Figure 6. Lamp Matrix
12
COLUMN 1 2 3 4 5 6 7 8
ROW YEL-BRN YEL-RED YEL-ORN YEL-BLK YEL-GRN YEL-BLU YEL-VIO YEL-GRY
1 RED- SAME PLAYER TOP 4,000 20,000 LEFT 10,000 RIGHT #1
BRN SHOOTS POWER BONUS BONUS EJECT HOLE FIREPOWER SPECIAL PLAYER
AGAIN TARGET ARROW BONUS UP
(PLAYFIELD)
2 RED- BALL CENTRE 5,000 "1" RIGHT 30,000 1 #2
BLK SAVER POWER BONUS TARGET EJECT HOLE FIREPOWER CAN PLAYER
KICKER ON TARGET ARROW ARROW BONUS PLAY UP
3 RED- FIRE BOTTOM 6,000 "2" UPPER RIGHT 50,000 2 #3
ORN (x2) POWER BONUS TARGET EJECT HOLE FIREPOWER CAN PLAYER
TARGETS ARROW ARROW BONUS PLAY UP
4 RED- POWER RIGHT 7,000 "3" 2X TOP 3 #4
YEL (x2) INSIDE BONUS TARGET LEFT JET CAN PLAYER
ROLLOVER ARROW BUMPER PLAY UP
5 RED- "F" LEFT 8,000 "4" 3X TOP 4 TILT
GRN INSIDE BONUS TARGET RIGHT JET CAN
ROLLOVER ARROW BUMPER PLAY
6 RED- "I" 1,000 9,000 "5" 4X BOTTOM MATCH GAME
BLU BONUS BONUS TARGET RIGHT JET OVER
ARROW BUMPER
7 RED- "R" 2,000 NOT "6" 5X BOTTOM BALL SAME PLAYER
VIO BONUS USED TARGET LEFT JET IN SHOOTS
ARROW BUMPER PLAY AGAIN
8 RED- "E" 3,000 10,000 SPINNER EXTRA BALL LEFT
GRY BONUS BONUS 1,000 WHEN LIT SPECIAL CREDITS HIGH SCORE
WHEN LIT (PLAYFIELD) TO DATE
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