
                          RULES SHEET: TWISTER
                              Revision 1.0

     - Last Modified: October 26, 1996
     - Written by Lee Van Doren (lvd@lucent.com)
     - Twister and other words in this document are trademarks
     or registered trademarks of Sega Pinball, Inc. or licensed for use
     by Sega.

Under Construction

     Note:  Areas I am unsure of are tagged with question
     marks. Search them out and send input!  I am mostly weak on random awards
     and the scoring end of things...

Credits

     Written by Lee Van Doren (lvd@lucent.com or depeche@gnn.com)
     http://members.gnn.com/depeche

     Special thanks to the FSPA (Free State Pinball Association) and
     especially our N. Baltimore League, where this machine is made
     available to us by Weiner Distributing.

     Thanks to Orin Day of Sega for answering questions and technical
     assistance.

     Additional Input from RGP folks:
        Martijn van Aken <nfv@globalxs.nl>


Recent Changes

     0.5:  10/12/96:  Rought Draft - Completely from memory.
     1.0:  10/26/96:  More input received.

Summary

     Twister is based on the blockbuster movie of the same name.  The
     pinball machine is very much a typical Sega Pinball with that
     Sega "feel".  The rules differ in that it doesn't have a progressive
     mode based rule set but instead has different modes that can be
     started independently at different times.  These modes are well
     balanced scoring-wise so that the strategy can change at different
     times in the game

     There are many similiarities with the older Williams game, Whirlwind
     with the spinning disk on the playfield and fan on top of the
     backbox.  Overall, in my opinion I give the machine a B+.

Background

     Rent the movie...

Playfield

     Here's the various playfield parts, starting from the plunger lane
     and working clockwise.

     - Plunger
          Dual plunger, automatic and manual.  Note as with all Sega
          games, flipping both flippers will release the ball automatically.
     - Right Outlane
          Can be lit for Blown Away.  Simply some extra points to make
          you feel better about losing your ball.  Slings alternate lit 
          outlane.
     - Right Inlane
          Scores South compass direction when not lit.  Flippers alternate
          lit inlane with the other (except in Weathervane mode).  Also
          lights left orbit for Wind.
     - Flippers
          The usual two, in the usual places. Center post too. 
          Typical Sega type flippers.
     - Slingshots
          Standard, just like the flippers.  Seem to be stronger than
          usual Sega games.  This can be bad in that it often launches 
          the ball off the playfield (and sometimes to the outlane!).
     - Left Inlane
          Scores West(?) compass direction when not lit.  Flippers alternate
          lit inlane with the other (except in Weathervane mode).  Also
          lights right orbit for Wind.
     - Left Outlane
          Can be lit for Blown Away (see right outlane).
     - Southwest and Northwest Targets
          Scores respective compass directions when not lit.
     - Left Orbit
          Can be lit for Wind (See Cow Multibull below).  Can also be lit for
          Debris (See Twister Targets below).  Lights itself for Wind if not
          lit.
     - Twister Targets
          Completing Twister targets (that spell Twister) IN ORDER awards
          next Twister mode (see below).
     - Cannister Target/Hole
          Drop target hides a hole (see Cannister Multiball below).
     - Rollovers
          Three rollovers.  Complete rollovers to advance Bonus X.  Bonus X 
          maxes out at 8x?  Completing after that scores Extra Ball Lit once
          per game.  After that, 20M?
     - Pop Bumpers
          Score 250K a hit except when lit for Super Pops, score 1M a pop.
          Completing a certain number scores a certain value.  This may
          progress somehow.   It may also light Super Pops.
     - Orbit Magnet
          A magnet at the top of the orbit grabs balls when an orbit shot
          at a lit Wind occurs.  This captures the ball and scores the
          Wind value.  Also active for all balls shot here when Super
          Pops are active.
     - Ramp
          Only one ramp, advances towards Chase Multiball (see below), 
          scores Extra Ball, used during Chase Hurry-Up, and Twister
          Multiball for jackpots.  Ball is fed to playfield just above
          left flipper.  Also lights Wind on right orbit.
     - Ramp Targets
          Targets on each side of ramp score North and Northeast 
          compass directions respectively when not lit.
     - Right Orbit
          Can be lit for Wind (See Cow Multibull below).  Can also be lit for
          Debris (See Twister Targets below).  Lights itself for Wind if not
          lit.
     - East and Southeast Targets
          Scores respective compass directions when not lit.
     - Spinning Disk
          The main toy.  A spinning disk with a magnet on it.  The magnet
          is active during skill shot and at start of Cannister Multiball.
          Also on during Cannister Multiball where it captures a ball and 
          lets it go.  The disk spins most of the time throughout the
          game, diverting your ball slightly.

General Rules

     Holding right flipper and pressing start puts the game in
     Wizard mode.  We have no idea how the rules differ here yet.
     Holding left flipper and pressing start, starts "League Play".  
     See below for differences in rules.

     Buy In is NOT enabled in default settings.  No Buy-In high score list.

     Software Changes: None known at this time...

     In general, there are many things to do in this game.  See the different
     modes below and try them out!  There doesn't appear to be any long
     term goal besides scoring points and not draining.

Skill Shot

     Shoot ball with plunger towards magnet on spinning disk.  If ball is
     captured before a switch is hit, score skill shot.
     Skill shot awards are generally scored in the following order:

     30M
     Free Game or Extra Ball Lit or Weathervane
     Super Pops
     Super Lock
     Max Bonus Multiplier?
     Hold Bonus?

     The free game and extra ball lit vary based on current score, machine
     settings, and past game award history.  This order can vary from player
     to player unless the game is set to League play in which case each player
     will receive the same skill shot awards in order.

Awarded Modes

     There are a set of modes which can be "awarded" to a player.  This can
     happen via completing the compass targets or through the skill shot.
     Modes are not repeated until they are all completed.

   Weathervane

     All other game activity stops for this mode EXCEPT scoring locks for
     Cannister Multiball and starting and playing said mode.  After Multiball
     ends, Weathervane resumes.

     All compass targets are flashing.  You get 10M for starting and 5M+10M for
     each target scored.  Once all targets are complete or 30?
     seconds pass, mode ends.  No extra award for completing targets.

     Note inlane compass directions do NOT rotate with flippers!  Get that
     Huxley shot down!  You actually need that here!

   Super Pops

     Pops score 1M a hit for rest of ball (or after X hits?).  Stacking
     Super Pops awards does nothing.  When Super Pops is lit, upper orbit 
     magnet always grabs the ball.

   Extra Ball Lit
 
     Shoot ramp for extra ball.  These DO stack.

   Super Lock

     A three ball multiball.  Hurry-up value starts at 42M and counts
     down to 10M.  Shoot left orbit to lock value.  Shoot lock hole to award
     value until back down to one ball.

Twister Targets

     Complete Twister targets IN ORDER to score following background modes
     in order.  These modes are not active during a multiball mode or
     Weathervane.

   Debris

     Shoot left orbit to score 10M, 20M, 30M, 40M, 50M, and 60M respectively at
     which point mode ends.

   Chase Hurry Up

     10M for starting plus a count up from 20M to 50M.  Each shot to ramp
     scores value.  Ramp and pops temporarily stop count up.

   Damage

     Identical to Debris except at right orbit.

   Double Scoring

     Everything scores double for rest of ball!

Cannister Multiball

     [Factoid: This was originally called Dorothy II multiball in the
      prototypes yet was renamed due to potential licensing risks with
      MGM's Wizard of Oz.]

     Shoot lock drop target to reveal hole.  Shoot hole to lock ball.  
     First multiball requires 3 locks (5 on extra hard settings), next 4,
     and subsequent multiballs require 5 balls.  When drop target drops for
     the start multiball shot, it only remains down for a certain period of
     time.  The time is shorter for subsequent multiballs.

     The number of balls is generally the number of locks EXCEPT when 
     playing multi-player in which case you get a ball for each lock
     at minimum PLUS any previous players balls that have been locked in
     the Cannister.

     The balls are ejected from the cannister or auto plunged to make up
     any balls short in the cannister.  They are deposited onto the spinning
     disk and magnet.  Once they are collected, the magnet releases and the
     balls go flying!  You get 25M for starting.

     Shoot the ramp for jackpot which starts at 10M * balls in play and builds
     by 5M per cannister lock shot, and 202,220 per switch.  Once it is scored,
     you have 8-16 seconds to shoot ramp again (depending on difficulty
     settings) to score double jackpot, then again for triple jackpot. 
     After any three jackpots are scored then you must shoot the lock for
     super jackpot for the sumof the three jackpots you just scored.  Repeat
     until only one ball remains.  Super Jackpot timer is 7, 9, 11, 13, or 15
     seconds depending on difficulty settings.

     Note: If ball is going to be auto plunged, manually plunge ball hard 
     so it doesn't collect on magnet and gives you time to try and shoot
     it up the ramp while the other balls are kept out of your way.

Chase Multiball

     Shoot ramp 5 times (plus number of previous Chase Multiballs played)
     to start Chase Multiball.  Shooting ramp twice in succession scores
     an extra ramp, thrice in succession, two extra, etc.

     Chase multiball is a 5 ball multiball.  Your objective is to advance
     through the different tornado levels F1 through F5.  You must score (40
     + F Level scored * 20) switches to light ramp for jackpot and add-a-ball.  
     jackpot scores 1M * switches scored to light it.  Each switch scores 1M
     while jackpot is lit.  Once F5 is scored, mode restarts at beginning but
     with 140 switches to light jackpot.

Cow Multibull ("We've got Cows!!")

     Shoot orbits when lit for Wind to advance towards Cow Multibull.  Each
     Wind shot scores ?.  Initially 9 shots are required to start Cow Multibull.
     Subsequent starts each require 1? more?   If the lit orbit is scored twice
     in succession, an extra advance is scored.  This only happens if the orbit
     magnet misses (or is broken), or the ball rolls up and down the lane
     without getting captured.

     Cow Multibull is a 5 ball multibull.  Each orbit is lit for a 20M jackpot
     which advances 250K for each switch.  It completes when one ball is left.
     Next cow multibull jackpot value resets to 20M.
     "Mooo!"
     
Combos

     Successive ramps and orbits gain an extra ramp or orbit.

Bonus

     1M/Ramp + 1M/Twister Target (lit or unlit) + 3M/Orbit + 3M/Lock.
     Cap on each of 99M.  Only shots made that ball count.

     This bonus is then multiplied by the current bonus multiplier
     which is not held.  It can be up to 8X.  Once bonus multiplier
     is maxed, next scored may light Extra Ball, otherwise 20M is awarded.

Extra Balls

     There are many ways to collect extra balls in this game:
          - Possible from Skill Shot
          - Possible from Completing Compass Targets
          - Maxing Bonus X

League Play Mode

     Hold left flipper while pressing start button.  Only known difference
     observed for sure is that skill shot and compass awards are consistent
     from player to player.

Strategy

     The big modes are Cow Multibull, Chase Multiball, and Cannister Multiball
     generally in that order.  So get your orbit shots down!!  Shoot orbits
     when lit.  Shoot ramp or lock hole when respective orbit is not lit.
     Start those modes and score as much as you can!  That's about it.  Go
     for the other modes when they present themselves.  AVOID Weathervane!
     Since everything else stops, the risk of the mode is not worth it in 
     general.  If your skill shot is lit for Weathervane, intentionally miss
     it.  If you get it by accident you might as well play it, it is points,
     but it is more danger than it is worth, I feel.

     A good score is over 1B.  A wizard score is 3B+...
 

Any questions or additions, please email me!! Thanks!

Lee Van Doren

