                 ========================================
                 Rulesheet for BIG BANG BAR - Capcom 1996
                 ========================================

                        -=-=-=-=-=-=-=-=-=-=-=-=-=-
                        Compiled by Scott R. Tiesma
                               and Jim Sweet 
                        -=-=-=-=-=-=-=-=-=-=-=-=-=-
                                Version: 2.0
                            Date: April 2, 1997

Send all comments, corrections and updates to tiesma@livingonline.com
(should that email address not work please try tiesmasc@pilot.msu.edu).
And, feel free to visit my website at http://www.livingonline.com/~tiesma/

*** NOT YET but soon I hope *** 
The latest version of this rulesheet can be obtained via anonymous FTP 
at ftp.pinball.org in the directory /pinball/Rules/ or via HTTP at
http://www.pinball.org/Rules/bbbrules.txt.  Thanks to Kevin Martin 
(maintainer of the Pinball Archive) for this service.
*******************************

This rulesheet should also be available from Bob McCann's web page at 
http://pilot.msu.edu/~mccannr1/ and Scott Piehler's web page at 
http://www.mindspring.com/~rosco29/pinball.htm

Disclaimer:
=========== 
Big Bang Bar is most likely copyrighted and/or trademarked by Capcom Coin-Op.
However, since Capcom Coin-Op has stopped making pinball machines they may 
have sold the license to another company.  No official word has been given
as to if this was done.

This sheet may be distributed and copied in any manner provided it is done 
so freely and credit is given to both the author and those listed in the 
Special Thanks section.

Note: lots of information for this version was taken directly from
the BBB manual (courtesy of Jim Sweet).

Comments:
========= 
Personally, I found Big Bang Bar to be a delight to play.  But, even
before I played it I was amazed upon seeing it.  It is gorgeous!  Lots of
dark coloring combined with a black light and the appropriate blues, yellows,
and greens (that glow under a black light) made this very pleasing to the
eyes.  On top of the coloring, the dancing go-go girl is quite a sight to
behold - and very realistic for such a simple device.

This was, IMHO, the best Capcom Pinball!  In fact, it might have given 
Bally/Williams and Sega some good competition if it ever got produced and 
had the type of distribution it deserved.

And, this author is a very proud owner of a Big Bang Bar translight
signed by Rob Morrison, the designer, and Stan Fukuoka, the artist.

Special Note: 
============= 
Unfortunately, Capcom Coin-Op closed their Pinball division before this
game could be produced.  As of this writing of the rulesheet only 10 Big
Bang Bar's are known to exist.  Of these 10 only 1 is owned by someone
outside of the company (it is currently in the San Fransisco Bay Area).
In Capcom's closing statement they said that they would still be pursuing  
asset transfers with Sega Pinball.  As a result, this game could still be  
produced, but it may not.  This is very sad as this game was truly   
excellent in my humble opinion.

Of the 9 left in the possession of Capcom, the design team has first 
chance at buying them.  I am unaware at this time of whether this has been
done (but believe it has).

Contents: 
========= 
Disclaimer 
Comments 
Special Note 
Contents 
Abbreviations
Special Thanks 
Credits 
New to this Version 
Playfield Layout 
Rules
         Skill Shot
         Modes (Bar Room Brawl)
                 Mash A Go-Go
                 Cosmic Dartz
                 Babescanner
                 Lunapalooza
                 Tour the Bar
                 Happy Hour
                 Chase the Waitress
                 Extra Ball
                 Get Lucky
         Features
                 Looped in Space
                 Multi-Brawl
                 Ray's Ball Busters
                 Tube Dancer
                 Underground
         Wizard Award
                The Big Bang
         Bonus
         Extra Balls 
Quotes 
Bugs and Potential Problems
Easter Eggs

Abbreviations:
==============
IMHO    - In My Humbly/Honest Opinion
K       - Thousand
M       - Million
SDTM    - Straight Down The Middle
ToM     - Theatre of Magic

Special Thanks: 
=============== 
Bill Ung                - ung@filenet.com 
"Dangerous Dann" Frank  - dangerd@primenet.com 
Joshua Lehan            - krellan@netgate.net
Jim Sweet               - jimsweet@imscyber.com
Steve King              -

Credits: 
======== 
Big Bang Bar Design Team: 
        Rob Morrison, Designer 
        Steven King, Software Engineer
        Stan Kukuoka, Art
        Paul Mazur, Art Production
        Hugh Vanzanten, Art Production
        Mike Miller, Mechanical Engineer
        Jeff Powell, Music and Sound FX  
        Kevin Loza, Dot Matrix Animator  
        John Boyston, Electrical Engineer  
Supporting Roles:  
Software: 
        Bill Pfutzenreuter, Tony DeFeo, Samuel Zehr
Mechanical: 
        Kathy Adams, Nick Biancalana, Chuck Johnson, Dan Molter, Horace
        Rodriguez, Grace Sierakowski, Mike Zhang
Music & Sound: 
        Chris Granner
Dots: 
        Scott Pikulski
Electrical: 
        Mark Coldebella
Lab: 
        Steve Ritschdorf, Dave Rose, Tim Stone, Bill Ziegler  
Model Shop: 
        Joe Cherne, Steve Cordebella, Bill Kinahan, Jim Kleinschmidt, Mike
        Wheeler  
Production: 
        Keith Janus  
Marketing and Sales: 
        Ron Malinowski, Rita Rokos, Alison Stroll, Elizabeth Stroll, Matt
        Willenbrink  
Purchasing: 
        Karen Dalley  
Speech: 
        Anita Eisenstein, Dave Jones, Mary Kinahan, Jeff Powell, Frank Panzek,
        Grace Sierakowski, Denise Wallner, Darryl Williams  
Engineering Services: 
        Ray Kancius, Mark Ashburn, Steve Wysocki  
Field Techs: 
        Kenton Frimel, Lance Weiske  
Special Thanks to:
        Python Anghelo, Mark Ritchie, Mike "MEK" Kutella, and the entire 
        Capcom Team. 

New to this Version: 
==================== 
A _total_ revamp... there is new information in every section!

Playfield Layout: 
================= 
Starting at the bottom and working around clockwise...

Two Flippers - Standard position, standard shape.  They are black with
green lettering.  The left one says BIG - the right one says BANG. 
[Note: Third flipper (later) says BAR.]

Two Slingshots - Normal size, shape, and position. Scores 110 per kick.

Ball Lock - Above the left slingshot is the ball return habit trail.  At
the end of this trail is a metal post which can be raised and lowered. 
If lowered, the ball falls into the left inlane without triggering the
inlane switch. If not, it locks one, two, or three balls.  This is used
during for the Multi-brawl ball lock.

Left Inlane - Standard.  When lit, it executes "Qualify mode" which
means that the next ramp shot will actually start a mode.  The flippers
toggle the "Qualify Mode" light between the left and right inlanes. 
Scores 100K, plus 5K bonus.

Left Outlane - Standard.  Scores 1,750.

Kick Back - At the bottom of the left outlane.  Lit by a shot to the
Cosmic Darts saucer.  Scores 110 and 50,250 bonus when lit.

Left Drop Targets (a.k.a. 4-Bank) - Bank of four drop targets directly
above the left slingshot.  Hitting all four targets enables the left
alien ball lock for "Looped in Space" multiball.  These are also used
during the "Looped in Space" multiball feature. Scores 15K per target
dropped and an additional 50K for completing entire bank. 

Neon Green Return Tube - not really part of the playfield, but rather
one of the return options for the ramp.  This is used during the Tube
Dance, and it deposits the ball in the habitrail over the left
slingshot. (one of two possible sources for this habitrail).

Left Orbit - Loops around to the bumpers (when no mode is qualified or
during Mash A Go-Go mode) or exits the right orbit (during all modes
except Mash A Go-Go).  This is used during Babescanner, Mash A Go-Go, 
Chase the Waitress, and Tour the Bar modes.  Scores 100K plus 5K bonus.

Spinner - Contained in the Left Orbit loop.  Scores 110 per revolution
(typically >20K per solid hit).

Green Standups - Three of them.  One on each side of the entrance to
the  ramp and a third actually on the side of the near the entrance to
the Upper Orbit.  Hitting all three targets lights the Tube Dancer. 
Front standup scores 10K, side scores 12,750.

Ramp - the only ramp.  It is situated just to the right of the left 
orbit approximately 1/2 of the way up the playfield.  There is series of
diverters that steer ramp shots to any of five different destinations. 
If a mode is qualified, this shot starts the mode.  If the Tube Lady is
dancing, this is the jackpot shot.  The ramp also leads to the "Looped
in Space" and Multi-brawl locks (if they are lit).  If none of the above
apply, the ramp shot counts as a trip to the Bathroom. (more info on the
ramp later).

Inner Orbit - a small orbit which goes under the ramp and curves back
around to the pop bumpers.  The placement of this loop is similar to
that upper inside loop on Getaway.  A solid shot will actually go past
the bumpers and hit the Doorman drop target.

Center Drop Targets (a.k.a. 3-Bank) - There are three of them directly
up the center of  the playfield and to the upper right of the ramp.  The
primary purpose of these targets is to "Qualify Mode" (so the next ramp
shot will actually start the mode).  Hitting all three lights the right
alien ball lock for "Looped in Space" Multiball.  There are standup
targets behind these drop targets.  Scores 15K for each drop target and
and additional 50K for completing the bank.  Standup targets beind drop
targets score 10K.

Pop-Bumpers - Three of them above the Center Drop Targets.  These are
used in the Mash A Go-Go mode.  Each hit scores 7,500.  If no mode is
qualified or active, each hit changes the flashing (i.e. next) mode.

Tube Lady - A neon green dancer in a tube.  This is a visual toy that
actually dances during the Tube Dance feature.  Very COOL!!!

B-A-R Lanes - Standard rollover lanes above the pop-bumpers.  These are
used to advance multiplier and for the standard skill shot.  During the
skill shot, the flipper buttons steer the flashing (desired) light
between the letters.  During normal play, the desired shot is any unlit
lane.  Again, the flippers steer the lights.  Unlit lanes score 100K
times the current bonus multiplier, and also 10K bonus.  Lit lanes score
50K and 2,500 bonus.  Lighting all three lanes scores 500K and advances
the multiplier up to 5x.  After that, completing all three lanes adds
250K bonus.

Doorman drop target (a.k.a. 1-Bank) - a single drop target below the
B-A-R lanes and to the right of the bumpers.  A solid hit through the
Inner Orbit will hit this target.  Behind the target is a passage that
exits out onto the Right Orbit.  It is also possible to hit this target
directly from the left flipper, but it's a very hard shot.  The 1-Bank
is used during the Underground feature, and to collect extra ball when
lit.  It also starts the Big Bang ultimate challange mode when all other
modes and features have been completed.

4-Ball Captive Ball Turnaround (a.k.a. Ray's Ball Busters) - 4 balls
held captive in an upside down U lane such that a hit of the captive
ball will propel the top most ball into the other lane.  It is possible
to get all 4 balls on one side.  Hitting a ball from the flashing side
will add a letter for spelling B-R-A-W-L.  Complete B-R-A-W-L to lights
the lock for regular "Multi-brawl".  Unrelated to spelling B-R-A-W-L,
try to hit all the balls to the same side.  Scores 0 for hitting to the
wrong side, 100K & 2500 bonus for hitting to the correct side, and 5M &
75K bonus for hitting all balles to correct side.

"Loopy Martians" - Sitting at the bar above the playfield in the upper
right.  They act as ball locks for the Looped In Space mode.  There
names are Rosencrantz and Guildenstern.

Right Orbit - Standard.  During all modes except Mash A Go-Go, the ball
travels all the way around and exits the left orbit.  Otherwise, the
gates are down and the ball will go through the B-A-R lanes to the
bumpers.

Upper Right Flipper - located at the entrance to the right orbit.  It is
black with green lettering which says BAR.

Darts Saucer - just behind the upper right flipper is located a saucer
to hold the ball.  The ball may enter this saucer from one of two
directions - straight in or off the back side of the upper right
flipper.  This is primarily used during Cosmic Dartz mode.  At other
times, it lights the left kickback and scores 500K & 20K bonus.

Plunger Lane - plunges the ball into the right orbit and ends up above
the B-A-R lanes for the standard skill shot.  

Right Outlane - Standard.  Awards Special when lit by repeated Bathroom
trips.  Scores 1750.

Right Inlane - Standard.  Can be lit to qualify modes, just like the
Left Inlane.  Scores 100K plus 2,500 bonus.

Here are further details about the ramp shot and it's associated
consequences.  Shots up the ramp have five different potential
destinations depending on the circumstances:
1)  If the Tube Lady is dancing, the ball turns left at the top of the
    ramp and rolls down through the Neon Green Tube to the habitrail over
    the left slingshot.  
2)  Else if the left "Looped in Space" alien lock is lit (by hitting all
    four targets in the left drop target bank), the ball travels over to the
    upstairs bar.  Two aliens sit at the bar and the ball gets locked in the
    left alien's mouth.  The upstairs bar is at the back, right corner of
    the game up by the glass.  
3)  Else if the right "Looped in Space" alien lock is lit (by hitting
    all three targets in the center drop target bank), the ball goes to the
    bar and gets locked in the right alien's mouth.  
4) Else if the Multi-brawl locks are lit, the ball goes around past the
   bar, down the right side of the playfield (about 1/2 way) then crosses
   over to the habitrail over the left slingshot.  Sometimes the ball takes
   this route even when Multi-brawl lock is not lit.  In this case, the
   ball drops into the left inlane
5) Else, the ramp shot counts as a trip to the Bathroom and the ball
   travels to a habitrail over the right slingshot and drops into the right
   inlane.

A couple more notes about this complex ball diverting scheme:  At the
start of "Looped in Space" multi-ball, the aliens at the bar turn around
and spit the balls onto this same habitrail setup.  The two balls roll
down to the last diverter where one heads for the left slingshot
habitrail and the other heads for the right slingshot habitrail.  This
last diverter is actually just a coil that can give the ball a magnetic
pull as it goes by.  The first two diverters are metal arms, and the
diverter that selects between the two alien mouths is a retracting post
like the one behind the trunk on ToM.  The ramp is long and steep, but
the powerful flippers have no problem making the shot.  You can even
backhand the shot from the left flipper.  Occasionally, a ball that
doesn't make it up the ramp may drain SDTM.  There is a ball saver that
detects this and returns the ball, but the default setting for this
adjustment disables this ball saver.  The ramp shot itself has no
inherent score, but all of the various feature functions have their own
scoring as described later.

Rules: 
====== 
There are 9 Modes and 5 mode-less Features.  Modes must be qualified and
attempted.  The modes desired shots do not need to be made for the mode
to count as "finished".  The mode-less Features are available any time
and the objectives must actually be completed for the Feature to be
counted as "finished".  Features can be completed multiple times, if
desired, while Modes can only be played once.  The object of the game is
to finish all Modes and Features.  This will light the 1-Bank for to
start the ultimate challange: Big Bang.  The star bumpers rotate the
current flashing (i.e. next) mode when no mode is qualified or active. 

The flashing Mode is qualified by the 3-Bank and the standups behind
it.  Mode is temporarily qualified by a lit inlane.  Only one inlane is
lit.  The flippers change which lane is lit.  This allows the player to
change decide whether to qualify a mode or not.  There are two reasons
not to qualify a mode.  First, qualifying the mode locks in the flashing
mode as the next mode to be played.  If you want to play a different
mode, return to the bumpers to make a different flashing mode.  Since
bumber hits rotate the flashing mode lights, it is a semi-random
selection process.  The second reason not to qualify a mode, is to earn
Bathroom awards.  When no mode is active or qualified, the ramp shot
counts as a trip to the Bathroom and then returns the ball to the right
inlane for another ramp shot.  Bathroom awards are worth collecting.

Once a mode is qualified, it is started by a ramp shot.  All modes,
except Get Lucky, are timed and require additional shots to complete. 
The default mode time is 30 seconds.  Get Lucky instantly gives you a
random award.

Skill Shot:
-----------
The object is to plunge the ball through the lit B-A-R lane.  The first
successfull skill shot scores 2M.  An additional 1M is scored by hitting 
the flashing lane without using the flipper buttons to rotate the flashing 
lane.  The score value goes up by 1M for every successful skill shot.  
Missing the skill shot scores 100K.  

A soft plunge will not make it all the way up to the B-A-R lanes and will 
roll down to the upper right flipper.  At this point, a shot through the 
Inner Orbit to the 1-bank counts as a Secret Skill Shot for 6M.

Modes (Bar Room Brawl):
-----------------------
Completing all modes lights Bar Room Brawl as having been completed.  This
is one of the steps in progressing towards the wizard mode.

Mash A Go-Go.  Get the ball into the bumpers using any of the orbit
shots.  It is also possible to hit the ball directly into the bumber
area with a left-flipper shot between the 3-Bank and the captive balls. 
This is a hard shot, though, so it's better just to shoot for an orbit. 
Each bumper hit scores a value.  The value starts at 100K and increases
by 100K on every 3rd hit (up to a max of 800K per hit).  This works out
to almost 40M for 50 hits.

Cosmic Dartz (sic).  Shoot the saucer by the upper right flipper. 
Scores 1.5M & 500K bonus, 500K each additional hit.  Note, the eject
sends the ball back to the left flipper for another shot at the saucer.

Babescanner.  Shoot left or right outer orbits.  The shot is registered
at the spinner in the left orbit.  Scores 1M & 250K bonus for each loop.

Lunapalooza.  Shoot right orbit.  Scores 2M & 250K bonus.

Tour the Bar.  The following five shots are lit: right orbit, left
orbit, eject saucer, inner orbit, and ramp.  Shots do not have to be
completed in order.  Scores 1.5M & 100K bonus.

Happy Hour.  The following targets/switches are lit: 3-Bank, 4-Bank,
1-Bank, bumpers, eject hole, green standups, and the standups behind the
3-Bank drop targets.  Each target is worth 500K & 5K bonus.

Chase the Waitress.  Five shots must be made in order.  Only one is lit
at a time.  The shots are: eject saucer, right orbit, inner orbit, ramp,
left orbit.  Score starts at 20M & 50K bonus and decreases as time runs
down. Chase the Waitress will end when all the shots are made even if
the timer has not run out.

Extra Ball.  This Mode lights extra ball at the 1-Bank.  While the
intended shot is the inner orbit, this is not required.  The target can
be hit as the ball is bouncing around in the bumpers.  The mode ends
when the timer runs out or when the extra ball is collected.

Get Lucky.  This Mode is not timed.  It simply gives you an
instantaneous random award.  The possible awards are: 8M, collect bonus,
hold bonus, bonus x at 10x, bumpers 5x for rest of ball, spinner 5x for
rest of ball, kickback lit for rest of ball, restart ball saver for its
normal time.

Features:
---------
Looped in Space.  Knock down entire 4-bank to light left alien lock. 
Knock down entire 3-bank to light right alien lock.  Knocking down the
banks of drop targets repeatedly increases the Looped in Space jackpot
value.  When alien locks are lit, shoot the ramp to lock balls.  When
both balls are locked, Looped in Space 2-ball multi-ball starts.  Knock
down both the 4-bank and the 3-bank targets to collect the jackbot.

Multi-brawl.  Hit captive balls to spell B-R-A-W-L.  This will light the
brawl lock.  Shoot ramp to lock balls.  When three balls are locked,
3-ball multi-brawl starts.  Shoot the ramp to collect jackpots.  Double
and triple jackpots can be collected by shooting balls up the ramp in
rapid succession.  The inner orbit scores double jackpot.

Ray's Ball Busters.  Hit all captive balls to the proper side (as
indicated by flashing lights) to collect instant "drink" awards.

Tube Dancer.  Hit all three green standups near the ramp entrance to
light the ramp shot for the Tube Dance.  Ramp shots collect jackpot for
a limited time.  Scores 10M.  Extra ball (at the 1-Bank) can also be lit
for a limited time.

Underground.  Hit the 1-Bank multiple times to start Underground for 10
seconds.  Shoot the inner orbit.  Timer is reset to 10 seconds every
time an inner orbit is made.  Scoring starts at 1M & 10K bonus per orbit
and increases by 1M & 250K bonus for each inner orbit made.

Wizard Award:
-------------
The Big Bang. Finish all modes and features to light Big Bang at 1-Bank.  
Hit 1-Bank to start.  A timed 4-ball multi-ball is started.  Drained balls 
are returned to the plunger lane.  Note, you must manually plunge the balls
back into play.  This is important because scoring is a function of the
number of balls in play.  All targets are worth 543,210 times the number
of balls in play.  Jackpots can be earned three ways: ramp shot,
completing either bank of drop targets, or shooting the inner orbit. 
Jackpots are worth 5M times the number of balls in play.

Bonus:
------
The bonus multiplier is increased by completing the B-A-R lanes.  It 
increases to 2x, then ???.  The current bonus multiplier is displayed
on the playfield directly above the flippers (if I recall correctly).

The bonus is calculated from the following equation: 
        ???

Extra Balls:
------------
Extra balls can be obtained by:
        Advancing the bonus to ??? times
        The Lite Extra Ball mode
        During The Big Bang (everything is lit relights Lite Extra Ball mode)
        ???

Quotes: 
======= 
I've heard there is an adult mode and a family mode for this game.  
Furthermore, if I've heard correctly, the following quotes are from the
adult mode.  If not, they are in the regular mode (b/c I definitely
heard them).  Note: All are stated with a very sexy female voice and
some really  cool background music.         
        A little more to the left.         
        A little more to the right.         
        Harder. [upon hitting the ball such that it goes 1/2 way up the ramp 
        and comes back down] 
Other quotes also exist... in general they tend to be comical or sexy or  
both.

Bugs and Potential Problems: 
============================ 
While playing one of the games and getting the ball to travel to the
ball lock (above the left slingshot) the post that drops to allow the 
ball to fall into the inlane would occasionally pop back up too soon
thus shooting the ball over the inlane and unfortunately into the into
the outlane (most of the time).  The attendant was able to fix this,
but it is something to watch out for.

Sometimes both Looped in Space locked balls end up in the same alien's
mouth.  If the switches are adjusted properly, the game detects this
properly and Looped in Space is started immediately.  Otherwise, you
have to wait until the third ball search.  At this time, the game
figures out what happened and everything proceeds normally.

The ball can easily get stuck at the exit from the inner orbit.  The
ball search can not clear this and you have to nudge the game to get the
ball back.

Easter Eggs: 
============ 
During the match animation (if it is turned on) an alien will 'barf up'
the number.

During attract mode, hitting Start (S) Left (L) Right (R) in the
following sequences will display secret messages. SLRSLR, SLRSLLR,
SLRSLLLR, SLRSLLLLR, SLRSLLLLLR.

Some random attract mode screens:  Very funny... 
        
        "Martians don't let Martians drink and fly!"  
                
        "On the night of July 2nd, 1947 a loud crash was heard near Roswell, 
        New Mexico.  Remains of an alien spacecraft were recovered, although 
        this was officially denied by the United States Government.  Was this 
        craft the advance scout of an impending alien invasion of the Earth?  
        Or was it simply an accident by a group of joyriders after having 
        one too many at the...   BIG BANG BAR ?"

