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Source: The Pinball Archive

Rules: Police Force

pforce
Preliminary "Police Force"
rules sheet v 1.1
"Police Force" 1988 Williams Manufacturing, Inc.

This rules sheet is hereby placed into public domain. Copying, reproducing, etc. is fine.

Special thanks to no one yet, since this is the first version.

Jim Seward

Layout

Starting from the plunger and working counter-clockwise...

PLUNGER
Of the manual variety.

HANDCUFF KICKOUT
Awards an incremental Handcuff Score when lit, or 10K*ball number if skill shot ends up here.

SPINNING TARGET
This is used for the Skill Shot. Values of skill shot change depending on number of times target is spun.

DIAMOND WEASEL DROP TARGETS
Put Weasel in jail when all targets are dropped. One of four crooks to be caught to lite jackpot.

SKILL SHOT KICKOUT
Hidden underneath Skill Shot value display. Holds ball until Skill Shot value is determined.

RIGHT RAMP
Has many functions, including locking balls, spotting P-O-L-I-C-E letters, awarding Jackpots, and doubling scores. A diverter at the top of the ramp sends the ball either to the locking area or to the left inlane.

G-U-N
When all three of these lanes are lit, bonus multiplier advances by one. Lit lane changes to the left with the left flipper, and to the right with the right flipper.

POP BUMPERS
Standard variety in the standard triangle. Directly below G-U-N lanes.

EXTRA BALL/TOP COP TARGET
Up and left of the G-U-N lanes. Scores the Extra Ball when lit or the TOP COP bonus when lit (explained later).

CROC KICKOUT
Puts Croc in jail if he's not already there. Also scores a random "Hot Sheet" value displayed just below the scores on the backglass.

POLICE CAR GIZMO
Balls are locked underneath the car. When Multi-Ball(tm) begins, the car moves down and sends the balls to the left inlane.

LOAN SHARK TARGETS
When all three of these are hit, the Shark goes to jail.

LEFT OUTLANE, LEFT INLANE, RIGHT INLANE, RIGHT OUTLANE
Will score an extra ball if it is lit on that particular lane (this EB is only lit on the last ball when the game feels sorry for you.)

LEFT AND RIGHT SLINGSHOTS
Nothing fancy.

MIDDLE RAMP
Scores the value indicated underneath it, from 5K to Unlimited Millions. When UM is reached, EB is lit at the Top Cop target.

DRUG RAT DROP TARGETS
Put Drug Rat in jail when all three are down.

THERE IS A CENTER POST IN BETWEEN THE FLIPPERS!

Scoring

SKILL SHOT
Scores 10K, 25K, 50K, 75K+Spot P-O-L-I-C-E Letter, and 100K, depending on the number of spins of the spinner. This is multiplied by the ball number (extra balls inclusive). If the spinner is broken or the ball doesn't reach the spinner, the player is awarded 10KxBall No.

HOT SHEET
Scores one of five values when lit at the Croc kickout: Hot Score (mystery), Hot Extra Ball, 5 Free Games, Spot P-O-L-I-C-E, and Hot Multi-Ball(tm). Note: Hot Multi-Ball(tm) is only awarded if one ball is already locked. Obviously, the 5 Free Games comes up the least.

JACKPOT
Contrary to many current games, Jackpot can be collected without Multi-Ball(tm). To lite the Jackpot on the right ramp, all four criminals must be put in jail (Croc, Shark, Rat, and Weasel). Criminals in jail are indicated in the upper left part of the playfield above the Croc Kickout. When all four are incarcerated, Jackpot is lit and is collected by one shot up the right ramp. Value ranges from a minimum of 1,000,000 to a maximum of 4,000,000 and is increased for a period of time after G-U-N is spelled (See Bonus Multiplier)

MULTI-BALL(tm)
To lock balls for Multi-Ball(tm), shoot the right ramp. Locked balls are indicated by the green lights at the bottom of the ramp (a solid "Lock n" indicates that ball is locked, a blinking "Lock n" indicates that that ball is next to be locked). Usually, lock is ready at the start of the game. On subsequent Multi-Balls(tm), a criminal must be put in jail before lock will be lit (Operator-adjustable). If lock is not lit, then a P-O-L-I-C-E letter will be spotted. During Multi-Ball(tm), which BTW is 2-Ball, all playfield values are doubled. That's all.

P-O-L-I-C-E
Letters are spotted by shooting the right ramp when lock is not lit, with a 75K Skill Shot, or from the Hot Sheet. Spotting all 6 letters lites the TOP COP BONUS (Collected at the top of the playfield in a half-orbit shot) for 3,000,000. TOP COP stays lit until collected or the end of the current ball, whichever comes first.

BONUS MULTIPLIER
Bonus is multiplied by lighting all three G-U-N lanes (lit lanes change with flippers). When the multiplier increases, the jackpot is increased by all targets for a period of time. End of ball bonus is then multiplied by whatever the multiplier is up to. On most games, the multiplier is carried over to subsequent balls if it is 2X or 3X. If the multiplier is above 3X, then it is reset to 1X on the next ball. Special is lit when the multiplier is max-ed out (6X).

MIDDLE RAMP
A virtual gold-mine of scoring opportunity. This is where you can score most of your points if you can master the shot. On most games, the value is already up to 50K for the first shot. Subsequent shots score 75K, 100K, 150K, and Unlimited Millions. When the shot is made, the next shot must be made without hitting any targets to collect the next value, and it must be done within a short time. (This is somewhat different during Multi-Ball(tm) - hitting targets has no effect) When Unlimited Millions is reached, Extra Ball is lit at the Top Cop target when the ramp shot is missed. Also, the ramp value drops to it's minimum value (5K) and will increase to 10K, 25K, and then the values listed above.

THOSE ARE THE MAJOR SCORING OPPORTUNITIES IN THE GAME.

Other minor ones would include the jet bumpers, the slingshots, and all targets.

Editor's Notes

  • 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.