Pinballrom

“Programmer of many different types of pinball parts (EPROMS, ROMS, PROMS, GALS, PALS, PICS). I sell LEDS, NVRAM. Ni-Wumpf boards, and solid state machines.”

» Back to Pinballrom home


Pinballrom

ROM WHO'S TOMMY PINBALL WIZARD -CUSTOM CPU


Item description

SET OF 2 CUSTOM


Who’s TOMMY Unofficial v.5.00

(last updated May 4, 2016)


Good Morning Campers! This classic rocking music themed pinball machine from 1994 now has a more amazing journey! Newly balanced scoring now makes all the modes worth playing. Exciting new rules engage the player for added fun. The unique Blinders are activated more often for added challenge. New evenly weighted Mystery Awards offer unique awards for the player that are unattainable anywhere else in the game. Newly adjustable Tommy Multiball advancement allows the player to customize how difficult it is to achieve multiball. Multiball stages have been tweaked for added sensation and challenge. Many bug fixes and miracle cures allow for smoother and more enjoyable game play. Much more!



GENERAL



Tilt Warning

Original:    Tilt can only be set to 0, 1, or 3 warnings.  Default is 1.

Update:    Tilt can be set to 0, 1, 2, or 3 warnings.  Default is 2.



Adjustment 37 - Buyin Mode

Original:    This is on by default.  

Update:    This is off by default.



Next Game Promotion

Original:    Next game promotion for WWF Royal Rumble will never play regardless of adjustment setting.

Update:    Next game promotion for WWF Royal Rumble will play if enabled in adjustments. Default is Enabled.



Spinners

Original:    Worth 25,000 during regular gameplay. Worth 50,000 when Double Spinner is active.

Update:    Worth 50,000 during regular gameplay. Worth 100,000 when Double Spinner is active.



Special Is Lit

Original:    No sound call associated with this event.

Update:    Sound call now plays with this event.



Parachute Hole Skill Shot

Original:    Starts at 10M. Increases by 10M per successful skill shot. Increases by 5M when ball is dropped into Parachute Hole during regular gameplay. Maximum value is 50M.

Update:    Starts at 20M. Increases by 10M per successful skill shot. Increases by 5M when ball is dropped into Parachute Hole during regular gameplay. Maximum value is 60M. Can now be increased to 75M if player collects Mystery Award of Super Skill Shot (see below).



Ramp Skill Shot

Original:    Worth 10M.

Update:    Worth 10M and also advances Bonus Multiplier.



Adjustment 51 - Proprietary

Original:    No effect on the game.

Update:    Renamed to “Ball Save”. Allows the player to control the amount of switches hit at start of ball before Ball Save is turned off. Range is 1 to 9. Default is 4.



Silver Ball Target

Original:    When not flashing this spots one hit on one of the silver ball targets. When flashing this scores 20M. Hitting this target also advances the next UJ to be awarded to be the next one that has not yet been collected.

Update:    When not flashing this spots one hit on one of the silver ball targets. When flashing this scores 5M the first time, 10M the second time, and 20M all times thereafter. Resets back to 5M at start of each ball. Hitting this target also advances the next UJ to be awarded to be the next one that has not yet been collected.



UNION JACK MODES

There are 13 modes which are called Union Jack features. The game always starts with Christmas Union Jack flashing. The flashing Union Jack changes with every hit to the Pop Bumpers and the Silver Ball Target.

To collect the flashing Union Jack, shoot either the Left Scoop or the Right Scoop when lit. After collecting a Union Jack, you must shoot one of the orbits to relight it. You can normally relight the Union Jack during another mode; the only exceptions are if you have a multiball mode going, in which case starting other modes is disabled and you can't relight the Union Jack either. If there is no Union Jack running, and the scoops are not lit, then either inlane will light the scoops for about two seconds. The Union Jack is automatically lit at the beginning of each ball.

At the completion of each Union Jack, you are told how many points you got for the mode, but the points are always awarded when you get them, not when this final tally is displayed.

Following are the 13 Union Jacks. Collecting the first 12 enables the Pinball Wizard mode. They are listed in the order that they rotate when the Pop Bumpers or Silver Ball Target are hit.



Christmas

Original:    20 seconds. All playfield switches score 300K. Hitting any 3-bank target increases this value by 100K. The roving flashing target on the 3-banks adds 5M to the Christmas total. The orbit diverter is active during this round. The More Time target resets the timer to 20 seconds once.

Update:    No change.



Cousin Kevin

Original:    20 seconds. The three ramp stand-up targets are flashing. The first time each ramp target is hit, it becomes lit and an additional ball is launched into play (thus you can get a maximum of 4 balls in play). When the timer has expired, play continues until less than two balls remain in play. The ramp targets are worth 5M throughout this round. No other rounds can be started during Cousin Kevin. The more-time target resets the timer to 20 seconds once. If multiball is lit, then it becomes unlit until this mode ends.

Update:    20 seconds. The three ramp stand-up targets are flashing. The first time each ramp target is hit, it becomes lit and an additional ball is launched into play (thus you can get a maximum of 4 balls in play). When the timer has expired the Blinder is turned on and play continues until fewer than two balls remain in play. The ramp targets are worth 5M during first part of this mode and then increase to 10M after the Blinder is turned on. No other rounds can be started during Cousin Kevin. The More Time target resets the timer to 20 seconds once. If multiball is lit, then it becomes unlit until this mode ends.



Holiday Camp

Original:    Captive Ball value increases from 1M to 20M. Can be collected multiple times. Will not advance bonus multiplier.

Update:    Captive Ball value increases from 25M to 50M. Can be collected multiple times. Will advance bonus multiplier.



Lite Extra Ball

Original:    This feature lights an Extra Ball at the Genius Lane. If extra balls are disabled, then Extra Ball is still lit, but collecting it scores 25M instead.

Update:    No change.



Silver Ball

Original:    20 seconds. The Silver ball is initially worth 10M, and the ramp targets score 5M. Collecting the Silver ball value increments all of these values by 5M. Values may be collected repeatedly. The More Time target resets the timer to 20 seconds once. It is possible to score over 100M in this round by pounding on the Silver Ball, and hitting the More Time target with only 1 or 2 seconds to get another 20 seconds with the higher silver ball value.

Update:    No change.



Captain Walker Video Mode

Original:    All targets score 1M.

Update:    Blimps score 1M, planes score 2M, small buildings score 2M, large buildings score 3M. A new Adjustment 35 (Video Mode) with a default of ON gives the option of turning off this mode. If it is set to OFF then the mode will start, the plane will fly across the screen, the mode will end and the player scores 25M. Mode now starts with text “Target Buildings For Maximum Points”



Smash The Mirror

Original:    2-Ball multiball. Hit Mirror for progressive Jackpots of 5M, 10M, 15M, 20M, 25M after which the Mirror lowers and Tommy hole is lit for 50M after which the sequence repeats. The round ends when at least one ball drains. If multiball is lit, then it becomes unlit until this mode ends.

Update:    5-Ball multiball. Hit Mirror for progressive Jackpots of 5M, 10M, 15M, 20M, 25M after which the Mirror lowers, the Blinder is turned on, and Tommy hole is lit for 50M after which the sequence repeats but the Blinder remains on. The round ends when less than two balls remain in play. If multiball is lit, then it becomes unlit until this mode ends.



Fiddle About

Original:    20 seconds. 3-bank targets (all six) are lit for an initial value of 5M and remain flashing the entire time. Hitting any target increases its subsequent value by 1M, to a maximum of 10M per target. The More Time target resets the timer to 20 seconds once.

Update:    25 seconds. 3-bank targets (all six) are lit for an initial value of 10M and start off flashing. Hitting any target decreases its subsequent value by 2M, to a minimum of 2M per target, and sets the lamp to solid on. Hitting all six targets will score a 30M bonus and reset all the targets to 10M and flashing. The More Time target resets the timer to 25 seconds once.



Acid Queen

Original:    This is a round during which the Right Scoop, Left Scoop, and Genius lane are lit for an initial value of 25M, counting down to 10M. Collecting any one of these shots scores that amount and adds 10M to the running value for the remaining two shots. Collecting another shot scores that amount and adds 10M to the remaining value. The round ends after the shots have counted down to 10M. There is about a 3 second delay once the counter has reached 10M. The More Time target does not apply.

Update:    No change.



There’s A Doctor

Original:    Starts with 5M. Pop Bumper hits are worth 1M only.  Get 20 Pop Bumper or Slingshot hits in 25 seconds for 25M bonus. Hitting any Pop Bumper or Sling Shot when timer is below 2 seconds resets timer to 2 seconds. The More Time target resets the timer to 25 seconds once.

Update:    Starts with 5M. Pop Bumper hits are worth 1M plus current Pop Bumper value. Get 15 Pop Bumper or Slingshot hits in 25 seconds for 30M bonus. Hitting any Pop Bumper or Sling Shot when timer is below 5 seconds resets timer to 5 seconds. The More Time target resets the timer to 25 seconds once.



Tommy Scoring

Original:    3-ball Multiball. The Blinder is active and all playfield switches score 500K. The round ends when fewer than two balls remain in play. No other rounds can be started during Tommy Scoring. The orbit diverter is active during this round. Don't worry about losing all 3 balls suddenly. If you lose the 3rd ball as well, the ball saver kicks in and you get that ball back. If multiball is lit, then it becomes unlit until this mode ends.

Update:    No change.



Sally Simpson

Original:    20 seconds. Ramps are lit for an initial value of 5M. Hitting the left ramp increases the subsequent value by 2M. Hitting the right ramp doubles the subsequent value. The More Time target resets the timer to 20 seconds once.

Update:    25 seconds. Ramps are lit for an initial value of 10M. Hitting the left ramp increases the subsequent value by 3M. Hitting the right ramp doubles the subsequent value. The More Time target resets the timer to 25 seconds once.



Pinball Wizard

Original:    Must collect all previous 12 Union Jack modes to enable this mode. 6-ball Multiball. The Blinder is active and all playfield switches score 1M. Collecting 25 switch closures awards an additional 20M and the letter W. The next 50 switch closures awards 30M and the letter I. This continues for all letters in WIZARD, (Z=40M, A=50M, etc.). Completing a letter also launches an additional ball into play. The round ends when fewer than two balls remain in play.

Update:    No change.



MYSTERY AWARDS

During single ball play, the Right Ramp advances towards lighting Mystery which can be collected at the Genius Lane. Mystery Awards used to be unevenly weighted and the player would have a greatly reduced chance of seeing some of the awards. These weightings have all been removed in v.5.00 and now all awards are evenly weighted, this gives the player a greater chance of experiencing more Mystery Awards. The following are the possible Mystery Awards.



2M Pops

Original:    Set Pop Bumper value to 1M for duration of ball. Originally named “Million Pops”.

Update:    Set Pop Bumper value to 2M for duration of ball. Reaching this amount is not possible during regular gameplay. Pop bumpers will flash for remainder of ball. Renamed to “2M Pops”.



Super Bonus X

Original:    Set the Bonus Multiplier to 7X. Originally named “Max Bonus X”.

Update:    Set the Bonus Multiplier to 8X. Reaching this amount is not possible during regular gameplay. Renamed to “Super Bonus X”.



Double Scoring

Original:    All scoring is doubled for next 20 seconds. The Sling Shot targets are ignored. You cannot start Tommy multiball nor start a Union Jack mode. The More Time target resets the timer to 20 seconds once. Any bonuses (Silver Ball, Genius Lane, etc) collected during this mode will not be included in the end of mode score display, leaving the player to feel that this is a low scoring mode.

Update:    All scoring is doubled for next 20 seconds. The Sling Shot targets are now scored. You cannot start Tommy multiball nor start a Union Jack mode. The More Time target resets the timer to 20 seconds once. Any bonuses (Silver Ball, Genius Lane, etc) collected during this mode are now included in the end of mode score display, truly reflecting the amount of points the player scored during this mode.



Silver Ball Max

Original:    The silver ball is lit for 20M. Originally named “Silver Ball Lit”.

Update:    The silver ball is immediately lit and is worth 20M when collected for remainder of ball after which it will return to 5M during start of next ball. Renamed to “Silver Ball Max”.



Super Skill Shot

Original:    Raise the value of all subsequent skill shots to 50M. Game always erroneously shows “Skill Shot Grows 5,000,000”. Originally named “Max Skill Shot”.

Update:    Raise the value of all subsequent skill shots to 75M. Reaching this amount is not possible during regular gameplay. Game now correctly shows amount increased for “Skill Shot Grows”. Renamed to “Super Skill Shot”.



Extra Ball

Original:    Extra Ball is collected.

Update:    No change.



Million Spinners

Original:    Set spinners to maximum 1M per spin for rest of ball.

Update:    No change.



Multiball

Original:    Multiball is started.

Update:    No change.



Special Lit

Original:    Special is lit at the Outlanes.

Update:    No change.



Lyman Bonus

Original:    Score 100M and collect Extra Ball. Go play the lottery if you ever collect this.

Update:    No change.



If you dig deeper into the Mystery Awards, you will find Easter Egg awards named Lonnie Lambada, Crash CPU, $50 Cash, and Enable Free Play. These joke awards are not possible to be collected.



MULTIBALL

Multiball is lit by hitting the Mirror to spell TOMMY during single ball play. When completed, the Mirror lowers and Multiball is lit at the Mirror scoop and the Left Scoop. Regular Multiball is 4-Ball play; starting Multiball from the Left Scoop is only 3-Ball play. Subsequent Multiballs are not lit at the Left Scoop.

The auto-advancing of TOMMY letters is now fully customizable. See “Adjustment 48 - Multiball Ready Style” below for details. Multiball can be very lucrative, so you definitely want to go for it whenever it is lit.

Modes continue running during multiball (but they do pause the timers during the multiball opening animation) so stacking Multiball with a mode such as Christmas can be an excellent strategy.

There are several stages to multiball, and completing one stage lets you move on to the next.



Stage 1

Original:    At the start of multiball, the left ramp is lit for Jackpot, and the right ramp for Double Jackpot. Initial jackpot value is 20M if you start at the Tommy hole, 15M if you start with the left scoop (or 40M and 30M for Double Jackpot). All playfield switches increase the Jackpot value by 200K, and the Double Jackpot value by 400K. Hitting the Tommy hole increases the Jackpot value by 2M, and the Double Jackpot value by 4M. Collecting any Jackpot launches an additional ball into play. When BOTH Jackpots are completed, both are relit and Stage 2 starts.

Update:    No change.



Stage 2

Original:    Collect either the single or double jackpot by shooting one of the ramps. Jackpots continue to rise by 200K/400K a switch, and the initial value is carried over from stage 1. After ONE of the two jackpots, an additional ball is launched into play, and you move on to Stage 3.

Update:    Blinder is turned on. Collect either the single or double jackpot by shooting one of the ramps. Jackpots now rise by 500K/1M a switch, and the initial value is carried over from stage 1. After ONE of the two jackpots, an additional ball is launched into play, and you move on to Stage 3.



Stage 3

Original:    The Tommy hole spots the letters T-O-M-M-Y and each one scores a 20M jackpot (which does not increase). No balls are added to play for collecting these jackpots. Completing TOMMY moves you to Stage 4.

Update:    Blinder is turned off. The Tommy hole spots the letters T-O-M-M-Y and each one scores a 30M jackpot (which increases by 5M per shot). Two letters are already spotted at the start of this mode the first time. No balls are added to play for collecting these jackpots. Completing TOMMY moves you to Stage 4.



Stage 4

Original:    The left ramp is lit for the super jackpot, and the right ramp is lit for the double super jackpot. The initial values are 250M and 500M respectively, and go up by 1M and 2M respectively for each playfield switch. Hitting the Tommy hole increases the Jackpot value by 4M, and the Double Jackpot value by 8M. You can only collect one of these two jackpots, so if you are going for the big points, avoid the temptation of shooting the much easier left ramp, and go for the right ramp. When you collect ONE of the super jackpots, you move to Stage 5.

Update:    Super Jackpots: The left ramp is lit for the super jackpot, and the right ramp is lit for the double super jackpot. The initial values are 150M and 300M respectively, and go up by 1M and 2M respectively for each playfield switch. Hitting the Tommy hole increases the Jackpot value by 4M, and the Double Jackpot value by 8M. You can only collect one of these two jackpots, so if you are going for the big points, avoid the temptation of shooting the much easier left ramp, and go for the right ramp. When you collect ONE of the super jackpots, you move to Stage 5.



Stage 5

Original:    You go back to stage 1 of the multiball, but the Blinder remains active. Initial jackpot values return to their original values.

Update:    You go back to stage 1 of the multiball, but the Blinder remains active, and you do not get any new balls added if you collect a ramp jackpot. Initial jackpot values will now be double their base values (Stage 1/2 jackpot now starts at 40M, Stage 3 jackpot now starts at 60M, Stage 4 super jackpot now starts at 300M). If you make it back to Stage 3 then there will be no TOMMY letters spotted.



If you don't collect at least one jackpot, then the Left Scoop and Mirror are relit for 2-Ball multiball (which is not as bad as it seems, because collecting a jackpot still adds a ball into play, so you can still end up with up to 5-Ball multiball).

After the first multiball, only the Tommy hole is lit to start/restart multiball.

If Adjustment 47 (Jackpot Criterion) is set to Extra Easy then the Blinders will not activate during Stage 2.



Adjustment 48 - Multiball Ready Style

Original:    Has no effect on the game. Game always spots 3 TOMMY letters between balls. Player is guaranteed to have TOMMY spelled by third ball.

Update:    Controls how many TOMMY letters are spotted between balls as detailed below.

EXTRA EASY will spot 3 letters (0 letters after multi-ball) - This is same as game played in v.4.00.

     Ball 1 = T

     Ball 2 = TOMM

     Ball 3 = TOMMY (Multi-ball ready)

EASY will spot 2 letters (0 letters after multi-ball)

     Ball 1 = T

     Ball 2 = TOM

     Ball 3 = TOMMY (Multi-ball ready)

MEDIUM will spot 1 letter (0 letters after multi-ball) - This is the default

     Ball 1 = T

     Ball 2 = TO

     Ball 3 = TOM

HARD will spot 0 letters always

     Ball 1 = T

     Ball 2 = T

     Ball 3 = T

EXTRA HARD will spot 0 letters and will reset to T between balls (will reset to nothing after multi-ball)

     Ball 1 = T

     Ball 2 = T

     Ball 3 = T



COMBOS and BONUSES

Unique Combos

3 Way Combo:  Right Ramp > Left Ramp > Right Scoop. Scores 10M.

3 Way Combo:  Left Ramp > Right Orbit > Mirror. Scores 10M and advances two TOMMY letters.

4 Way Combo:  Right Orbit > Right Ramp > Left Ramp > Right Scoop. Scores 20M.

4 Way Combo:  Right Orbit > Right Ramp > Genius Lane > Mirror. Scores 20M and advances three TOMMY letters.



Building Combos

3 Way Combo:  Left Ramp > Right Orbit > Right Ramp. Scores 10M.

Can build to a 4 Way Combo:  Genius Lane. Scores additional 20M.

Can build to a 5 Way Combo:  Mirror. Scores additional 10M and immediately lites Multiball Ready.



Miscellaneous Combos/Bonuses

One Way Combo:  When Mirror is down at start of ball and player launches ball into play with a full plunge and immediately shoots the Tommy Hole from the upper left flipper. Scores 5M.

Sigma Bonus:  Bounced off the right side of the Silver Ball Target and into the Tommy Hole when Mirror is down and Multiball is ready. Scores 10M.

Extra Ball Combo:  From Lite Extra Ball at Right Scoop to Genius Lane where you immediately Collect Extra Ball. Scores 5M.

4 Engine Start Bonus:  Four consecutive shots to the Left Ramp (only available during higher Captain Walker Bomb Dropping levels where it takes four or more Left Ramp shots to start the Captain Walker Spinner/Ramp Bomb Dropping mode). Scores 10M.

Lyman Bonus:  If you drain on your last ball and are within 2M of the replay score, you will be awarded an extra 2M and you will get your replay award. Scores 2M.

Ramp Skill Shot:  Shot to the Right Ramp after full plunge at start of ball. Scores 10M and increases Bonus Multiplier.

Race To Wizard:  Start Pinball Wizard before ever starting a multiball. Scores 94M.

Parachute Sneak-In Award:  Shot to the Parachute Hole during regular gameplay when Skill Shot is at maximum. Scores 1M.

Inlane/Spinner Combo:  Shooting a Spinner after going through the Inlane on the opposite side doubles the value of that Spinner for that shot.



End Of Ball Bonus

Original:    Left Ramps are worth 100K. Right Ramps are worth 200K. Modes started throughout entire game are worth 600K. Multiplied by the Bonus Multiplier. This bonus and the multiplier are reset at the beginning of each ball.

Update:    Left Ramps are worth 500K. Right Ramps are worth 1M. Modes started throughout entire game are worth 1.2M. Multiplied by the Bonus Multiplier. This bonus and the multiplier are reset at the beginning of each ball.



MISCELLANEOUS CHANGES

Added previously unused voice call “Go to the mirror” to when Multiball is ready.

Extended time between repeating of Multiball Ready video so entire previously unseen video can play.

Extended time slightly before ejecting balls at start of Multiball so player can see entire video sequence.

Added previously unused voice call “Amazing journey” to end of Multiball if at least one Jackpot has been achieved.

Added sound effect to Pop Bumpers during There’s A Doctor.  Previously these were quiet.

Added sound effect to 30M bonus when completing There’s A Doctor.  Previously this was quiet.

Added sound effect to non-lit Stand Up Targets during Christmas.  Previously these were quiet.

Added sound effect to non-lit More Time Target. Previously this was quiet.

Added “Acid Queen” voice call to successful bonus shots during Acid Queen.

Removed auto-adjusting Extra Ball feature from Genius and set it to always award Extra Ball on SUPER.

Increased value of spelling GENIUS from 15M to 20M.

Allowed Special Is Lit to be available on Ball 1.

Fixed bug where missed Skill Shot would show 0 Million occasionally.

Extra Ball Lit can be achieved by the Loop Combo on Ball 1 now.

Fixed bug where Pop Bumper lamps would turn off for rest of ball after There’s A Doctor mode ends.

Set Pop Bumpers to now flash when Mystery Award 2M Pops is collected or when pop bumpers reach 1M via regular gameplay.

Remapped some flashers to make more sense with gameplay.

Adjusted Mystery Award selections to all be evenly weighted (except for Mystery Award Lyman Bonus)

Increased Race To Wizard Bonus from 20M to 94M.

Fixed bug where Left Bank Targets do not properly flash at start of Christmas if this mode is started via Left Scoop.

Fixed bug where Slingshots would not score anything during Multiball, Double Scoring, Christmas, and Tommy Scoring.

Made it so all Bonus points add correctly to Double Scoring total.

Adjusted timing of End Of Ball Bonus screen to allow player to better read bonuses achieved.

When changing an Adjustment, the “pinball wizard” voice call will no longer get cut short.

Both spinners now activate nearby flashers.

Fixed graphical bug with Extra Ball and Multi Ball in Mystery Award.

Removed 1M bonus when aborting End Of Ball Bonus display.

Made it so if Bonus Multiplier is maxed out when you hit the Captive Ball then the player is granted 20M instead of 10M.

Lyman Bonus animation will now play if Adjustment 4 (Replay Awards) is set to Extra Ball. Previously this animation would only play if Adjustment 4 was set to Credit. It would always collect correctly, it just wouldn't show the animation.

Lyman Bonus animation will pause longer to give player a chance to bask in its glory and see the total score.



COPYRIGHT © 2021, PINBALLCODE.COM ALL RIGHTS RESERVED.



Item photos

2786539E-8A4D-48C2-BA00-17253EA332EE (resized).jpeg



Order now!

Pick a variation

ROM WHO'S TOMMY PINBALL WIZARD -CUSTOM In stock

$ 18.95




Price

$ 18.95

Ships for $ 4.00 (International $ 11.00)

In stock



Listed in

Parts > Eproms


Questions?

Contact Pinballrom (via PinsideMail)




Linked to games

This ad is linked to 1 game:



Other items in this category

$ 9.95
$ 18.95
$ 27.95
$ 18.95
$ 27.95
$ 45.95
$ 18.95
$ 27.95
$ 45.95
$ 18.95
$ 45.95
$ 27.95
$ 18.95
$ 18.95
$ 18.95
$ 18.95
$ 18.95
$ 18.95
$ 27.95
$ 45.95
$ 18.95
$ 18.95
$ 18.95
$ 36.95
$ 27.95
$ 27.95
$ 27.95
$ 27.95
$ 27.95