Power Play (Bally 1977)
Scripted by Kinsey
Graphics by RipleYYY
Thanks to Plumb and Stein
Version: 2.0
Release Date: October 28, 2001

Note: This table uses an external script for easy updates. If you get an error "file not found in line xxx", and the VBS file is in the same directory as the table, simply close and reload the table.

Special Keys:
    / - Right Nudge
    z - Left Nudge
Space - Up Nudge
  TAB - Bangback (during gameplay), Operator Menu (during attract)
    9 - Number of Balls [3 or 5] (during attract)
    0 - Mode [Liberal or Conservative] (during attract)

Rules:
	You can set the play for Liberal or Conservative. (Defaults to Conservative)
	The game can be set up to play either 3 or 5 balls. (Defaults to 5) 
	Scripted for One Player.
	If a launched ball does not hit any scoring feature, the player gets the ball back and can launch it again. Once any scoring item is hit, the ball is in play and will end when the ball drains.

	A ball starts with the following features enabled: 
	    Bonus set to 1000 points 
	    Kick-Out hole set to 3000 points 
	    Ball-Saver Post in the down position 
	    Both banks of Drop Targets reset to the up position 


	The Rollovers in the upper left and right lanes are worth 1000 points each. When lit each will score a bonus advance, in addition to the 1000 points.

	The Rollover at the top of the Playfield scores 300 points, one bonus advance, and will raise the Ball-Saver Post. 

	The Target below the center Pop Bumper scores 300 points, one bonus advance, and will raise the Ball-Saver Post.

	A ball through the left or right flipper lane will score 300 points and will lower the Ball-Saver Post. 

	A ball in the Kick-Out Hole will score 3 bonus advances, 3000 points, and will advance the score to the next value. This continues for 6000, 9000, 12000, and 15000 points not to mention the 3 bonus advances each time you land the ball in the saucer. In addition, making the 6000 point Kick-Out Hole will light the left lane Rollovers to score bonus advances, making the 12000 point Kick-Out Hole will light the right lane Rollovers to score bonus advances, and making the 15000 point Kick-Out Hole will light the Out-Lanes for special. 

	The left and right Rollovers in the lower Playfield scores 100 points and lower the Ball-Saver Post.

	The Rollover in the center of the lower Playfield will scores 1000 points and one bonus advance.

	When lit for Special, the left and right Out-Lanes will score one reply. The Out-Lane Special can be set to have both lit (liberal), or will light alternately (conservative).

	Each Drop Target is worth 300 points. Making an entire bank of Drop Targets will either reset the single bank (liberal) or will reset both banks (conservative), plus scores the following: 
	    3000 points 
	    3 bonus advances 
	    2x Multiplier for the first bank 
	    3x Multiplier for the second bank 
	    5x Multiplier for the third bank 
	    Extra Ball for the fourth bank (same player shoots again) 
	    Special for the fifth and any subsequent banks 


	Pop Bumpers score 100 points or 1000 points when lit. (They will be "lit" when the Ball Saver post is up, since I have no definitive rules about when they ARE lit.)

	Out-Lanes score 1000 points and Special if lit. 

	Sling Shots score 10 points. 

	The Rubber Bumper behind the Drop Targets score 10 points. 

	The Rubber Bumper near the Ball Entry Gate scores 50 points. 

	The maximum bonus that can be collected is 29000 points. 

	The bouns is collected when the ball drains.

	The maximum number of credits is 40.

	Only one Extra Ball can be earned during each ball in play and is awarded when the ball drains as "Same Player Shoots Again"'. 

	Up to three score-to-beat values can be set up. One replay is scored for each score that is beat. This will depend upon the number of balls.

	Beating the High Score to Date scores 3 replays.

	A TILT will disqualify the ball in play.

	A BANGBACK will max the tilt sensor and heavily nudge the ball.