F-14 TomCat Rule Sheet
By Damon Beals
Design and Concept: Steve Ritchie
Software: Eugene Jarvis
Graphic Design: Doug Watson
Sounds: Bill Parod and Chris Granner
This is my first stab at a rule sheet, so I thought I would start with a
older and simpler game and one that I own, so here it goes, Note that F-14 and
all the stuff I am going to talk about is Copyright Williams and Company 1987.
Game play is about you being a F-14 pilot and you are trying to down General
Yagov, which is a bad guy which sound sort of Russian, he does call you comrad
a few times in the game. (Boy how times change). You kill General Yagov by
killing all eight of his planes, or buy getting a replay score. He is always
taunting you by telling you that "You can't win" or Laughing at you or
telling you "Now you di,di,die" with a little Max Headroom thrown in.
Info from the Score Card right off the Machine
F-14 TOMCAT Pre-Flight Checklist
Score T-O-M-C-A-T to light: LOCKS, MB, RELEASE, RIPOFF
Launch Ramp lamps: Red = LOCKS; BLUE = LANDINGS
Shoot lit Release or Ripoff with 3 LOCKS to start MB
Shoot Launch Ramp DURING MB to score LANDING, 3 Landings win FIGHER JACKPOT
Kill Gen. Yagov or lit KILL Targets to advance KILLS toward EXTRA BALL
Shoot FLY BY to light and score BONUS X and Start HOT STREAK
Shoot TOMCAT targets repeatedly to advance HOT STREAK BONUS
Hitting lit 1-6 targets lights Fly By Bonus X and Spinner
Flight Insurance returns last Ball to player for FLY AGAIN, when lit
Top Secret: Multi-ball Special
Starting lower right, is a standard ball shooter that launches the ball into
a wireframe that end in the upper left of the game where the ball can take
three paths for locks, one on the right middle of the PF and the other two
in the center next to the Jet Bumper. Red lights flashing let you know when
the ball will lock.
- Jet Bumper
- between the ball locks and the upper TOM CAT targets.
- Upper Middle TOM CAT Targets
- between orbit, and Jet Bumper, use the
upper flipper to score targets.
- 1-6 Targets
- This Targets on vertical on either side of the Center Targets
1-3 on the left and 4-6 on the right.
- Right Side CAT Targets
- Three standard round targets, mid way up on the PF
vertical on the right side.
- Left Side TOM Targets
- Three standard round targets, mid way up on the PF
vertical on the left side.
- Center Kill/Rescue Targets
- Two standard round targets, located in the middle
of the PF.
- Right Lock/Release/Landing VUK
- Right upper shot that depending on what is
lit delivers the ball to the diverter on the left.
- Orbit Flyby
- left to right side delivers the ball back to lower flippers
if you do not use the upper flippers, has Spinner on right side, Flyby is
used to increase the Bonus.
- Left Ripoff/Extra Ball/Yagov KickBack
- This delivers the ball back to the
left flipper at great speed.
- Four standard length flippers, two lower and two upper directly
across from each other.
- Sling Shots
- Standard size and in the usual location.
- Left Outlane/Rescue
- Left Outlane has a kick back the delivers the ball
to the upper part of the playfield, when lit.
To score big you should aim for MultiBall (MB) and then get three Landings,
as well as up the Bonus to 8X.
- Ball Locks
- To locks balls for MB you need to light one set of TOM and one
set of CAT targets, then the Lock light is lit and you shoot for the right
VUK to lock the ball. The ball diverter has two sets of light for each
ball route. Red flashing light means you have a lock just shoot the right
VUK, solid Red tells you that a ball is already locked. Blue lights let
you how many Landing you have made during MB.
- Multi Ball
- MB is started by locking three ball and then lighting TOM CAT
again and shooting Release (Right VUK). This starts the Four Ball MB. If
you are on a game in good shape after the third lock the Beacons on the Back
box light up and spin giving a great light show, and music waiting for you
Release shot. While in MB three shots to Landing (right VUK) award 150K,
250K and Jackpot which I has always seems to be 703,850. Landings add up
so if you only get two in your first MB you can get the third during your
- If you light all the TOM CAT targets both upper and lower, while
in MB then Special is lit on both outlanes, which award EB.
- 1-6 Targets
- These target light in order from 1 to 6 and back to 1 hitting
a lit target lights the Bonus light in the Flyby orbit. The Bonus is raised
but each orbit to a max of 8X after that EB Which can be collected by shooting
the left kick back. The targets also light the 1k spinner on the right side
of the Flyby orbit.
- Center Targets
- These two targets alternate between each other and when lit
relights the Rescue (KB) on the left outlane. Don't shoot the center targets
straight on as that will send the SDTM, shoot the sides of the targets.
After your First Yagov Kill inlanes no longer light the Center Kill.
- Both left and right inlane have Lites Kill which if you then shoot
the two center targets award a Kill. A Left inlane to right VUK will award
a Launch Bonus starting at 50K to 250k in 50k steps and also award a lock.
- Spinner awards 1k per spin when lit, to light hit a lit 1-6 Target.
- Yagov Shot
- Eight shots to Yagov award a EB. The eight shots are Alpha, Bravo,
Charle, Delta, Echo, Fox, Golf. Also can be used to start MB if
you light TOM CAT a second time after your third lock. The KB has a grace
period where you get Flight Insurance (another ball) if the KB drains your
ball. NOTE: the KB is very fast on a clean machine.
- HTML added by David Gersic dgersic_@_niu.edu
- E-mail addresses have been expunged to prevent web-bot spamming, and Web links have been updated where possible.
by Chris Lopez
Defeat Yagov by killing all enemy planes.
You can do this by either shooting the left side which will kick
the ball back at you like the raptor pit on JP (but from much closer),
or you can shoot the center targets after an inlane.
Killing Yagov earns an extra ball. (and a lot of screaming by Yagov)
The center targets are drain shots if hit dead on. Well aimed shots
at their edges have extremely predictable bounces though.
The ball saver kicks in after a left side hit. While you can almost
always save the ball as it comes out, sometimes you want to let it drain
After your first Yagov kill inlanes no longer light the center kill shot.
You can do something to reactivate them but I forget what it is.
Get the Jackpot
To earn the jackpot you must make 3 safe landings (right side) during
Multiball is started by locking 4 balls.
To light a lock you must spell tomcat. There are two sets of tomcat
letters. One up between the upper flippers, one down near lower
flippers (TOM where the bumpers are on TAF, CAT where the swamp is).
tomcat can be spelled in any order using any combination of the targets.
To lock a ball you must shoot the right side (safe landing) shot.
The machine will fill any lit locks from plunger launches before putting
a ball into play (thus the occasional intentional use of the ball saver).
The plunger is manual, so you plunge multiple times.
Bonus Multiplier extra ball
Just above each top flipper is a swinging gate. When one it hit,
it lights 'increase multiplier' on the other gate. Earning 10x(?)
multiplier ON A SINGLE BALL lights the left side shot for an extra
ball. Bonus multipliers are not carried from one ball to the next.
The game when properly maintained plays EXTREMELY fast.
Ball times are very long once you get good because there are no 'drain on a
near miss' shots (though hitting the center targets dead on is a good way to
The right outlane isn't bad, and the left one has a kickback. The kickback
can be relit by hitting the lit center target any time except right after an
inlane (when they register kills). Which of the 2 center targets is lit
alternates on a timer. This shot is easy enough that you should almost never
have a left side drain.
I have seen a couple games where the top center bumper does not work
properly. The game plays terribly without it. None of the places seemed
able to fix it. (One of them I know worked on it for a couple days in the
backroom. For the others I just have their words)