Rules & Strategies
NOTE: The following is based on this particular game set for three ball play. Results may vary. None of the game features carry from ball to ball; each ball is its own game.
Star Targets, Right Spinner & Pop Bumper: This is one of two main features of the game. The playfield includes five stationary "Star" targets which advance the value of the right spinner. Each of the five Star targets adds 200 points to the right spinner for a maximum of 1k points per spin. The white and green Star targets are up by the lone pop bumper. There's no direct flipper shot to the white Star target, but it can be hit from a good skill shot. The white and green Star targets are more likely to be hit by random ricochets off the pop bumper. The orange Star target is below and to the right of the pop bumper and may be hit from a long left flipper shot. The purple and yellow Star targets are at the lower left and right sides of the playfield, respectively, and are the easiest to hit. One random Star is lit at the beginning of each ball such that the right spinner has a minimum 200 point value.
Location of the five star targets.
Lighting all five Stars will light Special at one of the five Star targets. The Special is toggled among the five targets by any 500 point switch hit (i.e. all stationary targets, drop targets and rollover buttons). The Special is also toggled among the five targets by the right spinner. This particular game is set to award 100k points for collecting the Special. The Special may be collected multiple times until the ball in play is lost. Lighting all five Stars also causes the right spinner to be one of the game's most lucrative shots. Lit or unlit the Star targets always score 500 points and one bonus advance.
Right spinner.
The pop bumper is always lit and scores 1k points. I try to consistently use each manufacture's designated name for pop bumpers. What about Stern? The instruction card says "pop bumper" a la Gottlieb. The game manual says "thumper bumper" a la Bally.
Drop Targets & Left Spinner: This is the second of the two main features of the game. There are six drop targets divided into two banks of three which are separated by the left spinner. Each three-bank should have a center red Star target and a pair of outer green Star targets. The targets on this game are partially mismatched. Completing either three bank doubles the end of ball bonus and resets both banks. Completing either three bank again triples the end of ball bonus and resets both banks. A subsequent completion of all six targets earns a "WOW" which is an extra ball. Each further completion of all six targets earns a Special which is set to 100k points on this particular game.
The left spinner has a minimum 200 point value. Hitting a red Star drop target adds 400 points to the left spinner for a maximum possible value of 1k points per spin. However, completing a bank rests the respective red Star target and that target's 400 point spinner contribution is lost until the target is hit again. In other words, if your goal is to maximize the value of the left spinner, you must hit both red Star drop targets, but not complete (and thereby reset) the two banks.
On the other hand, if the two outer green Star drop targets are hit first, then the remaining red Star drop target is worth an additional 7k points. Note that this strategy is incompatible with maxing out the value of the left spinner. In theory a maxed out left spinner would have more value than a 7k point red Star shot. But either one of these two strategies requires sharp shooting skills that are mostly beyond me.
Each drop target scores 500 points. The red Star targets score an additional 7k points when their two respective green Star targets are hit first. 3k points are scored each time one or both banks reset. Hitting a red Star target last may net 500 + 7k + 3k = 10,500 points.
Drop targets and left spinner. The two center drop targets should be red.
Updated picture with new drop targets and spinner decals.
Rollover Buttons: There's one rollover button near the top arch and one above the bonus ladder in the middle of the playfield. Each rollover button scores 500 points and one bonus advance when lit. The buttons are always lit.
Slingshots: There are a pair of slingshots in the usual configuration which score 10 points per hit. There are an additional seven rebound switches scattered about the playfield which also score 10 points per hit.
Inlanes & Outlanes: Each inlane and outlane is worth 500 points when unlit or 3k points and three bonus advances when lit. The lanes are lit in pairs with both inlanes lit or both outlanes lit. The lit lanes are toggled by any 500 point switch hit.
Flippers: There are a pair of flippers in the usual configuration. Lane change was not yet invented. This game has a great center post feature where the center post can be used to pass the ball from one flipper to the other. With the ball trapped on one flipper, simply drop the flipper and the ball will bounce off the center post to the opposite flipper. For maximum effect, hit the front of the lockdown bar as the ball hits the center post.
Lower playfield.
Multiball: None.
Extra Balls: Extra Balls are by way of the Star drop targets and WOW as noted above.
Specials: Specials are by way of the stationary Star targets as noted above or by way of the Star drop targets as noted above. This particular game is set to award 100k points for each earned Special. Note that the game may be adjusted to award a replay and/or an extra ball for each earned Special. Maybe it's a Stern thing, but this is the first I've heard of a game that can award both a replay and an extra ball for each earned Specials.
End of Ball Bonus: Bonus advances are earned as noted above. The bonus begins at 1k points at the beginning of each ball and may increase up to 19k points. The bonus may be doubled or tripled by way of the Star drop targets as noted above. A tilt forfeits the bonus.
Instruction card. The 100 point pop bumper indicates that this card is for 5 ball play.