Author: Steve Loft
Date: Sun, 25 Jul 1993
I wrote this a while ago, but wasn't happy with it when I'd finished it. I
don't seem to have acquired the 'style' of the other rules writers. Also,
it seems a bit on the short side, but then again the rule set isn't that
deep anyway. Consider it a first draft, and I'll think about improving it
at some point. Please feel free to criticise (constructively) both the
style and the content.
Rules for Space Station
'Space Station' and 'Multiball' are trademarks of Williams Electronic
This rule sheet is by Steve Loft. All descriptions are based on
factory settings; see the section 'Difficulty Levels' for a
description of the operator adjustments.
3 Jet Bumpers.
Bank of 7 targets to left side, spells 'SHUTTLE'.
Bank of 3 targets roughly in centre of playfield, and bank of 4 targets
to right side, together spelling 'STATION'.
Bank of three drop targets, increases bonus multiplier.
'Mini' playfield, with 3 lanes, lights '1-2-3'.
3 further lanes underneath mini-playfield, lights 'U-S-A'.
Left hand and right hand ball locks.
Ramp to right of playfield, takes ball to either lock, depending on
position of Space Station divertor (see below).
Drop target which more or less blocks entry to ramp while raised (although
ramp entry is still possible with the target raised).
Centre ball popper, accessible from shot around left and back of playfield,
past the U-S-A lanes. Exit from ball popper is to either lock, depending
on position of Space Station divertor (see below).
Right hand ball popper, accessible from shot slightly to the right of the
centre of the playfield, past the drop targets. Exit from this ball popper
is to the mini playfield.
Space Station. This is a divertor which rotates (counter clockwise, when
it's working properly, which mine often isn't) such that a ramp shot will
always put the ball into an empty lock (assuming there is one).
If the centre ball popper is entered while one ball is locked, however, the
ball will be held in the popper and the space station will rotate before the
ball is popped, thus sending it into the empty lock.
Single target to right hand side of playfield.
Two standard flippers.
Kickback on left hand outlane.
Object of the game
Dock two balls in left and right locks "LIBERTY DOCKED", "DEFENDER DOCKED",
then shoot centre or right ball poppers to start Multiball "NEGATIVE - YOU MUST
RE-DOCK". Re-dock two balls to win Rescue Jackpot "MISSION ACCOMPLISHED".
A habitrail takes the ball from the plunger to the mini-playfield. There is
no skill shot. At the start of each ball, the awards for making SHUTTLE and
STATION are randomised, and displayed on two banks of lights set into the
middle of the playfield. Shooting the single target to the right of the
playfield again randomises one of these, depending on whether it is lit for
shuttle or station. The awards for making SHUTTLE or STATION are:
- Extra ball
- 50,000 + relights kickback
- 50,000 + bonus ball
- 150,000 + hold bonus
- Bonus Ball
- The 'bonus ball' mentioned above is a timed extra ball at the end
of the game. This normally lasts 25 seconds, but is increased to 45 seconds if
you have achieved Multiball during the game. If you drain during bonus ball,
the ball is sent back to the plunger; the ball only ends when the time runs
- Stop 'N' Score
- This is started by hitting the drop target in front of the
ramp. This starts a 25 second timer, during which a score repeatedly counting
from 20,000 to 99,000 is displayed. Making the ramp shot awards whatever score
is displayed at that time, multiplied by the Stop N Score multiplier. The
multiplier is advanced by making U-S-A (see below).
- Making U-S-A (the three lanes underneath the mini-playfield) advances
the Stop 'N' Score multiplier, up to a maximum of 5X. Making 4X lights the
single 'randomise' target to the right of the playfield for a special.
- Making 1-2-3 (the three lanes on the mini-playfield) increases the
jet bumper score. The jet bumper score starts at 500, and increases by 500
each time 1-2-3 is completed, up to a maximum of 3,000. Making 1-2-3 also
relights the 'Dock when lit' lights.
- Drop Targets
- Making the bank of 3 drop targets increases the end-of-ball
bonus multiplier, up to a maximum of 7X. Making 4X lights extra ball, awarded
by making the drop targets a further time.
- Centre Ball Popper
- Awards 100,000 when lit. Pops the ball into either the
left dock (via a habitrail) or right dock depending on the position of the
Space Station, and whether a ball is already docked. If 'Dock W/L' is not lit
the ball will immediately be ejected from the dock. Making the centre popper
when two balls are already docked starts Multiball.
- Right Ball Popper
- Pops the ball to the mini playfield. Starts Multiball if
two balls are docked.
- Sends ball to either dock depending on the position of the Space
Station. Awards Stop N Score if activated. Making the ramp when two balls are already
docked causes the ball already in the dock to be ejected and replaced by the
ball in play.
- Docking two balls and making either of the ball poppers starts
Multiball. Re-Docking two balls awards the Rescue Jackpot, which starts at
200,000 and increases by 10,000 each time Multiball ends without re-docking.
After a Multiball, 1-2-3 must be made before a ball can be docked again.
- Right Outlane
- Scores 100,00 when lit.
The following features are operator-configurable (as well as the usual stuff
such as high scores and balls per play):
- Bonus Ball Time
- 20 to 40 seconds. Factory setting: 25 seconds.
- Stop N Score Timer
- 5 to 30 seconds. Factory setting: 25 seconds.
- U-S-A lights special
- 3 to 5 completions. Factory setting: 4 completions.
- SHUTTLE memory
- Whether SHUTTLE lights are remembered for next ball. Factory
- STATION memory
- Whether STATION lights are remembered for next ball. Factory
- 1-2-3 memory
- Whether 1-2-3 lights are remembered for next ball. Factory
- U-S-A memory
- Whether U-S-A lights are remembered for next ball. Factory
- Kickback lit at start of ball
- Factory setting: YES.
- DOCKING W/L lit at start of game
- Factory setting: YES.
- Bonus multiplier memory
- Whether bonus multiplier carried forward to next
ball. Factory setting: NO.
- Stop N Score memory
- Whether Stop N Score multiplier carried forward to next
ball. Factory setting: NO.
- Bumper value memory
- Whether jet bumper value carried forward to next ball.
Factory setting: YES.
- Bonus multiplier lights extra ball
- Adjustable from 3X to 7X. Factory
It is relatively straightforward for a reasonable player to master the ramp
shot off the left flipper and thus be able to dock two balls. The shot for
the right hand popper to start multiball is also quite easy. A favourite
shot of mine is from the right flipper, taking out the three drop targets
and going on to enter the right hand popper. Re-docking when in Multiball
requires just two ramp shots. For this reason, the Rescue Jackpot
never seems to get very high (although Multiball is undoubtedly the most fun
part of the game). The big scores, in my opinion, are obtained by making the
U-S-A lanes to increase the Stop N Score multiplier to 5X, then starting
Stop N Score and timing your ramp shot such that you get as near to 99,000
(times 5) as possible.
- 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.