Williams: Blue Chip _________________________________________________________________ by David GersicVersion 1.0 December, 1998 _________________________________________________________________ Notes and Disclaimers This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Williams Electronics), freeware. It can be modified, updated, or revised, provided only that credit to the original author(s) remains intact. It can be published or otherwise distributed, provided only that such distribution is effectively free. Blue Chip the pinball machine is the property of Williams, and a trademark of the licensor. The author disclaims all interest in any trademarks or other intellectual property referenced herein. Playfield Layout Described from the flippers, and going around the playfield clockwise. Flippers There are two. Normal configuration, normal placement. Left Inlane Normal left in lane. Scores 5000. Ball feeds to the left flipper. Left Outlane Normal left outlane. Scores 10,000 and advances bonus. Can be lit for Special. If lit for Special, does not advance bonus. Left Slingshot Normal slignshot. 7 Target A round standup target, part of the 1...8 sequence of targets. Scores 1000. Left Double Bonus Lane A small lane next to the Left Spinner. Scores 10,000 and advances the bonus. Can be lit to lite Double Bonus. Left Spinner A spinner with a tickertape machine on one side, and a red swirly on the other. Scores 100, or 1000 when lit. 1 Target A round standup target, part of the 1...8 sequence of targets. Scores 1000. 2 Target A round standup target, part of the 1...8 sequence of targets. Scores 1000. Left Pop Bumper A standard pop bumper. Scores 10, or 100 when lit. Top Saucer A saucer that the ball can land in when in the upper arch area, or via a bounce from the Pop bumpers. Scores 5000 and advances the bonus two positions (10,000 points). Kicks out so that the ball hits the Left Pop Bumper. Right Pop Bumper A standard pop bumper. Scores 10, or 100 when lit. 3 Target A round standup target, part of the 1...8 sequence of targets. Scores 1000. Right Eject Hole A saucer with plastic guide on three sides (open at the bottom). This can be hit, with difficulty, from the left flipper, through the spinner, but it is much more likely that a ball bouncing off the Right Pop Bumper will land here. Scores 5000 or 50,000 when lit, advances bonus one position (5000 points). If 1...8 sequence of targets is made, is lit for Special. Once lit, it remains lit for the remainder of the game. Right Spinner A companion spinner to the Left Spinner with a tickertape machine on one side, and a red swirly on the other. Scores 100, or 1000 when lit. Right Double Bonus Lane A small lane next to the Right Spinner. Scores 10,000 and advances the bonus. Can be lit to lite Double Bonus. 8 Target A round standup target, part of the 1...8 sequence of targets. Scores 1000. Right Slingshot Normal slignshot. Right Outlane Normal right outlane. Scores 10,000 and advances bonus. Can be lit for Special. If lit for Special, does not advance bonus. Right Inlane Normal right in lane. Scores 5000. Ball feeds to the right flipper. 4 Target A round standup target in the center area of the playfield, part of the 1...8 sequence of targets. Scores 1000, or 10,000 and advances bonus when lit. 5 Target A round standup target in the center area of the playfield, part of the 1...8 sequence of targets. Scores 1000, or 10,000 and advances bonus when lit. 6 Target A round standup target in the center area of the playfield, part of the 1...8 sequence of targets. Scores 1000, or 10,000 and advances bonus when lit. Double Bonus Lite Between the flippers. When lit, the Bonus collected at the end of the ball will be doubled. Bonus Lites In the lower center of the playfield is a V shaped series of lites, starting at 5000 and going up to 50,000, denoting the current bonus to be collected at the end of the ball. Targets that advance the bonus advance these lites. Bonus score can be doubled by liting and hitting the left or right Double Bonus lanes. Manual Plunger This is a normal plunger. Its lane leads to the top arch. Rules Skill shot There isn't one, though getting the ball in the saucer for 5000 points, plus 10,000 in bonus, is worth a lot more than the 10-point switches on either side of it. 1...8 Targets These are the primary "objective" of the game. There are eight numbered standup targets around the playfield. Completing a series of them does something. The series are: * 1 2 3 - Lites Right Eject Hole for 50,000 points. * 1 and 4 - Lites left Double Bonus lane. * 3 and 6 - Lites right Double Bonus lane. * 2 - Lites Left Spinner * 5 - Lites Right Spinner * 1 2 3 4 5 6 - Lites outlanes (alternating) for Special (Operator adjustable - see below). * 1 2 3 4 5 6 7 8 - Lites Right Eject Hole for Special. * 4 5 6 - Lites 4, 5, and 6 targets for 10,000 and advance bonus per hit. Strategy Hit the standup targets to lite everything as soon as possible. Nail the spinners for lots of points, and for the ball bouncing around in the upper playfield, which will usually pick up the 1, 2, and 3 targets, and maybe a saucer or two. Be careful with the 4, 5, and 6 targets, since they are right above the drain. The 7 and 8 targets are almost impossible to shoot directly, and are drain targets for the outlanes; let random bouncing take care of these two. The Right Eject Hole is almost impossible to hit directly, since neither flipper has a clear shot at it. Operator Adjustments Being an electromechanical game, Blue Chip has several adjustment plugs that the operator can use to tune the game play to the location. The options are: Gameplay 3 balls per game or 5 balls per game. Special - Conservative (Outlanes lit for special when 1...8 targets are completed or Liberal (Outlanes lit when 1...6 targets are completed). Special Special options are Replay, Extra Ball (Add A Ball), or Novelty (points). Blue Chip is a true Add A Ball game, complete with balls to play lights 1 ... 10 behind the backglass. Earnings End of game Match can be enabled or disabled. Tilt Penalty can be set for Ball in Play or Game Pricing - how many coins and how many credits per coin(s). Oddly, the way the Credit Unit is configured, the switch that controls the coin door lockout coil is mounted on the zero position switch stack, so if there are any credits on the wheel, the coin slots are disabled. It is possible to set the game up for 2-coins for 3-plays, but it is done by having the first coin start a game immediately, and the second coin adds two credits on the Credit Unit. Settings I shopped out a Blue Chip for a friend. Here are the settings I used: * Specials @ 170,000 and 290,000 * Special = Extra Ball (Add a Ball) * Match disabled * 5 Balls per game * Special Adjust = Liberal * Tilt Penalty = Ball in play * Pricing = 1 quarter / 1 play I also set the game up for free play by bending the zero position switch on the Credit Unit to be permanently closed. _________________________________________________________________