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    transcribed Indy 500 rules from TPA

    I have a program that extracts the instructions for tables from the TPA program file. Here are the ones for Indy 500. They might be helpful if you are in a game and can't get to the instructions, or for other reasons.

    I usually try to do some very light formatting on these to make them look a little nicer in text format, but I haven't done that yet as I don't want to read all the rules yet , except for the last two chapters. If/when I format these, I'll edit this post.

    I have a goal of finding errors in the TPA instructions (they're rare), and adding useful (or trivial) things that aren't in the instructions. I welcome any such contributions .

    INSTRUCTIONS FOR Indy500 (25 chapters, 366 pages)
    1. Introduction (9 pp)
    2. Skill Shot (14 pp)
    3. Speedway (14 pp)
    4. Turbo Boost (11 pp)
    5. Super Jets (8 pp)
    6. Dueling Drivers (17 pp)
    7. Super Light-Ups (7 pp)
    8. Caution (13 pp)
    9. Light Extra Ball (8 pp)
    10. Wrong Turn (14 pp)
    11. Gasoline Alley (13 pp)
    12. 3x Playfield Values (9 pp)
    13. Quick Pit (24 pp)
    14. Go For The Pole (13 pp)
    15. Secret Race Mode (13 pp)
    16. Checkered Flag (12 pp)
    17. Turbo Multiball (22 pp)
    18. Pit Stop (23 pp)
    19. Light Up Targets (28 pp)
    20. Position (10 pp)
    21. Laps (15 pp)
    22. Change Setup (17 pp)
    23. Misc Scoring (34 pp)
    24. Extra Balls (9 pp)
    25. End of Ball Bonus (9 pp)


    1. Introduction (9 pp)
    Indianapolis 500(R) is a high speed table inspired by the greatest
    spectacle in auto racing, the Indy 500. This game is built to move fast,
    challenging players to battle it out as an Indy 500 driver by completing the
    Speedway, clocking Laps, Passing other drivers, and completing Light Up
    targets, exclusive to this table, to eventually take their Victory Lap.
    Loaded with unique features, this game showcases its shaker motor right on
    the playfield in the form of an Indy car going around a track. It also has a
    Turbo Lock Unit capable of locking up to four balls to fire back down toward
    the player at high speed. These instructions will help you become an expert
    at the fastest game around - Indianapolis 500.


    2. Skill Shot (14 pp)
    You can score points each time a new ball is sent to the Plunger by
    completing one of two skill shots. When the ball is plunged, it is sent to
    the habitrail feeding the right flipper and the Left Ramp is lit for a Skill
    Shot. Shoot the Left Ramp to score 5,000,000 points. When the Left Ramp is
    lit for Skill Shot, there is also a Skill Shot available at the Right Ramp.
    Shoot the Right Ramp to start Go For The Pole. Go For The Pole starts a 20
    second timer. The object of Go For The Pole is to shoot the Right Ramp four
    times to complete the mode before the timer expires. Starting Go For The
    Pole with the Skill Shot spots the first ramp shot which is worth 5,000,000
    points. The second shot is worth 10,000,000 points. The third shot is worth
    15,000,000 points. The fourth shot is worth 40,000,000. Go For The Pole
    ends when the fourth shot is made or the ball drains. Starting Go For The
    Pole from the Skill Shot completes the Go For The Pole Speedway Award. Both
    Skill Shots turn off if they are not activated within three seconds after
    three switches are hit.


    3. Speedway (14 pp)
    One of the goals of this table is to activate all 11 Speedway Awards to
    light the Checkered Flag to light a Victory Lap. When Award Speedway is lit,
    Shoot the Right Loop to complete the rear VUK to activate the current
    flashing Speedway Award. Speedway Awards can also be activated by shooting
    the center eject when Start Race is lit. Start Race is lit at the beginning
    of each ball. Start Race can be relit by completing the PIT rollovers. When
    Award Speedway is lit, the current flashing award can be changed by shooting
    the Speed Ramp a given number of times. The number of Speed Ramp shots
    needed to change the Speedway Award will be shown on the Display. The
    Speedway Award will change at 2, 3, 10, 15, 17, 18, 20, 22, 24, 28, 35, 45,
    60, 70, 80, and 99 Speed Ramp Shots. After 99 Speed Ramp shots, every shot
    to the Speed Ramp while Award Speedway is lit will change the flashing award.
    After a Speedway Award has been collected, Award Speedway must be relit by
    shooting the Left Loop when Light Speedway is lit. When Award Speedway is
    lit, the next Speedway Award will flash.


    4. Turbo Boost (11 pp)
    One of the Speedway Awards is called Turbo Boost. To start Turbo Boost,
    shoot Award Speedway or Start Race when Turbo Boost is the next Speedway
    Award. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. Turbo Boost is a 2 ball multiball mode. When
    Turbo boost is started, a ball is added to play, a 9 second Ball Save is
    started, and the Turbo is lit to collect Jackpots. The Jackpot value starts
    at 10,000,000 points and increasesby 10,000,000 points when a Jackpot is
    scored or the Left Ramp is completed up to 90,000,000 points. Turbo Boost
    ends when only one ball is left in play.


    5. Super Jets (8 pp)
    One of the Speedway Awards is called Super Jets. To start Super Jets,
    shoot Award Speedway or Start Race when Super Jets is the next Speedway
    Award. When Award Speedway is lit, the next Speedway Award will flash.
    Speedway Awards cannot be started when Go For The Pole or any multiball mode
    is active. The Super Jets mode requires the player to hit the Jet Bumpers 30
    times for 30,000,000 points. Super Jets ends when the 30,000,000 point award
    is earned.


    6. Dueling Drivers (17 pp)
    One of the Speedway Awards is called Dueling Drivers. To start Dueling
    Drivers, shoot Award Speedway or Start Race when Dueling Drivers is the next
    Speedway Award. When Award Speedway is lit, the next Speedway Award will
    flash. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. In the Dueling Drivers mode, the player must
    complete 4 shots to score a Pass. The four shots are the Left Loop, the Left
    Ramp, the Right Ramp, and the Right Loop. The Dueling Drivers Total starts
    at 1,000,000 points. The first shot adds 5,000,000 points to the total. The
    second shot adds 10,000,000 points to the total. The third shot adds
    15,000,000 points to the total. The fourth shot adds 40,000,000 points to
    the total and scores one Pass. The Dueling Drivers total is awarded after
    the End of Ball Bonus and is not affected by the Bonus Multiplier.


    7. Super Light-Ups (7 pp)
    One of the Speedway Awards is called Super Light-Ups. To complete Super
    Light-Ups, shoot Award Speedway or Start Race when Super Light-Ups is the
    next Speedway Award. When Award Speedway is lit, the next Speedway Award
    will flash. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. Super Light-Ups has no award, but must be
    completed to progress toward the Checkered Flag Speedway Award.


    8. Caution (13 pp)
    One of the Speedway Awards is called Caution. To start Caution, shoot
    Award Speedway or Start Race when Caution is the next Speedway Award. When
    Award Speedway is lit, the next Speedway Award will flash. Speedway Awards
    cannot be started when Go For The Pole or any multiball mode is active.
    Caution is a video mode played on the Display. The object of the mode is to
    guide your car to avoid obstacles and pick up rewards. The Caution total
    starts at 5,000,000 points. 1, 2, 5, and 10 add 1,000,000 points times the
    number value to the Caution total when they are hit. EB gives an Extra Ball
    when hit. The mode ends when an obstacle is hit or 30 obstacles are passed.
    The Caution total is awarded after the End of Ball Bonus and is not affected
    by the Bonus Multiplier.


    9. Light Extra Ball (8 pp)
    One of the Speedway Awards is called Light Extra Ball. To start Light
    Extra Ball, shoot Award Speedway or Start Race when Light Extra Ball is the
    next Speedway Award. When Award Speedway is lit, the next Speedway Award
    will flash. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. When Light Extra Ball is started, Extra ball is
    lit at the center eject until it is collected. Shoot the Center Eject to
    collect the Extra Ball.


    10. Wrong Turn (14 pp)
    One of the Speedway Awards is called Wrong Turn. To start Wrong Turn,
    shoot Award Speedway or Start Race when Wrong Turn is the next Speedway
    Award. When Award Speedway is lit, the next Speedway Award will flash.
    Speedway Awards cannot be started when Go For The Pole or any multiball mode
    is active. Wrong Turn is a 30 second frenzy mode. When the mode begins, a
    30 second timer is shown on the Display. While the timer is active, each
    playfield switch hit adds 250,000 points to the Wrong Turn total. The switch
    value can be raised by 250,000 points by shooting the Turbo, center eject, or
    Right Loop up-kicker. Wrong Turn ends when the timer expires or the ball is
    drained. The Wrong Turn total is awarded after the End of Ball Bonus and is
    not affected by the Bonus Multiplier.


    11. Gasoline Alley (13 pp)
    One of the Speedway Awards is called Gasoline Alley. To start Gasoline
    Alley, shoot Award Speedway or Start Race when Gasoline Alley is the next
    Speedway Award. When Award Speedway is lit, the next Speedway Award will
    flash. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. When Gasoline Alley is started, a 30 second timer
    begins counting down on the Display. The object of the mode is to shoot the
    Right Loop 5 times before the timer runs out for valuable awards. The first
    shot scores 10 laps. The second shot scores 10,000,000 points. The third
    shot scores 15 Passes. The fourth shot scores 20,000,000 points. The fifth
    shot scores 25,000,000 points.


    12. 3x Playfield Values (9 pp)
    One of the Speedway Awards is called 3x Playfield Values. To start 3x
    Playfield Values, shoot Award Speedway or Start Race when 3x Playfield Values
    is the next Speedway Award. When Award Speedway is lit, the next Speedway
    Award will flash. Speedway Awards cannot be started when Go For The Pole or
    any multiball mode is active. 3x Playfield Values begins a 30 second timer
    on the Display. While the timer is active, all point values and Laps earned
    are worth triple their normal value. The mode ends when the timer expires or
    the ball is drained.


    13. Quick Pit (24 pp)
    One of the Speedway Awards is called Quick Pit. To start Quick Pit, shoot
    Award Speedway when Quick Pit is the next Speedway Award. When Award
    Speedway is lit, the next Speedway Award will flash. Speedway Awards cannot
    be started when Go For The Pole or any multiball mode is active. When Quick
    Pit is started, the ball is locked at the Rear Up-kicker, a new ball is
    plunged, a lap timer is started, and the Right Ramp is lit. Shoot the Right
    Ramp to release the locked ball for 2 ball multiball. If the ramp is shot
    before the lap timer counts up to 12 seconds, the Left Loop, Left Ramp, Right
    Ramp, and Right Loop are lit for Pit Stop Jackpot. If the ramp is shot
    before the lap timer counts up to 18 seconds, the Left Loop, Right Ramp, and
    Right Loop are lit for Pit Stop Jackpot. If the ramp is shot before the lap
    timer counts up to 25 seconds, the Left Loop, and Right Ramp are lit for Pit
    Stop Jackpot. If the ramp is not shot before the lap timer stops at 25
    seconds, the locked ball is released and the Left Loop is lit for Pit Stop
    Jackpot. Shoot a lit shot to score a Jackpot worth 10,000,000 points plus
    2,000,000 points per Jackpot completed during the current Quick Pit. When a
    lit shot is completed, it is turned off until all lit shots have been
    completed when all previously lit shots are relit. Quick Pit ends when only
    one ball is left in play.


    14. Go For The Pole (13 pp)
    One of the Speedway Awards is called Go For The Pole. To start Go For The
    Pole, shoot Award Speedway when Go For The Pole is the next Speedway Award.
    When Award Speedway is lit, the next Speedway Award will flash. Speedway
    Awards cannot be started when any multiball mode is active. Go For The Pole
    can also be started by shooting the Right Ramp when the Yellow car is
    flashing for Skill Shot. Starting Go For The Pole with the Skill Shot spots
    the first ramp shot. Go For The Pole starts a 20 second timer. The object
    of Go For The Pole is to shoot the Right Ramp four times to complete the mode
    before the timer expires. The first shot is worth 5,000,000 points. The
    second shot is worth 10,000,000 points. The third shot is worth 15,000,000
    points. The fourth shot is worth 40,000,000. Go For The Pole ends when the
    fourth shot is made or the ball drains.


    15. Secret Race Mode (13 pp)
    Secret Race Mode is a hidden Speedway Award that can seriously advance
    table objectives. To start Secret Race Mode, shoot the center Eject when
    Start race is lit and Go For The Pole or Quick Pit is the next Speedway
    Award. When Award Speedway is lit, the next Speedway Award will flash.
    Speedway Awards cannot be started when Go For The Pole or any multiball mode
    is active. When Secret Race Mode is started, the ball is ejected above the
    jet bumpers. Each hit to the Left Jet Bumper awards one Pass. See the
    Position chapter for more details on Passes. Each hit to the Right Jet
    Bumper scores 5 Million points. Each hit on the Lower Jet Bumper adds 1 Lap.
    See the Laps chapter for more details about Laps. Secret Race Mode ends
    when the ball exits the Jet Bumper area.


    16. Checkered Flag (12 pp)
    The final Speedway Award is called Checkered Flag. To award Checkered
    Flag, shoot Award Speedway or Start Race when Checkered Flag is the next
    Speedway Award. When Award Speedway is lit, the next Speedway Award will
    flash. Speedway Awards cannot be started when Go For The Pole or any
    multiball mode is active. Checkered Flag will only flash when all the other
    Speedway Awards have been collected. Checkered flag lights the Center Eject
    for a Victory Lap. Shoot the Center Eject to collect the Victory Lap. A
    single Victory Lap is worth 200,000,000 points. Collecting two Victory laps
    at the same time is worth 500,000,000 points. Collecting three Victory laps
    is worth 732,000,000 points. Collecting four Victory Laps is worth
    1,000,000,000 points. Collecting the Victory Lap also resets the Speedway
    Awards so they can be collected again.


    17. Turbo Multiball (22 pp)
    One way to build top scores on this table is Turbo Multiball. To activate
    it the first time, shoot the Left Loop to light 2 Locks at the Turbo. Shoot
    the Turbo to lock a ball and send a new ball to the plunger. Lock a second
    ball at the Turbo to start Turbo Multiball. When Turbo Multiball is started,
    both balls are ejected from the turbo, and a third ball is plunged. When
    Turbo Multiball is activated, the Left Ramp and Right Ramp are lit for
    Jackpot. When the first Jackpot is shot it turns off and the other Ramp is
    lit. Each time a Ramp is shot for Jackpot, the lit Ramp switches. The
    Jackpot base value is 30,000 points plus 2,000,000 points for each shot to
    the Turbo Lock, Center Eject, or Right Loop eject before multiball is
    started, when they are not lit to advance Turbo Multiball or Speedway Awards.
    The Jackpot value is the Jackpot base value plus 2,000,000 points per
    Jackpot completed since a ball was ejected from the Turbo. Shooting a ball
    into the Turbo while Turbo Multiball is active adds 10,000,000 points to the
    Jackpot value. When a ball is shot into the Turbo, a 16 second timer is
    started. If another ball is shot into the Turbo, the timer is reset to 16
    seconds. At the end of this timer, any balls in the Turbo are ejected, and
    the Jackpot value is reset to its base value. If all 3 balls are shot into
    the Turbo, a Super jackpot worth 60,000,000 points is awarded. The second
    time all 3 balls are shot into the Turbo, a fourth ball is plunged, and all 4
    balls must be shot into the Turbo to collect Super Jackpot. If less balls
    are in play than currently required to score a Super Jackpot, shooting all
    balls into the Turbo will add a ball to play. Turbo Multiball ends when only
    one ball is left in play.


    18. Pit Stop (23 pp)
    Pit Stop is a 2 ball multiball mode. To light Pit Stop at the Right Ramp,
    complete P-I-T at the Upper Rollovers. Then shoot the Right Ramp to start
    Pit Stop. When Pit Stop is started, the ball is locked at the Diverter Gate,
    a new ball is plunged, a lap timer is started, and the Right Ramp is lit.
    Shoot the Right Ramp to release the locked ball for 2 ball multiball. If the
    ramp is shot before the lap timer counts up to 12 seconds, the Left Loop,
    Left Ramp, Right Loop, and Right Ramp are lit for Pit Stop Jackpot. If the
    ramp is shot before the lap timer counts up to 18 seconds, the Left Loop,
    Right Loop, and Right Ramp are lit for Pit Stop Jackpot. If the ramp is shot
    before the lap timer counts up to 25 seconds, the Left Loop, and Right Ramp
    are lit for Pit Stop Jackpot. If the ramp is not shot before the lap timer
    stops at 25 seconds, the locked ball is released and the Left Loop is lit for
    Pit Stop Jackpot. Shoot a lit shot to score a Jackpot worth 10,000,000
    points plus 2,000,000 points per Jackpot completed during the current Pit
    Stop. When a lit shot is completed, it is turned off until all lit shots
    have been completed when all previously lit shots are relit. Pit Stop ends
    when only one ball is left in play.


    19. Light Up Targets (28 pp)
    One unique feature on this table are the Light Up Targets. Hitting a Light
    Up Target lights a quarter on that Light Up Target. Completing all 4
    quarters of a target completes that Light Up. Completing all 3 Light Ups
    completes a Light Up Wave. Hitting a Light Up Target scores 1,000,000 points
    multiplied by the current Light Up Wave. Completing a Light Up scores
    5,000,000 points. Completing Light Up Wave 1 scores 15,000,000 points.
    Completing Light Up Wave 2 scores 20,000,000 points. Completing Light Up
    Wave 3 scores 25,000,000 points. Completing Light Up Wave 4 lights an Extra
    Ball at the Center Eject until it is collected. Completing Light Up Wave 5
    scores 35,000,000 points. Completing Light Up Wave 6 lights the Center Eject
    for a Victory Lap. Shoot the Center Eject to score Victory lap worth
    200,000,000 points. Collecting two Victory laps at the same time is worth
    500,000,000 points. Collecting three Victory laps is worth 732,000,000
    points. Collecting four Victory Laps is worth 1,000,000,000 points.
    Collecting the Victory Lap resets the Light Up Waves to Light Up Wave 1.
    Light Up Waves completed after Light Up Wave 6 before the Victory lap is
    scored are worth 35,000,000 points. Collecting Souvenirs is a good way to
    accelerate the completion Light Up Waves. To collect a Souvenir, complete
    INDY in the Outlanes and Inlanes. To make it easier to complete INDY,
    Indianapolis 500 has a lane changing feature which allows the player to
    shift the lit letters from left to right with either Flipper. Once INDY has
    been completed, shoot the Left Ramp to earn a Souvenir and a point value.
    Certain Souvenirs also allow Light Ups to be completed with one hit.
    Souvenirs are awarded in the following order: T-Shirt affects Wave 1 and
    scores 5,000,000 points. Toy Car affects Wave 8 and scores 10,000,000
    points. Teddy Bear affects Wave 2 and scores 15,000,000 points. Baseball
    Cap scores 20,000,000 points. Indy Trophy scores 25,000,000 points. Mug
    affects Wave 3 and scores 30,000,000 points. Key Ring scores 35,000,000
    points. Frisbee affects Wave 4 and scores 40,000,000 points. Video Tape
    scores 45,000,000 points. Race Cow affects Wave 6 and scores 50,000,000
    points. Once the Race Cow has been completed, no more Souvenirs are awarded.


    20. Position (10 pp)
    One of the objects of this table is to win the race. When a new game is
    started, the player is in 28th place. To advance position, shoot the Left
    Loop when Pass is lit. Pass is lit at the Left Loop unless Light Lock or
    Light Speedway is lit. Passes can also be scored from the Gasoline Alley or
    Secret Race Mode Speedway Awards or the Change Setup mode. See the Gasoline
    Alley, Secret Race Mode, and Change Setup chapters for more information.
    Each time a Pass is completed the player moves up by one position up to First
    place. Advancing to First place lights Victory Lap at the Center Eject. A
    single Victory Lap is worth 200,000,000 points. Collecting two Victory laps
    at the same time is worth 500,000,000 points. Collecting three Victory laps
    is worth 732,000,000 points. Collecting four Victory Laps is worth
    1,000,000,000 points.


    21. Laps (15 pp)
    One of the goals on this table is to finish the race. This is accomplished
    by scoring Laps. 200 Laps will complete the race. Shooting the Left Loop,
    Right Ramp, or Right Loop scores a Lap. Shooting the Left Ramp, or Right
    Ramp when Fast Laps is lit scores 2 Laps. Fast Laps is lit for 8 seconds
    after the Right Ramp is completed. Starting a Speedway Award scores 5 Laps.
    Laps can also be scored from the Gasoline Alley or Secret Race Mode Speedway
    Awards or the Change Setup mode. See the Gasoline Alley, Secret Race Mode,
    and Change Setup chapters for more information. Scoring 200 Laps lights a
    Victory Lap at the Center Eject. A single Victory Lap is worth 200,000,000
    points. Collecting two Victory laps at the same time is worth 500,000,000
    points. Collecting three Victory laps is worth 732,000,000 points.
    Collecting four Victory Laps is worth 1,000,000,000 points. Collecting the
    Victory Lap also resets the Lap count to 2.


    22. Change Setup (17 pp)
    Scoring Change Setup awards is a great way to advance the game toward
    completion. Change Setup is a mode that allows the player to select an
    award. To start Change Setup the first time, shoot the blue spot target here
    to light Change Setup. Once Change Setup is lit, shoot the Right Loop to
    select an award. When Change Setup is started, a 5 second timer counts down
    on the Display. Hitting either Flipper while the timer is counting down will
    change the current award. Whichever award is on screen when the timer
    expires will then be awarded. Here are the possible Change Setup Awards: 20
    Points, 50 Points, 70 Points, 100 Points, 1 Million, 3 Million, 5 Million, 10
    Million, 15 Million, and 20 Million. These award the amount of points
    indicated. 5 Laps or 10 Laps award the indicated number of Laps. Spot Pit
    Lane will sometimes light one of the PIT Rollovers. Lite Extra Ball will
    light an Extra Ball at the Center Eject. Shoot the Center Eject to collect
    the Extra Ball. Light Change Setup will relight Change Setup at the Right
    Loop. Light Lock will light Lock at the Turbo if it is not already lit.
    After Change Setup is activated the first time, relighting Change Setup at
    the Right Loop requires one more hit to the blue spot target up to 6 hits.


    23. Misc Scoring (34 pp)
    Here are some other ways to score points on Indianapolis 500. Each hit on
    the Slingshots here or here scores 10,110, 10,230, or 10,140 points.
    Completing the left or right Inlane scores 500,000 points if it is not lit.
    A lit Inlane scores 100,000 points. Completing the left or right Outlane
    scores 750,000 points if it is not lit. A lit Outlane scores 350,000 points.
    An unlit Hit The Wall spot target is worth 100,000 points. A lit Hit The
    Wall spot target is worth 50,000 points. Completing the Hit The Wall spot
    target bank scores 2,000,000 points and lights Hit The Wall at the Right
    Loop. Complete the Right Loop to score a Hit The Wall. Hit the Wall is
    worth 5,000,000 points plus 2,000,000 points for each previous Hit the Wall
    scored by Player 1, up to 21,000,000 points. Completing this switch in the
    Right Loop scores 50,000 points. Lighting a PIT rollover scores 75,000
    points. Completing a lit PIT rollover scores 25,000 points. Completing
    P-I-T scores 250,000 points, adds 1X to the Bonus Multiplier and lights Pit
    Stop at the Right Ramp. See the Pit Stop chapter for more information. Each
    hit to the Jet Bumpers scores 25,000 points. Hitting this switch scores
    25,101 points. Completing the Right Ramp scores 1,000,000 points.
    Completing the Right Ramp again within 3 seconds scores 4,000,000 points.
    Continuing to complete the Right Ramp within 3 seconds scores 2,000,000
    points more each time up to 18,000,000 points. Completing the Left Ramp
    scores 700,000 points. The blue spot target here scores 100,000 points. The
    first switch in the Left Loop scores 50,000 points. Completing the Left Loop
    scores 2,000,000 points. Shooting the Turbo immediately after completing the
    Left Loop scores a Loop Turbo Combo. A Turbo Loop Combo is worth 10,000,000
    points plus 2,000,000 points per previous combo up to 30,000,000 points.
    Hitting an unlit Wrench target here, here, here, or here scores 500,000
    points and collects a letter. Hitting a lit wrench target scores 250,000
    points. Completing all 4 Wrench targets spells out a word starting with
    INDY. This scores 4,000,000 points plus 2,000,000 for each previous word
    spelled up to 18,000,000 points. Dropping the ball in the Kicker here scores
    100,000 points and awards Change Setup when Change Setup is lit in the Right
    Loop.


    24. Extra Balls (9 pp)
    There are several ways to earn extra balls on this table:
    - Completing the Right Ramp for Speed Ramp awards 8 and 50 times,
    - starting the Light Extra Ball Speedway Award,
    - Completing Light Up Wave 4, or
    - earning the Lite Extra Ball award in Change Setup
    lights an Extra Ball at the Center Eject. See Light Extra Ball, Light Up
    Targets, and Change Setup for more details. Shoot the Center Eject to earn
    the Extra Ball.

    - An Extra Ball can also be earned by completing the EB target in Caution
    Video Mode. See the Caution chapter for more details.


    25. End of Ball Bonus (9 pp)
    When the ball is drained you will score an End of Ball bonus. The End of
    Ball Bonus is calculated based on Laps and Position. 10,000 points are added
    for each Lap completed including Laps over 200. 50,000 points are added for
    each position ahead of 33rd the Player currently sits in.

    The sum of the Laps and Position value is then multiplied by the Bonus
    Multiplier. The Bonus Multiplier starts at 1X. Each time the PIT rollovers
    are completed 1X is added to the Multiplier value. After the Bonus is
    Multiplied, any points from the Dueling Drivers, Caution, or Wrong Turn modes
    are added to the Bonus.
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    Senior Member DanBradford's Avatar
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    That's too long. What's the summary? How do I score big points?
    Current virtual TPA points: 26,837 (playername:yoshiposhisushi) .... 1000 points on BH, BOP, FH, MB, BK, CFTBL, EATPM, AFM, PB, W?D, GORGAR
    Current real lineup in the house: SOP, MB, SP, BTDK, CFTBL, Avatar, Shrek

    Used to own: SP, GE, WCS, R&B, RG, CSI, BSD, SnS, TS, FNOES, SS, W?D, LW3, WWF, JM, ID4, JP, A13, RCT, MB, BTTF, Twister, STTNG, BTTF, Elvis, TFTC, SJ (enjoyed them all)
    Wanted: Godzilla, LAH

  3. #3
    Senior Member Tarek Oberdieck's Avatar
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    Quote Originally Posted by DanBradford View Post
    That's too long. What's the summary? How do I score big points?
    Start turbo boost multiball, catch one ball at the left flipper and shot the combo right ramp - turbo boost with the second ball again and again. Not very much fun but the fastest way for big points...

  4. #4
    Senior Member DanBradford's Avatar
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    Thanks Tarek, I thought that must be important, as I managed to rack up 3 billion or so in ten minutes without progressing much into the game. I just kept getting 60 M super jackpots again and again.

    I will wait for a more thorough strategy thread and will at some point thoroughly read and try to understand all those rules ...... but with laps and positions and points and souvenirs and combos and changing 'setup' and all those modes and races to read up about, lbh, we all need a shortcut.

    Points not working at the moment, who knows what scores 10, 100, and 1000 points?
    Current virtual TPA points: 26,837 (playername:yoshiposhisushi) .... 1000 points on BH, BOP, FH, MB, BK, CFTBL, EATPM, AFM, PB, W?D, GORGAR
    Current real lineup in the house: SOP, MB, SP, BTDK, CFTBL, Avatar, Shrek

    Used to own: SP, GE, WCS, R&B, RG, CSI, BSD, SnS, TS, FNOES, SS, W?D, LW3, WWF, JM, ID4, JP, A13, RCT, MB, BTTF, Twister, STTNG, BTTF, Elvis, TFTC, SJ (enjoyed them all)
    Wanted: Godzilla, LAH

  5. #5
    Senior Member Slam23's Avatar
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    Quote Originally Posted by Tarek Oberdieck View Post
    Start turbo boost multiball, catch one ball at the left flipper and shot the combo right ramp - turbo boost with the second ball again and again. Not very much fun but the fastest way for big points...
    You mean to shoot the left ramp to turbo boost combo shot from the right flipper? I copied your advice to the new strategy thread: http://digitalpinballfans.com/showth...423#post244423
    iOS HOF 67.272 as of May 2018

  6. #6
    Senior Member Slam23's Avatar
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    Quote Originally Posted by DanBradford View Post
    Thanks Tarek, I thought that must be important, as I managed to rack up 3 billion or so in ten minutes without progressing much into the game. I just kept getting 60 M super jackpots again and again.

    I will wait for a more thorough strategy thread and will at some point thoroughly read and try to understand all those rules ...... but with laps and positions and points and souvenirs and combos and changing 'setup' and all those modes and races to read up about, lbh, we all need a shortcut.

    Points not working at the moment, who knows what scores 10, 100, and 1000 points?
    I would guess that 10B will net 1000 points, that feels about right. But I'm not sure and I don't know if you can extract the info from within? Invitro?
    iOS HOF 67.272 as of May 2018

  7. #7
    Senior Member invitro's Avatar
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    Quote Originally Posted by Slam23 View Post
    I would guess that 10B will net 1000 points, that feels about right. But I'm not sure and I don't know if you can extract the info from within? Invitro?
    Is this HoF points you're talking about? If so, yes, I think I saw the information for that in some file, but I don't remember which one or where they were . I'm not too interested in HoF points, is probably the reason. If I happen to see it again, I will make a note of it.

  8. #8
    Senior Member Tarek Oberdieck's Avatar
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    Quote Originally Posted by Slam23 View Post
    You mean to shoot the left ramp to turbo boost combo shot from the right flipper? I copied your advice to the new strategy thread: http://digitalpinballfans.com/showth...423#post244423
    Not the combo is important, I mean the turbo boost jackpot itself. It grows up to 90M. Like the Whirlpool Multiball in White Water it's the fastest way for a 5B+ score in a few minutes.

  9. #9
    Senior Member Slam23's Avatar
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    Quote Originally Posted by Tarek Oberdieck View Post
    Not the combo is important, I mean the turbo boost jackpot itself. It grows up to 90M. Like the Whirlpool Multiball in White Water it's the fastest way for a 5B+ score in a few minutes.
    Got it! Got confused about Turbo Boost and regular MB.
    iOS HOF 67.272 as of May 2018

  10. #10
    Senior Member Slam23's Avatar
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    Quote Originally Posted by invitro View Post
    Is this HoF points you're talking about? If so, yes, I think I saw the information for that in some file, but I don't remember which one or where they were . I'm not too interested in HoF points, is probably the reason. If I happen to see it again, I will make a note of it.
    Yes! Before your excellent leaderboard thread for all platforms, HOF points were an indicator on iOS how well you were doing overall. It's capped offcourse at 1000 for a fixed score but it's nevertheless still fun to compete for the HOF leaderboard.
    iOS HOF 67.272 as of May 2018

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