Frankenstein (Sega) (Flipper) (e)

[Note: This text file automatically generated from a formatted document.
As a result, formatting may not be perfect for textual screens.  See the
accompanying PostScript file for a more professional-looking document.]

            Professional and Amateur Pinball Association's Guide to

                              Sega's Frankenstein

                        Version as of January 15, 1995

DISCLAIMER: This rule sheet is meant as a guideline only, and is 
not an official documentation. To the best of our knowledge, the 
information contained in this rule sheet is accurate. However, due to 
various ROM editions, operator setup options, and tournament 
modes, the rules of any particular game may deviate from those 
listed below. The rules of the game are always final, and any dis-
crepancies between this rule sheet and the actual game rules cannot 
be used as a basis for protest.

This rule sheet is based on rules provided courtesy Sega Pinball, and 
updated by Don Coons  and Dave Stewart 
 for distribution at PAPA-5.

1. Playfield Description

Skill Shot: Throw `The Switch' to score the shifting value indicated 
in the display, worth 1M, 5M, 10M or 20M.

Ice Cave: Shoot the Ice Cave (ball eject) during 1-ball play for a 
random award. The Ice Cave also spots 2 letter of FRANKEN-
STEIN. When Alive (Kickback feature) is not lit, the Ice Cave 
relights it.

Pop Bumpers: Start at 250K per hit. The last Pop Bumper to be hit 
will flash. Pop Bumper values are increased by the `left inlane to 
spinner' shot, adding 50K per spin to the flashing pop bumper. 
Bumpers can also be increased via the Ice Cave awards.

Sarcophagus: Upper scoop, starts each ball with a base value of 5M. 
When the scoop is unlit, each shot increased this value by 5M. 
The left orbit lights the scoop for collection. Making the left orbit 
to scoop combo gives double the value. The sarcophagus also 
spots 1 FRANKENSTEIN letter when not lit, 2 when lit.

North Pole: During 1-ball play, the vertical up-kicker (VUK) spots 
1 FRANKENSTEIN letter, or 2 letters on an "inlane to VUK" 
combo. Extra ball is also collected at the North Pole when lit. The 
North Pole is also used to lock balls and start Multiball.

Ingolstadt: During 1-ball play, the Ingolstadt spinner scores 100K 
per spin. An "inlane to spinner" combo shot adds 50K per spin to 
whichever pop bumper is flashing and scores 200K per spin. The 
Ice Cave may award "spinner at max" for 300K per spin.

Geneva (lower scoop) when lit adds a letter to GENEVA. The scoop 
starts each ball lit, and after collection may be subsequently lit by 
shooting the right orbit (or by the right inlane for a short time). 
Completing GENEVA starts Geneva Multiball.

Alive: The left outlane provides the Alive kickback. When lit, if ball 
drains down the left outlane the ball will be kicked back into play. 
Relight Alive by shooting the Ice Cave.

Double Bonus: WHen lit, the right outlane doubles the player's end-
of-ball bonus.

Extra Ball: An extra ball is collected at the VUK whenever it is lit 
during game play. When extra balls are disabled, it scores 50M.

2. Frankenstein Features

One of the following eight features are started whenever a player 
completes the FRANKESTEIN targets on the playfield. The player 
may be spotted letters as detailed above. After completing all eight 
features, a 6-ball Multiball feature will be available. Shooting the 
CHANGE SCENE TARGET changes the next feature.

Frankenstein Millions: Frankenstein targets are flashing to score 
million values -- 5M per target for the first 6, 8M per target for the 
next 3, and 10M per target thereafter. This is a timed round that 
lasts 30 seconds.

Stoning: A fast-scoring round that last 30 seconds. Switch values 
start at 250K and increase based on the number of switch closures 
made.

Creature Feature: Ramp shots score millions -- try to make 8 shots 
to spell CREATURE before the timer expires for a bonus. Inlane 
to ramp shot may give 2 letters.

Lynch Justine: Shoot the left orbit for successive Hurry-Up values. 3 
shots to complete.

North Pole: Shoot the north pole VUK for countdown values.

Lite Extra Ball: Lights extra ball at the north pole for LIVE AGAIN.

Voltage Mode: One of the four jackpots is lit -- shot it before the 
voltmeter indicates low power. If successful, another jackpot is lit, 
which must be show before the meter indicates an overload. All 
four jackpots will be lit.

Graveyard: Various holes (Up-kicker, eject, or scoops) are lit to col-
lect body parts. Collect 2 legs, 2 arms, a torso, and a brain for 
score and completion bonus.

Complete All Modes for Secret Creation 3-6 ball feature with Big 
Monster points.

3. Multiball

Shoot the ramp to light lock. Lock ball at the North Pole VUK for 2-
ball play. Re-lock balls at the North Pole and after locking 1st ball, a 
timer starts with a countdown value of 59M. Shoot the north pole 
again before timer expires to start 3-6 ball multiball. The player's tim-
ing is important. A successful shot into the VUK very quickly will 
start 6-ball multiball. The longer it takes the player to shoot the VUK 
will determine if 3-5 ball multiball will be initiated.

Jackpots: At the beginning of multiball, two jackpots are lit. These 
jackpots may be shifted to a new location by hitting the move jackpot 
target. During multiball, the spinner increases the jackpot value by 
1M per spin.

During this period FRANKENSTEIN letters are being scored as well 
as jackpots - completing the two jackpots and all the letters lights 
Creature Jackpot at the ramp. Also, completing the two jackpots adds 
one more ball into play.

Scoring Creature Jackpot lights the Sarcophagus (Upper Scoop) for 
50M. Shooting Sarcophagus lights a roving Super Jackpot. Once the 
Super Jackpot is scored, the multiball sequence recycles, but with four 
jackpots lit instead of two.

4. Miscellaneous

Combination shots: Frankenstein features several multi-way com-
bos. These combo involve natural sequences of key shots in the 
game. Several undocumented difficult combos may also be 
present.

Bonus: End of ball bonus is the sum of Main Playfield Shots (ramp, 
orbits, VUK, upper/lower scoops, eject) x 1M + FRANKEN-
STEIN letters completed x 1M.

5. Tournament Settings

No replays or extra balls. Special awards 100M. Extra balls award 
50M. Ice Cave awards are in a fixed sequence, not random. Franken-
stein awards are in a fixed sequence, not random.

6. Strategy Summary

This is a very new game that very few people have played, and thus 
there are no strategies to speak of yet.