TERMINATOR 2: Judgment Day Rule Sheet

 From: bruce@watnxt2.ucr.edu (Ahmon Dancy)

Subject: TERMINATOR 2 RULE SHEET

Date: 21 Aug 91 18:53:49 GMT



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        The UNofficial TERMINATOR 2: Judgment Day Rule Sheet



                  Compiled by Dean St.Antoine


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"TERMINATOR 2: JUDGMENT DAY" is registered trademarks of Williams

Electronic Games Inc. (C) 1991 Williams Electronics Games, Inc.

Motion Picture Elements: (C) 1991 Carolco Pictures Inc.

Terminator, Endoskeleton and Depiction of Endoskeleton are

trademarks of Carolco Pictures, Inc. All rights reserved. 



NOTE: These rules are compiled from hours on end of continuous

play of "Terminator 2" and are as accurate as possible to the

author's best knowledge.  If there are any discrepancies, please

notify the author.


OBJECT OF THE GAME


     This game does not have one single objective, it revolves

around many different objectives.  Any one objective can be

singled out and concentrated on to get a good score.  Scores over

200 million require using more than one, possibly all objectives.


STARTING THE GAME


     One to four players can play.  New players can enter the game

by inserting coins and pressing Start until the end of the first

ball; after that, pressing Start aborts the current game for all

players and begins a new one.


TRIGGER SKILL SHOT (formerly plunger skill shot)


     The plunger has been replaced with a heavy duty gun grip.

You must pull the trigger at the right time to hit the moving

target on the 5 bank.  Successful hit scores 1 million points.

Each successful hit after that is worth 1 million more than the

last hit. (on a 3 ball game w/7 extra balls won, the 10th

trigger shot would net you 10 million)


RAMPS


Cyberdyne Systems Artificial Intelligence Lab and the Cyberdyne

Systems Skynet Command Center are hereafter referred to as Left 

and Right ramps respectively.


AUTO-FIRE


     At the start of a ball or when multi-ball is started auto-

fire will light for a short time (operator adjustable).  When lit

auto-fire is a feature that automatically saves a player's 

drained balls by throwing them back onto the playfield. This is

to prevent 5 second ball times from occurring.  It is especially

important during multi-ball when balls will be lost in just a 

few seconds typically.


The operator has the option of also lighting auto-fire when the

drop target is knocked down to prevent center drains when

shooting at this key shot.


RAMP SHOTS AND PAYBACK TIME


     Shooting ramp shots with red arrows lit advances "Security

levels" lights (yellow circles).  Originally both lights are lit

but after either ramp has been made the first time, you must then

alternate ramps to light more security circles.  Consecutive ramp

shooting will award you with a MILLION for each consecutive shot.

When all ten Security circles are completed you advance into a high

scoring "PAYBACK TIME" mode for 20 seconds. (operator adjustable

time) During payback time there are 6 shots worth 5 million.

Theses 6 shots can be made repeatedly and there is no required

order that you have to hit them in.


   1. Up the left escape route and into the cup at the top.

   2. Up the left ramp shot.

   3. Up the right ramp shot.

   4. Up and around the chase loop on the right side.

   5. Hit the drop target under the endoskeleton.

   6. Complete the 3 green times lights above the bumpers.


MULTI-BALL


     Shoot and knock down the drop target, then shoot the ball

into the ball popper, the ball popper will fire the ball to load

the cannon.  When the cannon is loaded with a ball, the cannon

swings out from its "Home" position.  Fire Cannon by pulling

trigger on gun grip when the cannon passes the lit white stand

up target.  Hitting lit target scores Multi-ball.


     When Multi-ball is scored (by hitting lit target with an

accurate cannon shot), two balls are shot out onto the playfield

automatically.  For a short duration "Autofire" will be on. 


JACKPOT and SUPER JACKPOT


     During Multi-Ball, the object of the game is to achieve

Jackpot and SUPER Jackpot, (50,000 points).  The player must

load the cannon by shooting a ball into the ball popper hole,

behind the drop target. At this point the player is guaranteed

an opportunity to shoot for a 1X Jackpot with the moving cannon,

but the cannon will NOT be loaded until the other balls are 

drained or locked in the lock holes.  If the player can manage

to get another ball into one of the remaining two lock holes he

will be guaranteed a 2X Jackpot shot.  If all three balls are 

locked the cannon will load for a 3X Jackpot shot.  Maximum 

points for Jackpot 1X, 2X, and 3X is 10, 20, and 30 million

respectively.

     Regardless of the number of balls locked, the player must

have 1 ball in the ball popper to qualify for a Jackpot.  When

the other 2 balls are either locked or drained, the game says

"Get the Jackpot" the ball popper then loads the cannon and the

cannon swings out to shoot at the targets.  If the player shoots

a lit target, then the player receives a 1X, 2X, or 3X Jackpot

depending on the number of locked balls as explained above.

      If the player hits a 2X or 3X Jackpot, he may then shoot

for the SUPER Jackpot.  While at least 2 balls are in play, the

player must reload the cannon with one of the balls in play.

The game then says "Get the Super Jackpot" and the ball is 

popped to load the cannon.  During the firing of the cannon for

SUPER Jackpot the lit target is no longer a stationary target.

It is moving up and down while the cannon is also in motion.

It's a very tough shot but well worth mastering for the 50

million points received for a direct hit.  If you managed to 

keep the other ball(s) in play you may repeat this last step 

for multiple SUPER Jackpots. [[ Truly one of the best Super 

Jackpot sequences to date, my hat is off to the people 

responsible for this master of confusion. ]]


CHASE LOOP FEATURE


The game starts with the chase loop score value lights (red

rectangles on the right side of the playfield) at the lowest

value (250,000 points) flashing.  When the player shoots the

ball around the chase loop once, he receives 250,000 points,

the next rectangle in the line begins flashing (500,000 points)

and the chase loop million light is flashing.  If the player 

makes another consecutive chase loop shot re receives 1 MILLION

consecutive bonus points in addition to the 500,000 points lit.

If the player should make another chase loop shot immediately

after the second, he scores 2 MILLION consecutive bonus points

and 750,000 points lit.  The player can continue consecutively

in this fashion to light the 5 MILLION value.  Once the 5 

MILLION light is lit, it remains lit and continues to award 5

MILLION points for chase loop shots for the remainder of that

ball.  With each new ball the chase loop value resets to the 

original starting value of 250,000 points.


[[ With the glass off I tested the limits of this millions plus

feature of consecutively scoring the chase loop.. it did not seem

to have a limit as my 101st shot netted a whopping 101 MILLION

points.  However I doubt anyone would be able to hit this shot

more than 20 times in a row no matter how good they are. ]]


ESCAPE ROUTE FEATURE


The escape route feature consists of a row of six rectangular

inserts on the left lower side of the playfield, the kickout

hole at the top right of the playfield, and the red 3 bank of

stand up targets in the middle of the playfield.  Each time

the player completes the red 3 bank targets, the rectangle 

features advance in an upward direction and are lit in a 

flashing mode.  The player shoots the ball in the top kickout

hole to collect the bottom-most flashing feature.  It is 

possible to have all or some of the rectangles flashing, but

the player must shoot for the top kickout hole to collect the

values in an upward consecutive fashion

     The player has the entire game to light and collect these

features because the game recalls the let features from ball to

ball.  At the 4th escape route feature (extra ball), the 3 bank

of stand up targets go to a liberal timer mode, forcing the 

player to complete the 3-bank before the time runs out, and all

target arrows go out.  When the top value, or "10 million" is

collected, the feature starts over at the "security pass" level

with a much more aggressive timer.  Lights in order they are 

collected are:


    1) Security Pass - lights 1 security level.


    2) Hold Bonus - holds over bonus and Multiplier.


    3) Light Flipper Lanes - lights flipper return lanes to

       qualify Hurry-up (on left) and Video Mode (on right).


    4) Multi-Ball - begin standard multi-ball.


    5) Extra Ball - Scores and extra ball.


    6) 10 MILLION - 10 million when lit.



DATABASE FEATURE


     Database is a random feature that contains a possible 16 

values that a player may collect "randomly" [computer overides

not withstanding].  When the Database is lit, the player shoots

the ball into the lower left kickout hole; the game pauses

briefly for a display of "Terminator thought" and selects on of

the 8 displayed values.  The possible values are:



    1) Extra Ball             9) 500,000

    2) Light Extra Ball      10) Video Mode

    3) Light Hurry-up        11) Chase Loop Advance

    4) Auto-fire             12) Security Level

    5) Special               13) Bonus X

    6) Light Kickback        14) Light Special

    7) 3,000,000             15) 1,000,000

    8) Multi-ball            16) Hurry-up


[[ My main grip here is that the game really messes with you if

your score is getting to high... anything over 80 million and 

yer damn lucky if you get anything other than number 9 or 11.

And not even listed you can get the real ripper of 100,000 

"big points".   The computer is also told to help the weaker 

player out so it wont be such a romp and discourage the guy

from playing again. Extra ball is the most common help to a 

player not doing good against a better person.  If your going

to have a random element in a game KEEP IT RANDOM! ]]


BONUS MULTIPLIER


     A bonus is scored and stored in "Terminator 2's memory".

The longer a ball is in play the more bonus points he receives.

Each time the three lanes at the top are completed, the bonus X

is advanced from 2x to 8X.  Somewhere depending on the scores

being placed on the machines as a whole, the game will light up

the "skill extra ball" for completing 6X or 8X.  The drop target

scores this extra ball.  When "Hold Bonus" is lit, all Bonus and

Bonus Multipliers are carried over to the next ball.  If Hold

Bonus is achieved on the 3rd ball, Bonus is added twice.


HURRY-UP (can you tell this is a Ritchie game yet?)


     Hurry-up is a big-points feature that consists of a "points

time down" starting at a value of 15 million points and ends at

3 million for the last 3 seconds of the 15 second count down.

The sooner the player collects Hurry-Up (by shooting around the

chase loop when lit), the more points he collects.  The feature 

can be lit by scoring the 3rd level of the "escape route", or lit

randomly by the database feature.


VIDEO MODE (give it a chance before condemning video in a pinball!)


     Since Terminator 2 incorporates a Dot Matrix Display with

good resolution, a playable though short "Video Game" is offered

to the player.  It consists of Terminators which must be scored

(killed) by moving a cross hair target sight on the display.  The

cross hair can be moved left and right with the left and right

flipper buttons.  The video game is over when the terminators 

shoot the players 3 times or all the terminators are eliminated

by the player.  If they are all eliminated you get a bonus.  

Special items in the video game:


    1) Endoskeleton Head - worth bonus points


    2) Flying terminator plane from the future - worth bonus pts.


    3) Extra Ball box - hit this fast falling item for an extra

       ball.  [[ Note: it doesn't always show up and mostly when

       it does you are not close enough to take it out, but it is

       really nice when you do score it! ]]


MECHANICAL FAILURES


     There is only a couple of problems with balls getting stuck.

The major problem is during multi-ball when you have a ball in 

the popper and the drop target is hit and is supposed to reset

fast enough to not allow another ball into the popper area. Quite

often the ball will make it past the target in the split second it

takes to reset and your stuck with 2 balls behind the target. This

really isn't a major problem as the game will shortly find that 

nothing is going and load the cannon for you.  The major drawback

is that if this happens during payback time your timer will expire

before it realizes that you are in this situation.  So either don't

take that final shot to start payback time during a multiball or 

be very accurate with your multiball and keep them away from the

drop target.


SETTINGS


Replay start:   15 mil to 250 mil (factory 30 million)


Replay Boost:   1 mil to 50 mil or OFF (factory 5 mil)


Replay Percent: 5% to 50% (factory 10%)


Match Feature:  1% to 50% or OFF (factory 8%)



Special Percent:      1% to 10% or OFF (factory 3%)


Extra ball percent:   1% to 35% or OFF (factory 10%)


Millions Plus:        ON or OFF (factory ON)


Drop Target Autofire: ON or OFF (factory OFF)

                      [[ very nice when on ]]


Flipper Trigger:      ON or OFF (factory OFF)

                      [[ make'em use the grip! ]]


Champion H.S.T.D.:    ON or OFF (factory ON)

                      [[ LEAVE IT ON YOU FOOL! ]]


Timed plunger:        ON or OFF (factory OFF)

                      [[ On kicks ball out of plunger lane if

                      players does'nt within 1 1/2 mins. 


*NOTE* that was just SOME of the settings I thought would be

       good reading.



SUMMARY


     This game is sure to be a hit of the year!  The only real

drawback on this masterpiece is that it didn't have a worldwide

release date to coincide with the movie release. (pre production

models were out, but on the whole the game didnt start on the

assembly line until mid august).  Steve Ritchie AND TEAM deserve

lots of credit for giving us a simple playfield with the best 

set of rules to go with it!  Operators will be glad to have an

easy to clean game and players will love the rules that make 

this game so good.  First impressions of this game were low, but

once I got behind the flippers the game really sucks you in. The

movie tie in was nice but this game stands up to the if you 

washed all the graphics off it rule it would still be a great 

fun to play. (was that a Yeager rule of thumb?)  Anyway hope

everyone gets a chance to play a well maintain verison of this

and as always if anything in this file is wrong, speak up and

I will make the corrections.  This reflects a game set up on

FACTORY settings but high scores DO make the game play harder.


  Score that took the game home in a tornament: 172 million


  My current high score on factory:             508 million


I have played about 10 games in the over 300 million range, and

the key is jackpots 1x 2x 3x Super and PAYBACK TIME! Don't 

forget to cash in on the extra balls that can be obtained in

four count them (4) different ways.  Good luck!


                                Hasta la veesta BABY!


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                     Written by:  Dean St.Antoine                              

                                  P.O. Box 2375

                                  Fontana, Ca 92334-2375


             Data Line 300 buad:  (714) 822-8706

                                  pw = 2558001569692



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** COMING SOON ** the complete vocabulary for T2 **


 

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