Balls A Poppin' - Bally 1956
    (for use with Randy Davis' Visual Pinball
          Simulator Program for the PC)

Of note: This was Bally's only pinball game of the
entire 1950s. This was the first multiball pinball
game ever made. This was the first game with a 2
player option (which is not simulated here). T

This Simulation: Accurate as best as possible except for the 2nd player
option and the scoring reel. The orginal had backglass light scoring.

_________________________________
5- Insert Coin into Machine and add a credit
1- Play a credit to start the simulation
A- Inject a ball into the plunger lane to shoot. You can do this only
   after all the balls have drained from the previous ball.
___________________________________

The Rules:
   Object: Score the highest you can, win free
credits and have fun by activating the "riotously
exciting" wildballs!!

Scoring and description:


  UPPER YELLOW BUMPER:
10 Points for hitting this always lit Bumper.
Hitting this bumper will light the 4  red
pop bumpers for scoring.
Until you hit this bumper, you will not score 10 pts
for hitting the red pop bumpers unless you hit the
silver table button near the upper left slingshot.

 UPPER BLUE BUMPER:
1 Point for hitting this always lit Bumper.
Hitting this bumper will light the 4 slingshots
for scoring. 
Until you hit  this bumpmer, you will not score 10 pts for hitting
the slinghots unless you hit the silver table button
near the upper right slingshot.

 RED POP BUMPERS:
10 points for hitting these. However they will not
score until they are lit by the upper yellow bumper
or the silver button near the upper left slingshot. When the Red Pop Bumpers
are Light, the 4 Slingshots are unlit and vice versa.

2 Side Bands near the upper two bumpers:
1 point for hitting these.

 THE SLINGSHOTS:
10 points for hitting these. However they will not
score until they are lit by the upper blue bumper
or the silver button near the upper right slingshot. When the 4 Slingshots
are Light, the Red Bumpers are unlit and vice versa.

 THE FLIPPERS:
Hit the balls with this to keep them in play. You may
use a backflip down onto the rubberbands as a strategy
to keep balls in play (if you'd like to try).

 THE RUBBER BANDS:
 Two bands wound up tightly in the large gap between
the flippers. These are a bit springy and will sometimes
return balls back into play, especially if they are
struck by a very fast ball on an angle or by a ball
backflipped into them by a flipper.

 LAUNCH LANE:
 To the right of the playingfield where you launch
the standard 5 balls of play with a plunger.

 WILDBALL LANE:
 To the left of the playingfield.This lane parallels the 
entire left side of the playing field. The Wild balls Multiballs are 
launched automatically from this lane.

 MIDDLE LANES:
 
 To the left of the top left sligshot and to the
right of the top right slingshot. Balls going down
these lanes score 20 pts.

 BOTTOM OUT LANES:
 
 To the the left of the bottom left slingshot and
to the right of the bottom right slingshot. Balls going
down these lanes score 20 pts and will drain the ball.

 BOTTOM IN LANES:

 In between the bottom left slingshot and the left
flippper and In between the bottom right slingshot and
the right flipper. Balls going down these lanes score
10 pts and will drain the ball.

 THE DRAIN:
  The Drain. Ball goes out of play.

 THE TOP TWO SILVER BUTTONS:
  The top left silver button to the right of the top
left slingshot will, when the ball rolls over it, it
lights the 4 upper red pop bumpers. Until you hit this button, 
you will not score 10 pts for hitting the red pop bumpers
unless you hit the Top Yellow bumper which does the same
thing.
 The top right silver button to the left of the top
right slingshot will, when the ball rolls over it,
light the 4 slingshots for scoring. Until you hit this button,
 you will not score 10 pts for hitting the slingshots unless you hit the
Top Blue bumper which does the same thing.

  ADVANCING THE WILD BALL INDICATOR:

The Wild Ball backglass indicator will show you how
many "riotous" wildballs you will launch into play if
you hit a ball into the center release hole. The
backglass will indicate from 0 to finally, 6 wildballs.

In order to advance the wild ball indicator clockwise
and obtain more balls for wildball play, you must
either hit the 4 Silver buttons in the center of the
playfield or one of the two black targets on the
top of the playfield. The two black targets are against
the wall- one to the left of the top left pop bumper
and the other to the right of the top right pop bumper.

The Wildball indicator will reset to 00 once a ball enters
the center release hole AND at least ONE wildball comes
into play. It will not reset if no wildballs come into
play.

 THE RIOTIOUS WILD BALL PLAY:
 The Key to the game. Get any ball into that center hole
and the wildballs will come out from the wild ball lane
(from 0 to 6 depending on the wild ball backglass
indicator). If 1-6 wildballs enter play, the wildball
backglass indicator will reset to 0. During wildball
play, keep those balls alive!!! Score! Score! Score!
Get a ball back into the center release hole and release
even MORE WILDBALLS if the wildballs have advanced the
indicator. This table has Balls a Poppin'!! There are
tons of balls. YOU WON'T RUN OUT! SEE HOW HIGH YOU CAN
GO!!!

 THE CENTER RELEASE HOLE: A Ball that enters here
will trigger wild ball play if the backglass indicator
shows 1-6 balls. 

 SCORING: Obviously your score will be much much
higher the more times you engage in wildball play.
You will hear a knock and receive one free game credit
after you pass the following score plateaus
2,000
4,000
6,000
8,000
10,000
12,000
14,000 or higher. Maximum extra credits. 3 Knocks sound.

Use these credits to play free games without the need
to insert that expensive virtual COIN!!
Write down your high score. This machine did not keep
track of high scores internally.


Credits: Table reproduced by Duglis.
Huge help from Steveir for the Wild Ball Routine.
Thanks to MikePin74 for the backdrop.
Thanks to Nicky Special for the left hand lane idea and the kicking routines.
Thanks to Bally for making this classic table and
thanks to Brandon Rice for helping us with testing and
rules from his real table he owns at his home!
As of March,2002 he had a balls a poppin' web page
at http://www.mindspring.com/~brrice/ballsa.htm

And of course to Randy Davis, author of the Visual
Pinball Simulator for which this table was made.


-Duglis
