Scared Stiff (Flipper) (e)


                          Scared Stiff
                          =-=-=-=-=-=-

                     Rule Sheet version 2.2

                          Written by:
                Bob McCann (mccannr1@pilot.msu.edu)
                Dan Wilson (wilso142@pilot.msu.edu)
                
                      With Assistance From:
                Martijn Van Aken (nfv@globalxs.nl)
                Keith Johnson (keefer@access.digex.net)

New to this version:
- A few minor changes

I.  Introduction
=-=-=-=-=-=-=-=-=

Scared Stiff is the recent release in the Bally line of pins.  It is sort
of a follow up to the game 'Elvira & the Party Monsters' that came out a
few years ago.  There are many similarities between the two games, but there
are also many differences.  Here is the list of people who brought Scared
Stiff to life:

Design:                 Dennis Nordman, Mark Weyna
Artwork/Design:         Greg Freres
Software/Design:        Mike Boon, Cameron Silver
Mechanical Engineering: Win Schilling, Bob Brown, Joe Loveday
Sound and Music:        Paul Heitsch, Dr. Dave Zabriskie
Dot Matrix Animation:   Adam Rhine, Brian Morris

This game also brings the end of an era, as this is Dennis Nordman's last
game for Williams/Bally.  Recent slumps in the pinball market caused Williams
to downsize, thus resulting in the layoff of several designers including
Dennis.  At least his last game will be remembered as a good one!


II.  Playfield Layout
=-=-=-=-=-=-=-=-=-=-=

Here is the layout of the playfield, starting just above the left outlane
and going around clockwise:

Cast a spell:      Ball saver at left drain. Unlit at start of game on our
                   machine.
3 Targets:         Hit all 3 targets x number of times to light the spell.
                   (first time you must hit the bank 2 times).
Left Loop:         Can either loop ball up to Deadheads, around to the
                   Laboratory, or lock ball toward Stiff in the Coffin M-ball.
Leaper Target 1:   Hit all 3 leaper targets to collect Night of the Leapers
                   tale.
Left Ramp:         Lights lock & Eye of the Boney Beast tale.
Leaper Target 2:   Hit all 3 leaper targets to collect Night of the Leapers
                   tale.
Secret Passage:    Weak shot up the left loop falls in here.  Spots a tale.
Skill Shot hole:   Plunge ball in here for skill shot.  Scores 250k more
                   each time it is collected.
Deadhead Lanes:    Light all 3 for Return of the Deadheads tale.
Crate:             Used for Terror From the Crate tale, and can be a jackpot
                   shot in certain Multiballs.
Middle Loop:       Extra ball shot and loops ball to Deadhead Lanes.
Jet Bumpers:       20 hits awards Monsters Lab tale.
Leaper Target 3:   Hit all 3 leaper targets to collect Night of the Leapers
                   tale.
Right Ramp:        Lights spin spider and collects Webvalue (50k times # of web
 items
                   collected).  Also gives awards at certain numbers of ramp sh
ots
                   (hold bonus, light extra ball, points, etc.)
Spin Spider Scoop: Right ramp lights the right scoop to enable Spin the
                   Spider, which is played in the backbox.
Right Loop:        This shot either travels up to the Crate or falls into
                   the Skill Shot Hole.
Telepathetic Power:1 target, lights and unlites right outlane every time it
                   is hit.  Random award when collected.


III.  Six Tales of Terror
=-=-=-=-=-=-=-=-=-=-=-=-=

The 6 tales are the main goal of the game.  Some of them are major point
getters, some aren't.

1)  Stiff in the Coffin multiball (3 ball panic unleashed)
        -This is the 'regular' multiball of the game.  The left ramp lights
         lock in the left loop.  Lock 3 balls to start multiball.  When
         multiball starts, both ramps are lit for jackpot.  Either one can be
         hit at first for a jackpot (500,000 points), and then jackpots must
         be alternated (If you hit the left jackpot, then only the right one
         will be lit, then hit the right one and only the left will be lit).
         However, hitting an unlit ramp raises the jackpot by 10k. Multiball
         ends when you have less than two balls left in play.

2)  Night of the Leapers (You'll jump out of your skin)
        -There are 3 leaper targets (2 on either side of the left ramp, 1 on
         the left side of the right ramp).  Once you hit each one once, the
         tale is collected.  However, hitting any leaper enough times starts
         Leaper Mania, in which you have to hit a certain number of leapers
         (starts at 5) within the time limit to light an Extra Ball (or 250K
         if you have already gotten the extra ball from this).  Each leaper
         squished scores 100k.

3)  Return of the Deadheads (See the Family Horrors)
        -The deadheads are located in the rollover lanes at the top.  Light
         the three lanes and the tale will be awarded. Each dead head also
         scores points, starting at 25k and increasing by 25k each time one
         is collected.

4)  Terror From the Crate (Chilling 2-ball Multiball)
        -Hit the crate enough times to light this (Starts at 4 the first
         time, increases by 4 for subsequent times).  The last hit will send
         the ball into the crate and start 2-ball.  During 2-ball play just
         keep entering the crate for jackpots (250,000 points).

5)  The Monster's Lab (Electifying Action)
        -X number of hits (20 to start on ours) in the bumpers starts this.
         Once started the bumpers become worth 10k.

6)  Eyes of the Boney Beast (Beware the Hypnotic Stare)
        -Hit the left ramp to spot one eye.  After 3 ramps, the game awards
         the tale and the left ramp becomes worth points.

Once all 6 tales have been started, "It is time to get Scared Stiff".  Hit
the crate to start it up.  The game will go through the animations, and the
the ball will be kicked out.  The Stiff-O-Meter will light up in the middle
of the playfield.  The object is to advance the stiff-o-meter all the way
to the top.  There are 10 levels on the stiff-o-meter.  To advance the
stiff-o-meter, alternating shots must be made to either ramp, and then to the
crate (First shot ramp, 2nd crate, 3rd ramp, 4th crate etc...).  Each shot
scores points, 250k plus 50k more for each subsequent shot.  The last
shot (Scared Stiff) must be made into the crate.  Once this is done it starts
Monster Multiball, a 4-ball Multiball in which all 3 jackpots are lit (Both
ramps and the Crate) and are worth 1 million points.  Plus, 5 million points
are awarded just for starting Monster Multiball.  Monster Multiball ends
when there are less then 2 balls left.



IV.  Spin Spider
=-=-=-=-=-=-=-=-=

The spider game is located in the backbox.  When the ball is hit into the
lit spin spider hole, the spider starts to spin.  To stop the spider, hit
a flipper button.  Depending on where the spider is pointing, the game will
award something.  If you land on an item that has already been awarded, you
receive no award.  The awards are as follows, starting with the Eye at the
top of the circle and moving in a clockwise fashion:

Eye:            All 3 eyes lights Extra Ball.
Skull:          Spots a deadhead lane.
Light Jackpot:  Lights the left ramp for a 250k jackpot.
Double Trouble: For 20 seconds, every shot's value is doubled.
Eye:            All 3 eyes lights Extra Ball.
Scary guy (?):  Beat the Crate mode.  Hit the crate to collect the value
                multiplied by the number on the Stiff-O-Meter (which goes
                up and down during the mode).
Coffin:         If coffin lock is lit this will lock a ball, if it is not
                lit then this lights it.  Also extends Coffin Multiball
                (when multiball would normally end, it is restarted
                w/ 3 balls).
Orb:            Gives a telepathetic power award.
Electric thing: Awards some bumper hits towards getting the Monsters Lab.
Orb:            Gives a telepathetic power award.
Boogie Man:     Starts up Boogie Man Boogie.  All shots score 10k to start,
                the value increases by 5k whenever the ball goes into a
                sink hole.
Crate:          Just like hitting the crate once, and extends Crate Multiball.
                (When multiball would normally end, it is restarted).
Eye:            All 3 eyes lights Extra Ball.
Leaper:         Starts Leaper Mania.
Boney Beast:    Left ramp lights for a hurry up value, which starts at 200k.
Skull:          Spots a deadhead lane.

If you light all of the awards, Spider Mania starts.  The spider wheel spins,
and starts stopping on each award.  Every time it stops, it awards points and
lights up everything it lands on, essentially lighting everything on the
playfield.  Then it starts a 4 ball multiball.  Everything on the playfield
is lit, including all 3 Jackpots (which are doubled due to the wheel lighting
Double Trouble), Boogie Mania, Extra Ball, and everything else.  This ends
once you have less than two balls.  There is a possiblity to score HUGE points
during this mode.


V.  Misc Stuff
=-=-=-=-=-=-=-=

- There is a cow in the game.  One of the deadheads is called Meat Head, and
is a picture of a cow which then moo's.

- Just like the original, Scared Stiff stars the voice of Elvira as herself.

- The last person to collect all of the spider awards becomes the new
"Spider Champion" in the high score list, recoreded with their initials and
the date and time that they did it.

- Elvira's daugter appears on the backglass.  Near the bottom, there is a
box that says Lil' Luna Green Cheese, Lil' Luna is actually Elvira's two
year old daughter.  It has also been said that the Scary Guy in the spider
game bears a resemblence to Elvira's husband.


VI.  End Stuff
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This rulesheet is maintained by Bob McCann (mccannr1@pilot.msu.edu) and
shouldn't be changed without his permission.  The latest version can be
obtained from http://pilot.msu.edu/~mccannr1