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Winter Sports

Pinball published 46 years ago by Zaccaria

Listed in MAME

Winter Sports © 1978 Zaccaria.

SCORING
Playfield layout described from the flippers, and going around the playfield clockwise.
* Flippers There are two. Normal configuration, normal placement. Set somewhat wider than 'normal'.
* Left Slignshot A normal slignshot. Scores 10 points.
* Left Inlane Inlane between the outlane and the slingshot. Ordinarily it will feed to the left flipper, but there is a gap between the vertical ball guide and the wire ball guide that can allow the ball to exit to the outlane. Scores 500 points.
* Left Outlane An outlane, but with a small "hat" rubber post in it that allows the player to attempt to bounce a draining ball back in to play via the gap between the ball guide and the wire ball guide, returning the ball to the left flipper. Can be lit for Special (Extra Ball/50,000 Points). Scores 10,000 points.
* Stand Up Targets Bank A bank of five standup targets, with lamps to keep track of which targets have been hit. Scores 100, 1000 (10X), and 10,000 (100X) points. Advance to the next level by completing the entire bank. Lights one target randomly for Special award (Superbonus/Replay/Extra Ball/50,000 Points) after being completed three times.
* Left Loop Lane A short semi-U-turn lane that feeds the ball across the playfield, generally in to the pop bumpers. Scores 2000 points and lights Double Bonus.
* Left Rollover Lane A rollover lane exit from the top arch area. Scores 500 points and advances the End of Ball Bonus. If lit, lights the left outlane.
* Standup Target (Left) A square standup target, located between the Left Rollover Lane and the Ball Saucer. Scores 100 points.
* Ball Saucer The centre exit from the top arch area. Scores 5000 points and advances the value of the Spinner.
* Standup Target (Right) A square standup target, located between the Ball Saucer and the Right Rollover Lane. Scores 100 points.
* Right Rollover Lane A rollover lane exit from the top arch area. Scores 500 points and advances the End of Ball Bonus. If lit, lights the right outlane.
* Pop Bumpers Two pop bumpers. Scores 100, or 1000 points when lit.
* Spinner Scores 10, 100, or 1000 points. Advanced by the Ball Saucer.
* Right Loop Lane A short semi-U-turn lane that feeds the ball in the pop bumpers, or to the upper right flipper. Scores 1000 points and advances End of Ball Bonus.
* Drop Target A large drop target. When hit, flashes (lights) the pop bumpers. It does not reset. Scores 10,000 points.
* Upper Right Flipper Mounted about half way up the playfield, and arranged so that it shoots the ball across the playfield to the Standup Targets. Fed by balls coming down the Right Loop Lane.
* Right Outlane An outlane, but with a small "hat" rubber post in it that allows the player to attempt to bounce a draining ball back in to play via the gap between the ball guide and the wire ball guide, returning the ball to the right flipper. Can be lit for Special (Extra Ball/50,000 Points). Scores 10,000 points.
* Right Inlane Inlane between the outlane and the slingshot. Ordinarily it will feed to the right flipper, but there is a gap between the vertical ball guide and the wire ball guide that can allow the ball to exit to the outlane. Scores 500 points.
* Right Slingshot A normal slignshot. Scores 10 points.
* Plunger A normal manual ball plunger and lane.
* End-of-Ball Bonus The bonus scored at the end of the ball can range from 1000 points to 15,000 points, multiplied by the Bonus Multiplier. On the last ball, the game will randomly choose a 1X or 10X bonus multiplier to apply to the bonus, in addition to the regular Bonus Multiplier.
TIPS AND TRICKS

* This is a fairly simple game. Hit targets, score points. The standup targets on the side are the main focus of the game, since they can be lit for a Special (Replay). Lighting the outlanes for a possible Extra Ball is difficult to do deliberately, but obviously helpful. Saving the ball and keeping it in play on this game requires good nudging skills. The Ball Saucer is aimed, with a good strong kick, between the pop bumpers, through the spinner, and straight down the middle between the flippers. A hard nudge as the ball goes through the spinner will divert it and keep it in play. Also, nudging the ball back in to play from the outlane is often possible, by design, and can even score an Extra Ball without losing the ball.

*Tilt: Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus.

SOURCES

Game's ROM.