Thanks to Plumb for providing the playfield whiteboard, Satch for his excellent graphics additions (all graphics by Satch), Destruk for scripting and getting the table out there, with playfield adjustments.  Thanks again to the vpmExtreme team for their support and input/light corrections.

v1.1 graphics added, target images vary from machine to machine, as well as flipper rubber colors.

v1.0 initial release sans graphics

FIREBALL II Rule Sheet

A. BONUS SCORE FEATURE
A bonus score from 1,000 to 39,000 may be scored. The bonus score advances one stage at a time whenever the ball hits either the center drop target bank or right side drop target. The bonus is collected when the ball drains.

B. DOOMSDAY SPECIAL & BONUS MULTIPLIER
The doomsday bonus multipliers are advanced by center drop target bank.
1st time down 2X
2nd time down 3X
3rd time down-4X

There are two conditions for the Doomsday bonus special to be scored. The first is the Doomsday bonus special and Outlane special, which is lit when the bonus reaches a maximum of 39,000. Th Special is scored the next time a target is hit.

The second is the doomsday special lites after 39,000, and is scored after the next 39,000 Is completed.  After the special is scored the outlane lights to score a special.

C. FIREBALL BONUS FEATURE
The bonus is advanced by rollng through the A, B, C, or D lanes or by hittinq the left drop target bank. A bonus of 1000 is scored everytime the ball rolls over tht Fireball button. The bonus is collected when either saucer is lit. The bonus may also be collected when the ball drains, based on operator settings.

D. FIREBALL BONUS MULTIPLIER
The multiplier is advanced by the ball rolling through the A, B, C, or D lanes, and increases as follows.
1st time 2X
2nd time 3X
3rd time 4X
4th time 5X
Operator switches may control how both the Mutiplier and the A-D lanes relate to scoring.

E. CENTER BONUS FEATURE
The Center bonus is advanced and scored by the left and right Drop Target banks. 

F MULTI-BALL FEATURE
To achieve Multi-ball, the top three targets must first be hit. Then capture 1 or 2 balls in the saucers. Hitting the three top targets again will begin the mltiball.

Special is set only after both balls have been captured. Releasing the balls arms the Special, hitting the top target again collects the Special.


G. EXTRA BALL FEATURE
An extra ball is awarded if all three center drop targets are knocked down while  Extra Ball is lit.

H. PANIC POST FEATURE
Post is acuated with the extra flipper button on the right side of the cabinet. Gane starts with five credits. Every time the button is actuated, 1 credit is removed. Two credits are added each time the three Center Drop Targets are knocked down. Using the A-D lanes arms the Panic Post, and 10,000 points are awarded for each credit not used.
In this table, Press "A" on the keyboard to activate the post.

I. SPECIAL REPLAV/X-BALL/NOVELTY MODES
The operator is able to adjust settings to award replays, extra balls, or points for all Specials. 