Devil's Dare by Gottlieb

    GAME FEATURES
    & RULES


GAME OBJECTIVES SUMMARY:

Hitting drop and spot targets all over the playfield is crucial, followed by loading balls into the "Captive Pit" and "Captive Cave" for 2 or 3-ball multi-ball. In multi-ball mode, keep the balls burning for as long as possible, hitting the spot and drop targets to accrue enough bonus points to win more multi-ball time!

    HOW TO PLAY DEVIL's DARE:

TOP RED SPOT TARGETS (4)
  • Location: upper left of playfield, adjacent to "Captive Pit" exit gate
  • Scoring: 500 when unlit or flashing, 2000 when lit
  • Extra: completing the sequence twice lights the red Special lamp in the right outlane, and enables Ball Save

    RED DROP-TARGETS (3)

  • Location: upper right of playfield, in path of ball exiting shooter lane ("skill-shot")
  • Scoring: 2000 when lit or 300 when unlit
  • Extra: completing the bank enables the Ball Save, and lights the inside return lanes

    YELLOW SPOT TARGETS (2)

  • Location: Top right corner of playfield above upper flipper
  • Scoring: info to follow
  • Extra: info to come

    RIGHT RED SPOT TARGETS (4)

  • Location: right centre of playfield
  • Scoring: 500 when unlit or flashing, 2000 when lit
  • Extra: completing the sequence once (3-ball) or twice (5-ball) enables Ball Save

    CENTRE DROP-TARGETS (5)

  • Location: centre of playfield facing flippers
  • Scoring: 2000 when lit or 300 when unlit
  • Extra: completing the bank enables the Ball Save, and enables "Capture Cave"

    LEFT DROP-TARGETS (5)

  • Location: left centre of playfield
  • Scoring: 2000 when lit or 300 when unlit
  • Extra: completing the bank enables the Ball Save, and enables "Capture Pit" after a ball has been captured in "Captive Cave"

    LEFT YELLOW SPOT TARGETS (2)

  • Location: left of playfield above out and return lanes
  • Scoring: 2000
  • Extra: upper lights right return lanes and lower lights left return lanes

    POP-BUMPERS (3)

  • Location: triangular setting in upper centre of playfield
  • Scoring: 300 when unlit and 3000 when lit (3-ball), or 100 when unlit and 1000 when lit (5-ball)

    LEFT SPINNING TARGET

  • Location: entrance to "Captive Pit", above left bank of drop targets
  • Scoring: 300 when unlit, 2000 when lit
  • Extra: adds bonus

    RIGHT SPINNING TARGET

  • Location: right of playfield, below exit from plunger lane
  • Scoring: 300 when unlit, 2000 when lit
  • Extra: adds bonus

    CAPTIVE CAVE

  • Location: left side of playfield, behind left drop target bank
  • Scoring: 5000
  • Extra: Capture enabled when lit

    CAPTIVE PIT

  • Location: left side of playfield, entrance via left spinning target
  • Scoring: 5000
  • Extra: Capture enabled when lit

    IINSIDE RETURN LANES (2)

  • Location: left and right at bottom of playfield, leading to flippers
  • Scoring: 500 when unlit, 3000 when lit
  • Extra: when lit, right lane lights left spinner for 1 shot and left lane lights right spinner for 1 shot

    OUTSIDE RETURN LANES (2)

  • Location: left and right at bottom of playfield, leading to flippers
  • Scoring: 500 when unlit, 3000 when lit
  • Extra: when lit, left lane lights rollunder for 1 shot and right lane lights Capture Ball for 1 shot - the ball landing in "Capture Cave" is captured for multi-ball play

    10 POINT SWITCHES

  • Location: island to right of lower right pop bumper
  • Scoring: 10 points per hit

    KICKING RUBBERS (4)

  • Location: right of playfield beneath bank of 4 red spot targets and above right out and return lanes; slingshots left and right of bottom of playfield above flippers; top left of playfield to left of left pop bumper
  • Scoring: 30 points per hit

    BONUS
    Regular bonus accumulated during play is shown on the bonus display. When the ball drains, the player receives the bonus x multiplier.

    SPECIAL
    Completing the top 4 red spot targets twice lights the red Special lamp in the right outlane.

    EXTRA BALL
    Completing the 4 red spot targets, right centre of the playfield, once (3-ball play) or twice (5-ball play) lights the pink Extra Ball lamp in the entrance to the central island, and making the rollunder gate at its exit awards the Extra Ball

    BALL SAVE
    Ball Save is enabled by:

  • completing the top spot target sequence twice
  • completing any drop-target bank
  • completing the 4 red spot targets, right centre of the playfield, once (3-ball play) or twice (5-ball play)

    MULTI-BALL

  • Completing the centre drop-target bank lights the Captive Cave for capture. Completing the left drop-target bank lights the Captive Pit for capture, after a ball has been captured in the Captive Cave. After a ball has been captured in the Captive Pit, the third ball hitting any switch releases the 2 captive balls for 3-ball multiball play.
  • After capturing a ball in the Captive Cave due to any one of the multiball return lanes, hitting any switch releases the ball for 2-ball multiball play.
  • During multiball play, the multi-mode bonus display starts to accumulate points at the rate 1000x the number of balls in play whilst at least 2 balls are in play on the drop-targets and red spot targets (2000 if 2-ball and 3000 if 3-ball).
  • At the end of multiball play, the player receives the bonus x multiplier and if the multi-mode level has not been reached the player receives the 6th player score times 1x.

    MULTI-MODE
    If the multi-mode levels are reached (50'000 for 2-ball and 70'000 for 3-ball) then the player receives 2- or 3-ball multi-ball for a period of time based on the 6th player display value.

  • During play in multi-mode, the 6th player display decrements at a slower rate when more balls are in play. As balls are lost, the display decrements faster. As the display decrements, the player receives these decremental units as score.
  • When the multi-ball bonus reaches zero, the playfield goes dead and waits for the balls to drain. At this time the ball is over and player advances unless the player shooting had previously won an Extra Ball, in which case he shoots again.

    MULTIPLIERS

  • Completing the 3 drop target bank and either of the 5 drop-target banks awards the 2x multiplier.
  • Completing the 3 and both 5 drop-target banks awards the 3x multiplier.

  • Thanks to Toni Angler for the instruction card scans
    The Devil wants you back!
    Last updated: 28.July 2004 1
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