HURRICANE RULES
SKII.LSHOT
Entry shot goes to the left flipper
&
lites 'HURRICANE'Ramp for 250K. Each consecutive
"SKILLSHOT' is increased by 2501{, up to 1 Million.
''HURRICANE
RAMP"
When lit, consecutive shots up the HURRICANERAMPscores and increases value: 200K
- 225K - 250K - 275K (adj. shots to reach million) - 1 Million - 1 Million
&
Spot Letter in
"P-A-L-A-C-E".
When lit, ramp also starts "CLOWNTIME" (see below)
&
scores SPECIAL. Four right
targets re-lite ramp.
PAlACE'
&
U'ACKPOT'
Spelling P-A-L-A-C-E lites "JUGGLER" for 'JACKPOT. Both banks lite HURRICANE
Ramp to spot letter in "P-A-L-A-C-E".
'WGGLER", ''MULTI·BALL''
& 3
BANK
Making 3 bank. lites a lock lite on "JUGGLER". Locking two balls in "JUGGLER" releases
the third ball for 3 ball Multi-Ball. During Multi-Ball "HURRICANE"Ramp scores 1,2 &
5 Million for consecutive shots, then I, 2
&
5 Million thereafter. Loading 2 or 3 balls, at
the same time, onto the "FERRIS WHEEL" scores 1
&
2 Million respectively. At the end
of Multi-Ball, for every second that Multi-Ball has been played, you will receive that
much time in multiple playfield scores: X2 - X3 - X5. Multiplier value is selected at
random.
SPECIAL
SPECIAL lites at the start of the third Multi-Ball. (Operator adjustable Feature.)
"COMET RAMP"
When lit, "COMETRAMP"scores and advances value with consecutive shots:
50K - lOOK- 200K - 300K - Unlimited Million.
'DUNK THE
DUMMY", BONUS
X' &
EXTRA
BALL
Hit the target once to lite it and a second time to "DUNK THE DUMMY"which will
advance BONUS MULTIPLIER: 2X - 3X - 4X - 5X - 6X - 500K - 1 Million. Flashing
multiplier lites one of four lower lanes for EXTRABALL.
'FERRIS WHEELS"
Left 3 bank lites "FERRIS WHEELS" to score "FERRIS WHEEL BONUS", which is
increased by jet bumpers. Right return lane lites FERRIS WHEEL "Quick Score" for 200K
and increases by 50K for each shot thereafter.
'MYSTERY?"
& 4.BANK
Four right targets lite 'JUGGLER' for MYSTERYSCORE. Playfield scores X2 - X3 - Paints
- Advance 'X' - Spot Letter In P-A-L-A-C-E - Lite Lock - Extra Ball- Special, Etc.
''CLOWN
TIME" &
CWWN FACE
Lighting all 6 parts of the 'CLOWNFACE'lites the "HURRICANERAMP"to start "CLOWN
TIME" for timed interval (adjustable).
CLOWNFACE: Left Cheek - Left 3 Bank, Ri~ht Cheek - Right 4 Bank. Left Eye - 'FERRIS
WHEELS', R!6thtEye - 'HURRICANE'Ramp (when lit), ~ - Dunk the Dummy, Mouth -
300K shot on 'COMET'Ramp.
During "CLOWNTIME" all targets score SOK each and all major shots score increasing
values for consecutive shots.