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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Indy 500 (1995)
transcribed Indy 500 rules from TPA
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<blockquote data-quote="invitro" data-source="post: 243529" data-attributes="member: 446"><p>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.</p><p></p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />, except for the last two chapters. If/when I format these, I'll edit this post.</p><p></p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />.</p><p></p><p>INSTRUCTIONS FOR Indy500 (25 chapters, 366 pages)</p><p> 1. Introduction (9 pp)</p><p> 2. Skill Shot (14 pp)</p><p> 3. Speedway (14 pp)</p><p> 4. Turbo Boost (11 pp)</p><p> 5. Super Jets (8 pp)</p><p> 6. Dueling Drivers (17 pp)</p><p> 7. Super Light-Ups (7 pp)</p><p> 8. Caution (13 pp)</p><p> 9. Light Extra Ball (8 pp)</p><p>10. Wrong Turn (14 pp)</p><p>11. Gasoline Alley (13 pp)</p><p>12. 3x Playfield Values (9 pp)</p><p>13. Quick Pit (24 pp)</p><p>14. Go For The Pole (13 pp)</p><p>15. Secret Race Mode (13 pp)</p><p>16. Checkered Flag (12 pp)</p><p>17. Turbo Multiball (22 pp)</p><p>18. Pit Stop (23 pp)</p><p>19. Light Up Targets (28 pp)</p><p>20. Position (10 pp)</p><p>21. Laps (15 pp)</p><p>22. Change Setup (17 pp)</p><p>23. Misc Scoring (34 pp)</p><p>24. Extra Balls (9 pp)</p><p>25. End of Ball Bonus (9 pp)</p><p></p><p></p><p> 1. Introduction (9 pp)</p><p> Indianapolis 500(R) is a high speed table inspired by the greatest</p><p> spectacle in auto racing, the Indy 500. This game is built to move fast,</p><p> challenging players to battle it out as an Indy 500 driver by completing the</p><p> Speedway, clocking Laps, Passing other drivers, and completing Light Up</p><p> targets, exclusive to this table, to eventually take their Victory Lap.</p><p> Loaded with unique features, this game showcases its shaker motor right on</p><p> the playfield in the form of an Indy car going around a track. It also has a</p><p> Turbo Lock Unit capable of locking up to four balls to fire back down toward</p><p> the player at high speed. These instructions will help you become an expert</p><p> at the fastest game around - Indianapolis 500.</p><p></p><p></p><p> 2. Skill Shot (14 pp)</p><p> You can score points each time a new ball is sent to the Plunger by</p><p> completing one of two skill shots. When the ball is plunged, it is sent to</p><p> the habitrail feeding the right flipper and the Left Ramp is lit for a Skill</p><p> Shot. Shoot the Left Ramp to score 5,000,000 points. When the Left Ramp is</p><p> lit for Skill Shot, there is also a Skill Shot available at the Right Ramp.</p><p> Shoot the Right Ramp to start Go For The Pole. Go For The Pole starts a 20</p><p> second timer. The object of Go For The Pole is to shoot the Right Ramp four</p><p> times to complete the mode before the timer expires. Starting Go For The</p><p> Pole with the Skill Shot spots the first ramp shot which is worth 5,000,000</p><p> points. The second shot is worth 10,000,000 points. The third shot is worth</p><p> 15,000,000 points. The fourth shot is worth 40,000,000. Go For The Pole</p><p> ends when the fourth shot is made or the ball drains. Starting Go For The</p><p> Pole from the Skill Shot completes the Go For The Pole Speedway Award. Both</p><p> Skill Shots turn off if they are not activated within three seconds after</p><p> three switches are hit.</p><p></p><p></p><p> 3. Speedway (14 pp)</p><p> One of the goals of this table is to activate all 11 Speedway Awards to</p><p> light the Checkered Flag to light a Victory Lap. When Award Speedway is lit,</p><p> Shoot the Right Loop to complete the rear VUK to activate the current</p><p> flashing Speedway Award. Speedway Awards can also be activated by shooting</p><p> the center eject when Start Race is lit. Start Race is lit at the beginning</p><p> of each ball. Start Race can be relit by completing the PIT rollovers. When</p><p> Award Speedway is lit, the current flashing award can be changed by shooting</p><p> the Speed Ramp a given number of times. The number of Speed Ramp shots</p><p> needed to change the Speedway Award will be shown on the Display. The</p><p> Speedway Award will change at 2, 3, 10, 15, 17, 18, 20, 22, 24, 28, 35, 45,</p><p> 60, 70, 80, and 99 Speed Ramp Shots. After 99 Speed Ramp shots, every shot</p><p> to the Speed Ramp while Award Speedway is lit will change the flashing award.</p><p> After a Speedway Award has been collected, Award Speedway must be relit by</p><p> shooting the Left Loop when Light Speedway is lit. When Award Speedway is</p><p> lit, the next Speedway Award will flash.</p><p></p><p></p><p> 4. Turbo Boost (11 pp)</p><p> One of the Speedway Awards is called Turbo Boost. To start Turbo Boost,</p><p> shoot Award Speedway or Start Race when Turbo Boost is the next Speedway</p><p> Award. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. Turbo Boost is a 2 ball multiball mode. When</p><p> Turbo boost is started, a ball is added to play, a 9 second Ball Save is</p><p> started, and the Turbo is lit to collect Jackpots. The Jackpot value starts</p><p> at 10,000,000 points and increasesby 10,000,000 points when a Jackpot is</p><p> scored or the Left Ramp is completed up to 90,000,000 points. Turbo Boost</p><p> ends when only one ball is left in play.</p><p></p><p></p><p> 5. Super Jets (8 pp)</p><p> One of the Speedway Awards is called Super Jets. To start Super Jets,</p><p> shoot Award Speedway or Start Race when Super Jets is the next Speedway</p><p> Award. When Award Speedway is lit, the next Speedway Award will flash.</p><p> Speedway Awards cannot be started when Go For The Pole or any multiball mode</p><p> is active. The Super Jets mode requires the player to hit the Jet Bumpers 30</p><p> times for 30,000,000 points. Super Jets ends when the 30,000,000 point award</p><p> is earned.</p><p></p><p></p><p> 6. Dueling Drivers (17 pp)</p><p> One of the Speedway Awards is called Dueling Drivers. To start Dueling</p><p> Drivers, shoot Award Speedway or Start Race when Dueling Drivers is the next</p><p> Speedway Award. When Award Speedway is lit, the next Speedway Award will</p><p> flash. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. In the Dueling Drivers mode, the player must</p><p> complete 4 shots to score a Pass. The four shots are the Left Loop, the Left</p><p> Ramp, the Right Ramp, and the Right Loop. The Dueling Drivers Total starts</p><p> at 1,000,000 points. The first shot adds 5,000,000 points to the total. The</p><p> second shot adds 10,000,000 points to the total. The third shot adds</p><p> 15,000,000 points to the total. The fourth shot adds 40,000,000 points to</p><p> the total and scores one Pass. The Dueling Drivers total is awarded after</p><p> the End of Ball Bonus and is not affected by the Bonus Multiplier.</p><p></p><p></p><p> 7. Super Light-Ups (7 pp)</p><p> One of the Speedway Awards is called Super Light-Ups. To complete Super</p><p> Light-Ups, shoot Award Speedway or Start Race when Super Light-Ups is the</p><p> next Speedway Award. When Award Speedway is lit, the next Speedway Award</p><p> will flash. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. Super Light-Ups has no award, but must be</p><p> completed to progress toward the Checkered Flag Speedway Award.</p><p></p><p></p><p> 8. Caution (13 pp)</p><p> One of the Speedway Awards is called Caution. To start Caution, shoot</p><p> Award Speedway or Start Race when Caution is the next Speedway Award. When</p><p> Award Speedway is lit, the next Speedway Award will flash. Speedway Awards</p><p> cannot be started when Go For The Pole or any multiball mode is active.</p><p> Caution is a video mode played on the Display. The object of the mode is to</p><p> guide your car to avoid obstacles and pick up rewards. The Caution total</p><p> starts at 5,000,000 points. 1, 2, 5, and 10 add 1,000,000 points times the</p><p> number value to the Caution total when they are hit. EB gives an Extra Ball</p><p> when hit. The mode ends when an obstacle is hit or 30 obstacles are passed.</p><p> The Caution total is awarded after the End of Ball Bonus and is not affected</p><p> by the Bonus Multiplier.</p><p></p><p></p><p> 9. Light Extra Ball (8 pp)</p><p> One of the Speedway Awards is called Light Extra Ball. To start Light</p><p> Extra Ball, shoot Award Speedway or Start Race when Light Extra Ball is the</p><p> next Speedway Award. When Award Speedway is lit, the next Speedway Award</p><p> will flash. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. When Light Extra Ball is started, Extra ball is</p><p> lit at the center eject until it is collected. Shoot the Center Eject to</p><p> collect the Extra Ball.</p><p></p><p></p><p>10. Wrong Turn (14 pp)</p><p> One of the Speedway Awards is called Wrong Turn. To start Wrong Turn,</p><p> shoot Award Speedway or Start Race when Wrong Turn is the next Speedway</p><p> Award. When Award Speedway is lit, the next Speedway Award will flash.</p><p> Speedway Awards cannot be started when Go For The Pole or any multiball mode</p><p> is active. Wrong Turn is a 30 second frenzy mode. When the mode begins, a</p><p> 30 second timer is shown on the Display. While the timer is active, each</p><p> playfield switch hit adds 250,000 points to the Wrong Turn total. The switch</p><p> value can be raised by 250,000 points by shooting the Turbo, center eject, or</p><p> Right Loop up-kicker. Wrong Turn ends when the timer expires or the ball is</p><p> drained. The Wrong Turn total is awarded after the End of Ball Bonus and is</p><p> not affected by the Bonus Multiplier.</p><p></p><p></p><p>11. Gasoline Alley (13 pp)</p><p> One of the Speedway Awards is called Gasoline Alley. To start Gasoline</p><p> Alley, shoot Award Speedway or Start Race when Gasoline Alley is the next</p><p> Speedway Award. When Award Speedway is lit, the next Speedway Award will</p><p> flash. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. When Gasoline Alley is started, a 30 second timer</p><p> begins counting down on the Display. The object of the mode is to shoot the</p><p> Right Loop 5 times before the timer runs out for valuable awards. The first</p><p> shot scores 10 laps. The second shot scores 10,000,000 points. The third</p><p> shot scores 15 Passes. The fourth shot scores 20,000,000 points. The fifth</p><p> shot scores 25,000,000 points.</p><p></p><p></p><p>12. 3x Playfield Values (9 pp)</p><p> One of the Speedway Awards is called 3x Playfield Values. To start 3x</p><p> Playfield Values, shoot Award Speedway or Start Race when 3x Playfield Values</p><p> is the next Speedway Award. When Award Speedway is lit, the next Speedway</p><p> Award will flash. Speedway Awards cannot be started when Go For The Pole or</p><p> any multiball mode is active. 3x Playfield Values begins a 30 second timer</p><p> on the Display. While the timer is active, all point values and Laps earned</p><p> are worth triple their normal value. The mode ends when the timer expires or</p><p> the ball is drained.</p><p></p><p></p><p>13. Quick Pit (24 pp)</p><p> One of the Speedway Awards is called Quick Pit. To start Quick Pit, shoot</p><p> Award Speedway when Quick Pit is the next Speedway Award. When Award</p><p> Speedway is lit, the next Speedway Award will flash. Speedway Awards cannot</p><p> be started when Go For The Pole or any multiball mode is active. When Quick</p><p> Pit is started, the ball is locked at the Rear Up-kicker, a new ball is</p><p> plunged, a lap timer is started, and the Right Ramp is lit. Shoot the Right</p><p> Ramp to release the locked ball for 2 ball multiball. If the ramp is shot</p><p> before the lap timer counts up to 12 seconds, the Left Loop, Left Ramp, Right</p><p> Ramp, and Right Loop are lit for Pit Stop Jackpot. If the ramp is shot</p><p> before the lap timer counts up to 18 seconds, the Left Loop, Right Ramp, and</p><p> Right Loop are lit for Pit Stop Jackpot. If the ramp is shot before the lap</p><p> timer counts up to 25 seconds, the Left Loop, and Right Ramp are lit for Pit</p><p> Stop Jackpot. If the ramp is not shot before the lap timer stops at 25</p><p> seconds, the locked ball is released and the Left Loop is lit for Pit Stop</p><p> Jackpot. Shoot a lit shot to score a Jackpot worth 10,000,000 points plus</p><p> 2,000,000 points per Jackpot completed during the current Quick Pit. When a</p><p> lit shot is completed, it is turned off until all lit shots have been</p><p> completed when all previously lit shots are relit. Quick Pit ends when only</p><p> one ball is left in play.</p><p></p><p></p><p>14. Go For The Pole (13 pp)</p><p> One of the Speedway Awards is called Go For The Pole. To start Go For The</p><p> Pole, shoot Award Speedway when Go For The Pole is the next Speedway Award.</p><p> When Award Speedway is lit, the next Speedway Award will flash. Speedway</p><p> Awards cannot be started when any multiball mode is active. Go For The Pole</p><p> can also be started by shooting the Right Ramp when the Yellow car is</p><p> flashing for Skill Shot. Starting Go For The Pole with the Skill Shot spots</p><p> the first ramp shot. Go For The Pole starts a 20 second timer. The object</p><p> of Go For The Pole is to shoot the Right Ramp four times to complete the mode</p><p> before the timer expires. The first shot is worth 5,000,000 points. The</p><p> second shot is worth 10,000,000 points. The third shot is worth 15,000,000</p><p> points. The fourth shot is worth 40,000,000. Go For The Pole ends when the</p><p> fourth shot is made or the ball drains.</p><p></p><p></p><p>15. Secret Race Mode (13 pp)</p><p> Secret Race Mode is a hidden Speedway Award that can seriously advance</p><p> table objectives. To start Secret Race Mode, shoot the center Eject when</p><p> Start race is lit and Go For The Pole or Quick Pit is the next Speedway</p><p> Award. When Award Speedway is lit, the next Speedway Award will flash.</p><p> Speedway Awards cannot be started when Go For The Pole or any multiball mode</p><p> is active. When Secret Race Mode is started, the ball is ejected above the</p><p> jet bumpers. Each hit to the Left Jet Bumper awards one Pass. See the</p><p> Position chapter for more details on Passes. Each hit to the Right Jet</p><p> Bumper scores 5 Million points. Each hit on the Lower Jet Bumper adds 1 Lap.</p><p> See the Laps chapter for more details about Laps. Secret Race Mode ends</p><p> when the ball exits the Jet Bumper area.</p><p></p><p></p><p>16. Checkered Flag (12 pp)</p><p> The final Speedway Award is called Checkered Flag. To award Checkered</p><p> Flag, shoot Award Speedway or Start Race when Checkered Flag is the next</p><p> Speedway Award. When Award Speedway is lit, the next Speedway Award will</p><p> flash. Speedway Awards cannot be started when Go For The Pole or any</p><p> multiball mode is active. Checkered Flag will only flash when all the other</p><p> Speedway Awards have been collected. Checkered flag lights the Center Eject</p><p> for a Victory Lap. Shoot the Center Eject to collect the Victory Lap. A</p><p> single Victory Lap is worth 200,000,000 points. Collecting two Victory laps</p><p> at the same time is worth 500,000,000 points. Collecting three Victory laps</p><p> is worth 732,000,000 points. Collecting four Victory Laps is worth</p><p> 1,000,000,000 points. Collecting the Victory Lap also resets the Speedway</p><p> Awards so they can be collected again.</p><p></p><p></p><p>17. Turbo Multiball (22 pp)</p><p> One way to build top scores on this table is Turbo Multiball. To activate</p><p> it the first time, shoot the Left Loop to light 2 Locks at the Turbo. Shoot</p><p> the Turbo to lock a ball and send a new ball to the plunger. Lock a second</p><p> ball at the Turbo to start Turbo Multiball. When Turbo Multiball is started,</p><p> both balls are ejected from the turbo, and a third ball is plunged. When</p><p> Turbo Multiball is activated, the Left Ramp and Right Ramp are lit for</p><p> Jackpot. When the first Jackpot is shot it turns off and the other Ramp is</p><p> lit. Each time a Ramp is shot for Jackpot, the lit Ramp switches. The</p><p> Jackpot base value is 30,000 points plus 2,000,000 points for each shot to</p><p> the Turbo Lock, Center Eject, or Right Loop eject before multiball is</p><p> started, when they are not lit to advance Turbo Multiball or Speedway Awards.</p><p> The Jackpot value is the Jackpot base value plus 2,000,000 points per</p><p> Jackpot completed since a ball was ejected from the Turbo. Shooting a ball</p><p> into the Turbo while Turbo Multiball is active adds 10,000,000 points to the</p><p> Jackpot value. When a ball is shot into the Turbo, a 16 second timer is</p><p> started. If another ball is shot into the Turbo, the timer is reset to 16</p><p> seconds. At the end of this timer, any balls in the Turbo are ejected, and</p><p> the Jackpot value is reset to its base value. If all 3 balls are shot into</p><p> the Turbo, a Super jackpot worth 60,000,000 points is awarded. The second</p><p> time all 3 balls are shot into the Turbo, a fourth ball is plunged, and all 4</p><p> balls must be shot into the Turbo to collect Super Jackpot. If less balls</p><p> are in play than currently required to score a Super Jackpot, shooting all</p><p> balls into the Turbo will add a ball to play. Turbo Multiball ends when only</p><p> one ball is left in play.</p><p></p><p></p><p>18. Pit Stop (23 pp)</p><p> Pit Stop is a 2 ball multiball mode. To light Pit Stop at the Right Ramp,</p><p> complete P-I-T at the Upper Rollovers. Then shoot the Right Ramp to start</p><p> Pit Stop. When Pit Stop is started, the ball is locked at the Diverter Gate,</p><p> a new ball is plunged, a lap timer is started, and the Right Ramp is lit.</p><p> Shoot the Right Ramp to release the locked ball for 2 ball multiball. If the</p><p> ramp is shot before the lap timer counts up to 12 seconds, the Left Loop,</p><p> Left Ramp, Right Loop, and Right Ramp are lit for Pit Stop Jackpot. If the</p><p> ramp is shot before the lap timer counts up to 18 seconds, the Left Loop,</p><p> Right Loop, and Right Ramp are lit for Pit Stop Jackpot. If the ramp is shot</p><p> before the lap timer counts up to 25 seconds, the Left Loop, and Right Ramp</p><p> are lit for Pit Stop Jackpot. If the ramp is not shot before the lap timer</p><p> stops at 25 seconds, the locked ball is released and the Left Loop is lit for</p><p> Pit Stop Jackpot. Shoot a lit shot to score a Jackpot worth 10,000,000</p><p> points plus 2,000,000 points per Jackpot completed during the current Pit</p><p> Stop. When a lit shot is completed, it is turned off until all lit shots</p><p> have been completed when all previously lit shots are relit. Pit Stop ends</p><p> when only one ball is left in play.</p><p></p><p></p><p>19. Light Up Targets (28 pp)</p><p> One unique feature on this table are the Light Up Targets. Hitting a Light</p><p> Up Target lights a quarter on that Light Up Target. Completing all 4</p><p> quarters of a target completes that Light Up. Completing all 3 Light Ups</p><p> completes a Light Up Wave. Hitting a Light Up Target scores 1,000,000 points</p><p> multiplied by the current Light Up Wave. Completing a Light Up scores</p><p> 5,000,000 points. Completing Light Up Wave 1 scores 15,000,000 points.</p><p> Completing Light Up Wave 2 scores 20,000,000 points. Completing Light Up</p><p> Wave 3 scores 25,000,000 points. Completing Light Up Wave 4 lights an Extra</p><p> Ball at the Center Eject until it is collected. Completing Light Up Wave 5</p><p> scores 35,000,000 points. Completing Light Up Wave 6 lights the Center Eject</p><p> for a Victory Lap. Shoot the Center Eject to score Victory lap worth</p><p> 200,000,000 points. Collecting two Victory laps at the same time is worth</p><p> 500,000,000 points. Collecting three Victory laps is worth 732,000,000</p><p> points. Collecting four Victory Laps is worth 1,000,000,000 points.</p><p> Collecting the Victory Lap resets the Light Up Waves to Light Up Wave 1.</p><p> Light Up Waves completed after Light Up Wave 6 before the Victory lap is</p><p> scored are worth 35,000,000 points. Collecting Souvenirs is a good way to</p><p> accelerate the completion Light Up Waves. To collect a Souvenir, complete</p><p> INDY in the Outlanes and Inlanes. To make it easier to complete INDY,</p><p> Indianapolis 500 has a lane changing feature which allows the player to</p><p> shift the lit letters from left to right with either Flipper. Once INDY has</p><p> been completed, shoot the Left Ramp to earn a Souvenir and a point value.</p><p> Certain Souvenirs also allow Light Ups to be completed with one hit.</p><p> Souvenirs are awarded in the following order: T-Shirt affects Wave 1 and</p><p> scores 5,000,000 points. Toy Car affects Wave 8 and scores 10,000,000</p><p> points. Teddy Bear affects Wave 2 and scores 15,000,000 points. Baseball</p><p> Cap scores 20,000,000 points. Indy Trophy scores 25,000,000 points. Mug</p><p> affects Wave 3 and scores 30,000,000 points. Key Ring scores 35,000,000</p><p> points. Frisbee affects Wave 4 and scores 40,000,000 points. Video Tape</p><p> scores 45,000,000 points. Race Cow affects Wave 6 and scores 50,000,000</p><p> points. Once the Race Cow has been completed, no more Souvenirs are awarded.</p><p></p><p></p><p>20. Position (10 pp)</p><p> One of the objects of this table is to win the race. When a new game is</p><p> started, the player is in 28th place. To advance position, shoot the Left</p><p> Loop when Pass is lit. Pass is lit at the Left Loop unless Light Lock or</p><p> Light Speedway is lit. Passes can also be scored from the Gasoline Alley or</p><p> Secret Race Mode Speedway Awards or the Change Setup mode. See the Gasoline</p><p> Alley, Secret Race Mode, and Change Setup chapters for more information.</p><p> Each time a Pass is completed the player moves up by one position up to First</p><p> place. Advancing to First place lights Victory Lap at the Center Eject. A</p><p> single Victory Lap is worth 200,000,000 points. Collecting two Victory laps</p><p> at the same time is worth 500,000,000 points. Collecting three Victory laps</p><p> is worth 732,000,000 points. Collecting four Victory Laps is worth</p><p> 1,000,000,000 points.</p><p></p><p></p><p>21. Laps (15 pp)</p><p> One of the goals on this table is to finish the race. This is accomplished</p><p> by scoring Laps. 200 Laps will complete the race. Shooting the Left Loop,</p><p> Right Ramp, or Right Loop scores a Lap. Shooting the Left Ramp, or Right</p><p> Ramp when Fast Laps is lit scores 2 Laps. Fast Laps is lit for 8 seconds</p><p> after the Right Ramp is completed. Starting a Speedway Award scores 5 Laps.</p><p> Laps can also be scored from the Gasoline Alley or Secret Race Mode Speedway</p><p> Awards or the Change Setup mode. See the Gasoline Alley, Secret Race Mode,</p><p> and Change Setup chapters for more information. Scoring 200 Laps lights a</p><p> Victory Lap at the Center Eject. A single Victory Lap is worth 200,000,000</p><p> points. Collecting two Victory laps at the same time is worth 500,000,000</p><p> points. Collecting three Victory laps is worth 732,000,000 points.</p><p> Collecting four Victory Laps is worth 1,000,000,000 points. Collecting the</p><p> Victory Lap also resets the Lap count to 2.</p><p></p><p></p><p>22. Change Setup (17 pp)</p><p> Scoring Change Setup awards is a great way to advance the game toward</p><p> completion. Change Setup is a mode that allows the player to select an</p><p> award. To start Change Setup the first time, shoot the blue spot target here</p><p> to light Change Setup. Once Change Setup is lit, shoot the Right Loop to</p><p> select an award. When Change Setup is started, a 5 second timer counts down</p><p> on the Display. Hitting either Flipper while the timer is counting down will</p><p> change the current award. Whichever award is on screen when the timer</p><p> expires will then be awarded. Here are the possible Change Setup Awards: 20</p><p> Points, 50 Points, 70 Points, 100 Points, 1 Million, 3 Million, 5 Million, 10</p><p> Million, 15 Million, and 20 Million. These award the amount of points</p><p> indicated. 5 Laps or 10 Laps award the indicated number of Laps. Spot Pit</p><p> Lane will sometimes light one of the PIT Rollovers. Lite Extra Ball will</p><p> light an Extra Ball at the Center Eject. Shoot the Center Eject to collect</p><p> the Extra Ball. Light Change Setup will relight Change Setup at the Right</p><p> Loop. Light Lock will light Lock at the Turbo if it is not already lit.</p><p> After Change Setup is activated the first time, relighting Change Setup at</p><p> the Right Loop requires one more hit to the blue spot target up to 6 hits.</p><p></p><p></p><p>23. Misc Scoring (34 pp)</p><p> Here are some other ways to score points on Indianapolis 500. Each hit on</p><p> the Slingshots here or here scores 10,110, 10,230, or 10,140 points.</p><p> Completing the left or right Inlane scores 500,000 points if it is not lit.</p><p> A lit Inlane scores 100,000 points. Completing the left or right Outlane</p><p> scores 750,000 points if it is not lit. A lit Outlane scores 350,000 points.</p><p> An unlit Hit The Wall spot target is worth 100,000 points. A lit Hit The</p><p> Wall spot target is worth 50,000 points. Completing the Hit The Wall spot</p><p> target bank scores 2,000,000 points and lights Hit The Wall at the Right</p><p> Loop. Complete the Right Loop to score a Hit The Wall. Hit the Wall is</p><p> worth 5,000,000 points plus 2,000,000 points for each previous Hit the Wall</p><p> scored by Player 1, up to 21,000,000 points. Completing this switch in the</p><p> Right Loop scores 50,000 points. Lighting a PIT rollover scores 75,000</p><p> points. Completing a lit PIT rollover scores 25,000 points. Completing</p><p> P-I-T scores 250,000 points, adds 1X to the Bonus Multiplier and lights Pit</p><p> Stop at the Right Ramp. See the Pit Stop chapter for more information. Each</p><p> hit to the Jet Bumpers scores 25,000 points. Hitting this switch scores</p><p> 25,101 points. Completing the Right Ramp scores 1,000,000 points.</p><p> Completing the Right Ramp again within 3 seconds scores 4,000,000 points.</p><p> Continuing to complete the Right Ramp within 3 seconds scores 2,000,000</p><p> points more each time up to 18,000,000 points. Completing the Left Ramp</p><p> scores 700,000 points. The blue spot target here scores 100,000 points. The</p><p> first switch in the Left Loop scores 50,000 points. Completing the Left Loop</p><p> scores 2,000,000 points. Shooting the Turbo immediately after completing the</p><p> Left Loop scores a Loop Turbo Combo. A Turbo Loop Combo is worth 10,000,000</p><p> points plus 2,000,000 points per previous combo up to 30,000,000 points.</p><p> Hitting an unlit Wrench target here, here, here, or here scores 500,000</p><p> points and collects a letter. Hitting a lit wrench target scores 250,000</p><p> points. Completing all 4 Wrench targets spells out a word starting with</p><p> INDY. This scores 4,000,000 points plus 2,000,000 for each previous word</p><p> spelled up to 18,000,000 points. Dropping the ball in the Kicker here scores</p><p> 100,000 points and awards Change Setup when Change Setup is lit in the Right</p><p> Loop.</p><p></p><p></p><p>24. Extra Balls (9 pp)</p><p> There are several ways to earn extra balls on this table:</p><p>- Completing the Right Ramp for Speed Ramp awards 8 and 50 times,</p><p> - starting the Light Extra Ball Speedway Award,</p><p> - Completing Light Up Wave 4, or</p><p> - earning the Lite Extra Ball award in Change Setup</p><p>lights an Extra Ball at the Center Eject. See Light Extra Ball, Light Up</p><p> Targets, and Change Setup for more details. Shoot the Center Eject to earn</p><p> the Extra Ball.</p><p></p><p> - An Extra Ball can also be earned by completing the EB target in Caution</p><p> Video Mode. See the Caution chapter for more details.</p><p></p><p></p><p>25. End of Ball Bonus (9 pp)</p><p> When the ball is drained you will score an End of Ball bonus. The End of</p><p> Ball Bonus is calculated based on Laps and Position. 10,000 points are added</p><p> for each Lap completed including Laps over 200. 50,000 points are added for</p><p> each position ahead of 33rd the Player currently sits in.</p><p></p><p> The sum of the Laps and Position value is then multiplied by the Bonus</p><p> Multiplier. The Bonus Multiplier starts at 1X. Each time the PIT rollovers</p><p> are completed 1X is added to the Multiplier value. After the Bonus is</p><p> Multiplied, any points from the Dueling Drivers, Caution, or Wrong Turn modes</p><p> are added to the Bonus.</p></blockquote><p></p>
[QUOTE="invitro, post: 243529, member: 446"] 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. [/QUOTE]
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