon letter lights.
Dragon's Keep Quests
A quest is started by putting the ball in the fire lizard sinks twice. The next available quest
can be changed by hitting the quest selection target. A quest can be restarted after it has
ended by putting the ball back in on of the fire lizard sinks within ten seconds.
Dragon Hoard
Steal the gems from the dragon by hitting the components with the flashing gem lights in
front of them. Gems are worth the following amounts:
Diamonds (spell targets) = 50,000 points
Pearls (tower targets) = 60,000 points
Sapphires (gargoyle targets) = 70,000 points
Rubies (fire lizards) = 100,000 points
Emeralds (tower ramp) = 200,000 points
Amethysts (dragon ramp) = 250,000 points
In addition, hitting the bumpers awards gold (10,000 points), and hitting the dragon chute
awards the jackpot.
Rescue Maiden
Rescue the damsel in distress by putting the ball in the prison tower repeatedly. Each time,
the following awards are given:
First = 250,000 points
Second = 500,000 points
Third = Jackpot
Fourth = Extra ball light turned on
Dragon Pass
Find the passage to the dragon's lair by putting the ball in the gargoyle and armor kickouts as
often as possible.
Each time the ball hits a gargoyle target, 100,000 points are awarded and 250,000 points are
added to the jackpot. A dragon egg is awarded for each time in the gargoyle kickout. The
jackpot is awarded each time a ball goes into the armor kickout.
Wizard's Fury
Put the ball in the well as many times as possible. Each time the well is hit, the mystery
award is given. Hitting the spell targets changes what the mystery award is set to:
Top target = 1,000,000 points
2nd target = Jackpot
3rd target = Max. weapons
4th target = Maximum armor
Bottom target = Extra ball
Slay Dragon
Put the ball in the dragon's mouth several times to kill the dragon. The number of hits
required is equal to eight minus the number of weapons and offensive spells. The time you
have to do it in is thirty seconds plus five seconds for every armor and defensive spell.
Each time the ball goes in the dragon's mouth, an award is given based on which of the fire
lights is on (in this order, extending out from the mouth):
First fire light = 100,000 points
Second fire light = 1,000,000 points
Third fire light = Jackpot
Fourth fire light = Extra ball light
Fifth fire light = Extra ball
Certain components also add to the super jackpot as follows:
Bumpers = 50,000 points
Targets = 100,000 points
Ball sinks = 500,000 points
Kickouts = 750,000 points
If the dragon is slain, the following is awarded:
Super jackpot
All gems
All weapons
All armor
All spells
Dragon flurry
This quest can only be started by pushing the sword target in all the way or completing all
the other quests.
Nudging and Tilting Dragon's Keep
You can nudge the table to the left, to the right, and upwards. If you nudge the table too
much, it will tilt. When the table tilts, all components stop working until the ball drains and
the tilt light, which is a large, red X above the left rebound, goes on. The table is reset with
the next ball.
Skulduggery Table Rules
Overview of Skulduggery
Parts of the Skulduggery Table
Picture of the Skulduggery Table
Skulduggery Special Shots
Skulduggery Bonuses and Special Awards
Skulduggery Modes
Nudging and Tilting in Skulduggery
Overview of Skulduggery
The theme of this game is a hunt for pirate treasure. Your overall goal is to find Peg Leg's
loot by selecting and completing a series of modes or piecing together the map to Peg Leg's
treasure.
At the most basic level of play, you do not need to understand how to complete modes and
combinations. You can simply play to keep the balls going as long as you can and score
points by hitting objects on the table. These score values are small but are easy to obtain.
Once you get to know the table, you'll want to try completing simple sequences or perform
specially timed shots to gain additional play modes and higher point rewards.
Finally, you'll be able to complete the different modes on the table and eventually find Peg
Leg's loot. (This is the most difficult thing to do on the table, but also the most rewarding.)
Parts of the Skulduggery Table
Bumpers, Rebounds and Kickers
Targets
Sinks
Lights
Misc. Components
Skulduggery Bumpers, Rebounds and Kickers
Island Bumpers
The three island bumpers are located on the upper playfield. Each is worth 1,500 points, but
can be upgraded by 1,500 for every twelve hits (to a maximum of 10,500 points).
Kicker
The kicker is located in the left outlane. It is activated by the ball going down either of the
return lanes, and awards 5,000 points.
Skulduggery Targets
Captive Ball
The captive ball is located in the upper-left part of the table. Knocking the captive ball into
the target behind it when not in a mode will change the next available mode and award
50,000 points. When in a mode, the time for the mode will be extended.
Board Targets
One board target is located at each end of the ship. Each is worth 5,000 points. Hitting both
will award 20,000 points and open the gate in front of the ship wire ramp.
Brig Target
The brig target is located in the lower left part of the table. If it is hit three times, and there’s
at least one ball in the brig, the jailbreak mode will start. The brig target is worth 5,000
points.
Skulduggery Sinks
Hideaways
There are three hideaways on the table, one to the left of the ship and two immediately to the
right. Putting the ball in a hideaway will award 40,000 points and light the gold letter light in
front of it.
Ship Sink
The ship sink is located behind the leftmost ship target. It’s worth 100,000 points.
Tavern Sinks
There is one tavern sink behind each of the three tavern targets. Each is worth 75,000 points.
If all three have been hit, then 200,000 points are awarded.
Skulduggery Lanes and Ramps
Left Outlane
The left outlane is worth 25,000 points and will turn on a wind letter light.
Right Outlane
The right outlane is worth 25,000 points and will turn on a wind letter light. If the mystery
light is on, the shipwreck mystery is awarded.
Return Lanes
Each return lane is worth 10,000 points and lights the wind letter light above it. Return lanes
also turn on the kicker in the left outlane.
Island Lanes
The island lanes are located just right of the volcano. The second pass through an island lane
earns 1,200 points. If all island lane lights are lit, the table score multiplier is increased and
20,000 points are awarded.
Skulduggery Lights
Bermuda Triangle Lights are the group of red triangle shape lights arranged in a circle
near the ship. When the lights are on, a magnet is active in the center of all the lights.
Board Lights are the circular red lights in front of each board target.
Brig Target Lights are the three circular orange lights in front of the brig target.
Coin Lights are the six yellow circular lights on the inside edge of the wheel.
Combination Lights are the three circular blue lights in each orbit and for each ramp.
Extra Ball Light is the red, diamond-shaped light in front of the ship sink.
Fathom Lights are the six oval shaped lights in the anchor chain.
Gold Letter Lights are the circular yellow lights in front of the hideaways and right orbit
that spell "GOLD."
Hideaway Lights are the three arrow-shaped red lights, one in front of each hideaway.
Hurricane Light is the blue circular light near the center of the table. A magnet is active
underneath it when lit.
Island Lane Lights are the six circular green lights in the island lanes.
Keg Lights are the six orange barrel-shaped lights scattered about the table. A magnet is
active underneath each one when lit.
Kicker Light is the yellow triangle-shaped light above the kicker in the left outlane.
Mode Change Light is the red arrow light pointing to the captive ball.
Mode Lights are the seven purple rectangular lights on the wheel.
Peg Leg's Loot Light is the circular red light in the middle of the wheel.
Skulduggery Letter Lights are the circular orange lights in front of the targets that spell
"SKULDUGGERY."
Special Treasure Lights are the six orange circular lights on the outside edge of the wheel.
Ship's Hold Light is the red diamond-shaped light between the flippers.
Shipwreck Mystery Light is the diamond-shaped red light in the right return lane.
Shoot Again Light is the circular light between the flippers.
Tavern Window Lights are the three yellow diamond-shaped lights in front of each tavern
window sink.
Volcano Lights are the four orange arrow lights pointing to the volcano targets.
Wind Letter Lights are the circular yellow lights in front of the return lanes and outlanes
that spell "WINDS."
Wind Lights are the three arrow-shaped yellow lights in each wind lane.
"X" Lights are the six cross-shaped lights on the upper playfield.
Skulduggery Misc. Components
Flippers
There are four flippers on the table: two by the drain, one on the upper playfield, and one
just left of the ship. Besides hitting the ball, the flippers also rotate the wind letter lights and
island lane lights to the right.
Plunger
The plunger is not like a normal pinball plunger. It always launches the ball with the same
power, although the path it takes will be slightly different each time. If the ball drains in the
first 15 seconds, it will be re-launched.
The Brig
The brig is in the lower-right corner of the table. If a ball goes in here it is trapped until
released by the jailbreak mode. If three balls are caught in here, jailbreak mode starts
automatically.
Accelerators
An accelerator increases the speed of the ball when it passes through a lane or chute. There
are two accelerators on the table, in the right and left entrances to the orbit at the back of the
table.
Magnets
Under certain circumstances, magnets will be turned on underneath the table that will affect
the path of the ball. Magnets are turned on during storm, Bermuda triangle, and tavern
modes.
The Skulduggery Table
Below is a picture of the Skulduggery table. Most of the lights, bumpers, sink holes, targets and ramps
are labeled, but there are still a few left for you to find on your own. You can also read
about them in the specific sections within this topic.
Skulduggery Special Shots
Skill Shot
Launching the ball will earn you a reward dependent on which item in the rolling list is
currently selected (such as starting a mode, receiving gold coins, etc.). The following awards
are available:
Award Result
SILVER Gold Coins
GOLD Gold Coins
DIAMONDS Gold Coins
? Shipwreck Mystery
TREASURE Begin Treasure Hunt
Mode
ATTACK Begin Attack Ship Mode
BERMUDA Begin Bermuda Triangle
Mode
TAVERN Begin Tavern Mode
STORM Begin Storm Mode
Gold
Spelling GOLD with the gold letter lights awards a coin treasure.
Winds
Spelling WINDS with the wind letter lights awards a map piece.
Reflex Shots
It’s possible to do a reflex shot in several of the wind lanes by putting the ball back up the
lane within a short period of time. The award for doing this once is 125,000 points; twice is
250,000 points; three times or more is 400,000 points.
Skulduggery Bonuses and Special Awards
Jackpot
The jackpot is accumulated over the course of the game and is never reduced. The starting
value for the jackpot is 1,000,000 points. Targets increase the jackpot by 20,000 points,
sinks and hideaways by 40,000 points, and mode completion by 750,000 points.
In addition, certain awards on the table can add lump sums to the jackpot.
Drain Bonus
A bonus is awarded when the ball drains, based on the following:
10,000 points per target dropped
200,000 points per mode completed
250,000 points per map piece
100,000 points per special treasure
In addition, if bonus hold is activated, the bonus is held over from the previous mode.
Winds
There are six wind lanes on the table.
The Nor'Easter is on the right island ramp.
The Island Breeze is on the left island ramp.
The Tradewinds is on the left and right orbit.
The Sou'Easter is on the middle-right return lane.
The Westerly is below the tavern.
The Easterly is near the parrot.
The first time through a wind lane is worth 25,000 points. The second time in the same wind
lane is worth 50,000. The third is worth 75,000 points.
Map Pieces
There are six map pieces that can be awarded at different times during the game. Each time a
map piece is awarded, a piece of the map lights up. If all map pieces are awarded, Peg Leg's
loot mode is made available. Each map piece is worth 1,000,000 points.
Coin Awards
There are six coin awards on the table. Each one is worth an increasing amount:
1st Coin = 50,000 points
2nd Coin = 100,000 points
3rd Coin = 200,000 points
4th Coin = 400,000 points
5th Coin = 800,000 points
6th Coin = 1,600,000 points
Treasures
There are six special treasures that are awarded for the completion of different modes and
sequences on the table:
Gold ingots = 100,000 points
Silver chalice = 250,000 points
Signet ring = 500,000 points
The Frantz ruby = 750,000 points
Shapiro’s sceptre = 1,000,000 points
Crown of Sandige = 1,500,000 points
Shipwreck Mystery
A shipwreck mystery is awarded from the skill shot or if the shipwreck mystery light is lit in
the right outlane. The mystery award can be any of the following:
Special Treasure
Max Crew (Bumpers set to maximum value)
Max Multiplier
Map Piece
Buried Treasure
Extra Ball
Skulduggery Modes
Modes can be started by knocking down all the targets and spelling "SKULDUGGERY."
They can also be started from the skill shot. The next available mode can be changed by
hitting the captive ball.
Mode times can also be extended by hitting the captive ball during a mode.
Starting a mode is worth 200,000 points.
Attack Ship
Hit all the ship targets to sink the ship. Each one is worth 10,000 points, and 25,000 points
are added to the jackpot. If all the ship targets are dropped, or the ball goes in the ship sink,
the ship is sunk and the jackpot is awarded.
If the ball goes down the ship wire ramp, the ship is captured and the table multiplier is
maxed.
Treasure Hunt
Send the ball into the hideaway where the red "X" is flashing to find the treasure. For each "X
" hit, a special treasure is awarded. For the fifth "X" hit, the jackpot is awarded.
If the ball goes into either of the east wind lanes, an award is buried (which can later be
retrieved when buried treasure is awarded).
Tavern
During this mode, try to hit the tavern targets and windows sinks. The targets are worth
25,000 points each and add 50,000 to the jackpot. They also light up a keg light and turn the
magnet on underneath. If the ball gets stuck on a keg light, 100,000 points are awarded.
When all targets are dropped, the jackpot is awarded.
Bermuda Triangle
Put the ball up the specific wind lane indicated to navigate out of the Bermuda triangle.
Points are awarded as follows:
First wind lane = 125,000 points
Second wind lane = 250,000 points
Third wind lane = 500,000 points
Fourth wind lane = 1,000,000 points
Fifth wind lane = Jackpot
If any hideaway is hit, the shipwreck mystery light is turned on.
Storm
Hit targets to bail water from ship. The severity of the storm is determined by how many
wind lights are lit. The value of each target depends on the storm:
Squall = 10,000 points per target, and jackpot every eight targets
Tropical storm = 25,000 points per target, and jackpot every seven targets
Monsoon = 50,000 points per target, and jackpot every six targets
Hurricane = 100,000 points per target, and jackpot every five targets
In addition, the west wind lane will turn on the shoot again light. Putting the ball in any
hideaway will end the mode and turn on the shipwreck mystery light.
Mutiny
Put down the rebellion by hitting bumpers. Each bumper is worth 25,000 points. Every ten
bumper hits awards the jackpot. If the ship sink is hit, then the ship's hold light is turned on.
Sword Fight
Each parrot and volcano target is worth 30,000 points. If either group is hit entirely, one of
these additional awards is given: coin award, special treasure, map piece or extra ball.
Modern Pinball
The next major change came along in 1975. The first non-relay-based game, called Spirit of
76, was produced by Micro. It marked the beginning of the switch from electromechanical to
solid state games. The first widely available solid state game (only 100 Spirit of 76s were
made, mostly due to an unattractive playfield) was Freedom from Bally in 1976. Many
games in the 1976 to 1979 period were made in two versions (both solid state and
electromechanical) as manufacturers refined the process of moving to the new technology.
In 1979, the first talking game was produced: Gorgar, from Williams. In the early 1980s,
many games started using magnets to let the player try to save the ball (called magna-save
by Williams). Black Knight and Jungle Lord are two good examples of this.
The next major revolution in pinball was not until 1991, when Data East came out with the
first dot-matrix display in their game Checkpoint. Starting around 1992, all games from all
manufacturers have employed a dot-matrix display.
So where are we today? Pinball has come a long way in the last six years or so, particularly
in complexity. And it will no doubt continue to advance with the technology. One important
advent in pinball history is the introduction of pinball simulations on home computers. Now
that the average home PC has good quality graphics and sound, plus high resolution graphics
and a lot of processing power, games like Full Tilt! are possible.
Even the makers of computerized virtual pinball tables don’t expect--or want--them to
totally replace the stand-alone "real" tables. There's nothing like standing at a full-size table
and getting physical. But virtual tables like Full Tilt! are great games, with the potential to
create tables that can't even be built in the real world--simultaneous multiplayer wonders,
multilevel mazes and more. Besides, at $5,000 to $15,000 a table for a new pinball game,
these electronic ones are really worth their weight in gold.
In summary, pinball is a great game with a glorious history. And as far as the future goes,
who knows what surprises are in store for us?
Credits
The Cinematronics Team
Programmers: Michael Sandige and John Taylor
Artists: John Frantz (Space Cadet, Skulduggery, Dragon’s Keep), Ryan Medeiros
(Space Cadet)
Design: Kevin Gliner
Design Consultants: Mark Sprenger, Keith Johnson, Michael Kelley, Dan Roth and
Mitchell Roth
Sound Effects: Matt Ridgeway (Space Cadet, Skulduggery, Dragon's Keep), Donald
S. Griffin (Space Cadet)
Music: Matt Ridgeway
Voices: Mike McGeary, William Rice
Producer: Kevin Gliner
Pinball Tips and History: Keith Johnson
Grand Poobah: David Stafford
Special Thanks To: Paula Sandige, Alex St. John, Jeff Camp, Brad Silverberg, Greg
Hospelhorn, Danny Thorpe