
              "Dr. Dude" Rules Sheet, Version 1.0 (April 1, 1994)
              ===================================================

                                By Michael Dunn
                                ===============

                     a540mrd@pic.ucla.edu on the Internet
               "Major Kira" on the ISCABBS (whip.isca.uiowa.edu)
                    "DDS" on the high score boards at UCLA

                                 Preliminaries
                                 =============

     Dr. Dude is the coolest dude in the known pinball universe, hands down.
If you have any hope of hanging with his Dudeness, you'll have to become as
cool as he is.  Collect the three Elements of Coolness, mix them all together
in the Mix Master, shake well, and Dr. Dude will reward you with a round of
Multiball and a chance at some super cool jackpots.
     There is a really neat comic-strip-like drawing on the backglass that
gives Dr. Dude's personal history.  If I still had access to the pin, I'd put
the text here, it's really neat.  HINT HINT If anyone can help me out here, I'd
really appreciate it. :)
     Once again, I'm writing a rules sheet entirely from memory (I think it's
my calling in life), so please forgive any colossal goofs.  If there's
something that I'm unsure of, I'll flag it with a question mark, so you'll know
it's a guess.
#include <std-disclaimers.h>
     Before we begin your tour of Dr. Dude, it will be helpful to know that
I'll use the abbreviations "K" for a thousand points, and "M" for a million
points.  Also, when I refer to parts of the game that are named, I'll
capitalize them so you know you can find info about them here.

                                General Layout
                                ==============

Starting at the lower-left corner and going clockwise, here's what you'll find
on Dr. Dude:

Left In/Outlane:  Nothing special here.  There is no kickback!  The inlane
   doesn't light anything, and I don't -think- the outlane can be lit.(?)

Magnetic Personality:  This is one of the Elements of Coolness.  There is a
   single standup target at the end of a short curved lane.  You must hit the
   target to get credit for a shot to Magnetic Personality.  The cool thing is
   that there's a magnet halfway up the lane that catches the ball when the
   target is hit.  When the ball rolls out of the lane, it should land on the
   left flipper, but if the slingshot is sensitive it may fire and send the
   ball zooming off across the board.  See the Rules section for more info on
   the Elements.  This is also the Reflex 3 shot.

Left Lane:  The ball can exit the bumpers down this lane.  Shoot the ball up
   this lane to reach...

Left Saucer:  This saucer can score Bag O' Tricks, Reflex 1, Special, Extra
   Ball, and Lock.  The ball exits by a vertical upkick onto a winding
   habitrail that feeds the left inlane.  Several awards may be lit at once
   here, but one shot will collect all of them.

Ramp:  A very, very steep ramp.  It can only be shot with the right flipper.
   It loops around the back side of the board and leads to the Mix Master.  The
   ramp collects the Million award when lit.  Did I mention how steep it is?

Heart of Rock 'n Roll:  The second Element of Coolness.  It is a single standup
   target just to the right of the ramp entrance.

Bumpers:  Three bumpers in a triangle.  They don't build towards anything, but
   they do give you points. The ball can exit down the Left Lane, or down the
   middle of the board.  If the one-way gate at the end of the Right Lane is
   busted/stuck the ball can exit that way too.

Top Target:  This is a single standup above the bumpers.  A ball that is
   plunged or shot strongly up the Right Lane will hit the target and fall into
   the bumpers (or maybe roll back down the Lane if the one-way gate is out of
   action).  The target's value is determined by the lights on the back panel
   above the target; the value cycles through 5 awards, from 5K to 100K(?).
   This target is always available.

REFLEX Targets:  These 6 standup targets are to the right of the bumpers.  They
   are angled to the left, so you can shoot them with the flippers as well.
   Completing them lights or increases the value of the Reflex award.  The
   targets you hit are saved between balls.

The Gift of Gab:  The third Element of Coolness.  There is a big yellow box
   with a bow on top that covers a short straight lane.  The lane leads to a
   saucer, which you must hit to get credit for a shot to the Gift.  The ball
   exits by a vertical upkick onto a habitrail that feeds the right inlane.
   This is also the Reflex 2 shot.

The Mix Master:  This contraption is suspended above the board, but it doesn't
   hide anything on the playfield except the top portion of the Right Lane.
   Inside the Mix Master is a spinning disk with a post attached.  The sides of
   the Mix Master form a figure that resembles a triangle with the corners cut
   off to form a six-sided shape.  The ball is dropped off the Ramp on to the
   center of the disk, and there is a hole in the bottom side that leads to a
   habitrail that feeds the Right Inlane.
   Scoring is controlled by 9 standup targets placed around the sides of the
   Mix Master.  Each bank of 3 targets corresponds to an Element of Coolness:
   red for the Heart of Rock 'n Roll, yellow for the Gift of Gab, and green for
   Magnetic Personality.  These targets spot shots to the Elements, light Lock,
   and build towards the Jackpot during Multiball.

Right Lane:  This is a half-orbit shot that leads to the Top Target and the
   Bumpers.  The Plunger also sends balls up this lane.

Drop Targets:  Four drop targets, facing directly left, placed below the
   entrance to the Right Lane.  Completing them awards bonus multipliers the
   first three times (2x, 4x, and 6x), lights Million the fourth time, and
   awards points after that.  During Multiball, they also double the current
   Jackpot.

Right In/Outlanes:  Nothing special here either, as far as I can remember.

Plunger:  A manual plunger.  The plunger sends the ball up the Right Lane.

Flippers/Slingshots:  2 of each, in the regular spots.

Now on to the rules...

                             The Elements of Coolness
                             ========================

     Each Element of Coolness has three lights on the board to indicate the
number of times it's been hit and its value, and a globe light somewhere on the
surrounding plastic that is flashing when the Element has not been collected,
and steady when it has been collected.
     The first shot to an Element scores 5K and lights the "5,000" light.  The
second shot scores 10K and lights the "10,000" light.  The third shot collects
the element, scores 25K, and resets the scoring lights.  Once an Element is
collected, you can continue to shoot it for points; its value cycles between
5K-10K-25K.
     The values of all three Elements are held between balls, and none of the
values time out.
     You can also get credit for a shot to an Element by hitting the
corresponding targets in the Mix Master several times, 5 maybe(?).
     Once you collect all three Elements, hitting any target in the Mix Master
lights Lock at the Left Saucer.  Note that shooting the Ramp is not enough; the
ball must hit at least one target in the Mix Master to light Lock.

                                   Multiball
                                   =========

     Multiball is pretty simple: shoot the Mix Master as much as possible.  The
display shows a counter, which is the number of Mix Master target hits you need
to collect the jackpot.  During Multiball, all 9 targets work the same; a hit
to any target decreases the counter by 1.
     The jackpot is worth from 1M to 5M.  The value seems to be random from one
jackpot to the next.  Completing the Drop Targets doubles the value of the
current jackpot.
     The target counter starts at 15 for the first jackpot, and goes up by 10
for each subsequent jackpot on the same Multiball.  The counter is reset to 15
at the start of each Multiball round.
     During Multiball, the Elements of Coolness are available, but they just
score points -- you can't collect Elements for later Multiballs.
     Once one ball drains, regular play resumes.  There is no restart shot.
All scores are doubled as long as you keep the remaining ball in play.

                                    REFLEX
                                    ======

     The Reflex round is a sequence of three shots in quick succession.  First,
complete the Reflex targets to light Reflex 1 at the Left Saucer.  Reflex 1
stays lit until you hit it.  Shoot the saucer to light Reflex 2 at the Gift of
Gab.  Reflex 2 times out *very* quickly; if you miss it on the first try you
don't often get a second chance.  Shooting Reflex 2 lights Reflex 3 at Magnetic
Personality.  Reflex 3 has a slightly longer timer, and you will usually have
time for two or three shots.  Shooting Reflex 3 awards completes the round and
awards the Reflex bonus.
     The Reflex value starts at 500K.  Completing the Reflex Targets when
Reflex 1 is already lit adds 250K to the value, and completing the Reflex
sequence adds 500K to the value.  The Reflex value carries over throughout the
entire game.
     If you miss Reflex 2, Reflex 1 is re-lit immediately.  But if you miss
Reflex 3, the Reflex round ends and you must hit the Reflex Targets to relight
Reflex 1.
     Reflex is available during Multiball, but the timers on Reflex 2 and 3 are
much much longer.

                                 Bag of Tricks
                                 =============

     The Bag of Tricks is a random award.  Collect it by shooting the Left
Saucer.  It is lit at the start of each ball, and is relit by the Drop Targets.
 It is not available during Multiball, but if you complete the Drop Targets
during Multiball, it will be lit once Multiball ends.  Possible awards are:

A measely 10 points
Slingshots score 100,000:  This can be worth a bundle if you don't mind giving
   up control of the ball to the slingshots.
Added 1 tilt warning:  This is NOT an April Fool's joke!
Lit Magnetic Personality
Received the Gift of Gab
Found the Heart of Rock 'n Roll
Light Mix Master:  This spots all unlit Elements.
Million is lit:  Shoot the ramp for 1M.
Jackpot at max:  The next jackpot is worth 5M.
Bonus X at max:  The end-of-ball bonus multiplier is raised to 6x.  A side
   effect is that the next time you complete the Drop Targets, Million will be
   lit.
Extra Ball is lit:  Shoot the Left Saucer for an extra ball.
Special is lit:  Shoot the Left Saucer for a special.

The Elements of Coolness are always awarded in the order Magnetic Personality,
Gift of Gab, Heart of Rock 'n Roll.

                              Miscellaneous Stuff
                              ===================

Right Lane Scoring:  The Right Lane has three values, similar to the Elements.
   I don't remember the values themselves, but I think they are different than
   the 5/10/25K values of the Elements.(?)

Free Extra Ball:  If, at the start of ball 3, you're not doing too well, Dr.
   Dude will take pity on you and light Extra Ball at the Left Saucer.

Double Scoring:  When all scores are doubled, awards are displayed as their
   doubled values.

                                  Strategies
                                  ==========

     There aren't too many awards to go for on the way to Multiball.  If you
feel confident in shooting the Drop Targets, you can go for the million award.
     Reflex is always good to shoot for.  If you miss Reflex 2 on the first
shot, let the timer run out.  The timer is so short that in order to get a
second shot at it you need to make an uncontrolled shot, and if you miss again
a drain is more likely.  So, if you miss it the first time, take your time, get
the ball under control, and start over with Reflex 1.
     Try not to get both balls in the Mix Master.  They tend to hit each other
more often than the targets, and if both of them come out together, it's very
tough to get either one back up the ramp.
     Another Multiball tip:  If you catch one ball on the left flipper, keep it
there!  Then keep looping the Ramp with the other ball.  When I get one ball in
the Mix Master, I always try to catch the other ball right away.
     Don't take your attention off a ball that's in the Mix Master.  More than
once I've been surprised by a ball that hit the post on the spinning disk and
was sent zooming out the exit and down the habitrail.  If you send a ball up
the Ramp and you're sure it'll make it all the way around, you can take your
attention away from it for 2 or 3 seconds, but that's about the only time a
ball is totally safe to ignore.

                                Closing Credits
                                ===============

     Well, I don't have anyone to credit.  All you see above came from me!  But
I'm sure I forgot something about the game, so if you help me out your name
will appear here, for all to see. :>

P.S.:  Did I mention how steep the ramp is?

                              By the Same Author
                              ==================

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