Ask Uncle Willy #11: June 7, 1996Uncle Willy answers your questions about pinball machines. The questions should be of a general-interest nature, and will be answered via an article archived here. Asking questions of a proprietary nature ("How many of game X were produced?" "What games do you have in the works for this fall?" "What game is designer Y working on?") will not get you very far, as Uncle Willy is constrained from answering them. If you have questions about fixing, restoring, or purchasing an older game, Uncle Willy would refer you to: Ask Uncle Willy #10
Question: On the local Congo pinball, when the ball rolls down the "HIPPO" lane, it usually drains between the flippers. Was the game designed to do this? If not, how should this be remedied? Answer: No, the game was not designed to drain the ball between the flippers when rolling down the HIPPO lane. The first thing to check is to make sure that the game is level. The ball trajectory can be further adjusted by slightly bending the ball guide and/or relocating screw that secures the ball guide to the playfield. Question: On the Twilight Zone pinball, can you please explain the logic on the Lost in the Zone Champion? When does it reset? Can it be reset manually? My wife set the Grand Champion score on our machine, but was disappointed that she didn't also get to enter her initials for LITZ Champ, is this a bug? Answer: The criteria for achieving Lost in the Zone Champion is to surpass the number of points attained by the previous LITZ Champ. Only the points during a single LITZ count toward this total. (Multiple LITZs during a single game are not additive.) This point total is displayed at the end of LITZ, and the check for a new Champ is performed at that time. Thus it is possible to get a very high score, and still not be the new LITZ Champ, or to achieve LITZ Champ status with a relative low score. The LITZ Champ score resets to its default value (Initials "TEX" with a score of 300,000,000) under the following conditions: - RAM initialization (either due to battery failure or to updating the ROM revision) - "FACTORY ADJS." or "FACTORY RESET" in the Utility Menu. - Resetting the High Score by holding down the "enter" button on the coin door. Question: I have a Funhouse pinball, and I can't figure out the logic on the Sausage Bonus. There is no adjustment for it, but my game changed the number of Rudy hits necessary for the Sausage Bonus after I did a "Factory Settings" on it. Can you explain? Answer: The logic for the Sausage Bonus is admittedly confusing, and may have made sense at the time it was developed, but cannot be argued to be anything but strange in retrospect. Here is how it works: - The number of Rudy hits to get a Sausage Bonus starts at 6. This number is reset any time that High Scores are reset. - A given player can get a Sausage Bonus only once per game. - The first time that a Sausage Bonus is awarded during a game, the number of Rudy hits necessary for a Sausage Bonus is incremented. The maximum that this can reach is 12 Rudy Hits. (This has the interesting result that in a multiplayer game, the SECOND person to get a Sausage Bonus must hit Rudy one more time than the FIRST person, but all remaining players only have to hit Rudy the same number of times as the second player.) Note that Roadshow has similar logic with the Cheeseburger Bonus obtained from hitting Red. The logic has this added component, just to make it even more convoluted: - Every 50 games, the Red hit count for Cheeseburger Bonus is decremented by 1, to a minimum of 6 hits. As long as we are discussing minutiae here, another tidbit of info on the Sausage and Cheeseburger bonuses is this: If Rudy (or Red) is too busy talking when the bonus is to be awarded, the game will try to wait until the talking ceases. The game will give up, however, after a few seconds and the award will not be given. The logic then repeats on the next Rudy (or Red) hit during that game. Question: I have noticed that some images of people appearing in several recent Williams/Bally pinballs bear quite a resemblance to WMS employees. Am I correct in this observation? Answer: WMS employees show up in many Williams/Bally/Midway pinballs and video games. Not only will you find cameo appearances of them, but many voices in the games are those of WMS employees. These appearances are to numerous to list. Question: I note that while the original Firepower pinball had an optional speech module, my Firepower II does not have a speech module. Was one available for Firepower II? Could I retrofit one to Firepower II? Answer: Firepower II was never designed to have a speech module installed. It uses the same sound board as the original Firepower, however, and the same sound ROM. You could try to install a sound board and speech module from an original Firepower into your Firepower II. Even if some speech effects result from this combination, they are not likely to make very much sense, however. Uncle Willy doubts that Firepower II was programmed with this configuration in mind. If some enterprising soul were to try this experiment, Uncle Willy would like to hear about the results. Question: In Star Trek: the Next Generation pinball, could you explain the logic behind getting into the Officers' Club and the Q Continuum? Answer: The original concept behind the various high score tables in Star Trek: the Next Generation is as follows: - Scoring 10 billion or more would qualify a player for the Q Continuum. - The "regular" high score tables would be for scores obtained with one buy-in or less. These tables are Grand Champion and Honor Roll. - Otherwise, a player would end up in the Officers' Club. (The concept being that people who can afford to go to an Officers' Club can afford to buy-in multiple times.) There was much discussion about where someone who qualfies for more than one table should get to enter his/her initials, and whether those initials should only go into a single table under this circumstance. After these discussions and some very bleary-eyed late night programming, here is what ended up in the game: IF (buy-ins <= 1) AND (score > grand champ score) THEN { player is Grand Champion } ELSE IF (score >= 10 billion) THEN { IF (score > any Q Continuum) THEN { player enters Q Continuum } } ELSE IF (buy-ins > 1) AND (score > any officers' club) THEN { player enters Officers' Club } ELSE IF (buy-ins <= 1) AND (score > any honor roll) THEN { player enters Honor Roll } Note the consequences of the second test above. If a player gets 10 billion or more points, but does not make it into the Q Continuum, he/she does not get to enter initials, even if he/she would have otherwise qualified to enter either the Officers' Club or Honor Roll. Also, consider another odd possibility of this pathology. Since Grand Champion scores get bumped down into the Honor Roll table when a new Grand Champion score is entered, it is possible to have scores greater than 10 billion in the Honor Roll, even though no one can directly enter initials for that table with a score greater than 10 billion. Question: I have been playing Creature from the Black Lagoon pinball for months and I have never gotten the Hula Hoop or the New Car from the Snack Bar. Are these awards ever given? Answer: Sorry, but those items are never awarded. They are shown just for comedic value and to fill up the screen a bit. Question: On Theatre of Magic pinball, what is the purpose of the "Poof" target? Answer: Originally, the hitting the "Poof" target was labeled "Raise Magic Post". Hitting it would raise the post between the flippers for a short time. "What Magic Post?" you may ask. The Magic Post was removed from the game early during development. As a result, the target lost its purpose in life, was renamed from "Raise Magic Post" to "Poof" and now only scores a few points. Question: I have heard that High Speed II: the Getaway pinball had different Supercharger rules on different software versions. Could you describe the different rules? Answer: Here is the original rule for the Supercharger: 1) Shooting the Supercharger when lit, scores 3, 5, 7, 9, etc. million points and unlights the Supercharger. 2) The Supercharger is lit at game start. 3) The Supercharger is relit by shooting the Supercharger ramp once for the first relight, twice for the second relight, three times for the third, etc. The Supercharger rule was rewritten in later versions of the game software. Here is the new rule: 1) Lighting one of the 1-2-3 standup targets (there are two banks of these located on either side of the lower portion of the playfield) adds 1 million points to the Supercharger value, to a maximum of 10 million. 2) Completing either 1-2-3 target banks lights the Supercharger if it is not already lit (this also lights the kickback if it is not already lit). 3) Shooting the Supercharger when lit collects the current Supercharger value and unlights the Supercharger. Question: I really like the Williams Arcade Classics CD, but I would like to experience the total arcade video game experience. Could you give me some hints on how to hook up a real arcade video game control panel to my PC joystick port to do this? Answer: While Uncle Willy assumes that this is possible to do, given a sufficiently talented and motivated individual, this is outside of Uncle Willy's expertise. You probably could obtain control panel by asking for help in rec.games.video.arcade.collecting Also, you can get buttons and joysticks through your local distributor or another secondary source. Check the Pinball Archive or the r.g.v.a.c FAQ for more information. Question: I have a bunch of old video game monitors, and would like to hook one up to my PC. Can you tell me how? Answer: No. All text and images © 1996 WMS Electronics Games, Inc. |