Rules for "High Speed" Pinball

 From: ung@felix.UUCP (Bill Ung)

Newsgroups: rec.games.pinball

Subject: Rules for "High Speed"

Keywords: high speed rules

Date: 1 May 91 22:16:47 GMT

Reply-To: ung@felix.UUCP (Bill Ung)

Organization: FileNet Corp., Costa Mesa, CA



Rules for High Speed

--------------------


     This is intended to be a fairly definitive posting of High Speed rules

and strategies.  I don't work for Williams, so you won't find any ultra-

secret tricks here, but I have played and watched the game quite extensively

for a number of years and will try to describe the game as entirely as

possible.  As you will note, I, myself, have a number of questions of my

own.  If you have the answers, or have a home High Speed game and can test

them out, I'd appreciate the answers.  Of course, credit will be awarded

where credit is due.


     Please post any corrections or send them to ung@felix.UUCP or

hplabs!felix!ung.


[Note: This is my first attempt at writing rules, be gentle!]



QUICK REFERENCE CARD (straight off the game)


                                   High Speed


o Make Stoplight Targets to change Ramp Stoplight from Green to Yellow to Red.


o Eject Hole and Ramp spot Stoplight Lamp.


o Shoot Ball up Ramp to run Red Stoplight, starting Police Chase.


o Shoot Ball up Ramp DURING Police Chase to Escape from Police and Begin

  *Multi-ball* Play.


o Shoot Ball up Ramp DURING *Multi-ball* Play to WIN Hideout Jackpot.


===============================================================================


o Flipper return lanes light timed Freeway Arrow.


o Shooting up Lit Freeway scores and advances  Freeway value toward Extra Ball.


o Each ball: 1st Freeway Shot lights Flipper Lanes; 2nd lights Spinners; 3rd

  lights Hold Bonus.


o Flashing 1-6 Targets Advances Ramp value and lights Kickback.


MAXIMUM CREDITS - 30



OBJECT OF THE GAME

    Advance the traffic light to red, run the red light and get away at High

Speed!  Once you have gotten away, during multi-ball, hide in the hideout for

the bonus jackpot!



STARTING THE GAME

     One to four players can play.  Traditional High Speed games support

the 1-game, 5-balls per quarter.  50 cent High Speed games will not display

half-credits.  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.



PLUNGER SKILL SHOT

    High Speed does not truely have a plunger skill shot.  While it is

possible to shoot a ball up the ramp and have it slide down the guide

rails into a hideout, but no extra points are awarded for such a feat.

Depending upon the difficulty level, the game will spot a stoplight

for you for just making it up the ramp off the plunger (see STOPLIGHTS

and RAMP SHOTS).


[Question: Is it possible to modify this so that there are bonuses for

       achieving this?  Is there an entry in the manual about this

       or is there possibly a hardware hack that will do this for

       you?]


Another possible skill shot would be to hit a flashing stoplight target

opposite or above the opening of the plunger slot.  No special points are

awarded, but it gets you out of hitting the target later.  Use this only

if you don't get a free stoplight for a plunger ramp shot.



STOPLIGHTS

    The main stoplight is located above the opening to the ramp.  You

begin with a green light.  Around the board are three sets of stoplights

lights with red, yellow and green targets.  The game begin with a green

light.  Each light begins with its light flashing on each of the three

stoplight targets.  Complete each light by spoting each flashing target

by hitting it with the ball, or using the ramp (see RAMP SHOTS) or the eject

hole (see EJECT HOLE).  When the all targets of the current light have been

spotted, the light is advanced to yellow, then to red.  When you reach the

red light.  You must now send the ball up the ramp to begin the police chase.

This can either be done from the playfield or off of the plunger.  During the

police chase, spot all nine stoplight targets in any order to light the

getaway lamp for the eject hole.  During multi-ball, all nine target lights

may again be spotted in any order.  Whenever a stoplight is spotted, the game

adds 1,000 points to your bonus total (see BONUS POINTS).


    The three traffic lights around the board can be hit/marked in the

following ways:


    1)  Hitting the target next to the light with the ball.


    2)  Sending the ball up the ramp (see RAMP SHOTS).  Depending upon

the difficulty setting, you may or may not be awarded a stoplight

target for a plunger ramp shot.


    3)  Landing the ball in the eject hole (see EJECT HOLE).  Depending

upon the difficulty setting, this feature may be disabled.


Note: The plunger ramp shot and eject hole light spotting feature has been

    disabled on 2 out of 3 High Speed games in my area.  Is this an

    operator-settable option?  Or is this a consequnce of 3/5 ball games?

    (The game that has them enabled gives 3 balls per game, the two that

    don't give 5 balls per game.


[Question: If you spot all nine targets during multi-ball, what does

        that accomplish for you?]


[Question: What algorithm does High Speed use to mark the lights?  If

       you shoot the ramp on a red light, the game will always mark

       the highest bank red where yellow and green will usually mark

       one of the lower banks]



RAMP SHOTS

    During normal gameplay, when a ball is sent up the ramp, the game

will push the ball down one of the guide rails and into one of the side

hide-outs.  You are also awarded the following bonuses for each ramp shot:


    1)  50,000 points and a 2x bonus multiplier for the first ramp shot.


    2)  75,000 points and a 3x bonus multiplier for the second ramp shot.


    3)  100,000 points and a 4x bonus multiplier for the third ramp shot.


    4)  100,000 points and a 5x bonus multiplier for the fourth ramp shot.


    5)  100,000 points for each subsequent ramp shot.


    Each ramp shot will also spot a stoplight target and advance the current

light, if necessary.  Depending upon the difficulty setting, the game may

or may not spot a stoplight for a plunger ramp shot.  The ramp value and

bonus multiplier are not awarded for a plunger ramp shot.


    If the main traffic light is red, you will be awarded the usual rewards

but it will start the "Police Chase".  This mode is entered whether the ramp

shot is from the playfield or the plunger.


    Sending a ball up the ramp during the "Police Chase" consititues a

"Getaway" and will lock the ball in one of the hideouts.  A second ball will

be served up which will be locked in the other hideout.  A third ball will be

served which when it registers anwyhere on the playfield, will release the

other two balls, beginning multi-ball play.  In the even you miss the ramp

on the second ball, the game will abort to two-ball multiball by ejecting

the other locked ball.  However, if you haven't touched anything, some games

will allow you to drain the ball and try again.  Others will drain the ball

eject the locked ball, starting you over at a green light.


    During multi-ball play, sending a ball up the ramp will lock it in a

hideout and will award a jackpot bonus (see JACKPOT BONUS).  Sending a second

ball up will lock it in the other hideout and will award another jackpot

bonus.  When the last playfield ball is drained, all locked balls are released

and play continues.  If you have more than one ball locked, you continue

multi-ball play.  If only one ball was locked, then you start over at a green

light.


[Question:  What happens if the third ball is sent up the ramp as well during

    multi-ball?]



EJECT HOLE

    Above the upper right-hand flipper, there is an eject hole.  During

normal play, landing a ball there will temporarily lock the ball.  The game

may also award you by marking off a light target, depending upon the

difficulting setting.  The biggest advantage is the ball is kicked out to

the lane where the upper right-hand flipper is located.  This makes for an

easy ramp shot (if you are skilled enough and have a decently powered

flipper).

    During "Police Chase" mode or multi-ball, the eject hole will mark off

an unmarked target for you.  If all targets are marked, the ball lock will

constitute a "Getaway".

    If lit, the ball lock will award an "Extra Ball".



THE FREEWAY

    There are two freeways and three freeway spinners.  Two are on the outer

lanes around the upper half of the board, the third leads to the eject hole.

The two outer lanes award the Freeway Bonus, when its Freeway Arrow is lit.

Freeway scoring is as follows:


    1)  When nothing is lit: 100 points for each time the freeway signs

        (spinners) spin when hit by the ball.


    2)  When nothing is lit, riding both outer-lane freeways in succession

        (ie: one big loop) will light the timed Freeway Arrow on the side

        you entered first.  If you're good at making this loop, it's a great

        way to pick up points and bonuses (ie: Hold Bonus, Light Extra Ball).


    3)  The lower flipper inlanes will light the opposite-side timed

        Freeway Arrow.


    4)  The lower flipper inlanes, when lit, will also award 20,000 points

        and will re-light the Kickback, if necessary.


    5)  When the Freeway Arrows are flashing, the freeway awards:


        a)  The first run awards 25,000 points and lights the flipper

            inlanes.


        b)  The second run awards 50,000 points and will light the spinners.


        c)  The third run will award 75,000 points and will light Hold

            Bonus.


        d)  The fourth run will award 100,000 points.


        e)  The fifth run will award 100,000 points and light the Extra Ball

            indicator.


    6)  When the spinners are lit, they award 1,000 points per spin when

        hit by the ball.


The Freeway Bonus indicators only flash for a short period of time.  They

go out when the time has elasped or the Freeway Bonus is collected.  The

20,000 bonus/light kickback and 1000 point indicators will last till the

end of the ball.  The Extra Ball lamp will last till the end of the ball or

till the Extra Ball is collected.



THE SIDE 1-2-3 AND 4-5-6 TARGETS

    One of the 1, 2, 3, 4, 5 or 6 targets will be flashing at all times.

Hitting the target will advance the Ramp value and will re-light the Kickback

light, if necessary.


[Question:  What types of points do these targets award?]



BONUS POINTS

    Various targets will award bonus points and your total is kept tallied

on the main playfield (designed to look like a spedometer).  You start each

ball with 1,000 bonus points.  Each stoplight adds 1,000 points to your bonus

total.  The outlanes add 3,000 bonus points to your bonus total.  At the end

of each ball, the game awards you these bonus points, multiplied by your

bonus multiplier (you start at 1X, advance using the ramp, see RAMP SHOTS).

The game will start you over at 1,000 bonus points unless Hold Bonus has

been awarded (see THE FREEWAY).  If you have finished your last ball with a

Hold Bonus, the game awards you the remaining bonus after computing your

end-of-ball total.  Bonus multipliers are not carried over from ball to ball.



JACKPOT BONUS

    The jackpot bonus starts at 250,000 points and climbs from game to game.

Once awarded, the jackpot bonus resets itself to 250,000 points (kinda like

the lottery).


[Question:  What advances the jackpot bonus?  Games played?  Balls played?

    Playfield targets?]



OUTLANES

    There are two special lights, one for each outlane.  When lit, they

will award 1 credit.  When only one is lit, the slingshots move the light

from one side to the other.  When the special light is not lit, the outlanes

will add 3,000 points to your bonus total.


[Question:  Are both ever lit?  What lights these lights?]



STRATEGY

    Get good at the freeway shots, the ramp shot and the eject hole shot.

The freeway shots are probably easiest and if you can collect the Freeway

Bonuses often enough, this strategy easily outruns multiple ramp shots,

plus you get bonuses like Hold Bonus and Light Extra Ball.  The ramp shot

is best to spot a hard-to-reach stoplight.  The ramp bonus isn't bad either

and bonus multipliers are always a good thing to have.  The eject hole is

really only worth it on games that will spot a stoplight for you.  All games

will spot stoplights from the eject hole when all stoplights are off and

can be hit in any order.  Also, if a playfield ramp shot cannot be made for

one reason or another, the eject hole is your only hope of getting away

(starting multi-ball).



DIFFICULTY OPTIONS

    I do not have a High Speed manual so I cannot comment here, but I decided

to include the section just in case some kind soul could Email me some

information or USnail me an actual manual.


-----------------------------------------------------------------------------

MISCELLANEOUS INFO:

-----------------------------------------------------------------------------


PLAYFIELD

    The spinners/freeways are labeled as follows:


    Left Spinner:  Bayshore Freeway


    Right Spinner: Santa Monica Freeway


    Eject Spinner: San Diego Freeway



SCORING

    High Speed target scoring is as follows (summary):


    Slingshots:       10 points.


    Spinner:         100 points per spin.


    Lit Spinner:    1000 points per spin.


    Bumpers:         500 points


    Freeway Scores:  1/ 25,000;

                     2/ 50,000;

                     3/ 75,000;

                     4/100,000;

                     5/Light Extra Ball


    Ramp:            1/ 50,000;

                     2/ 75,000;

                     3/100,000



BONUS TOTAL SCORING


    Plunger (starting): 1,000 points


    Stoplight Target:   1,000 points


    Outlanes:           3,000 points


-------------------------------------------------------------------------------

All above (except Quick Reference Card) Copyright (c) 1991 William Ung

"High Speed" is most likely a trademark of Williams Games, Inc.

-------------------------------------------------------------------------------


--


  "Dispatch this is 504, suspect playing another game of High Speed, over."


Bill Ung

  ung@felix.UUCP

  hplabs!felix!ung


 

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