From devjoe@wilma.che.utexas.edu Wed Mar 19 16:20:12 1997

                          Rulesheet for JUNK YARD
             A Williams pinball machine released in January 1997
                 (prototypes seen as early as November 1996)

Version 0.4
This rulesheet was written by /dev/joe (Joseph DeVincentis),
devjoe@wilma.che.utexas.edu.  Thanks to Mike Morrey, Andrew Norrish,
"klex", Dwight Sullivan, Rob Rosenhouse, Greg Rosen, Matt Magnasco,
and everybody on r.g.p for helping out.

Changes since v0.3:
Added "Six Million Dollar Man" in Run From Spike.
Added some more explanations/info in the skill shot, time machine,
  ball recycle, adventures, and references to other games.
Added Greg Rosen's "Secret Mania" on Time Machine.
Added multiball restart + confirmed last chance super jackpots.
Noted that the autofire light isn't always lit when autofire is.
Noted that the unused "magnet" under the crane is not present on
  production games.
Added Midnight Madness.
Added strategy section.

Web Page:  http://www.pinball.wms.com/games/junkyard/index.html
Williams has a web page for this game; you can see pictures of the
playfield and some of the game rules are described here as well.

Playfield Layout:
There are two standard flippers and standard return lanes in the usual
positions.  The inlanes can be lit to start Crane Hurry-up.  The outlanes
have quite large openings, and each outlane can be lit separately for a
"Ball Recycle".

Above the left out/inlanes there is a popper which returns the ball to the
left inlane.  Most of the shots that take balls under the playfield
return the ball here.

On the playfield beside this device is a bank of three standup targets
with blue lights in the playfield in front of them, which, when completed,
lights the left outlane Recycle.

Above this there are two ramps with entrance side-by-side.  The far left
ramp leads to a toilet, which counts the spins the ball takes inside it
before falling under the playfield.  The inner ramp carries the ball around
the back of the playfield toward a VW bus in the back right corner; a
diverter can cause the ball to be temporarily held here or to return
directly on a habitrail to the right inlane.  This ramp also has an open
side which allows slow shots to fall through to an area not otherwise
accessible, which dribbles down into the hole in front of the dog.
Lights in front of these ramps indicate various available shots.

In the center of the top of the playfield is this game's main feature.
The "Crane" is a pinball hanging from a chain. (The test games instead
have a metal rod or cable about 1/2 mm in diameter, which Williams
suggests to replace with the chain.  The game I play has the rod, which
is now bent.)  The chain hangs from a bar (which is decorated to look
like a crane) that goes into the back wall of the game.  This ball can
be raised or lowered, to allow the pinball to pass under it, or block
its path.  The bar itself can move side-to-side and up-and-down slightly,
in addition to the wild motion the ball has.

Around this, arranged in a semicircle, are 2 banks of 3 standup targets
with an opening for another shot (which goes around a corner and under
the playfield) between them.  Above these there is a row of 5 larger
"car" standup targets, with no gap.  The crane ball can be hit into
these higher targets.  Several lights in front of the crane ball
indicate shots available on the crane ball (by hitting it into the car
standups) or in the opening behind it.  There doesn't seem to be a name
for this opening (in some mode, I forget which, the game calls it the
alley, but the playfield calls the DOG scoop the alley), so I will call
it the center shot.

Below the right side crane standups there is an up-scoop which usually
drops the ball onto the bus ramp's habitrail to the right inlane, but
a diverter can send it to the dog instead.  The dog is a decoration
just in front of the bus; when the ball goes to him, it falls into a
hole in the playfield in front of him, and if the ball was supposed
to be there, a video mode starts.  Lights in front of the scoop spell
out D-O-G.  Just to the left of it there is a small standup target,
the Toaster Gun target.

Below and slightly to the right of the scoop entrance, there is a
sinkhole called the Sewer that can be entered from almost any direction.
Lights in front of it indicate a variety of awards which can be available
here, including Extra Ball and Adventures.  The adventures themselves
are indicated by a separate row of lights across the playfield, below
the lights for the ramps, crane, and scoop.

Below the Sewer there is a bank of 3 blue standups; these light the right
outlane Recycle and are similar to their counterparts on the other side
of the playfield.

The plunger (which is a combination manual and autoplunger) shoots the
ball through a spinner and into a sinkhole, which, like other holes
on this game, takes the ball to the left inlane feed.


Junk:
In the middle of the lower section of the playfield, in addition to
lights for "shoot again" and autofire, there is a blueprint with 10
different pieces of junk marked with lights.  Some of the pieces
combine to make various contraptions.

The junk consists of:  Hair dryer, toaster, cuckoo clock, television,
weathervane, fishbowl, propeller, fan, bathtub, and bicycle wheels. 
The game begins with the toaster already awarded.

The combinations are:
Hair dryer + toaster = toaster gun
television + weathervane = radar
bicycle wheels + bathtub + fan = jalopy
fishbowl + jalopy = submerger
propeller + jalopy = flying machine

There is an extra ball awarded for collecting a certain amount of junk,
which is on a percentage; on the game I play it's awarded on the third
junk item.
Collecting all the junk lets you enter your initials as junk champion at
the end of the game.  The current junk champion's initials are shown on
Spike's collar when each dog video mode begins.

Helpful hints:
At various times during the game, an angel appears on the left of the DMD
or a devil appears on the right, and they make some comment.  Whenever
you collect junk, one or both of them appears and advises you what to
collect next.  (If your first junk item is anything other than the hair
dryer, both appear, the angel advising you to get the hair dryer and the
devil advising you to get a part for the radar.)  One of these also
announces each time an invention is completed, or when an adventure
starts.

End-of-ball bonus:
At the end of each ball, you get a bonus which consists of some amount
for each item of junk (varies from about 10K to 25K for different pieces),
plus bonuses for completed contraptions (which replace the individual
parts in the bonus count), plus 25K per Fireworks collected, plus some
amount for each mode played.  If you get to Outer Space, the Fireworks
reset and the junk bonus is replaced by 250K for outer space, plus an
extra 250K if you defeat Bob.  All this is then multiplied by the bonus
multiplier, which starts at 1x but can be increased by skill shots and
otherwise, and is cumulative throughout the game.  The multiplier maxes
at 6x; when you do something that would normally advance it further,
you get 250,000 points awarded instead.

The bonus count is slow, giving you time to look at all the pictures of
stuff Williams filled the ROMs with, but you can speed it up by holding
down the flippers (just pressing both doesn't do it).

Skill Shot:
The skill shot consists of 5 possible awards on the DMD; one will be lit.
Each spin the spinner on the plunger lane takes advances the lit award.
The spinner on my machine is either flaky or rigged, because the spinner
always stops with the same side showing (one side has a dog, the other
an explosion), but I've seen the skill shot advance an odd number of
times often.  The first skill shot always has these awards in this order:
Collect Junk, Super Skill Shot, Collect Junk, Bonus x2, and Collect Junk.
Later other awards usually take the place of some of these.  Here are the
effects of the skill shot awards:

  Collect Junk: awards the flashing Junk item.  The left flipper advances
  the lit item counterclockwise so you can choose which one you want if
  you plan in advance.  There are other ways to collect Junk that work the
  same way.

  Super Skill Shot: the Sewer is lit for a short time for 250,000 points.
  If you hit it in time, the timer resets and it is worth 500,000 the
  next time, then 750,000, etc. up to 2.5 million.

  Bonus X: The bonus multiplier is applied to the total end-of-ball bonus
  and is cumulative throughout the game.  There are other ways to
  advance the bonus multiplier as well.  See End-of-Ball Bonus.

  Light Extra Ball: Does exactly that.  The sewer is lit for extra ball
  until it is collected.  All extra balls on this game stack, and stay
  lit even if you lose the ball.  Sometimes if you miss this award, it
  will be in two slots (or more) the next skill shot.

  Spot D-O-G: awards all the D-O-G letters on the scoop and lights it
  for video mode.

  50,000 or 100,000 or other numbers: Scores that many points.  This is
  accompanied by EM-style bell sounds.
  In games when I had already collected all the junk, and gotten several
  extra balls, the skill shot would have 4 or even all 5 of the awards
  just be points.  I've seen 150K, 250K, and 500K in this situation.

  Fireworks: Adds 1 to your count of fireworks collected, which is
  cumulative throughout the game.

  Shopping: Awards Window Shopping (see below)

  Light Time: Lights the Sewer for Time Machine.

  Others?

Ball Recycle and Autofire:
The outlanes can be lit (separately) for Ball Recycle.  When a ball drains
in a lit outlane, the ball is returned to the plunger, and you get another
skill shot, and any modes which were going before continue.  Ball Recycles
do not time out; they are lit until collected, and collecting one does not
turn off the other.

Autofire is lit for a short time at the start of each ball, for a longer
time at the start of each multiball mode, and sometimes by a random award.
Any ball that drains is returned to the plunger and auto-launched, and
everything continues.  It seems that the autofire light doesn't light up
when autofire is lit at the start of each ball.

I don't know what happens if both are lit when the ball drains.

Window Shopping:
This can be awarded from the Skill Shot, or the toilet ramp.
Arrows on the DMD draw your attention to a set of windows in a building
on the backglass; a light flashes randomly in the windows, and you
press both flippers to stop the light and win the lit award:

  Light Extra Ball

  Free Game

  Light Jackpot:  The crane ball rises, and the center shot is lit for a
  jackpot, which starts at 1 million, but some things can add to the value
  of this jackpot.  This award also stays lit until collected.

  Collect Fireworks: Adds 3 to your Fireworks collected.

  Toxic Waste: Nothing happens.

Great Toilet:
Each spin the ball takes in the toilet adds 1000 points to the toilet
jackpot, which is cumulative over the game.  The toilet can also be lit
for Window Shopping, or Choose Junk (which lets you choose any one of
the 10 junk items you don't already have).  It is also one of the
five major shots for some modes.

Magic Bus:
This is the second of the five major shots used in some modes.
The bus ramp may be lit for Collect Junk, and/or Magic Bus.  Each shot
through the bus ramp also adds one Bus Ride, and various awards are
given at certain numbers of Bus Rides.  When it is lit for Magic Bus,
the ball will be held at the top of the playfield, and an animation
follows, with five awards shown, and then one of these is awarded.
Most of the awards are pretty self-explanatory.  The awards are:

  Big Points: 500,000 points.

  Light Extra Ball

  Light Jackpot

  Light Multiball: Multiball is lit at the center shot, as if MULTIBALL
  had been completed.

  Light Recycle: Lights just one of the two Recycles.

  Collect Junk

  DOG video mode: plays a video mode as if you had shot the scoop when lit.

  Advance Bonus X

  Autofire: turns on the ball saver for a short time

  Light Time Machine

  All of the above: when this appears, it is always the last item on the
  list, and it does sometimes get awarded.

D-O-G scoop:
This is the third of the five major shots used in some modes.
When D-O-G isn't lit, hitting this adds a letter to D-O-G.
When D-O-G is lit, the diverter at the scoop sends the ball to the dog
instead of returning it on the habitrail, and a video mode begins.

If you haven't completed the toaster gun yet, the mode is "Run from Spike".
Press the flipper buttons rapidly to help your character run faster and
escape from the dog.  Rob Rosenhouse says if you manage to run fast enough
in this mode, your characters gets "streaks of speed" on the screen as if
he was running really fast, and a "bionic" sound effect like the Six
Million Dollar Man.

If you have completed the gun, you play "Save the Girl" instead.  A wall
is shown with two openings, and the girl (only legs shown) runs back and
forth behind the wall, chased by the dog.  The left and right flipper
buttons shoot toast at the respective openings.  You need to hit the dog
3 times in 12 seconds to win the mode.  You also have a limited amount
of ammo, which seems to be a minimum of 12 for the first time you play
Save the Girl, but it can be more if you've collected more toast during
the game.

If you have completed one of these games previously, it gets harder when
you play them again, later -- in Save the Girl, the girl and dog start
taking erratic patterns, sometimes with the girl chasing the dog!
Completing a video mode collects an item of junk, or awards 3 Fireworks
if you have already collected all the junk.

Sewer:
This is the fourth of the five major shots used in some modes.
The sewer can be lit for several different awards.

  Toast:  Adds 1, 2, 3, 5, or 10 pieces of toast to your collection, and
  awards 10,000 points per piece of toast awarded.

  Extra Ball: accompanied by an animation of the words Extra Ball on the DMD.

  Time Machine: Starts one of five modes, see below.

  Start Adventure: Starts the first lit adventure, see below.

The Crane:
In normal play, each time the crane ball hits one of the car targets
a letter is added to MULTIBALL.  Also completing either bank of lower
standup targets adds a letter to MULTIBALL, and completing both banks
lights the return lanes for Crane Hurry-up.  Normally the crane is
lowered, blocking the center shot, but if the ball manages to go in there
anyway, the "sneak in" awards some points and 3 MULTIBALL letters.
Completing MULTIBALL raises the crane and lights Multiball at the center
shot, and a siren goes off to let you know it is lit.

Crane Hurry-up:
The hurry-up starts at 50,000 and counts down to 25,000 where it remains
for a while before the mode ends.  Hitting the crane ball into any car
target collects the value and starts crane multiball, a 2-ball multiball.
Each hit of a car standup or the lower crane standups is accompanied by a
glass-breaking sound and scores the amount of points the crane hurry-up
ended at.

Multiball:
When multiball starts, there is a long animation, and the other balls
are auto-launched.  After the first half of the animation, when you go
past the gate the rest can be aborted by hitting both flipper buttons.
The crane ball is raised and the center shot is lit for jackpot.
After 1 jackpot, the crane ball is lowered, and the center shot is lit
for super jackpot, 3 million points.  After a super jackpot, you can keep
trying for more super jackpots.  When the next-to-last ball drains and
the mode ends, if super jackpot was lit the crane will lift for a
moment, and you (might) have a clear shot for a Super Jackpot during the
grace period -- this is not indicated in any way, besides the crane lifting,
until you hit the shot.  If super jackpot wasn't lit (that is, you never
got the first jackpot) the center shot lights for a multiball restart
instead.

A lot of stuff is turned off during multiball, including starting adventures,
video mode, and just about anything that would normally hold the ball.
However, it is possible to start multiball during some of the adventures;
I've done it several times on the Radar adventure, and Matt Magnasco reports
doing it in the Great Toilet adventure.  When this happens, multiball and
the adventure run simultaneously, with the adventure ending as normal
when time runs out or you complete the 5 shots needed to finish the mode.

Time Machine:
This is one of the most fun awards in this game.  Time Machine can be
lit by the skill shot or Magic Bus, and is also lit when you collect the
Cuckoo Clock junk item, and is collected at the Sewer.  A control panel
appears on the DMD with the current date and time (32 days slow in the
case of the game I play) and then it flashes and changes to another date,
which seems to be one to several months after the release date of another
game, which the mode is taken from. (Maybe it's the end of the production
run?  TAF is a March 1992 game according to the pinball database, but
12-14-92 is used here.)  All these modes are timed on a fairly short timer.
These dates are taken from Mike Morrey's post; I haven't checked them
myself.  In the Mamushka and Payback Time modes, the voices are faked,
undoubtedly due to not having the contractual rights to reuse the
original voice tracks in another game.

01-13-93: Move Your Car mode from Creature from the Black Lagoon:
Shoot the center shot over and over again for increasingly large point
awards, and more time.

08-31-91: Payback Time mode from Terminator 2: All the 5 major shots
are lit for 1 million each, with a 10 million bonus for hitting all 5.
This is easily the highest scoring award here.  According to the
Williams web page, this has been removed because it was out of balance
with the rest of the game.

12-14-92: The Mamushka mode from Addams Family: All shots are lit for
100,000? points each.

02-14-99: Knight Mission mode: Dwight Sullivan (Wms project leader for
Junk Yard) says this is not a Black Knight 2000 reference; the mode
doesn't really resemble anything from that game anyway.  Maybe it's
really a reference to a game planned for the future?  That would be
cool. :-)  The center shot is lit for increasing awards, which are
also added to the multiball jackpot.(?)  This mode has the shortest
timer of all; if you don't hit the first shot within about 5 seconds
it turns off; if you hit the shot you get more time.

10-31-95: Saucer Attack video mode from Attack from Mars:
Flying saucers descend in five columns, somewhat randomly arranged, and
your gun is below the middle column, firing continuously, and the angle
of the gun can be changed by holding either flipper.  According to
Andrew Norrish, sometimes the saucers can be replaced by cows by
doing the right thing, but he didn't know what.  According to some
posts to r.g.p, the "cheat" that can be performed by hitting the
launch button in AfM is available with the *start* button in Junk Yard,
but this may not be in the prototype roms.  There is disagreement over
whether an extra ball can be awarded as well.

Greg Rosen posted that there is a Secret Mania when the Time Machine clock
shows 3:33 by hitting both flippers.

Adventures:
There are five adventures: Radar Adventure, The Great Jalopy Race, The
Great Toilet Adventure, Air Tactical Combat, and Outer Space.
The first four of these are lit just by having collected the junk
required to build the Radar, Jalopy, Submerger, and Flying Machine,
respectively.  Outer Space is only lit when you complete the other
four adventures and have collected all the junk.  Whenever an adventure
is lit, except during multiball and other adventures, the Sewer is lit
for Start Adventure.

The toaster gun target is lit during all adventures if you have
collected the junk to build the toaster gun; hitting it awards
Fireworks at a cost of 5 toast.  If you don't have enough toast,
you get a click (and the word CLICK in huge letters on the DMD).

Each of the first four adventures is a long, timed, single-ball mode
(though it is possible to start multiball during at least the Radar
and Great Toilet adventures) and 5 specific shots are needed to
"win" the mode and score a bonus.

Radar Adventure:
Some of the major shots are lit; these change at random.  Each shot
hit awards Fireworks.  The toaster gun target can also award fireworks
as described above.  Collect 5 fireworks within the time limit to
get a lot of points (how many?) and end the adventure.

The Great Jalopy Race:
All 5 major shots are lit; shoot each one once in the time limit to finish.
Each one is accompanied by an animation of your jalopy halfway-flying past
a "checkpoint" sign, and adds 1 to your fireworks.

The Great Toilet Adventure:
All shots award the Great Toilet Jackpot (which starts at around 35,000, and
increases 1000 for each spin the ball makes in the toilet, cumulative
throughout the game, and it can increase during the adventure).  The Sewer
and Great Toilet award Fireworks; collect 5 fireworks to finish.  The sound
effects in this mode are great. :-)

Air Tactical Combat:
Hit the crane ball 5 times to finish.

Outer Space:
You get a bonus of 50,000 multiplied by the number of Fireworks you
collected, which is counted up on the display, followed by an extra
10 million if you had at least 20.  Then there is an animation of a
rocket blasting off and brief instructions.

The mode is a 4-ball multiball with continuous autofire.  The five
major shots are lit, and go out when shot, but will be re-lit after
some time; clearing all 5 defeats Crazy Bob and ends the mode.
When you hit one of the lit shots it scores over a million points;
perhaps it's the multiball jackpot.  The toaster gun target and the
crane are lit for more Fireworks, but your fireworks run down over time.
The mode ends and Crazy Bob escapes when you run out of fireworks.

When the mode ends, by either method, the flippers die and the game
collects all the balls and serves up a ball at the plunger.
The Fireworks and Adventures reset after Outer Space, but the Junk
doesn't; you can start playing the adventures again and presumably get
to Outer Space again, but I haven't done it.

Strategy:
The biggest points in this game, by far, are in Multiball, the Adventures,
and Outer Space.  Multiball is fairly easy to start, but once you get
complete the Jalopy it is easier to collect the rest of the junk and
play the adventures.  After you complete Outer Space, all the adventures
are lit so you can play through these 5 modes over and over.

I first got good at Junk Yard when I learned to control the skill shot.
A weak plunge will just give one or two spins, which is often exactly
what you want -- I like to go for Collect Junk on the skill shot, to
finish the junk faster, or just to get to the extra ball faster if I'm
having a bad game.

The two left ramps can be lit for collect junk and choose junk; typically
you should get each of these once and maybe the collect junk a second time
in the course of completing the junk.

Note that you can use the flippers to move the flashing junk item before
plunging the ball, so those "Collect Junk" skill shot awards are as good
as "Choose Junk".

I try to avoid collecting the Hair Dryer junk item as long as possible,
because it changes the video mode from "Run from Spike" to "Save the Girl".
"Save the Girl" is more fun, but "Run from Spike" is easier, especially
compared to the later levels of "Save the Girl" (each time you complete
it, it gets harder the next time), and completing it awards a junk item.
Obviously, you will eventually get the hair dryer.  "Save the Girl" starts
on level 1, no matter how many times you completed "Run from Spike".

The sewer is a very important shot on this game; it seems to be one
that is quite hard to hit, like the Final Draw on World Cup Soccer.
It's my opinion that the Super Skill Shot was done the way it is just
to encourage players to practice this shot, because it is definitely
a shot worth practicing.  Adventures, Extra Ball, and Time Machine
are all collected here, and some of the adventures will have the sewer
lit as one of the shots (all except Air Tactical Combat).


References to other games (In addition to the obvious Time Machine ones):

  One of the sound effects is from Earthshaker.

  During Crane Hurry-up, the voice that says "Come on, Hurry Hurry Hurry"
  sounds like one of the voices from Dr. Dude (used for the Gift of Gab,
  among other things).

  The Angel's voice is the same voice used in Safecracker, and both the
  Angel's picture and Devil's voice appear in Whodunnit?

  The Super Jackpot animation is from HS2: The Getaway.

  I know there are more here that I'm missing.

  Matt Magnasco says it has a Midnight Madness (special mode that begins
  at midnight (if the game's clock is set correctly), interrupting
  whatever else was going on, provided a game was being played at midnight.

Hidden/misc stuff:
Whenever you hit the crane into the car targets to add letters to
multiball, the DMD shows a big crash with a word in it like CRASH! or
SQUISH!, etc.  One of these says DOHO!.

I haven't seen any cows yet.  Somebody said saucer attack can sometimes,
randomly, be cow attack, like in AfM.

There appears to be a magnet directly under the crane, as if to help
stop the crane ball when it is flying around wildly, but it appears to
not ever be used.  The production games don't have this.


