Spectravideo Video Game Cartridge BUMPER BASH Single Player Only for the Atari and Sears Video Game System Instruction Manual THE GAME Great news for pinball fans! Now you may possess your own pinball machine and enjoy your game leisurely at any time! Although you might lose the thrill of cheating the machine by shaking it, you can have a fair play. It is a genuine test of your response, your eyesight, and your judgement through manipulating a set of flippers. CONTENTS PAGE - GETTING STARTED 2 - PLAYING THE GAME - SCORING 4 THE GAME Great news for pinball fans! Now you may possess your own pinball machine and enjoy your game leisurely at any time! Although you might lose the thrill of cheating the machine by shaking it, you can have a fair play. It is a genuine test of your response, your eyesight, and your judgement through manipulating a set of flippers. GETTING STARTED 1. Hook up game console. 2. Plug a set of Game Paddles into the left controller jack. 3. Turn the power off and insert the cartridge into the slot. 4. turn the power on. Use the Reset switch or either paddle button to start/restart the game. PLAYING THE GAME 1. Familiarize yourself with your pinball machine first. 2. Adjust the plunger position by pressing either paddle button. 3. Fire the ball by pressing both buttons simultaneously 4. Once a ball is launched, these buttons become your vital weapons: the flipper controls. Just like the pinball game, you are given 5 balls per game. Keep this in the playfield. Avoid the side drains as well as the gap between 2 flippers. Of course, you have got to score marks. Here are more useful tips: - Rollovers As a ball passes through a rollover, an alphabet will be displayed right on the spot. If you get three alphabets, then 2 ball kickers will be generated, and your ball will be saved from draing down the side. If these alphabets are lit a second time with same ball, you win an extra ball. - Drop Targets If you hit all three top drop targets, the score of the bumper pair increases. The second time, the score of the top bumper is increased. The third time, bonus will be granted once the rollover buttons are hit. After this, completing the targets spots the left rollover alphabet. Targets are reset on each new ball with any feature gained remains till game is over. Completing the bottom targets advances the bonus multiplier. Once the multiplier reaches 5, completing the targets spots the right rollover alphabet. The bonus value and targets reset after each ball. -Spinner The spinner rotates the target value from 1 to 9. Hitting the rail bumpers causes the flashing switch between the sets of targets. falshing targets score a bonus point. 1. Rollover Button 2. Rollover 3. Game Score 4. Top Bumper 5. Bumper Pair 6. Bottom Drop Targets 7. Rail Bumper 8. Flipper 9. Bonus 10. Multiplier 11. Ball Kikcers 12. Plunger with a pinball sitting on top 13. Rollover Button 14. Top Drop Targets 15. Spinner Once You Bash Then You Score ------------------- -------------------- Top Rollover 100 Rollover Button 10 Top Bumper 50 or 500 when flashing Bumper Pair 10 or 100 when flashing Spinner 10 Drop Target 100 x Drop Target Value Rail Bumper 5 Bonus The following advances the bonus value: - top rollovers - button rollovers after the top targets have been completed 3 times - flashing drop targets Each bonus point worths 1,000 points in your final game score. ------------------------------------------------------------------ This file was downloaded from, the Classic Cartridge Web page at: http://www.cet.com/~steverd ------------------------------------------------------------------