Mars God of War by Gottlieb


GAME FEATURES & RULES

GAME OBJECTIVES SUMMARY: Complete both drop target banks to activate the capture holes, then lock the balls in said capture holes. Shoot 3rd ball into the Launch ball kicker for multiball. Repeat visits to the Launch ball kicker are the fastest way of advancing the bonus multiplier.

Right: scans of the rare French playing instruction sheet.


INSTRUCTION CARDS: 3 Ball - 3 Ball with Last Chance - 5 Ball - 5 Ball with Last Chance

CARTES D'INSTRUCTION: 3 Billes - 3 Billes avec Derni�re Chance - 5 Ball - 5 Billes avec Derni�re Chance


MULTIBALL PLAY (HYPERFORCE)
  • Completing centre drop-target bank activates left captive hole ("Activate Warbase" lamp flashes). Completing right drop-target bank activates right captive hole ("Activate Warbase" lamp flashes). When either Warbase is captured, the Stargate is lowered and the plastic tube LEDs are strobed. After a ball is captured in either captive hole, a ball is kicked to the ball shooter. The Launch ball kicker lane flashes to indicate that if a ball enters the lane either through the plastic tube or from the playfield, it and any captive ball(s) will be released for multi-ball play. During multiball play, captive holes (Warbases) cannot capture a ball ("Activate Warbase" lamps remain off).

  • Multiball play with 2 balls is achieved when either captive hole captures a ball and the next ball enters the Launch ball kicker lane. The "Warp I" lamp turns on, indicating that all playfield scoring is 3x the value of normal 1-ball play. Playfield scoring reverts to normal 1-ball scoring when a ball enters the outhole. "Warp I" lamp turns off.

  • Multiball play with 3 balls is achieved when 2 balls are captured and the 3rd ball enters the Launch ball kicker lane. The "Warp II" lamp turns on, indicating that all playfield scoring is 5x the value of normal 1-ball play. When the first ball enters the outhole, playfield scoring drops to Warp I value. "Warp II" lamp turns off and "Warp I" lamp turns on. When the second ball enters the outhole, the "Warp I" lamp turns off and 1-ball play resumes.

  • If multiball is not achieved during a ball-in-play all captive balls are released and will enter the outhole before the next ball is released to the ball shooter. Activated Warbases for capturing balls are remembered from ball-to-ball.

    STARGATE FEATURE - If no ball is captured, a ball that passes over the right return rollover will lower the Stargate. If a ball enters the Launch lane through the plastic tube or from the playfield before hitting a pop-bumper, 50'000 points is awarded. Hitting a pop bumper ends the Stargate feature.

    LAST CHANCE FEATURE - A captive ball will become a ball-in-play when the player's last ball enters the outhole through a side outlane. The last chance feature does not occur if an extra ball has been won. If 1 ball is captive, it will be released for play when the player's ball exits either outlane. If 2 balls are captive, only 1 ball will be released, corresponding to the outlane the player's ball exits. The LAST CHANCE feature can be disabled with game adjustment switch #31 in the off position.

    EXTRA BALL - Entering a Warbase when the warbase Extra Ball lamp is lit. Left Warbase lights upper left return rollover for Extra Ball, and right Warbase lights upper right spot target for Extra Ball.

    SPECIAL - Entering a Warbase when the warbase Special lamp is lit. Left Warbase lights left outlane for Special, and right Warbase lights right outlane for Special. Specials can be relit on the same ball in play.

    MULTIPLIERS - Bonus multipliers ("Bonus Blasters") and Warbase score multipliers are advanced by either completing the M-A-R-S rollover sequence or entering the Launch lane. When the multiplier reaches 5x, the M-A-R-S rollovers remain unlit, and all pop-bumpers are lit.

    ROLLOVERS & SPOT TARGET

  • Top Rollovers and Lower Return Rollovers - Score 100 points unlit, or 100 points and add Bonus when lit. The 2 lower return rollvers spot the A & R of M-A-R-S, and the M-A-R-S sequence is remembered from ball-to-ball.
  • Outlane Rollovers - Score 5000 points and add Bonus. Award Special when lit, and Last Chance feature on last ball.
  • Spot Target and Upper Left Return Rollovers - Score 500 points. Awards Extra Ball when lit.

    CAPTIVE HOLES (Warbase) - Score 1000 points unlit, or 2000-5000 points when 2x-5x lamps are lit. Capture ball when "Activate Warbase" lamp is flashing. See also EXTRA BALL and SPECIAL.

    10-POINT SWITCHES - score 10 points

    SPINNER - Scores 100 points unlit, or 1000 points and adds Bonus when lit. Advance spinner lights (See DROP TARGETS), which are remembered from ball-to-ball (3-ball only).

    POP BUMPERS - Score 100 points unlit, or 1000 points when lit.

    LAUNCH LANE (upper right ball kicker) - Scores 5000 points, adds Bonus, and advances Multiplier. Launch captive balls when flashing. Awards 50000 points for STARGATE FEATURE.

    DROP TARGETS - Score 100 points unlit, or 1000 points when lit. Add Bonus. Light corresponding spinner lamp. Completed target bank resets. See also MULTIBALL PLAY

    OTHER FEATURES:

  • Right flipper button rotates M-A-R-S and pop bumper lights.
  • 3-Ball Play - Bonus maximum is 29000 points. Game adjustment switch #32: ON (Liberal) - Light Warbase Special Lamps when multiplier reaches 4x. Light Warbase Extra Ball lamp when multiplier reaches 3x. OFF (Conservative) - Light Warbase Special lamp when multiplier reaches 5x. Light Warbase Extra Ball lamp when multiplier reaches 4x.
  • 5-Ball Play - Bonus maximum is 19000 points. Light Warbase Special lamp when multiplier reaches 5x. Light Warbase Extra Ball lamp when multiplier reaches 4x.
  • HIGH GAME TO DATE - If the High Game To Date is 990000 or greater at the start of a new game, the High Game To Date will automatically reset to 770000.

  • Return to MARS
    Last updated: 07.January 2008 1
    Hosted by www.Geocities.ws