Lethal Weapon 3 (Flipper) (e)

   Lethal Weapon 3 Rulesheet
   ====================
   Written by Ryan Avery (grommit@concentric.net)
   Last Update: 6/9/98
   
   Lethal Weapon 3, copyright Data East 1992.
   
   Credits
   These were hastily written while names scrolled by at a fast pace. I
   will try to get exact names when I can.
   
   Design: Ed Cebula and Joe Kaminkow
   Software: Kristina Donafrio and Lonnie D. Ropp
   Mechanical Design: John Lund, Ed Cebula, and Joe Balcer
   Art: Marcus ______ and Margaret Hudson
   Sound & Music: Brian Sm______
   Display Software: Lonnie D. Ropp
   Inspiration: T. Fukoda
   Special Thanks To: Michael Kl_______, Joe Silver, Danny Glover, Mel
   Gibson, Joe Pesci, _____
   In Memory Of Nick Wade
   
   Introduction
     Abbreviations
     Disclaimer
   
     Acknowledgements
     Other Misc.

   Playfield Layout
     Laser Kick
     Left Outlane
     Left Inlane
     Laser Kick Standup
     LW1 Saucer
     Standup Targets
     Left Orbit/Spinner
     Freeway Ramp
     LW2 Saucer
     9-1-1 Rollovers
     Pop Bumpers
     LW3 Saucer
     Right Orbit/Spinner
     Red/Blue Wire Drop Targets
     Autoplunger
     Right Outlane
     Right Inlane
     Flippers

   Rules
     Start Game
     Skill Shot
     Uzi
     Stunts
     Multiball
     Modes
     Bonus

   Discussion
     Tips and Tactics
     Manual Problems
     Game Problems

   Closing
   
 Abbreviations
   LW3 - Lethal Weapon 3
   T2 - Terminator 2
   SS - Scared Stiff
   ST:TNG - Star Trek: The Next Generation
   CV - Cirqus Voltaire
   MB - Multiball
   EB - Extra Ball
   M - Million
   

   Disclaimer
   
   This is my second rulesheet, so hopefully it should be better
   organized than my first attempt. All corrections, comments, additions,
   errors, etc. should be sent to Ryan Avery. Please feel free to e-mail
   me, as I am always happy to hear comments from other pinball addicts,
   and I'd love to hear your opinions and comments on what you want out
   of a rulesheet, or how you think it should be organized to display
   information the best.
   
   
   Acknowledgements
   
   I wish to give a big thanks to Brent Earl and Jens Goering, who both
   created rulesheets for LW3. It gave me the inspiration to purchace
   LW3, and inspired me to create my own rule sheet.
   
   *Your name here* if you help me with any of the problems discussed
   throughout the rulesheet.
   

   Other Misc.
      
   All rules that are mentioned apply to the factory settings. Other
   settings may be mentioned if need be, but might not always be
   mentioned. Also, I HATE the tiny details about points. I am not going
   to go through the game counting how much a single spin on the spinner
   awards. I will, of course mention all significant point values.
   
   
   Playfield Layout
   
   There is really nothing special about the layout, just the standard
   items. As per official RGP guidelines, the layout will be described
   from lower-left moving clockwise whenever possible.
   

   Laser Kick
   
   This is the left outlane ball saver. On factory settings, it is lit at
   the start of a ball. The ball, when kicked into play by the laser
   kick, has a tenancy to rebound straight back into the laser kick
   again. Luckily, the kick stays lit for a certain amount of time after
   it is used, usually 10 seconds. Laser kick can be re-lit through the
   Laser Kick Standup.

   
   Left Outlane
   
   This outlane is very wide, due to the fact that it has no rubbers to
   increase the chance of a sucessful nudge. This problem is further
   compounded by the fact that the metal rail is curved just so that the
   ball has an easy time slipping down the outlane at enormous speeds.
   This is probably the reason there is a left outlane ball kicker. The
   outlane can be lit for Murtaugh's Retirement.
   

   Left Inlane
   
   This inlane is fed to by the LW2 VUK. When Getaway is lit, any ball
   that touches the left inlane switch will start the Getaway, which is
   collected by shooting the right orbit.
   

   Laser Kick Standup
   
   The laser kick standup, when lit, lights laser kick. It can also be
   lit for Millions Plus. This is where each shot to the standup scores
   one million points. When the standup is not lit for either Unlimited
   Millons or Light Laser Kick, the game simply says a random quote.

   
   LW1 Saucer
   
   Lethal Weapon 1 is one of three saucers. The LW1 saucer can do one of
   the following:
    -Collect lit extra ball
    -Relight jackpot/light double jackpot if lit at this saucer
    -Scores the "1" out of 1,2,& 3 to award a stunt
    -Start fight mode randomally
   
   The saucer feeds straight back out its entrance, usually towards the
   left flipper.
   

   Standup Targets
   
   On a well set-up machine, the first thing a ball should hit when
   plunged are these targets, which are used for the skill shot. During
   regular play, lighting all 4 either lights Leo, if Leo is not already
   lit, or lights Super Leo if Leo is already lit. If Super Leo is
   already lit, then the standups award 1M when completed.
   

   Left Orbit/Spinner
   
   The left orbit can and will do the following things:
    -Complete a certain amount of bullets on the gun clip to start
      Showdown
    -Light a 9-1-1 rollover light to advance towards Bonus X
    -Light the subway. The subway is collected if two consecutive left
      orbit shots are made in a row. A subway relights the laser kick
      standup target.
   
   The left spinner gives a low amount of points during regular play, but
   awards a handsome sum of points each spin during Super Spinners.
   

   Freeway Ramp
   
   This shot is directly to the right of the left orbit. At first glance,
   this seems to be the main point of the game. In fact, it is relatively
   minor in order to progress to "big points". The freeway ramp does the
   following things:
     -Each shot counts up towards certain rewards.
       3 million points at 3 shots
       7 million points at 7 shots
        Points are also awarded at 14, 21, 31, 41, 51, 61, 71, 81, 91,
        and 99.

     -At a set number of shots, the freeway ramp lights an extra ball at
   the LW1 saucer. EB percentaging determines the exact number of shots
   required.

     -After a replay or a special is scored, the freeway ramp is lit for
      a Victory Lap, a usual feature in DE games. Victory Lap scores 15M.
  
     -Freeway Ramp Looping when lit.
  
     -A Jackpot, double jackpot, or a quadruple jackpot are collected by
      shooting the ramp during multiball.
   
   LW2 Saucer
   
   This saucer is directly to the right of the freeway ramp. This saucer
   is a VUK that feeds to the left flipper. It can do the following:
   -The saucer starts Video Mode, when lit.
   -Multiball is started and restarted in this saucer
 
   -Jackpots are relit and double jackpots are lit if they are lit at
    this particular saucer.

   -This saucer scores the "2" in LW 1,2,& 3 to advance towards a stunt.
   -Fight mode is randomally started from the LW2 saucer.
  
 
   9-1-1 Rollovers
   
   The rollovers are in the exact center of the playfield, left to right.
   They are just below the top edge of the game, like many other games.
   These rollovers, like those of SS, ST:TNG, or most other games,
   advance the multiplier when all three are lit. The multiplier advances
   in the following order:
   2X, 4X, 6X, 8X, Bonus and Multipliers Held
   
   When all of the items are lit, each completed 911 awards a cool 1M.
   

   Pop Bumpers
   
   The pop bumpers (called turbo bumpers by DE) are located just under
   the 9-1-1 rollovers.
   
   There are three pop bumpers (no, not labelled 1,2, and 3). Normally,
   they score an insignificant amount of points. They score 100,000 a hit
   during  Super Pops, and 1,000,000 a hit during Super Duper Pops.
   

   LW3 Saucer
   
   The LW3 saucer is just left of the right orbit.
   
   The LW3 saucer is the random award hole. When Leo is lit at LW3, the
   following awards can be given:
   -5 million
   -Multiball Ready
   -Light Super Spinners
   -Super Pops
   -Light Getaway
   -Bonus and Multipliers Held
   -Light Video Mode
   -Light Murtaugh's Retirement
   -Maximum Multiplier
   -Light Laser Kick
   -Extra Ball Lit
   
   When Super Leo is lit at LW3, the player has a choice between two of
   the following awards:
   -Bank Heist (10M-30M)
   -20 Million
   -Special
   -Crazy Riggs
   -Super Duper Pops
   -Super Lethal Weapon
   -Extra Ball
   -Light Looping
   -Multiball Ready
   -Fight Mode
   
   
   In addition, the saucer can do the following:
   -Relight jackpot and light double jackpot if it is lit at this
    particular saucer
 
  -Start Fight mode randomly
   

   Right Orbit
   
   Physically, the right orbit and spinner are the same as their left
   counterparts, and anything discussed in conjunction with the left
   orbit will apply for the right. However, the right orbit also collects
   the Getaway value when lit.
   

   Red/Blue Wire Drop Targets
   
   There are two banks of three drop targets. One bank is located
   directly under the pop bumpers. The other is located on the right side
   of the game, directly above where the ball exits the plunger lane.
   They serve to light Multiball Ready, and start Millions Plus.
   

   Autoplunger
   
   The plunger is strictly an autoplunger, propelling balls up a short
   lane and then directing them into the playfield towards the skill-shot
   standups. The setup is exactly the same as T2, and closely resembles
   CV and Congo. The trigger is also used in many other modes.
   

   Right Outlane
   
   When Murtaugh's Retirement is lit, the right outlane scores a random
   score from 5M to 10M.
   

   Right Inlane
   
   Normal inlane. The Freeway Ramp feeds to this inlane, giving the
   player the ability to loop Freeway Ramps indefinately
   

   Flippers
   
   Normal Size, normal shape...
   
   
   Rules
   
   The rules, compared to many games made after 1990, are decent. There
   is no true wizard mode, but the game does have many modes and objects
   to go for. This is my first attempt at a large rules section (Older
   1980's games don't have many rules), so please bear with me. I will
   try to follow the rules in sequential order, starting with the skill
   shot, but I will probably end up adding rules as I think of them. Many
   of the basic rules are already explained in the layout section, so if
   a certain rule is not listed here, go to the first section.
   

   Start
   
   At the start of the game, the player has the option to listen to one
   of three music samples. C+C Music Factory's "Gonna Make You Sweat
   (Everybody Dance Now)", Lethal Weapon 3's own music from the movie,
   and ZZ Top's "Sharp Dressed Man" are the three selections.
   

   Skill Shot
   
   Basically, it is exactly like T2's skill shot. Simply pull the trigger
   at a certain time so that the ball hits the lit standup. The lit
   standup switches quickly, so it is no easy task. Scoring is 2M on the
   first ball, 3M on the second, and 4M on the third. The value of each
   successive skill shot increases by 1M no matter if the previous skill
   shot was hit or not.
   

   Uzi
   
   The uzi is a collection of lights in the middle of the playfield. It
   consists of 6 bullets, and 6 awards. To light bullets, complete either
   orbits, and depending on the game settings, the game will award either
   6, 3, 2, or 1 bullet per orbit. The factory setting is to award 6
   bullets the first 2 times, and then 3, then 2, then 1.
   
   When you complete 6 bullets, the game says "Loaded...Grab the gun and
   fire." At the same time, a "bad dude" appears on the DMD. To kill him,
   simply grab the gun trigger and start firing away (up to 6 shots). The
   score that you recieve depends on how many bullets were fired, and
   when the shots were fired. To recieve maximum points, just wait until
   the game says "NOW!" and the guy's eyes are flashing to press the
   trigger. The maximum score is 6M.
   
   In addition, the game gives a different award each time 6 bullets are
   completed. In order, they are:
   -3 million
   -Hold Bonus and Multiplier & 1 million
   -Lite Super Leo Getz & Super Spinners
   -Lite Video & Getaway
   -Start Crazy Riggs Scoring
   -Super Lethal Weapon
   
   Oh, by the way, did I mention that the ball(s) are still in play while
   you are trying to kill the bad guys? Good luck, because this requires
   some careful planning and speed.

   
   Stunts
   
   The stunt lights are the 5 lights near the bottom of the playfield.
   They are awarded by completing the LW1, LW2, and LW3 saucers.
   Depending on the settings, the saucers might have to be completed in
   order, on the same ball. The factory settings allow them to be
   completed in order, carrying over to the next ball if necessary.
   
   Each time all three saucers are lit, the game stops play and shows a
   short DMD animation. During the animation, the game will say "Now!",
   and you can pull the gun trigger for an extra 1M. The stunts are:
   -High Fall, 5M
   -Police Chace, 10M
   -Toilet, 15M
   -Explosion, 20M
   -Helicopter, 25M
   
   The 6th stunt is the Super Stunt Spectacular. It is awarded by the
   same means as the other five stunts, except it awards 50 million
   points and a longer animation.
   

   Multiball
   
   IMHO, the best section of the game. To light multiball, you have to
   complete either bank of 3 drop targets 2 times. Depending on the
   settings, you might have to fulfill other requirements, such as
   hitting the drop targets in order or knock down a set more than twice.
   Once Multiball is lit, it can be collected at the LW2 saucer. A DMD
   animation is shown for a bit, and then 2 more balls are autoplunged
   into play.
   
   Jackpots - Depending on the setting, a jackpot is already lit at the
   Freeway Ramp, and "Light Double Jackpot" is lit at the LW1 saucer. To
   collect a jackpot, simply shoot the ramp.
   
   There are two types of double jackpots: lit and speed.
   The lit double jackpot is collected by shooting the light double
   jackpot saucer and then shooting the Freeway Ramp within 20 seconds.
   The speed double jackpot is collected by shooting two of the three
   balls up the Freeway Ramp within about 2 seconds. Sometimes, the first
   ball is shot fast enough to shoot again in order to collect the speed
   double jackpot.
   
   The Quadruple Jackpot is probably the hardest shot in the game. This
   is basically a combination of the speed and the lit jackpots. First,
   Light double jackpot by shooting the lit saucer. Then, shoot two
   consecutive balls up the Freeway Ramp. It seems that the Quadruple
   Jackpot timer is a bit longer than the Speed Double Jackpot timer, so
   a ball that goes up the Freeway Ramp for the lit double jackpot could
   be shot through the ramp a second time.
   
   Jackpots start at 10M, Double Jackpots 20M, and Quadruple Jackpots
   40M. Each successive Jackpot is 5M more than the previous, thus Double
   Jackpots increase by 10M and Quadruple Jackpots increase by 20M each
   time.
   
   
   Modes
   
   There are a few modes in the game, most of which are lit/collected
   randomally from the LW3/Leo Getz saucer. These awards are also
   collected by reaching certain levels of the Uzi clip.

   
   Super Pops
   
   100K a hit on the pop bumpers. When all three pop bumpers are hit, the
   game awards 1M.  The mode times out after 30 seconds, but there is no
   timer on the display to keep the time.

   
   Super Duper Pops
   
   1M a hit (WOW!) on the pop bumpers, but times out just like Super
   Pops.
   

   Video Mode
   
   This is a collected from the LW2 VUK when lit. It is set up as an
   old-style shooting gallery. When an enemy appears on the DMD, press
   the plunger trigger.  Don't hit the helpless bystanders, however. When
   10 shots have been fired, the mode ends. If you hit all 10 enemies,
   then you get a 10M bonus.
   
   If a cow appears on the display, shoot it for a cool million. I have a
   sneaking suspicion that this is an attempt at Williams-bashing
   

   Crazy Riggs Scoring
   
   This is a timed mode in which every switch scores 250K, and times out
   after 15 seconds. During this mode, sounds from the three stooges are
   heard.
   

   Super Lethal Weapon
   
   In this timed mode, shoot the Lethal Weapon Saucers for 10M each. It
   times out at 15 seconds.
   

   Freeway Looping
   
   During this mode, which lasts 20 seconds, simply shoot the freeway
   ramp as much as you want for 5M each. The mode begins when the first
   freeway ramp is shot.
   

   Getaway
   
   This mode is a hurry-up started at the left inlane, and collected at
   the right orbit. The value starts counting down at 15M, and ends a bit
   after it reaches 1M.
   

   Millions Plus
   
   Also known as Unlimited Millions, Millions Plus is lit by hitting the
   center drop target on either target bank, arming the bomb. The game
   will then say either "red" or "blue." If that drop target is hit
   before the other one is, the bomb is deactivated and Millions Plus is
   started. Multiple bombs can be armed and then deactivated during the
   same ball. Each hit on the Laser Kick Standup target awards (1M *
   Number of bombs deactivated) for the rest of the ball. The game's
   audits suggest a special award after raising the MPlus value to 5M...
   

   Murtaugh's Retirement
   
   Murtaugh's Retirement is randomally lit by Leo Awards at the LW3
   Saucer. When activated, any outlane switch scores a random value
   between 5 and 10 million.
   

   Super Spinners
   
   Super Spinners is lit from both the Uzi and randomally from Leo Getz.
   As soon as one of the spinner switches is activated, the mode starts.
   During this time, each spin of the spinner awards a bunch of points
   (about 250K), and a good hit can usually score about 7 million points.
   This mode times out after 20 seconds.
   

   Fight Mode
   
   Fight Mode is randomally started from the LW1, LW2, and LW3 saucers.
   When started, simply hit the flippers as fast as possible, so as to
   throw more punches than the opponent in a certain amount of time. If
   you win, then 5 million is awarded (10 million if started from the
   Super Leo award).
   

   Discussion
   
   
   This is a section that I decided to add, partly because I thought it
   needs to be added in all rulesheets, and partly because I have so much
   to say. In this section, you will find manual problems, game bugs,
   tips and tactics, etc.
   
   
   Tips And Tactics
   
   Here is the basic tactic that I would try on a Lethal Weapon 3 that
   you have never played before. Immediately, shoot the Freeway Ramp so
   that you can see if the extra ball can be collected at a low value or
   not. If the extra ball can be lit within 7 shots (you might have to
   hit 4 shots on the ramp before you will be able to tell), then go for
   that first off. If not, then wait until later in the game to collect
   the extra ball.
   
   I can usually hit the orbits constantly, so I like progressing through
   the Uzi. This will eventually lead to some lucrative modes like Crazy
   Riggs and Super Lethal Weapon.
   
   Instead of shooting the LW3 saucer whenever Leo is lit, try to light
   Super Leo instead. Specials, Big Points, Extra Balls, and other nice
   things can be lit only from Super Leo. Even if you are good at the
   orbits and shooting the DMD bad guys, this might be the way to go.
   When facing a choice with Super Leo, remember that Fight Mode only
   scores 10 million if you win. Thus, here is the order of importance
   for the choices in my opinion: Super Lethal Weapon, Crazy Riggs, Extra
   Ball, Bank Heist, Multiball Ready, 20 million, Light Looping, Super
   Duper Pops, and Fight Mode. However, your order will be different
   depending on how comfortable you feel in your skills. If you think you
   can hit the shots, go for the modes. If you don't go for points that
   don't rely on skill.
   
   The best feature about this game is that modes can be stacked. If
   possible, this would be the best combination of modes: Multiball,
   Murtaugh's Retirement, and Crazy Riggs. However, I have gotten
   combinations of modes even better than this: Multiball, Murtaugh's
   Retirement, Crazy Riggs, Super Duper Pops, Super Spinners, and
   Getaway. When these combinations occur, remember these things: Keep
   Laser Kick lit by shooting the orbits twice in succession because a
   Murtaugh award is scored each time an outlane is triggered, and the
   Laser Kick puts the ball back into play. Keep a ball in the pop
   bumpers or the spinners, for Crazy Riggs scores 250K per switch you
   touch (and the spinners keep on spinning...). Also, keep your eye on
   any ball that is in position to light or score Jackpots. Doing this,
   you can theoretically score a HUGE amount of points. Multiball modes
   do not solely define a game, just as regular modes do not. The
   combination of them will determine a great game from a mediocre one,
   however.
   
   I would say that you should not usually try to light multiball. On
   normal settings, it is so easy to accidentally complete two banks of
   drop targets that you should focus on your efforts on the ramp, the
   uzi, or stunts. When Multiball is lit or is one drop target bank away
   from being lit, however, you should definately go for it. The
   Quadruple Jackpot is the best part of the game, both in the point
   value and the excitement of getting it. Although Super Stunt
   Spectacular is 50M points, it just does not give the satisfaction that
   the Quad Jackpot gives.
   
   
   Manual Problems
   
   I just want to mention that the manual is no help whatsoever for many
   problems. The game rules are limited at best. The manual states that
   Super Leo Getz only gives out Specials, Extra Balls, and Crazy Riggs.
   I admit that they were right in leaving some of the secret details
   out, but this is a little too much. Also, the manual gives no part
   numbers for game plastics other than a complete set, the cabinet part
   numbers are very limited, but I must give them credit for giving very
   accurate pictures and part numbers for major mechanical assemblies.
   
   Many of the rules are just plain wrong. The manual sometimes lists
   things that are not the way they are in the game. The manual refers to
   Millions Plus as Unlimited Millions. Even the instruction card has a
   bit of a problem with the manner of collecting jackpots.
   
   Another little complaint of mine is that  "Lite" is used instead of
   "Light." This is definately not a problem, but rather just a "pet
   peeve" of mine.
   
   
   Game Problems
   
   Only one thing to mention: I have heard that on either earlier or
   later production games, Multiball was changed to Lotzaballs and/or
   Triball. I have heard that this was because of a lawsuit filed by
   Williams. However, the game that this rulesheet is created off of has
   Multiball, and not either of the other two. I am not sure what ROM
   revisions have the other two slogans, but if someone is willing to
   contribute that information, it would be greatly appreciated.
   
   
   Closing
   
   LW3 is a great game for its time. The sound is excellent, the
   animations are top-notch, there is quite a bit of humor in the Crazy
   Riggs mode, the Quadruple Jackpot is challenging, exciting, and
   rewarding, among other things. The best feature that was included is
   the ability to stack modes. The only complaint is a lack of a wizard
   mode. Although that is a major drawback, the game is quite fun without
   it.
   
   Lethal Weapon 3
   (c) 1992 Data East

   This Rulesheet created by Ryan Avery

   Send comments, questions, or additions to grommit@concentric.net

   Please distribute freely, but please do not alter the information
   contained within, for the benefit of the rest of the Internet
   community.