

INDIANPOLIS 500 RULESHEET BY Poln

_____________________________________________________________________________


Contents
========

Note: A * indicates a new section, while a number (0-9) indicates the amount
      of editing that section has undergone: 0 is very little, while 9 is
      a complete re-write.

  *  Special Thanks
  *  New To This Version
     Contents
  3  General Comments
     Designer Names
     The Playfield
  4    Description
       Car Shots
     Rules
       The Speedways
  1      Wrong Turn
         Quick Pit
         Go For The Pole
         Dueling Drivers
         Light Extra Ball
         Gasoline Alley
         Caution
         3x Playfield
         Turbo Boost
         Super Lite-Ups
         Super Jets
         Checkered Flag
       Spanner Targets
  3    Souvenirs
  3    Light-Up Targets
  3    Skill Shot
       Multiball
         Starting
  3      Jackpots
  3    Hit The Wall
  3    Change Setup
       Pit Stop Multiball
  3      Starting
  7      Jackpots
       Positions
  *    Speed Ramp
  4    Laps
  3    The Graphs and Victory Lap
  5  Bonus
  3  Easter Eggs


General Comments
================

This is really quite a good game. Like The Shadow, it took me a while to get
into it, but now that I have some idea of what I'm doing with the game, it's
becomming a joy to play.

The sound is great. Now I don't just mean that the sound is of exceptional
quality, but it's a nice game to listen to. The music and little tunes are
cool, as are the three main voices that help you along the way. Oh yea, there
is also one mother of a "mooooo"!!

The three characters in the game are Bobby, Paul and the announcer. Paul and
Bobby are TV commentators, while Tom Carnegie (the announcer) is a legend at
the Indianapolis Motor Speedway, and has been for 50 years! He has a great
voice ... One of the things I love about this game is they way he announces
the modes: Dueling Drivers, and Super Light-Ups.
Thanks to Dan Farris for that little bit Indy Trivia!

The other two converse nicely about this and that. I'm a big fan of dialogue
exchanges like this, and it's very appropriate to the theme, as the two
apparently sound just like this while commentating:
  "Driver 1 has a ball in the Turbo, Bobby"
  "That's right Paul, another one means a guarenteed multiball."

This game is also the first (to my knowledge) to feature light up targets.
A light up target is a square plastic target (a little larger then one of
the RIVER targets in White Water, or the REPAIR targets in Dr Who) that is
devided into four quadrents. Each quadrent can light up. Hit the target 4
times to complete it, and unlight it. In Indy 500, a really cool sound is
heard on completion of a target.

Overall I like this game. Dennis Nordman has done a great job of taking a
relativly non-humerous theme, and creating a good, fun game full of little
suprises and jokes. This was one of the things that I loved about White Water.

Oh and by the way, this game has no sink-holes and lots of targets!


Designer Names
==============

Indy 500 was made possible by:
  Dennis Nordman, Mike Boon, Craig Sylla, Dan Hughes, Win Schilling, Armande
  Zuniga, Chris Granner, Adam Rhine, Brian Morris, Paul Barker, Butch Ortega,
Thanks to: Kevin Davey, Mark Weyna


The Playfield
=============

Indy 500 is in a standard width cabinet, that contains 4 balls.

Note: I have been told that a 'Spanner' is not a common term in some parts
  of the world, and that the term 'Wrench' is better understood. Personally,
  I think the two are completely different tools.

Description
-----------

In describing the playfield, I'll use the standard r.g.p method of starting
at the bottom, and rotating in a clockwise direction. Just remember that the
playfield has a lot of stuff on it, and it's not all that easy to describe,
especially around the jets.

Plunger: Autoplunger that sends the ball up a short ramp to a wire-form, that
  feeds balls to the right inlane. Very much like Theatre of Magic.

Lower Flippers: Standard white flippers.

Slingshots: Standard slingshots, just a little smaller.

In/Out lanes: A letter in the word "INDY" appears at the top of each lane.
  Rolling through an unlit lane will light the letter, use the flippers to
  change lit lanes. Complete INDY to light Souvenir on the left ramp if not
  already lit. There is no kickback.  One thing, if you collected all 
  souvenirs, this is useless (you can't collect them again)...It will still 
  say souvenir is lit, don't worry about it.  Sorry, no special, either.

Hit The Wall targets: Three orange targets sitting above the left inlane.
  Complete them to light Hit The Wall on the right orbit.

Left Orbit: Standard orbit that goes around the back of the playfield. Balls
  shot here come out the entrance to the Right Orbit past the upper flipper.
  It is very much like the left orbit on The Shadow. This is the Orange Car,
  and can light lock, the Speedway, and award a Pass. Each of these things
  are described in more detail later on in the Rules.

Blue Target: A solitary blue stand-up target on the left of the entrance to
  the Left Ramp. Use this target to light Change Setup in the Right Orbit.
  You will need to hit the blue target ~5-6 times before it will lit.

Left Ramp: A plastic ramp that drops the ball at the upper right flipper. This
  ramp could almost be described as steap. Failed shots sometimes scream down
  the middle, but are usually savable on a levelled machine. This is the
  Yellow Car, awards Jackpot and Souvenir, and can be lit to Increase Boost.

  If nothing is lit for left ramp and you went through it, it will award 
  you 2 laps.  It will say "Turn 2, 2 Laps."  This is tripled during 
  triple scoring playfield.


Spanner Target: One of the four Spanner Targets in this game. It's a square
  yellow target on the right of the Left Ramp, but facing the lower right
  flipper. See the section on the Spanner Targets for more information.

Turbo Lock popper: This is the way to lock balls, situated behind the first
  Spanner Target it is shootable from the upper flipper. Balls land in the
  popper that pops them into the lock. Think of the reel in Fish Tales, now
  push it over so it is lying down, now modify it to hold four balls; thats
  about how the Turbo Lock looks. It's not easy to get the full effect of
  this thing in words, so I guess you'll just have to wait and see it... ;-)
  This ejects balls to the right inlane, but they often fly right off the
  wire-form ramp - somtimes over the flippers right into the trough ... it's
  so perfect that it's actually impressive!

Spanner Target: The second of the four Spanner Targets in this game. It's a
  square yellow target just above the Turbo Lock popper. It is shootable from
  the upper or lower right flippers. See the section on the Spanner Targets
  for more information.

Light-Up Target: One of three light-up targets in this game, sits sort-of
  next to the second Spanner Target (in a similar position as the Neutral
  Zone in Star Trek). It is shootable from the lower right flipper. See the
  section on the Light-Up Targets for more information.

Center Hole: This is standard saucer next to the Light-Up target, but don't
  worry there is a one-way gate, and the playfield has been cut in a way
  that stops most balls from bouncing out. Balls exit this hole to the right,
  and go into the jets. The Center Hole can be lit for Start Race, Extra Ball,
  and Victory Lap. This also sometimes starts a mode, although I'm not 100% 
  sure of the symantics of it yet.  He meant was "Start Race" was "Green Flag"
  and you can start modes there as well. I'm thinking that it will relight 
  when mode ends.  It will always lit when you start your ball from the 
  launcher except ball locks.
  
  Update.. The Center Hole can be lit for Start Race which is possible at
  the beginning of every ball including Extra Ball, except ball locks. 

PIT Rollovers: Three rollover lanes to the right of the Center Hole, in a
  similar position as the ones in Star Trek:TNG and Theatre of Magic. 
  Completing PIT increases the Bonus Multiplier to a max of 8x, and lights 
  Pit Stop on the Right Ramp if not already lit. The only way to shoot the
  rollover lanes is via the Center Hole.  First time you complete, it will 
  light pit stop, 2nd time and later, it will increases the BM.  There will be
  NO Bonus Held.

Jet Bumpers: Three bumpers arranged in the triangle formation we all know and
  love. These are below the PIT rollovers and are only accessable by shooting
  the Center Hole. The bumpers have very cool tops, and contain flashers not
  normal globes. Balls exit the bumpers to the Right Orbit.

Spanner Target: The third of the four spanner Targets in this game. It's a
  square yallow target that sits just to the right of the entrance to the
  Center Hole, in a similar position as Start Mission in Star Trek. It is
  shootable from the left flipper. See the section on Spanner Targets for
  more information.

Left Jet: The left Bumper pokes through just below the Spanner Target, much
  like Demo Man. Just thought I'd mention it..

Helper Hole: A small hole that is not shootable by any flipper, balls just
  fall into it. Balls get shot out of here straight into the Center Hole. This
  awards Change Setup when lit (although there is no light near it, it seems
  to award Change Setup when the light on the Right Orbit is lit.) It will
  start the next speedway mode if Start Race is not lit and Speedway is.


Light-Up Tergets: Two of the three Light-Up Targets in this game, sit in a
  similar position as the Bigfoot Hotfoot targets in White Water. They are
  sort of below the Helper Hole. See the section on Light-Up Targets for more
  information.

Right Ramp: Called the Speed Ramp, it's a plastic ramp that feeds the ball to
  the left inlane. It is not really steap, but the peak is at the back of the
  machine, so you need to hit it well. It's very much like the right ramp on
  Indiana Jones, but not as high. This is the Blue Car, and can award Jackpot,
  and/or Fast Laps, as well as the Pit Stop. This ramp also counts up to
  things like Extra Balls, for more information see the section Speed Ramp.

  If you shoot up the right ramp during the first ~5-10 seconds after ball 
  launched, then "Go for the Pole" mode will be active.  I'm not sure if you 
  only do this once per game.  

Right Orbit: Standard orbit that goes around the back of the playfield. Balls
  shot up here _should_ end up in a popper at the back left of the playfield.
  I found that soft shots, or exceptionally strong ones would either dribble
  out the Left Orbit, or back out the Right. The popper pops balls onto the
  Right Ramp, which feeds them back to the left inlane. A Right Orbit is only
  awarded if the ball makes it into the popper. The right orbit can award
  Change Setup, Speedway, and/or Hit The Wall, it is also the Green Car.

Upper Right Flipper: A standard flipper that sits at the entrance to the Right
  Orbit (very much like The Shadow). This flipper is good for shooting the
  Lock, as well as the second Spanner Target. Balls can be feed to this
  flipper in one of three ways:
    - The left ramp
    - The Center Hole, which kicks to the Jets
    - The Left Orbit

Spanner Target: The fourth of the four Spanner Targets in this game. It's a
  square yellow target that sits under the upper flipper, opposite the Hit
  The Wall targets.

Race Car: Sitting above the playfield in the back right corner, is a round
  race track. Shooting the Right Ramp causes an Indy Car to go hooning around
  the track. The whole machine starts shaking .. it's very cool.  Similar 
  to RS on the bulldozer.


Car Shots
---------

Four shoots in the game are Car Shots. They are used in various modes:
  - Left Orbit: Orange Car
  - Left Ramp: Yellow Car
  - Right Ramp: Blue Car
  - Right Orbit: Green Car


Rules
=====

The Speedways
-------------

Modes in Indy 500 are called Speedways. There are 10 modes, and an 11th which
must be started last. You can start modes while others are running, that is,
they run concurrently; and continue to run during Multiball.

It will start the current mode (if Speedway is list) or what would be the
next mode if it were it.

Modes are started by shooting the Right Orbit when Award Speedway is lit, the
ball must land in the popper for the mode to begin. Shoot the Left Orbit
(Light Speedway) to relight Award Speedway. The totals for each mode are
added in the end of ball bonus.

Note: The Center Hole also sometimes starts modes. Well... it will always be 
lit to start mode everytime when you launched the ball (except Ball locks) or 
when other modes have ended (that I'm not sure).  

The modes are displayed in the middle of the playfield. Lit ones have been
played, unlit ones haven't and the flashing one will be played next. The
flashing mode only appears if Award Speedway is lit, and it seems that the
only way to chenge the flashing mode is with Advance Speedway from the Right
Ramp; see the section on Speed Ramp for more information.  You can start 
a mode when you land the ball in the center popper and the Green Flag has 
lighted.  Usually, it will be on in ball you start.  

Start Race becomes unlit if you hit the center hole during any Multiball,
Pit Stop, or Go For the Pole.


The modes are:

  - Wrong Turn: A driver takes a wrong turn and ends up taking the Indy Car
     onto the streets. Great Animations.  This is a 30 second mode where each
     switch awards 250,000. Shoot any hole to raise the value by 250,000.
     For every hole, one of three things happens:
       + The Indy Car pulls over next to a farmer (with cow). The farmer
         announces, in a typical farmer voice: "You go about half a mile past
         the barn, and take a left!".
       + The Indy Car hoons through the drive through of a Very Fast Food
         store (get it?), and the driver screams: "Don't forget the fries!"
       + The Indy Car is stuck in traffic, and you guessed it: "Move your
         car!"

  - Quick Pit: The ball is locked, and Pit Stop begins. See the section on
     Pit Stop for more information. Note, it is not possible to re-light
     the Speedway during Pit Stop.

  - Go For The Pole: You have 20 seconds to spell Pole. Shoot the Right Ramp
     to get the next letter, it's worth 5, 10, 15, 20 Million. This does not
     effect your Position. Note, you still have to play this, even if you
     have started it off the Right Ramp at the start of a ball. [1]

    If you got this mode by shooting the right ramp, Green Flag is lit, and 
    this mode is running, you will be awarded the Green Flag award (see 
    multiball for how much).  You only get this once, 2nd and subsequent times
    you will just boost the jackpot up by 2 million till you maxed out (see 
    jackpot for max amount).   

    [1] in Easy mode, you have 30 seconds.

  - Dueling Drivers: I like starting this, just to hear the Announcer say it!
     You have 30 seconds to pass the car in front. Shoot all four Car Shots
     to pass. It is worth 5, 10, 15, 20 Million.

  - Light Extra Ball: Lights Extra Ball at the Center Hole.

    +This is stackable by other ways and methods.

  - Gasoline Alley: A 30 second mode where you must try and open 5 doors to
     get the goodies behind them. The Right Orbit opens the next door (the
     ball must go into the Popper). Behind the doors are:
       1) 10 Laps [Also awards 5 million]
       2) 10 Million
       3) Pass 15 cars  [Also awards 15 million]
       4) 20 Million
       5) 25 Million
     Note that the Laps are tripled if Triple Scoring is active, although the
     display doesn't indicate this.

  - Caution: This is the video mode, and I quite like it. Move the car left
     and right with the flippers (like Getaway). Avoid obstcles, and collect
     point values (1, 2, 5, 10 Million); as well as the Extra Ball. Avoid 30
     obsticles to finish. Hit an obsticle and you crash, but if you just skim
     an obsticle which is oil slicks, you only skid a bit, but only once.
     Look for the Doho in the skid/crash animation.


  - 3x Playfield: Another great one to start to hear Mr Announcer say "Triple
     Playfield Scoring!". Not only does this triple all scores (including
     Multiball jackpots), but it also triples the number of Laps each shot
     awards. It lasts for 30 seconds.

  - Turbo Boost: Two ball multiball. The jackpot value starts at 10 million,
     collect it by shooting the Turbo Lock. Shoot the Left Ramp, (Increase
     Boost) to raise the jackpot by 10 Million; it maxes at 90 Million. Note
     that the value slowly creaps back down to 10 Million, so you have to keep
     hitting the left ramp to keep it up there. It is not possible to relight
     the Speedway during this mode.

  - Super Lite-Ups: This seemed to have absolutly no effect. There were no
     timers, and the Light-Up Targets continued to score as they do in normal
     play. But you do get to hear the announcer say "Super light-Ups!".

  - Super Jets: Make 30 hits, to get 30 million. Ends after the 30 hits, or
     when the ball drains.  Your settings will vary.  For some, it won't 
     end until game is completely over so you still have a chance to get 
     30 million.  Can be concurrent with secret mode (rarely).

  - Checkered Flag: Only available when the other 10 have at least started.
     All this does is light Victory Lap in the Center Hole.

  - Secret Mode:  See [Easter Eggs].  Only selectable if the next mode is
    Quick Pit or Go For the Pole.


Spanner Targets
---------------

Scattered around the playfield are 4 Spanner Targets. At the start of the game
they flash, and once hit they remain solidly lit. Complete all four to make
them flash again. The first hit (when flashing) is worth 500,000, otherwise
they are worth 250,000. Completing them is worth 2 million.

You settings would vary.  Mostly, it is 4 million, then the value goes up 
by 2 million everytime you spell out the 4 letter words below.

This process continues during all multiballs.

These are very weird targets in that completing them seems to have no effect
other then spelling a four leter word. The words are:
  INDY, RACE, CARS, FAST, LAPS, TIRE, FUEL, DOHO, OVAL, GEAR,
     WING, SPIN, WOOF, MILK, PASS, TURN, SKID, WALL, COWS

After COWS, it starts again with INDY.


Souvenirs
---------

The instruction cards states:
  Collect the Indy souvenirs, and discover the secrets that each unlocks.

Collect a souvenir by shooting the Left Ramp when lit. Light SOUVENIR by
completing INDY (the in/out lanes). Souvenir remains lit between balls, this
whole process also continues during all multiballs. It is not possible to
light Souvenir if it's already lit, so it is a bit of a waste to complete
INDY while Souvenir is lit.

  Souvenir:         Points for getting:     Use:

    T-Shirt             5  million         Light-Up targets
    Toy Indy Car        10 million         Light-Up targets
    Teddy Bear          15 million         Light-Up targets
    Baseball Cap        20 million         ??
    Indy Trophy         25 million         ??
    Mug                 30 million         Light-Up targets
    Key Ring            35 million         ??
    Frisbee             40 million         Light-Up targets
    Video Tape          45 million         ??
    Race Cow            50 million         Light-Up targets

It's worth getting the cow, just to hear the mooo...

After you collect all the souviners, that is it.  You can't add anymore.
It won't be like RS when you can do it again..wrong...
  
Light-Up Targets
----------------

There are three light up targets in this game. One is just to the left of the
Center Hole, the other two are next to each other below the jets.

The targets work in waves. Completing all three targets complets a wave.
Completing a target involves hitting it four times. The number of remaing
hits of a target is easily detectable by the number of flashing lights on
that tharget. Complete targets remain complete until the end of the wave.

Target values:
   Per hit:       X Million - Where X is the current wave number
   On Completion: 5 Million

The Souvenirs help complete waves. If you have the right souvenir for a
particular wave, then each target only needs one hit to complete it, insted
of four.

  Wave:      Awards:                             Souvenir:
    1      15 million                           T-Shirt
    2      20 million                           Teddy Bear
    3      25 million                           Mug
    4      30 million and lights Extra Ball     Frisbee
    5      35 million
    6      35 million and lights victory lap    Cow
    7      35 million
    8      35 million                           Toy Car/Key Ring
    9+     35 million

Note - The extra ball may reflex to other waves.
     - I tried this with all souvenirs, I don't know why waves 5 and 7 can't
       be helped. Meybe there is something else in the game that helps them.
     - I couldn't work out whether or not the graphic for wave 8 was the Toy
       Car or the Key Ring.
     - I tried right up to wave 13, and no more souvenirs, or awards seemed
       to show up.

This process continues during all multiballs.


Skill Shot
----------

Shoot the left ramp after plunging any ball for the skill shot award. The
first award is 5 million, and making the shot increases it by 1 million.  
The maximum skill shot award is 15 million.

This is not mentioned anywhere in the game, but shooting the right ramp early
in the ball (possibly within the first 10 or 20 seconds) will start the Go
For The Pole mode. Note: this does NOT spot the Speedway Light, so you must
still start this mode from the back popper for the machine to consider it
played. Also, the Start Race becomes unlit and will score the Green Flag
Award.


Multiball
---------

#1)Before I go on...there are only 3 multiball types.  Regular, Pit, and 
Turbo.  NO Big Multiballs, Major endings, etc.  The only major ending is 
the victory lap. That's it.  

#2) During Pit Mode and/or other multiball, during Pit Stop or Go For the 
Pole, if you land in the center hole, you will be awarded the Green Flag Award
which starts at 6 Million and it increases by 1 million.

Examples of Big Multiball
Cirqus Voltare- Party M (1997)
NBA Fastbreak - Trophy M (1996)
Junk Yard - Outer Space (1995)

  Starting:
    - Shoot the Left Orbit to light lock. For the first multiball, one shot
      will light lock 1 and 2. For the second multiball, the Left Orbit must
      be shot twice (once for each lock). For the third multiball, the Left
      Orbit must be shot twice to light each lock. I'm assuming that it
      continues to get harder. [1A]

    [1A] In easy mode, you need to shoot the loop 3 times for the 
    for 3rd and subsequent multiballs.

    - Lock balls in the Turbo Lock. It's actually a good shot because the
      Left Orbit (light lock) feeds the upper flipper, so you can then hammer
      the ball into the lock. In fact, this is a combo, worth 10 million the
      first time, and increases by 2 million.  The max is 30 million.

    - After locking the second ball, multiball begins. It's three ball
      multiball, so the third is autolaunched.

    - Lock quotes:
       Lock 1: Driver 1 has a ball in the Turbo bobby.
               That's right Paul, another one means a guarrenteed multiball.
       Lock 2: Woow! There's the second lock.
               We're ready for multiball ... and here we go!

    - Balls are ejected from the lock to the right flipper.

    - Since the game has an autoplunger, it is not possible to steal other
      players locked balls. The good thing is that in multiplayer games,
      the autoplunged balls return to the right flipper as well.

  Jackpots:
    - The base jackpot value is 20 million. Shoot the Turbo Lock in normal
      play, when lock isn't lit, to add 2 million to the base, to a max of
      50 Million.  You can also go to the center popper (when green flag 
      light is not on) and it will do the same as well.  Settings may very, 
      for the machine in my area, the base is 30 million. [1B]

    - At the start of multiball, Jackpot is lit on both ramps. After both
      ramps have been hit, the jackpot alternates. Listen for the audio cues
      as to which ramp to hit.

    - Collecting a jackpot raises the value by 2 million.

    - Lock a ball during multiball to raise the value by 10 million. After
      about 20 seconds, this ball will be unlocked, and the jackpot will
      return to the base value (ie: the value it was at the start of
      multiball).

    - Lock a second ball during multiball (ie: while one ball is already
      locked), to raise the jackpot by a further 10 million. If only two balls
      are in play, then a third will be launched.  Both balls will be kicked
      out after about 20 seconds, and the jackpot will return to the base
      value (ie: what it was at the start of multiball).

    - Lock a third ball during multiball (ie: while two balls are already
      locked), to collect the Super Jackpot worth 60 Million.

    - After the first Super Jackpot, locking the thrid ball simply raises the
      jackpot by a further 10 million, but a fourth ball will be launched into
      play. Lock this ball to collect the Super Jackpot.

    - If, during multiball, there is only one ball in play while all others
      are locked, and that ball drains, then all locked balls are released.

    - Multiball ends when less then two balls remain in play, and the lock is
      empty.

      [1B] In easy mode, if you made the ball into turbo lock at least one 
time and later ball(s) drains, but one, the multiball is still active, you 
just play with a monoball till you collect the super jackpot..you can 
still make jackpots through the ramps.  This is similar to wizard levels 
1-3 in CV (when you have completed all 9 marvels).


Hit The Wall
------------

No, this is not a version of the Pizza Hut ads, "Hit the Hut tonight"!

Complete the Hit The Wall targets to light Hit The Wall on the Right Orbit.
The ball must land in the popper to get this award, even though the animation
is triggered by the orbit roll-over switch. The first time this is worth 5
million, the second time 7 million, third time 9 million etc.

This continues during all multiballs.

When you do a buy-in, the award is set..won't go any higher so if you 
scored 7 million before the buy-in, then it will stay at 7 million.


Change Setup
------------

Light Change Setup by hitting the Blue Target. The first time only one hit
is necessary, but after each Change Setup, the number of hits needed increases
by one. The display tells you how many hits remain to light it.

When lit, collect Change Setup on the Right Orbit (the ball must go into the
popper). It's a 'choose your own award' award, but, you only have 5 seconds
to find what you want, and there's no turning back.

Besides measly amounts of points, awards can include:
  10 Million              1 Million
  15 Million              3 Million
  20 Million              5 Laps
  Light Extra Ball
  10 laps
  Light Change Setup
  Light Lock
  Spot PIT lane
  Pass a number of cars

You see number of points, they are worth nothing.


Buy-in Rules
------------
After your 3rd ball or when you have used up your extra balls you have the 
option of continueing the game.  The default setting is you can only do up to 
3 buy-ins.  The machine can set to unlimited buy-ins, 1 buy-in or no 
buy-ins at all. When you buy-in, you have a 20 sec. ball saver.  In extra 
balls during buy-in, it is only 1-3 sec. ball saver after the ball is 
launched.    


Caution on Scoring
-----------------
I beleive that in some pinball machines, the maximum score is 9,999,999,999 in
short which is 9.99 billion.  If you go over that amount, it will rollover to 
the value of zero (0) and all this time you racked-up big stuff will be lost
so be careful....so this Pinball game, you cannot go over 9.99 billion.  
e-mail me if you disagree with this or setting is different. Don't be 
greedy. Luckily, I've tested this myself in a 'FREE PLAY' arcade w/ unlimted 
buy-ins. 


Pit Stop Multiball
------------------

  Starting:
    - Complete the PIT rollover lanes to light Pit Stop on the Right Ramp.

    - Shoot the Right Ramp, and the ball will be locked at a cool little
      diverter-lock on the left side of the machine.

   [- If Pit Stop is started by the Quick Pit Speedway, the ball is popped   ]
   [  from the popper at the back of the machine, and locked in the diverter ]
   [  lock. The rest of the mode functions the same.                         ]

    - A second ball is autolaunched, and you have 25 seconds to shoot the
      Right Ramp to exit the pit. The taunting quotes are great.
        "Today.. today.. today.."
       
    - There is a ballsaver at the beginning of this mode.

    - The machine keeps track of the person who exited the pit the quickest.
      Since our machine doesn't do this, I can't say what the default is, but
      records have been seen at 1.7 and 1.4 seconds.

    - When you shoot the Right Ramp, or the 25 seconds time out, the locked
      ball will be released, and two-ball multiball begins.

    - If you drain before releasing the locked ball, it will be released, and
      normal play resumes.

  Jackpots:
    - Depending on how quickly you unlock the second ball, 1-4 cars will be
      lit for 10 million jackpot. It may increased by 2 million.

                     Cars Lit                 Pit Time:
         Orange  Yellow   Blue   Green
           yes     yes     yes    yes       Under 12 seconds
           yes     no      yes    yes       Between 12 and 17 seconds
           yes     no      yes    no        Between 17 seconds and timeout
           yes     no      no     no        Pit timeout

    - Each car can only be shot once, but when all have been collected, they
      re-light.

    - Pit Stop multiball ends when less then two balls remain in play.


Positions
---------

At the start of the game, you are in position 28. Shoot the Left Orbit when
Pass is lit to move up a position. Every Left Orbit shot lights Pass for a
while, and I think the right inlane does too. The current position alternates
with the Credits/Balls display at the bottom of the screen.

[1C] In easy mode, you'll start in position 23, 2 laps (2 laps has already 
     been given to you at the start of the game).

This continues during all multiballs.

When you reach Position 1, Victory Lap lights at the Center Hole.

Light Speedway, light lock and Pass light may not lit together at the same 
time.

Speed Ramp
----------

The Right Ramp is called the Spead Ramp. Each shot increments a counter, and
at cirtain numbers of ramps, you get an award.

   Ramp
  Number:    Award:
    2         Advance Speedway
    3         Advance Speedway
    8         Extra Ball lit (See note below)
   10         Advance Speedway
   15         Advance Speedway
   17         Advance Speedway
   18         Advance Speedway
   20         Advance Speedway
   22         Advance Speedway
   24         Advance Speedway
   28         Advance Speedway
   35         Advance Speedway
   45         Advance Speedway
   50         Extra Ball Lit
   60         Advance Speedway
   70         Advance Speedway

  - Advance Speedway simply changes what the next lit Mode is.
  - I stopped testing at 70 ramps, and assume that Advance Speedway continues
    to occur at every 10 ramps.
  - Speed Ramp 8 is the default starting position for Light Extra Ball, but
    it reflexes from there depending on the percentage of extra balls the
    machine has awarded.

Any shot to this ramp will light the Fast Laps light for a while. Shooting
the ramp while Fast Laps is lit, will award two laps (tripled to 6 if Triple
Playfield Scoring is active).

All of this continues during all multiballs.


Laps
----

At the start of the game, you have made no laps (in easy mode, 2 laps has
already been given to you). Various shots increase the number of laps:
  Left Orbit:     1 lap
  Left Ramp:      2 laps
  Center Hole:    1 lap
  Helper Hole:    1 lap
  Right Ramp:     1 lap
  Fast Laps:      2 laps
  Right Orbit:    1 lap
  Start a mode:   5 laps
  Gasoline Alley: 10 Laps
  Change SetUp:   5 or 10 Laps

Whenever a single lap is awarded, a slight 'ping' sound is heard. So for a
shot that awards 5 laps, 5 pings will be played. The number of laps is
periodically announced during the game: "That's one hundred and twenty five
laps for driver 1." This continues during all multiballs.

Note that the number of laps awards for the above, are indeed tripled by the
Triple Playfield Scoring mode.


The Graphs and Victory Lap
--------------------------

Occasionally during the game, you'll see 4 bar graphs show up. This indicates
your progress towards lighting Victory Lap.

Vicotry Lap can be lit by:
  - Light-Ups: Wave 6
  - Speedway: Getting the Checkered Flag
  - Laps: After 200 laps.
  - Position: When you reach position 1.

Victory Lap is worth 100 or 200 million (depends on the ROM version), but
it's stackable (at least, the 100 Million one is). So if you light Vitory
Lap more then once and then shoot it, you'll receive it all.

If it is stackable and you complete any of the above. If you get 2 items 
before collecting victory lap, you will be awarded 500 million (or
whatever the machine may award you). Your settings can very.

This can be tripled (if you got all 3 elements before you put the ball in the
center hole to award this although this is rare [I've haven't seen it yet 
myself, but someone has e-mailed me saying that it happened before]).  


After you get 200 laps, you will go back to the start (0 laps).  
When you are in position 1, you'll stay there for the rest of the game.

Bonus
=====

Increase the bonus multiplier by completing the PIT rollover lanes, to a
Maximum of 8x.

Bonus is made up of:

     10,000 x laps
  +  (50,000 x (27-position)) + 200,000
  *  Multiplier
  +  Modes
  =  Total Bonus

It is NOT possible to speed up the bonus count, but it's pretty quick anyway.


Easter Eggs
===========

   - Cows: The last souvenir.
           In the farmer animation of Wrong Turn.
           Spelt with the Spanner Targets.

   - Pit Cow: It occasionally pops up on the PIT STOP.  It shows a cow in 
     the pits being refuled/milked.  There is also a way to make it appear 
     intentionally, if you have the patience.

         1. Using the right ramp, advance the speedway light to QUICK PIT 
            (If it's already there, go to step 2)

         2. Make sure the AWARD SPEEDWAY light is lit on the right 
            loop/orbit.  If not, use the left loop/orbit to light it.
    
         3. Shoot the right loop/orbit to light it.

     As the award animation begins (car straking across screen, text 
     describing award), hit the LAUNCH button ~4-5 times.  There..you should 
     see PIT COW. 
 
   - DOHO: Spelt with the Spanner Targets.

   - DOHO also appears breifly in the skid/crash animation of the video mode.

   - Secret Mode: Many times I have started a secret mode at the Center Hole,
     when Start Race was lit. In order to get this mode, (complicated
     explaing here) if the next mode is Quick Pit or Go For the Pole, it
     will award Secret Race mode instead. The mode just told me that "Jets
     Give Neat Stuff". It didn't lie either. Each jet improved it's own aspect
     of the game. The mode ended when the ball left the jets.  This mode only 
     available when the ball is in the center hole and Green Flag is lit. 

     *In this one there are three things...each hit will do one of the 
      following:
         -Improve your position (until you reach position 1)
         -Add the number of laps 
         -5 Million

     I don't think this mode is started by some button combination, as I've 
     seen quite a few people play it. This is part of the mode as well..

   - I still can't figure out what Pole we're supposed to go for .. I mean,
     North or South? ;-)


End Of Rule Sheet
=================


