Rules for Bally's Corvette (4 ball game) by: Cameron
Silver
Version L-3 [10/October/1994]
Send all corrections/additions to me.
Multiball, Lane Change, and Video Mode are trade marks of WMS inc. Corvette
is probably registered by someone too.
You may do anything you want with this rule sheet, but just don't forget
about the Kindness to Rulesheets Assisiation!
Extra Special Thanks to
- Louis Koziarz
- David Arnold
- Greg Dunlap
- Adam Frey
- Dan Farris
- TJ Beyer
- Steve Bollinger
- Keith P. Johnson
- Mark Divitini
- Michael S Leeson
- Michael R. Dunn
- Steve Baumgarten
New to this version
- Skill Shot bugs added to Bugs/Easter Eggs.
- Some Catch Me values added.
- Lighting Race Today added.
- Spark Plug values corrected.
- TWO methods of lighting jackpot added.
- Jackpot values corrected.
- A third way of collecting cars added.
- Cool Big Breaks easter egg added.
- Turbo Boost spinner value added.
- Turbo Boost and Bonus is now complicated!
- Description of Track Comboes is now comprehendable.
- Track Combos (3 shot) added/corrected.
- RAUSOUS target added to the playfield description.
- Bonus Count corrected.
- high Score Credits explained.
- ROM update: Cars now reset after Puzzle Mode.
- Locking balls awards cars (first multiball).
- Advancing car during Challenge edited slightly.
- Actual Spark Plugs included.
Contents
Design Team:
- Concept/Design: Jorge Alfredo and Gomez Y Marth
- Software/Design: Tom Uban
- Mechanics/Design: Tomas M. Kopera
- Origonal sounds/Music: Paul Heitsch
- Software effects: Bill Grupp
- Art graphics: Dan Hughes
- Dot Matrix art: Eugene Geer and Scott Matrix
- All Guitars: Vince Pontarelli
- Rule sheet: Cameron Silver ;-)
Comments
It's a weird one! The lockdown bar and exposed metal is all black and feels
very much like a Data East machine. I hope Corvette is the only game like this.
It's not that I'm having a go at DE, it's just that I like the fact that the two
companies produce machines that are different in as many ways possible.
The sound is disappointing. The main play music is far too repetitive. Just
one short guitar riff over-and-over again. There are however, lots of beefy
roaring engine noises that I quite like. The game over music is terrific!
The female character is a pain.
The display is great. Lots of really nice animation. For example, the Bonus
X, Replay, Extra Ball, Quadra Jets and Car Awarded from Route 66.
The test features are great for the Engine and Race .. well done here. This
game also features lamp Row and Column tests .. well done once again [I hope
this test will become a new standard].
The outlanes didn't give me a lot of problems, but the centre drain seemed to
be a real trendy destination for balls..
The game takes getting used to. Stick with it as it's a very good game once
you get familiar with it. It has some fresh new ideas, and the gimmicks are
cool.
Congrats go to the designer of the Engine (I assume that is Tomas M. Kopera).
This could have been a complicated nightmare, but it's so simple even a Lyle
could fix it!
Playfield Layout
The game has a MANUAL PLUNGER!!! Yey!
I'll start from the bottom left, and go around in a clockwise direction.
- Left Flipper
- Standard length.
- Left Inlane
- Can be lit for extra ball.
- Left Outlane
- Has a kickback. Balls kicked out from here are fed neatly to the upper
flipper.
- Three Bank
- Three red standup targets. Completing them lights Turbo Boost at the
spinner.
- Upper Flipper
- Very standard type of flipper. Push the button and away it goes! Used to
shoot the side loop, and side ramp.
- Left Orbit
- Starts at the upper flipper. The orbit goes around the back of the machine
and out the right orbit. Again, very standard. The kickback feeds balls to
this point, as does the lock, engine, side loop and right orbit. There is a
very sneaky one-way gate at the entrance of this orbit (similar to the one
leading out of the bumpers on Bride Of Pinbot) so it is a really wide shot to
hit, but balls always get fed nicely to the flipper. Shot this orbit to light
lock. There is a high score position (World Speed Record) for the person who
shoots the most consecutive Left Orbits. An orbit IS credited if the ball
dribbles into the LT1 roll- over lanes. This can also be lit for Qualify (See
the section in the rule sheet).
- Million Target
- At the left of the left ramp entrance is a small stand-up that awards
millions when it's hit.
- Left Ramp
- Also the Engine. This feeds the engine (which I'll get to shortly). This
is the start multiball and lock shots as well as a few other things.
- Engine
- One of the big toys in the game. It is a large plastic engine that shakes
from side to side. The inside is lined with rubber, so the ball bounces around
a lot. The ball normally enters the engine at the front (from the ramp) and
passes right through, out the back and drops into the orbit. The front of the
engine has a one way gate so the ball won't come flying back down the ramp.
The back of the engine has a controlled gate. Normally the gate is up and the
ball passes right through, however when the gate is closed, the ball stays in
the engine which starts to shake. Eventually the ball shakes its way to the
front, there it falls down, and into the lock. (The lock is the same as the
one on Twilight Zone: A saucer with room for two balls behind it.)
- Pit In
- A sinkhole that starts the Race (more later), spots a Blue Light (More
Later) or collects a hurry up. Balls put here are popped (with incredible
force) to a wire-form ramp which leads to the left inlane.
- Spinner
- This is situated over a small lane leading to the bumpers. The spinner can
be lit for Turbo Boost which is like Super/Ultra Spinner. I could not work out
how much per spin it was though. Turbo Boost is lit by completing the Three
Bank of targets.
- Bumpers
- Usual three in the all too familiar triangle shape. Can be lit for Quadra
Jets which is a million per bump much like Star Trek.
- LT1
- Three rollover lanes above the bumpers that increase the bonus multiplier
when completed. Bonus X is 2x, 4x, 6x, 8x with lite EB. Then 10, 15, 20 etc
million after.
- Side Loop
- A small orbit much like the trapdoor shot on Funhouse. This is the Horse
Power Jackpot during multiball. Weak shots end up at the LT1 roll overs, while
the rest go to the upper flipper. There is a high score position (Cornering
Champ) for the person who shoots the most consecutive Side Loops. A side loop
IS credited if the ball dribbles into the LT1 roll-over lanes. This can also
serve as a Super Skill Shot shot.
- Side Ramp
- A ramp much like the skill shot one on Demolition Man. This ramp curves
around and feeds the ball back to the right inlane. This is the Torque Jackpot
during multiball. It can also serve as a Super Skill shot.
- Raucous target
- Shooting the right orbit->raucous target combo, will award a letter in
RAUCOUS. Each letter is worth 5 Million.
- Right Ramp
- Called the Route 66 ramp. It awards Route 66 awards every second shot. It
normally sends balls to the left inlane, but when a Route 66 is awarded, the
ball is diverted to a kicker down the back of the playfield.
- Right Orbit
- Fairly standard type of orbit. Weak shots feed into the LT1 rollovers,
while the rest go to the upper flipper. There is a high score position (World
Speed Champ) for the person who shoots the most consecutive Right Orbits. An
orbit shot IS credited if the ball dribbles into the LT1 roll-over lanes.
- Kick Back Target
- A single large red standup that is used to re-light the kickback. It's a
piss easy shot and can be used as soon as the kickback goes off. Note that it
doesn't actually light until the kickback times out, but it can still be used
immediatly. On early ROMs (PA-1), the kick back target seems to always flash.
- Race Track
- This extends from just above the plunger, right down the right side to the
back of the playfield. Two cars (one red, one blue) race each other in the
course of the game. This seems to be really well implemented, the machine
knows where both cars are at all times, and the race is played on the display
too for when the hardware fails.
- Right Flipper
- Standard length.
- Right Inlane
- Can be lit for extra ball.
- Right Outlane
- Usual type. Can be lit for extra ball.
Rules
Skill Shot
Like the Flintstones. The plunged ball bounces around the LT1 rollovers, and
you must steer the flashing light to the lane that the ball will go through.
First time is 5 Mil, then 10 Mil then 15 etc.. There does not appear to be an
upper limit on the skill shot value. The skill shot is available for all plunged
balls except ball saver ones. There is also a Super Skill Shot, explained below.
See the Bugs/Easter Eggs section for the skill shot bugs.
Super Skill Shot
If you hit LLRLL before plunging, the control gate near the LT1 roll-over
lanes will open, allowing the plunged ball to go to the upper flipper for a shot
at the side ramp, or loop. Hit RRLRR to close the gate again. The initial values
for the loop and ramp are 10 and 15 million, which increases by 5 million for
each successfull shot. The super skill shot is available for all plunged balls
except ball saver ones. See the Bugs/Easter Eggs section for the skill shot
bugs.
Modes
Not modes as such, more like awards. Shoot the right ramp once and it will
tell you what the next award will be. Shoot it again and the ball will be
diverted to a kicker at the back of the playfield. The mode will start, and the
ball will be kicked to the left inlane. The diverter on our machine was broken
(that stupid spring-link). So I fixed it, but the new one broke too! This would
normally be OK, but there was NO COMPENSATION for it! The ball would not be
diverted, and it wouldn't start the mode. The modes are:
- Catch Me
- A slutty .. err ... nice lady .. pulls up in a car and says "Catch me if
you can!" You have 20 seconds to make each shot (the really cool thing is that
as the time counts down, each second speeds by on a road sign!) The shots are
Right orbit, then side ramp, then left ramp, then Pit In. I have no idea how
the scoring works, but the total for making all shots is 230 Million. One shot
is worth 32 Million, and three shots is worth 144 Million. I don't know about
two! The quotes are along the lines of "Your some kind of driver". I'm
surprised she doesn't then lick her lips. Sometimes this mode is run in
French! (With translations). If you complete this, you'll start a 2 ball
multiball with every target worth 500k.
- Car
Awarded
- Awards a car (more later). The animation is amazing!
- Pit In
- A hurry up. Counts down from 60 Million (to 25). The quotes are cool,
"He's sliding around a wee bit. He'll have to change a tire". Shoot Pit In to
collect value. Once collected a two ball multiball starts and the Pit
re-awards the same value until 1 or more balls drain.
- Quadra Jets
- One million a pop much like Star Trek. (And a law-suit from Apple).
- Bonus X
- Awards a bonus X.
- Points
- 25 million.
- Special
- Awards a special.
- Extra
Ball
- Lights extra ball at the in/out lanes.
- Race
Today
- This is lit with an inlay at the base of the ramp, every 8, 24, 40 etc,
Spark Plugs. It's a brilliant video mode that's really a drag race. The left
flipper controls the accelerator, and the right shifts up a gear. The display
shows revs and the two slot cars race. It's very easy to win, and it's all
over pretty quick, but it's great fun. If you win, you start a 2 ball
multiball with every ramp worth 15 million. After completing the Future Car,
it is really hard to win the Drag Race. So be warned!
Multiball
Left orbit lights lock in the engine. For the first multiball it'll light all
three locks, for other multiballs it will only light one lock (and in even LATER
multiballs, the lock times out.). Shoot the engine to lock balls.
Each locked ball will award a car for the first multiball only. This is not
true of prototype ROMs.
When the third ball is shot into the engine, you start Rev Mode. This was
stupid. Hit the flippers to keep the revs up, and keep the engine shaking. The
longer it takes for the ball to fall in the lock, the more points you get; the
most is 50 million. As soon as the ball falls into lock, multiball begins. All
three balls will be kicked out to the upper flipper.
Both of these methods have been discovered!
Increase the jackpot by shooting the Side Ramp->Unlit Engine. This adds 20
Million, and usually happens during one of the 2-ball multiballs when the engine
is not lit for anything.
OR:
Increase the jackpots by shooting the engin when lock is not lit. Every third
or fourth shot will increase the jackpot.
The initial value of the Horse Power (Side Loop) is 50 Million, plus what it
was raised before hand. The Torque (side ramp) jackpot seems to start at 30
million.
There is also a Super Jackpot for the Side Loop->Side Ramp combo. This can
be shot while one or both of the regular jackpots are lit. This is worth double
the Torque (Side Ramp) jackpot.
The Horse Power jackpot seems to max at 100 Million, which means you can get
80 Million for Torque, and 200 Million for Super.
As soon as you have the 2 regular jackpots, they both relite for 20 Million
more.
Jackpot animation is really nice.
If two balls drain and no jackpots have been scored, you have 10 seconds to
shoot the engine to restart it. Restarted multiballs are two ball only. You can
get a jackpot in the grace period, and still restart multiball. Is this a bug?
Collecting Cars
Cars is the object of this game. There are 9 cars to collect, then the wizard
bonus. The cars are displayed in the centre of the playfield in a small
honeycomb layout. Lit cars have been awarded, blank cars haven't, and the
flashing one will be awarded next. (Note: No cars will flash unless the Pit is
lit to challenge). Cars can be collected by:
- Route 66 award
- The Challenge
- Locking balls (first multiball only)
- Completing (winning) the Drag Race.
The cars are:
- 1953 Blue Flame Six
- 1963 Grand Sport
- 1963 "Fuelie" split window Coupe
- 1967 Stingray L-88
- 1971 LT-1 Stingray
- 1978 Indy Pace Car L-82
- 1982 Collector Edition L-83
- 1989 Corvette Challenge L-98
- 1993 ZR-1 40th Anniversary LT-5
When all cars are completed, you start a puzzle mode. This was quite good.
All shots are lit, and each one adds a piece to the Jigsaw Puzzle on the screen.
There are 9 pieces. When the puzzle is complete, it shows a 1997 Corvette! Four
ball multiball will start with the left ramp (Engine Jackpot) being worth 25M *
balls-in-play, for a range of 50-100M.
The cars reset after puzzle mode. (On older ROMs, they remain lit, and you
can no longer get any. However, the drag race keeps getting harder.)
Challenge
This is lit at the pit by shooting all of the flashing Speed Parts. They are
the blue inlays that flash when need to be hit.
- Big Block - left orbit
- Hi Lift Cams - left ramp
- Six Speed Trans - left ramp
- Fuelie - side loop
- Nitrous - side loop
- Sticky Tires - side ramp
- Big breaks - right orbit
- Z07 Suspension - right orbit
- Supercharger - right orbit
The pit (when not lit for Challenge) will spot a Blue light, and light
Challenge if necessary.
The actual challenge is really cool. The machine is the red car, and the
player has the blue car. The red car will start moving forward slowly (the more
times you race, the faster the red car gets..), as does the blue car. To advance
the blue car, shot anything [the flashing arrow shots will advance the most].
The whole thing is played out on the display too, which is good for when (err ..
I mean if!) the hardware breaks. If you win you get heaps of points (not sure
how it's worked out) and a great animation. If you loose you only get a few
points, and the condescending message "Better luck next time".
If you shoot the Pit during the Challenge, the display shows a pit crew
working on your car, complete with appropriate sounds. If you keep hitting the
flipper buttons, your car will catch up to the red car. If you're in front of
the red car, nothing will happen.
It also seems that whenever you flip, the blue car will be advanced a bit,
this means that if you flip like a madman, you only need a few shots to win.
After the first few Challenges, you need to hit so many shots that flipping a
win is almost impossible anyway.
Turbo Boost
Light this by completing the Three bank on the left of the playfield. The
spinner will be lit for 500k per spin. The sound is very much like Super Spinner
in Star Trek. There is a Turbo Boost part of the end of ball Bonus, but it is
NOT the total of this mode. It must have something to do with the targets.
Qualify
Going through the right inlane lights the left orbit for
Qualify. It is worth 15 million initially, then 5 million more each time. An
upper limit is not knowen at this point.
Bonus Multipliers
Complete the LT1 lanes above the bumpers to increase the Bonus X. It goes
from 2x, 4x, 6x, 8x and light extra ball. After 8x, completing LT1 awards 10
Million, then 15 Million, then 20 Million and so on.
Spark Plug awards
All shots (except the Pit) have an arrow. Shooting lit shots count up Spark
Plugs. Every 8 Spark Plugs alternates between: Points, and Light Race Today.
There is an extra ball in there that reflexes around 9ish.
The spark plugs in the animation, are actually AC/Delco plugs. I'm sure this
info is usefull for somebody.
Track Combos
There are plenty of Track Combos in the game, awarded for makeing certain
shots. Each ball has a new total for all combos, ie: when a combo is awarded,
you get (all combo values)+(value of this combo). See the values below:
Two shot Tracks:
- Grand Prix: Right Orbit -> Side Ramp (+12M)
- Sebring: Right Orbit -> Side Loop (+12M)
- Hurburgring: Right Orbit -> Right Ramp (+12?)
- Mid-Ohio: Engine -> Side Ramp (+6M)
- Lime Rock: Engine -> Side Loop (+6M)
- Robeling Road: Side Loop -> Side Ramp (+10M)
- Road Atlanta: Left Orbit -> Engine (+8?)
Three shot Tracks:
- Elkton Lane: Engine -> Side Loop -> Side Ramp (+24M)
- Willow Springs: Right Orbit -> Side Loop -> Side Ramp (+20M?)
Bonus Count
End of ball bonus is added up fast ... very fast. It is made up of:
- Big points. (Seems to be 500k * Ball Number)
- 10 Million * number of cars collected. Maxes at 90 Million
- 8 Million if you complete RAUCOUS
- 4 Million per Track Combo (resets each ball)
- Turbo Boost total (if necessary)
This all adds up to:
(4M/track + Raucous + Turbo Boost + Big Points) *
BonusX + 10M*cars.
High Scores
As well as the usual Grand Champ and four best scores, we also have:
- Future Car Champ: Highest Future Car score.
- World Speed Record: Most consecutive orbit shots.
- Cornering Champ: Most consecutive Small Loop shots.
Credits are awarded for all of these, but only a max of 2 credits for High
scores will be awarded. So if you get GC, you will not get any more credits. I
like this arrangement.
Bugs/Easter Eggs
So far we we know of the following:
- There is a Super Skill Shot. See that section under Rules for more info.
- Hitting a flipper button before plunging causes the motor to shake (along
with a cool reving sound, although not as cool as Getaway.)
- Cow: One of the tracks is the Holisten Track - which is a cows head.
- In some places, Special Edition is spelt Special Adition. This occurs on
the display only, and not on the playfield.
- The ball can get stuck under the Route 66 ramp when you miss a shot to the
side ramp by a little bit, or almost make it up and it comes flying back down
and wedges it self pretty well. Usually flipping a lot will take care of the
problem, but not always.
- The lock can time out on later rounds DURING rev-mode! That means you can
sit there and rev away, lock times out, it merrily kicks the ball back at you
without starting multiball.
- Skill Shot Bug 1: It seems that if the ball doesn't go into the roll over
lanes, the ball saver doesn't come on. Grrrr
- I have seen skill shot lit->ball save->skill shot not lit->ball
save-> skill shot lit.
- Big Breaks activates the one-way gate so that it sort of simulates the car
screeching to a halt right in front of the cliff... The animation is pretty
nifty, but that closed gate kind of annoying, probably because it's
unexpected.
Match Animation
The match animation is fantastic. It is far too good to describe here!
How the Engine Works
I had a quick look at the manual today. Here is a very rough ascii drawing of
how the solenoids fit in.... [It is NOT a drawing of the engine, just a guide as
to how the solenoids tilt it.]
Note:
- X is the pivot point
- Solenoid B is right behind solenoid A.
- Solenoid D is right behind solenoid C.
- All four coils are standard 1200 coils.
--------------------X--------------------
| |
| Shaft | Shaft
| |
------- -------
| | | |
| | | |
| | Solenoid A | | Solenoid C
| | | |
---------- ----------
Solenoids A and B are controlled by two separate transisters, but the two
transisters seem to receive the same signales. The same applies for
solenoids C and D. To tilt the Engine left, solenoids A and B are energized
fully, and to tilt the engine right, solenoids C and D are energized fully. The
128 different positions are achieved 'dimming' the solenoids, so that (for
example) solenoids A amd B will have 1/4 or the voltage, and at the same time,
solenoids C and D have 3/4 of the voltage. This would result in a half tilt
right.
The board that controls all of this is connected via a ribbon cable to some
junk in the backbox. There are no (that I could tell) regular solenoid driver
transistor connected to this board.
The machine can only "tell" the Engine where in the 128 range to go, but if
the engine jams, the machine won't know. There are optos to indicate when the
engine is fully left, or right. The whole thing is calabrated after a slam tilt,
or powercycle. It takes about 10 seconds, and really shows the power and
flexibility of the system.
Now remember, all this was derived by a 20 second peek at the manual (I was
hungry!), so please forgive the errors.
You may be thinking "Wow, why such a complex design to tilt a plastic
engine". Well it's actually really simple. No Motor or Gears which is the
biggest cause of problems with things like the Path Of Adventure (Indiana Jones)
and the Guns in Star Trek. Also, most techs are familiar with solenoids (and the
ones uesed here are very common) so they should have no difficulty when it comes
to fixing it.
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.