I revised the game rules posted long ago on the internet because I could not follow them at all and there were a few things missing. Hopefully this will help someone better understand how to play the game:
--Game “Events” or Modes--
There are 4 timed qualifying events on the “road to the finals” event. Each event is qualified at the right ramp by shooting all 3 of its associated event icons (3 horse heads, 3 MVP cups, 3 Basketballs, 3 clocks) and runs for 15 seconds.
All flashing events simultaneously begin by shooting the ramp while "begin event" is flashing. Multiple flashing events (AND MULTIBALL) can be started and stacked at the same time (called multimode) with a single ramp shot. Also, a new event that is qualified while events are being played can also be started by shooting the ramp again.
The “regular 4” game events:
Horse event rules:
Complete the letters of HORSE by repeated spinner shots within 15 seconds. The first 4 letters score 10 baskets each, and the last letter awards 3 game balls and ends the event.
MVP event rules:
Shoot the center drop target as many times as possible within 15 seconds, scoring extra ball, 50M, 100M, and 300M (and end event) for each successive hit.
Game Balls event rules:
Shoot the vari-target as many times as possible within 15 seconds. Score 2 game balls for any hit and 3 game balls if the vari-target is driven all the way back.
Shot Clock event rules:
Shoot the basket hoop once within 15 seconds. The first hoop shot awards 1 game ball, starts the bottom right spot target flashing out, and ends the event.
Finals Event - mini wizard -
Playing all four of the above events qualifies you for the finals event. Make all the strobing shots (vari-target, spinner, right rollover lane, right ramp, and basket) within 30 seconds. Completing all shots scores the point value chosen when finals was entered, which is normally 100M, but can be higher by trading in game balls if you have 5 or more game balls. For example, trade 5 game balls to play for 300M. When time expires, the board is reset and the event qualification process begins again.
The first time, all event icons are lit simultaneously. After going through the finals event once, only some of the icons are lit at any given time, and the lit ones are rotated by the slingshots.
“Game Balls” Game Feature
Various game features award you game balls. Shooting the play field lamp #’s in order 1-2-3-4-5 and then letting the ball land in the right up-kicker between the upper-playfield flippers, will award player a game ball, light a game ball in the features completed circle, and allow player the opportunity to trade all game balls collected thus far, for an award:
• 1 Ball = 10M points
• 2 - 3 Balls = Hurry-up Extra Ball (or points)
• 4 - 5 Balls = Start Regular multiball
• 6 - 7 Balls = Extra Ball (or points)
• 8 - 9 Balls = Start Shaq Attaq multiball
• 10 - 13 Balls = Slammin Jammin multiball
• 14 Balls = Double Entire Score (awarded only once per player per game).
• 15 or more Balls = Score 20M (10M on hard/tournament settings, 30M on easy settings) per game ball.
—Slammin Jammin Multiball—
Progress toward Spelling SHAQUILLE may be made two ways:
1. Spell SHAQUILLE: Advance the letters of SHAQUILLE by hitting the top right white standup target (above the upper right flipper)
2. Selecting the Advance SHAQUILLE award from the Tip-Off.
--Once spelled, shooting the Tip-Off saucer will give you the choice to play Slammin Jammin multiball.
Trade Game Balls: if you have 10 to 13 game balls, you can trade them in to start Slammin Jammin.
Slammin Jammin rules: 3-ball multiball where every target adds 5M (or 3M on hard settings, 10M on easy settings) to an end-of-ball bonus. This feature remains active until 1 ball play. You can still qualify events, but you cannot start events during Slammin Jammin multiball. Separate end of ball bonus and you will lose it if you tilt that ball.
Enabled AND start all 4 events (flashing), and regular multiball OR Shaq Attaq multiball simultaneously. In addition to scoring the previously described multimode, the ramp now scores 100M.
Shooting the basket hoop while in 1-ball play (except during finals event) will light start multiball on the right ramp. Shoot the right ramp to start multiball, along with any events that are also flashing. Note that after the first multiball, the time to start-multiball is only a few seconds and you must shoot the basket again to re-qualify it.
Score jackpots by shooting the basket or re-locking all balls on the right ramp. Note that a ball shot to the right ramp will be HELD for 10 seconds, then be released again.
After scoring a jackpot, the super jackpot is lit for five seconds. Shoot the basket to collect it. If the super jackpot times out, then the basket scores a regular jackpot again. Multiple super jackpots can also be scored consecutively, by making baskets within 5 seconds of each other.
On normal settings, each jackpot is worth 20M, and the super jackpot is worth 100M. On tournament settings, the jackpot is worth 10M, and the super jackpot scores 50M.
—Shaq Attaq Multiball—
This is a 3-ball multiball, obtained by filling the game features basketball circle (shown on the playfield above the free throw hole) then shooting the ramp.
Shaq Attaq rules: All targets score 1 basket point. Shaq Attaq continues until only 1 ball remains on the playfield.
5 Hidden Features:
Discovering each feature lights a corresponding basketball above the left ramp and scores an
END OF GAME bonus.
--HIDDEN GAME FEATURES--
• #1- Playing Supermode.
• #2- Re-lock all 3 balls on ramp during multiball.
• #3- Making the free throw shot (saucer hole) during an event.
• #4- Tip-off: choose 5,000 points twice (three times on hard settings).
• #5- Score one “drop target rebound”….
—>Drop Target Rules:
Score 5K. Each target scores 1x basket points AND collect MVP cup event icon if lit or flashing. Completing the bank scores advance multiplier if lit. Once multiplier is 3x, completing all drop targets scores a rebound, lights hidden feature #5, awards 1 game ball, lights rebound in features completed circle, and collect the rebound progressive score value. The sequence goes 5M, 10M, 20M. If MVP event active. Drops are also used in MVP event.
END OF GAME hidden bonus award is based on the total hidden features found:
• 1 feature - 10M
• 2 features - 30M
• 3 features - 100M
• 4 features - 300M
• 5 features - 1 Billion
On normal and hard settings, this bonus is collected at the end of the game. On easy settings, it is scored at the end of each ball.
In order to find all five features in one game you will want to go for multimode level 5 immediately, as it becomes much harder to achieve after reaching the finals event for the first time. To do this, AVOID shooting the right ramp and AVOID the "start event" plunger shot until all four features and multiball are lit at the ramp. The other hidden features can be obtained through normal game play.
Drop target basket “multiplier”
The notation "score 1x basket points" means to score 1 basket point times the current multiplier, which is advanced by completing the drop targets. Maxes out at 3x.
Upper left playfield spot target
Score 500K. Score 1x basket points and collect basketball event icon if lit or flashing.
Tip-off mystery award but only if in normal ball play. Score 500K, 1x basket points and collect horse head event icon if lit or flashing. Mystery is OFF during any multiball.
Score 5K per spin. Score 1x basket points and collect basketball event icon if lit or flashing. If #1 flashing, light #1 and flash #2. If #3 is flashing, light #3 and flash #4. If super-spinner active, score and advance progressive award. The sequence is 5M, 10M, and 3 basket points. Add a letter to HORSE if horse event active.
Upper right white standup target
Score 500K, advance a letter in SHAQUILLE if ‘spell SHAQUILLE' lit. Score 1x basket points and collect clock event icon if lit or flashing.
Score 1M. Collect 20M jackpot or 100M Super jackpot if flashing and light jackpot in the features completed circle. If 'beat the buzzer' is active, end the beat the buzzer event, award 1 game ball, and light the special lamp for 10 seconds at the bottom right spot target. If alley-oop flashing out, award 8 basket points (or 10 on easy settings, 5 on hard settings) and 1 game ball. Also light alley-oop in features completed circle. Award 2 or 3 baskets if 2 points or 3 points lit solid. In 1-ball play, start multiball flashing or flashing out.
Score 500. If #5 flashing, collect 1 game ball, light game ball in the features completed circle, offer player the chance to trade all game balls for an award (Section 7), and restart the 1-5 game ball sequence. Start Super spinner flashing out if the spinner basketball event icon unlit.
Score 50K. Score 1x basket points and collect MVP cup event icon if lit or flashing. If free throw is lit, score 1-10 basket points, and if an event is active, light hidden feature #3 and receive 1 game ball.
Right side rollover lane
Score 90K. Score 1x basket points and collect MVP cup icon event if lit or flashing. If #2 flashing, Light #2 solid and flash #3. If #4 flashing, light #4 solid and flash #5. If dribble lit, start dribble (left outlane ball saver) flashing for 10 seconds.
Center spot target
Score 30K. Score 1x basket points and collect clock event icon if lit or flashing. Start dribble flashing out. If dribble already flashing out, spot a drop target (unless in MVP event) and score the progressive dribble award. The score sequence is 5M, 10M, and 3 basket points.
Lower left Vari-target
This target gives a variable award, depending on how far the metal lever is pushed when the target is hit. Scores 300K, 1M, 3M, or 5M, depending on the depth of hit. Score 1x basket points and collect basketball event icon if lit or flashing. Advance Bonus value if lit. When bonus value reaches 20M, light bonus 20M in the features completed circle. If bonus value 20M, spot a drop target if driven completely back. If break the backboard flashing out and target hit back far enough, receive the progressive break the backboard award. The sequence is 10M, Hurry-up Extra Ball, 10 basket points, and 1 game ball.
Used to begin flashing events if "begin event" flashing, and to start multiball if flashing. Score 1s basket points and collect clock icon if lit or flashing. If light alley-oop is lit or shooter lane alley-oop is flashing, begin alley-oop flashing out. Score 100M when in Supermode.
Lower left spot target
score 30K. Award an extra ball if lamp flashing. Score 1x basket points and collect horse head event icon if lit or flashing.
Bottom right spot target
Score 30k. Award special if flashing. Score 1x basket points and collect clock icon if lit or flashing.
Plunger shot lamp award
Player will sometimes be given a choice between enabling alley-oop or beginning all qualified events. This is indicated by alternating the flashing lamps in the shooter lane while the ball is sitting at the plunger. Releasing the shooter lane switch will stop the lamp movement and give that award once the ball reaches the ramp.
Can only be activated after the spinner basketball icon has been collected. Shooting the spinner, right up-kicker, and either return rollover starts super spinner flashing out. Shooting the spinner now scores the progressive award of 5M, 10M, and 3 basket points.
Break the backboard
The right return rollover starts the vari-target backboard lamp flashing out. A hit on the vari-target scores a progressive sequence of 10M, hurry-up EB, 10 baskets, and finally 1 game ball for each hit for the rest of the game.
Enabled from the plunger skill shot or by shooting the ramp with a lit light alley-oop lamp. The basket hoop alley-oop lamp begins flashing out. Shooting the hoop scores 8 baskets (5 on hard settings, 10 on easy settings), 1 game ball, and lights alleyoop in the features completed basketball circle.
Mystery award active during normal 1-ball play and enabled by shooting the upper left saucer. The player chooses between a point award or game award. In tournament mode, tip-off offers each player the same sequence of awards.
Occurs as a result of having 2 or more events active at the same time. The spinner and right side rollover now score an additional 1M for each active event. Multimode level 3 or greater lights the Level 3 lamp in the features completed circle.
Enabled when all 4 events and regular multiball OR Shaq Attaq multiball are all active at the same time. In addition to scoring multimode as previously described, the ramp now scores 100M.