Safe Cracker (Flipper) (e)

From coriales@ix.netcom.com Mon Feb 17 14:31:15 1997

Safe Cracker Rules, October 29, 1996 - M. Coriale

Introduction

This rule sheet describes the Safe Cracker_ game by Bally_.  Safe Cracker
is the first "Token-Pin_" - a pinball game that also dispenses collectable
tokens.  There are 20 collectable tokens, including one which is silver
colored.
As with most modern pinball games, Safe Cracker has many settings that
govern the way the machine behaves.  This rules sheet does not detail
these settings.
This is not the ultimate rule sheet for this game.  Many pieces of
information are missing (intentionally or otherwise), and very little
strategy is discussed.  I encourage someone else to spend some time
editing and filling in the blanks.

General Description of the Game

Safe Cracker is a timed pinball game with an interactive board game.  The
player's score is determined by a combination of pinball play and the
results of the board game.  The main objective of Safe Cracker is to break
into the bank and play the board game.  At the end of the board game is
"The Vault".  The Vault is where the player obtains tokens and many
points.

The Design Team

Safe Cracker was designed by:
   Pat Lawlor: Concept, Design, and Playfield
   Matt Coriale: Software and Design
   John Youssi: Art
   Dean Grover: Software and Design
   John Krutch: Mechanix
   Carl Biagi: Mechanix
   Adam Rhine: Dot Matrix Art
   Brian Morris: Dot Matrix Art
   Dan Forden: Sounds & Music
   Lyman Sheats: "Assault on the Vault" Programming
   And a cast of thousands...



"Main Play" rules:
   Objective(s)

The player has 4 goals during "Main Play": accumulate points, accumulate
time, alter the state of the board game for the best odds of getting to
the vault, and breaking into the bank.

   The Timer and Timer Lights

Each player starts with a set amount of time.  The timer runs whenever the
player is in main play.  The amount of time the player has remaining is
shown in two places: on the timer lights in the center of the playfield,
and a "life bar" on the display during score sweep.  Almost all switches
on the playfield add a very small amount of time or pause the timer
briefly.  This encourages the player to keep the ball moving.

   Sudden Death

When the player runs out of time, the game goes into "Sudden Death".  This
means that when the player loses the ball, the game ends.  During sudden
death, the game will not add time for most common events.  The player can
add time by several means, but most normal main-play rules no longer add
time.
If the player executes a rule which adds time during sudden death, the
game comes out of sudden death, and normal main play rules then allow time
to be added again.

The Drop Targets

      Bottom Left 3-Bank

The bottom left 3-bank has two main purposes: to spot other drop targets,
and to add additional entrances for "break-ins".

      Other Drop Targets

The remaining drop targets are used to light entrances for breaking into
the bank.  To light an entrance, the player shoots the blinking drop
target sets.  When all blinking sets have been completed, the player can
then shoot the "lock" shot.  After locking the first ball, the bottom left
3-bank lights additional entrances into the bank.

   The Big-Kick and Bob's Getaway

The Big-Kick on the left side of the playfield gives "Bob's Getaway".
This is a random number of points that ascends during game play.

   The Wheel and Wheel Awards

The Wheel is important for several reasons.  First, it is a good way to
add lots of time during main play.  When the wheel is lit, it adds more
time than when it is unlit.  The amount of time added is proportional to
how much it spins.
When the wheel is lit, it advances the current "wheel award".  The current
award is shown on four lights in the center of the playfield.  To collect
the "wheel award", the player must shoot into the main entrance of the
bank (a scoop in the center of the playfield).

      Light Locks

This award bypasses the needed drop target sets and immediately lights the
locks on the left ramp.

      Disable Computer

This award starts a short mode, during which the timer is held.  If the
player is in sudden death, this mode will keep the game from ending if the
ball is drained.

      Deposit Window

This award gives a "free gift" form the teller.  There are many gifts,
ranging from 20 "minutes" of time on the clock to a free token.

      Call Guard

This award randomly allows the player to break into the bank for free.
Other times, it just awards points.

   The Sliding Target (Manhole Awards)

The sliding target gives several awards.  To get the award, the player
must hit the target all the way back, and then drop the ball through the
hole behind the target.

      ATM Card

Multiplies the awards from the '$' spots in the board game.

      Note to Teller

Used to get past the teller on the board game.

      Explosives

Starts a frenzy where the drop sets score big points.

      Safe #

Awards a letter in the word "VAULT".  When the player completes "VAULT",
the next break-in to the vault results in Token Multiball.  These letters
are held from game to game.

      Lite Outlanes

Lites the outlanes for "Extra Time".

   The Left Ramp and Donuts

The left ramp is used to collect donuts, lock balls, and collect various
jackpots.

   The Main Entrance and the Deposit Window ("Gift Lady")

The "Main Entrance" is a shot into a scoop in the center of the
playfield.  This shot is used to collect wheel awards and to start the
board game.

   The Top Lanes and the "Roof" entrance.

The top lanes (labelled A,B,C) are used to add time to the clock.
Completing the ABC lights adds 5 "minutes" to the timer.  The center lane
is also used to enter to board game through the "roof" when lit.

   The Jets, and Jet Levels

The jets add time to the clock for each hit.  Lit jets add more time than
unlit jets.  Jets are lit by completing drop sets.

   The "ALARM" Targets

Spelling out the ALARM targets disables an alarm on the board game.

   The "Extra Time" lights on the outlanes

Rolling over the "Extra Time" lights, when lit, adds time to the clock,
even if the game was in sudden death.

   The Return Lanes:

      Lite Deposit Window

Lites the "Main Entrance" for a free gift.

      Lite 2 Donuts

Times out the ramp shot for 2 donuts.

   Bonus Multipliers and Bonus

Each entrance to the bank advances the bonus multiplier, which is
indicated in lights at the bottom of the playfield.  The bonus is computed
only at the end of the game.

   Multi-Player Games

In Multi-Player games, each player plays in turn until they run out of
time.  All remaining players continue until all players have run out of
time.  New players may be added at any time, up until any player has
entered sudden death.

   Tilting

If a player tilts during sudden death, the game ends without any bonus.
If the player tilts with time left on the clock, the game continues, but
the player is now in sudden death.

The "Board Game":

   Objective(s)

The Board Game is the main feature of Safe Cracker.  The player can
increase the odds of successfully completing the board game by using the
Pinball rules to modify the various landing spots and rules of the board.
Completing the board game lands the player in "The Vault", where at least
one token can be won.  During the board game, a guard (indicated by a slow
blinking light) chases the player (indicated by a fast blinking light).
If the guard catches up with the player, the board game ends.

   The Three Entrances

The three entrances to the bank are the "Cellar" (behind the sliding
target), the "Main Entrance" (the scoop in the center of the playfield),
and the "Roof" (the center lane above the jets).  The entrance that the
player uses to start the board game determines how far the player must
travel to reach "The Vault".  The path the player will take is determined
by drawing a path from the corresponding entrance light on the board,
clockwise around the center circle, and entering the first unlit "gate".

   Spinning the Safe Knob

The player's movement is determined by stopping the safe knob using
flipper buttons.  There is an adjustment for this feature.  When set for
"random", the knob will stop on a truly random number, otherwise, the knob
will stop based on when the player hits the flipper buttons.

   The Guard's Roll

The Guard begins chasing the player after the player has moved several
spots.  The Guard chases the player from the entrance that the player
starts the board game from.  The Guard's movement is determined by a
purely random roll of the dice.

   Your Stash

During the board game, the player accumulates a "stash" of money.  This
money is not added to the player's score automatically, it is used as a
reward for successfully completing the board game.  If the feature
adjustment is set for giving a choice to "continue or quit", the player
may quit the board game after any successful spin and take the stash.

   '$'

The '$' spot adds money to the player's stash.  This value is multiplied
by the number of ATM cards collected.

   '?'

The '?' game puts up several items on the screen and gives the player one
of them by stopping a randomly moving box when the player presses the
flippers.  These items can be both good and bad.

      Money Bag

The money bag adds money to the player's stash.

      Move Forward

The clockwise arrow moves the player forward several spots.  The player
then receives the appropriate award or consequence of the spot landed on.

      Time

The stopwatch adds time to the clock, even if the player is in sudden death.

      Dog Biscuit

The dog biscuit is used to defeat the CyberDog.  The player can accumulate
multiple dog biscuits, and each time the player lands on the CyberDog
spot, one is subtracted.

      Code

The "code" adds a letter to the VAULT spell-up.

      Donuts

The Donuts add 12 donuts to the player's collection.

      Key

The key is used to unlock a "locked" gate.  If the player has a key when
landing on the gate spot, the player may continue.  The player may
accumulate multiple keys.

      Move Cop Backwards

The counter-clockwise arrow with the guard's hat moves the guard
backwards.  This is usually good, but can also be bad.  If this results in
the guard moving backwards onto the player, the player is caught and the
board game ends.

      Disable Alarm

This disables an alarm spot.

      Winged Shoe

This gives the player the chance to run "around" the board.  Pressing the
flippers decelerates the player's spot to a stop.  Dean wrote it in a
cough-syrup induced haze -Ed.

      Lightning Bolt

The lightning bolt sends a "lightning bolt" around the board.   This
travels around the board until it comes to either the player or the
guard.  If it hits the guard, it removes the guard from the board.  If it
hits the player, it ends the board game.

      TNT Keg

The TNT keg ends the board game and starts TNT multiball.

      Token

This dispenses a free token and allows the player to continue playing the
board game.

   Bribe

The bribe spot causes the guard to ask you for about half of your money.
Each time the guard asks, you can choose to give him the money or turn him
down.  If the guard is turned down too many times, he will eventually
"catch" the player and end the board game.

   Candy 2000

The Candy 2000 game scrolls randomized letter combinations across the
screen.  Choosing certain 3 letter combinations will give awards, like dog
biscuits and keys.

   CyberDog

The CyberDog starts a hurry-up style mode where the player's ball is
ejected to the playfield and the player's spot on the board game starts
moving.  When the player shoots the ball back into any entrance, the
player continues the board game from the spot where the light currently
is.
If the player has a dog biscuit, the CyberDog takes the dog biscuit and
does not start the pinball mode.

   Alarms and Alarm Mode

The alarm spots start the "Alarm Mode" if the player lands on them when
lit.  If they are not lit, they are a free spot.
In "Alarm Mode", the player's ball is ejected and the player must shoot
the ball into the "Cellar" entrance behind the sliding target to continue
the board game.  If the shot is not made in time, the stash is lost and
regular main-play resumes.  If the player successfully shoots the sliding
target, the board game resumes with the player starting from the "Cellar"
entrance.

   Gates

The gate spots serve two purposes.  The first is to determine the path the
player will take to get into the Vault.  The gate lights are turned off by
completing locks.  The more locks the player gets, the more gates that are
opened.
During the board game, the player will turn in towards the Vault at the
first open gate.  If the player lands on the gate square, a quick game is
played with open and locked gates shown on the display.  If the player
gets a locked gate, the board game ends.  If the player gets an open gate,
the board game continues.

   Teller

The Teller spot gives the player a random chance of receiving a good award
or a money-bomb.  The money-bomb ends the board game.  If the player has a
"Note to Teller", the teller will take the note and not give the player
the money-bomb.

   Run N' Hide

Run N' Hide bounces the player's spot around randomly within a window of
several spots from the Run N' Hide.  When the player presses the flippers,
the board game continues from where the player's spot lands.  The player
also plays the rules for the spot landed on.

   '#'

The '#' spot gives a "Big Find" of $100,000.

   '!'

The '!' spot is a laser beam that ends the board game.

   The Vault

The Vault is the end of the board game.  The player receives at least one
token.  If the VAULT spell-up is completed, the player then plays "Token
Multiball", otherwise, the player then plays "Vault Multiball", with the
current stash value used as the jackpot.

TNT Multiball

TNT Multiball is a frenzy where all switches score, and completing drop
sets give time, even if the player is in sudden death.

Token Multiball

In Token Multiball, a progressive jackpot of tokens is available for the
player to win.  Each jackpot shot gives the player one token from the
jackpot.  If the jackpot becomes depleted (or if a token can not be
dispensed because it is empty or jammed), points are substituted.  At the
end of token multiball, the VAULT spell-up is reset, regardless of how
many tokens are won.

Vault Multiball

In Vault Multiball, the jackpot value is set to the player's stash value
from the board game.  Jackpots are received from the ramp shot, and must
be re-lit by hitting the wheel.

Assault on the Vault

The "Assault On The Vault" multiball is given as an award for putting the
token back into the game.  It is a timed multiball during which the player
advances lights from each of the entrances in the board game towards The
Vault.  Paths are advanced by completing drop target sets.  The bottom
left drop target set will advance all three paths by one spot.
A bonus is built up based on the number of spots lit up, the number of
paths completed all the way into the vault, and the number of Jackpot
shots.

--
coriale@wms.com, coriales@ix.netcom.com

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