Stellar Wars (Flipper) (e)

                             Williams' Stellar Wars
                                Rule Sheet v1.0
                        Copyright 1998 By Paul Sidorsky

                                  ============
                                  Introduction
                                  ============

    About This Rule Sheet
    ---------------------

    This is the unofficial rule sheet for Williams' Stellar Wars pinball
machine.  It is based on my knowledge as a game owner and general pinball
afficionado.  While every effort has been made to ensure accuracy and
completeness, errors may be present.  Please send any corrections or additions
to paulsid@home.com and I will include them in a future update.

    I've based the layout of this rule sheet on all of the others I've read, so
it may "feel" familiar.  The content might be excessive for such an old game,
but I only want to make one pass at this rule sheet and didn't want to leave
any out.  This way I can limit future revisions to things I receive or
discover.

    This rule sheet uses pinball terminology and abbreviations commonly found
along the Internet. Lots of good resources are around if you don't know what
something means.  To get you started, though, K is an abbreviation for 1000,
and is used when describing the game's scoring.  EB is short for Extra Ball.

    I've gotten a bit technical in a few places, because I know how hard
technical information is to find on older games.  If you're not interested in
the technical side of pinball, try to ignore these sections.

    Lastly, I should note that when I got the game (which was thankfully free
from a relative), it needed a lot of work, and while it's fully playable, my
own game still doesn't work 100% correctly.  I have tried to note wherever this
may be a factor that affects the information in this rulesheet.

    Game Overview
    -------------

    Not much to say here, really.  Stellar Wars is a classic space battle
pinball game for one to four players.  It has no multi-ball (though it does
have a captive ball),

    Technical Information
    ---------------------

    Stellar Wars was designed by Steve Ritchie and manufactured by Williams in
1979.  It is a purely solid-state (electronic) game; there were no
electromechanical versions made.  I do not believe there were any "home
versions" made (i.e. all games have pricing controls and coin slots.)

    Most games use Williams' System 4 electronics, but some newer versions of
the game were produced with System 6 electronics.

    The game uses five 7-segment displays with 6 digits each, in a master/slave
setup.  The master board shows the credits remaining (digits 2-3) and current
ball number (digits 5-6).  Digits 1 and 4 are unused.  The four slave boards,
as you might expect, show the scores for each of the four players.

    The last ROM revision was L-2.  I would appreciate any information
regarding the differences with the L-1 ROM, as I am only familiar with L-2.

    About the only really special thing in Stellar Wars is the large plastic
insert between the slingshots, which features two #89 flashlamps underneath.
The catalogue supplement says that these lamps were first used on Stellar Wars.
I don't know too much about #89 bulbs, other than the fact they flash
extraordinarily brightly when illuminated.  (Looks cool if you're playing in
the dark!)

                               ==================
                               Playfield Features
                               ==================

    Stellar Wars is a widebody design which in, typical Steve Ritchie fashion,
keeps the action towards the sides and top half of the playfield.  The lower
half is fairly open with lots of room for the ball to travel unimpeded.

    Each feature of the playfield is described below.  I'll start from the
plunger lane in the lower right and go around in a counter-clockwise spiral,
ending in the centre of the game.

    Plunger Lane - A standard manual plunger lane that runs up the entire right
side of the playfield, exiting just above the Numbered Lanes.  A one-way gate
that is shared with the Right Lane (usually) prevents balls from returning to
the plunger.  A hard shot will travel through the Left Lane and down to the
flippers.

    Numbered Lanes - Four lanes at the top of the playfield comprise the
Numbered Lanes.  When the ball rolls down one of these lanes it spots the
appropriate Number, from 1 (on the left) to 4 (on the right).  The lanes exit
to the Jet Bumpers.

    Left Lane - A very short, curved lane on the left side of the playfield.
A Spinner guards the entrance, which is even with the bottom of the Numbered
Lanes.  The lane exits above the Numbered Lanes, directly opposite the Plunger
Lange.  There is no one-way gate at the top, so hard shots from the Plunger
Lane will travel through the Left Lane, down to the flippers.

    Captive Ball - To the left and immediately beside the Left Lane is the
Captive Ball lane.  The ball rests roughly even with the Right Lane Spinner,
2/3 of the way up the playfield.  The Captive Ball Target lies at the very top
of the playfield, so a fairly solid shot is required to make the Captive Ball
strike the target.

    Eject Hole - To the left of the Captive Ball is the Eject Hole, which sits
at the top of a short lane.  When the ball lands in the Eject Hole is it kicked
back out to the Left Flipper.  A metal deflector lies above the Eject Hole,
which, when properly adjusted, will keep most balls from bouncing out of the
Eject Hole prematurely.  When improperly adjusted, it will actually promote
bounces out of the hole (see "Bugs / Design Flaws" chapter).

    Left Drop Targets - Below the Eject Hole lane, about midway up the
playfield, is a bank of three drop targets that face the right side of the
playfield.  The bottom target spots S, and the top target spots T.  The middle
target has no special function on its own.

    Left Bumper - Just below the Left Drop Targets is a lone jet bumper.

    Left Outlane - Below the Left Bumper is the Left Outlane.  The Outlane can
be lit to score a Special.

    Left Inlanes - Beside the Left Outlane are two Left Inlanes.  The Inlane on
the left spots W, and the one on the right spots A.

    Flippers - Two standard length flippers in the usual layout.  There is no
centrepost between them.

    Right Inlanes - The Inlane on the left spots R, and the one on the right
spots S.

    Right Outlane - Lies beside the Right Inlanes.  The Outlane can be lit to
score a Special.

    Right Bumper - Above the Right Inlanes and Right Outlanes is another lone
jet bumper.

    Standup Target - Just above the Right Bumper, facing the Left Flipper is a
single Target.  Called the Bullseye Target on the game's Instruction Card.

    Right Lane - A short, curved lane that starts about 2/3 of the way up the
playfield and runs alongside the Plunger Lane.  The entrance is guarded by a
Spinner.  The orbit exits via the same one-way gate as the Plunger Lane, just
above the Numbered Lanes.

    Right Drop Targets - Another bank of three Drop Targets sits nearly all the
way up the playfield, below the one-way gate used for the Plunger and Right
Lanes.  Although there is a direct line to the Left Flipper, these Drop Targets
are buried, so a clean shot is required.  The middle Drop Target spots R.

    Jet Bumpers - Below the Numbered Lanes are three Jet Bumpers arranged in
the classic triangular pattern (two on top, one on the bottom).  The ball can
get tossed around quite a bit in the Jet Bumpers but is in no real danger of
draining, at least not directly.

    Centre Drop Targets - Below the Jet Bumpers, in what is essentially the
exact centre of the playfield, is a bank of four Drop Targets.  The targets
face the Left Flipper, at a classic angle that promotes drains out the Left
Outlane.  Experienced pinball players will immediately recognize this angle.
The bank is situated up against the lowest of the Jet Bumpers.  Each target
spots, from left to right, E-L-L-A.

    S-T-E-L-L-A-R W-A-R-S - This is a series of lights found between the
slingshots, in the centre of the playfield.  These lights show your progress
towards spelling S-T-E-L-L-A-R W-A-R-S, the game's primary objective (see next
chapter).

    Bonus Indicators - Another series of lights, right between the flippers.
These lights show your current Bonus Multiplier value in green, and the current
Bonus value in white.  (See the "Bonus" chapter.)

    Walls - Scattered throughout the playfield are seven switches inside the
rubber walls of some of the obstacles that register small scores.  These
switches are located in the following places:  next to Left Lane entrance
(two), next to Right Lane entrance, next to Right Drop Target bank, below
centre Jet Bumper on right side, behind Left Drop Targets, and behind Right
Drop Targets.

                                   ==========
                                   Objectives
                                   ==========

    There are several features of Stellar Wars that could be considered
objectives, and thus require a detailed explanation.  I consider objectives to
be anything that either has progressive awards or requires multiple shots to
complete.

    NOTE:  Unless otherwise specified, all objectives reset at the beginning of
each ball.

    S-T-E-L-L-A-R
    -------------

    To complete the word S-T-E-L-L-A-R, the player must hit the appropriate
Drop Targets.  The Drop Targets to hit are indicated by lit Orange arrows.
These indicators are always on, and they do not move.  In fact, they are on a
GI lighting circuit.

    The letters S and T are located on the Left Drop Target bank, the letters
E-L-L-A are on the Centre Drop Target bank, and the letter R is on the Right
Drop Target bank.  The other three Drop Targets in the game do not spot
letters, so only the Centre Drop Targets must be completed in order to spell
S-T-E-L-L-A-R.

    Letters can also be spotted with the lit Captive Ball target.  A hit on the
lit Captive Ball spots the next letter in sequence.  If S-T-E-L-L-A-R is
completed, a letter in W-A-R-S will be spotted instead (see below).

    Completing the word S-T-E-L-L-A-R awards a Bonus X.  More importantly,
S-T-E-L-L-A-R is one half of the S-T-E-L-L-A-R W-A-R-S objective of the game
(see below).  Spotted letters will not reset until S-T-E-L-L-A-R W-A-R-S is
completed.  However, all Drop Targets will continue to function normally.

    W-A-R-S
    -------

    The four inlanes (or return lanes) of the game each feature a letter in the
word W-A-R-S, with W-A on the left and R-S on the right.  When the ball rolls
down an inlane it spots the letter.

    Letters can also be spotted with the lit Captive Ball target.  A hit on the
lit Captive Ball spots the next letter in sequence, but only if S-T-E-L-L-A-R
has already been completed (see above).

    Completing the word W-A-R-S awards a Bonus X, and is the other half of the
S-T-E-L-L-A-R W-A-R-S goal described below.  Spotted letters will not reset
until S-T-E-L-L-A-R W-A-R-S is completed.

    Completing W-A-R-S is not as easy as you might think, because there is no
lane change feature like on modern machines.  Thus, you must get the ball to go
down each inlane at least once, and the game is often anything but cooperative.
The lit Captive Ball makes this job easier, but only if S-T-E-L-L-A-R is
already completed.

    S-T-E-L-L-A-R W-A-R-S
    ---------------------

    The primary objective of Stellar Wars is to spot all of the letters in the
game's name.  This is done using the methods described above.

    Completing both the words S-T-E-L-L-A-R and W-A-R-S awards 50K.  All
letters are then immediately cleared so the goal can be achieved again.  There
is no limit to the number of times S-T-E-L-L-A-R W-A-R-S can be completed.

    Note that completing this objective does NOT reset the Drop Targets, so the
Left and Right banks must be completed at least once before their appropriate
letter targets are available again.

    An optional Sweep Sound (see "Operator Adjustments", #35) provides an
audible indication of how close you are to completing S-T-E-L-L-A-R W-A-R-S.
It functions kind of like a "heartbeat".  The more letters spotted, the faster
the "beating" gets.  This is a rather silly feature, but essentially harmless.

    Centre Drop Targets / Eject Hole / Outlanes
    -------------------------------------------

    Completing the four targets in the Centre Drop Target bank increases the
value of the Eject Hole.

    Eject Hole awards are as follows:  1K, 2K, 5K, 10K, Extra Ball.

    Once the Extra Ball award has been lit (though not necessarily collected),
the next completion lights the Outlanes for Special.  Only one Outlane Special
may be collected per ball; if somehow the ball is saved after going down an
Outlane, the Special award on the other side will NOT be lit.

    After the Outlanes have been lit, no further awards are available, and the
Eject Hole remains valued at 10K once the Extra Ball has been collected.  Thus,
completing the Centre Drop Targets will only award the 10K completion bonus.

    This is the only way to get an Extra Ball in Stellar Wars (unless Special
and/or Replay is set to award an Extra Ball), which arguably makes this
objective as important as completing S-T-E-L-L-A-R W-A-R-S.

    It is possible to light the Extra Ball and Outlanes at the same time, then
drain out an Outlane and collect a Special without collecting the Extra Ball.

    An operator adjustment allows the 2K award to be skipped, thus reducing the
number of completions needed to collect the later awards.  Another adjustments
allows the Eject Hole awards to be held over or reset after each ball.  (Eject
Hole awards will always reset after the Extra Ball has been collected.)  See
"Operator Adjustments", #27 & #33.

    NOTE:  My machine has two 5K playfield inserts, as opposed to a 2K and a
5K.  Although it could have just been a substitution for a missing 2K insert,
it could also be that the game included an extra 5K insert that could be
swapped in for the 2K one when the operator setting to combine the two awards
was used.  I'd appreciate clarification on this.  (For the uneducated, inserts
are the coloured hard plastic pieces that the lights under the playfield shine
through.)

    Right Drop Targets
    ------------------

    Each time the bank of three Right Drop Targets are completed, a different
feature or award on the playfield is activated.

    The first completion lights the Captive Ball target.  Subsequent Captive
Ball shots will score 10K and spot the next letter in S-T-E-L-L-A-R W-A-R-S.

    The second completion lights the Left and Right Bumpers, located at the
bottom of the playfield.  When lit, each hit on either bumper scores 1K.

    The third completion lights the Left and Right Spinners.  Each rotation of
a lit spinner scores 1K.

    The fourth completion lights the Standup Target for a Special.

    NOTE:  An operator adjustment (#27) allows the Captive Ball and the Lower
Jet Bumpers to be lit with a single completion (see "Operator Adjustments").

    Subsequent completions do not light any further awards, but do award the
bonus for completing the bank.

    Left Drop Targets
    -----------------

    The Left Drop Targets are probably the least rewarding.  Completing the
bank of three Drop Targets advances the value of the three Jet Bumpers on the
upper half of the playfield.

    The first completion lights the Jet Bumpers for 1K each.  The second
completion will make the Jet Bumpers flash, and each hit will score 2K.
Subsequent completions do not advance the Jet Bumpers any further, but still
award a bonus for completing the bank.

    Numbered Lanes
    --------------

    Completing the Numbered Lanes (1-2-3-4) at the top of the playfield awards
a Bonus X and resets all four Numbered Lanes.  This award can be completed an
unlimited number of times, though once the Bonus Multiplier reached 5X, no
further Bonus X awards will count.

    The currently spotted numbered lanes carry over from ball to ball.  The
Bonus Multiplier can also be configured to carry over (see "Operator
Adjustments", #33 and the "Bonus" chapter).

                                    =======
                                    Scoring
                                    =======

    Targets / Shots
    ---------------

    Name                    Score         When Lit         Bonus*

    Numbered Lanes          1K             N/A             1K
    Spinners                100              1K             0
    Captive Ball            5K            10K+Letter        1K
    Eject Hole              1K              [1]            1K
    Drop Targets            1K              N/A             1K
    Inlanes                 1K              N/A             1K
    Outlanes                2K            2K+Special        2K
    Upper Jet Bumpers       100             [2]             0
    Lower Jet Bumpers       100             1K              0
    Standup Target          2K            2K+Special        0
    Slingshots              20?             N/A             0
    Walls                   10              N/A             0

    Objectives
    ----------

    Name                    Score         When Lit         Bonus*

    Left Drop Target Bank   [3]             N/A             0
    Right Drop Target Bank  [4]             N/A             0
    Centre Drop Target Bank 5K              N/A             0
    S-T-E-L-L-A-R           0               N/A             X
    W-A-R-S                 0               N/A             X
    S-T-E-L-L-A-R W-A-R-S   50K             N/A             0
    Numbered Lanes          0               N/A             X

    Footnotes
    ---------

    ?   20 is usually what is scored but during testing I was able to get a 10
        to register occasionally.  My slingshots have never worked properly,
        however, and I've never had the time to fix them.  Clarification would
        be appreciated.

    *   X represents a Bonus X, i.e. an increase in the Bonus Multiplier.  For
        more information on the Bonus feature, see the next chapter.

    [1] When lit, Eject Hole scores a progressive award of either:  1K, 2K, 5K,
        10K, or 10K+EB.  See "Centre Drop Targets / Eject Hole / Outlanes" in
        the "Objectives" chapter above.

    [2] When lit, Upper Jet Bumpers score 1K per hit.  When flashing, Upper Jet
        Bumpers score 2K per hit.

    [3] The Left Drop Target bank scores 5K for the first completion, 10K for
        the 2nd completion, and 5K for each subsequent completion.

    [4] The Right Drop Target bank scores 5K for the first completion, and
        increases by 5K for each subsequent completion, up to a maximum of 30K
        for the sixth completion.  Subsequent completions also score 30K.

                                     =====
                                     Bonus
                                     =====

    Like most games of its era, Stellar Wars has a Bonus award to help boost
your score.  The Bonus is awarded at the end of each ball.

    The Bonus is tracked by a series of lights located between the flippers.

    The Bonus Multiplier value progression is shown in green.  Only the highest
value shown is awarded, so the maximum value is 5X.  In other words, if all
four lights are lit it means you have 5X, not the cumulative 14X.

    The Bonus value is shown in white.  The maximum value is 29K.  To calculate
your bonus, take the highest single digit (1-9) shown and, if lit, add either
10 or 20.  It's odd that you can't light both 10K and 20K at the same time, but
presumably the designers felt that a 39K Bonus would be just too much.

    When your ball drains, as long as you haven't tilted, you receive your
bonus.  The game will count off your bonus, repeating for each Bonus X.  The
counting is done fairly quickly, 1K at a time, with slight pauses between
repeats for Bonus X.

    The Bonus Multiplier may or may not reset after each ball, depending on how
the game is setup (see "Operator Adjustments", #33).  It will always reset if
you achieve a 5X multiplier, however.

                                    ========
                                    Strategy
                                    ========

    This chapter is all opinion based on experience, so don't blame me if it
doesn't work for you.  Do let me know if I am basing anything I say on
inaccurate information, though.

    There is not a lot of strategy involved in Stellar Wars.  In many ways this
makes it kind of endearing, because it is a purely technical game.  You
basically shoot for what you can see and react to the results, then repeat.
This makes Stellar Wars a great game to practices basic pinball playing
techniques like shot-making, catching, passing, nudging, etc.

    Having said that, there are still a few objectives in the game that can be
approached from a strategic point-of-view.  The two strategies I have adopted
are the S-T-E-L-L-A-R W-A-R-S strategy (which I'll call the Letters strategy
for brevity), and the Extra Ball strategy.

    The Letters strategy involves trying to complete all of the letters in
S-T-E-L-L-A-R W-A-R-S as fast as possible, then repeating.  It is fairly safe
and a good way to practice shots at the drop targets.

    The word S-T-E-L-L-A-R is somewhat easier to complete than W-A-R-S because
you can intentionally aim at the drop targets.  The inlanes required for
W-A-R-S still require some luck to get the ball at the right target, even for a
good nudger (which admittedly I am not).  This is why I would recommend
completing S-T-E-L-L-A-R, then completing the Right Drop Targets and lighting
the Captive Ball.  After this, you can shoot for the Captive Ball to spot the
letters in W-A-R-S and collect the 50K award.

    The Extra Ball strategy is a lot more perilous and probably best suited for
experienced players.  It involves simply pounding the Centre Drop Targets on
the way to lighting the Extra Ball at the Eject Hole.  The danger is that any
direct shot at the Centre Drop Targets is a potential drain shot, and it's very
difficult to hit them accidentally, so you have to be good at saving the ball.
The rewards involved are enormous, though, as you can theoretically repeat this
strategy indefinitely on each ball.

    Once you have the Extra Ball, you can either try for S-T-E-L-L-A-R W-A-R-S
(which you should be close to completing by that time), or you can shoot for
the Eject Hole at 10K per shot (great if you're good at flipper passing).  I
wouldn't recommend trying to light the Outlanes intentionally after lighting
the Extra Ball, unless you can do Death Saves or Bang Backs, because you have
to drain to get the Special.  Odds are that ball action will do the job for
you in time.

    A third strategy is to simply fire the ball at the Left and Right Lanes
whenever possible, which keeps the ball away from the bottom half of the
playfield and thus relatively safe.  Remember, though, that the Upper Jet
Bumpers will send the ball off in any direction and that can make for some
quick drains.  The key problem with this strategy is that there is little
chance for reward.  The Bonus Multipliers you will get are not worth much
without the Bonus to back them up, so you will eventually have to break down
and shoot for something (Drop Targets are probably best as they offer quick
points).

    Regardless of which strategy you adopt, there are some points to remember.
Most involve common pinball sense.

    The Bonus is extremely valuable and will account for a significant part of
the score in a good game.  The maximum bonus you can get on a single ball is
29K*5=145K.  Logically, if you achieve the maximum Bonus value (29K) at any
time, try like heck to increase the multiplier.  The safest way is by shooting
the Left or Right lane to the Numbered Lanes, but this can take a while.  A
faster but riskier way is to complete S-T-E-L-L-A-R W-A-R-S.  Similarly, if you
manage to get a couple of "accidental" Bonus X awards (from the Numbered Lanes
or wherever), shoot at whatever you can to maximise your Bonus value.

    If at any time you manage to complete W-A-R-S accidentally, it is worth
trying for S-T-E-L-L-A-R and the 50K award.  Similarly, if you find the Eject
Hole value at 10K, it's worth going for the Extra Ball.

    Although Stellar Wars has no Skill Shot per se, the same approach is
required as if one existed.  In other words, DO _NOT_ JUST PULL THE PLUNGER ALL
THE WAY BACK AND FIRE!  All this will do is send the ball to the Left Flipper
at high speed.  Instead, pull it back about half way and fire.  The ball should
hit the wall beside the exit of the Left Lane and bounce around, going down one
of the Numbered Lanes and into the Jet Bumpers.  Adjust for the plunger tension
of the game you're playing on, of course.  This will put you this much closer
to a Bonus X.  More advanced players can try to make an ad hoc Skill Shot over
time by learning the amount of plunger force required to put the ball in the
Numbered Lane of their choice.  This is great as it virtually assures you an
extra Bonus X by the end of your game.  It's free points, so why not?

    Specials are not very useful no matter what they are set at, unless of
course you don't own the game and had to pay to play it.  Othwerise, Credits
are of no value other than bragging rights.  An Extra Ball isn't a bad award,
but the trouble is that Stellar Wars does not stack Extra Balls (i.e. only one
per ball is allowed), so the if you use the Centre Drop Targets you will have
already lit the Extra Ball before the Outlane Specials.  The only real benefit
is from the Right Drop Targets (which light a Special at the Standup Target)
and they are not reasonably well scoring and divert your attention from other
objectives.

    It's not too hard to keep the ball out of the Outlanes (even when the posts
are set to Conservative (the hardest)) when they get near them.  Nudging
techniques should work most of the time, though the higher Inlane Dividers can
cause problems.  The real frustration occurs when the ball travels from
somewhere on the top half of the playfield directly to the outlane mouth, at
which time there isn't much you can do unless either a) you're really good or
b) you can perform a Bang Back / Death Save.

    Speaking of Bang Backs and Death Saves, I can't do them, so I can't say how
Stellar Wars is for practising them.  I can say that I often get quite a bit of
ball action after an outlane drain, so the potential may be there.  Tips
regarding this are welcome.

    The last thing I should mention is that I can envision Stellar Wars as a
great game for kids.  It's space theme will keep them interested, and its
relative simplicity offers good potential for quick improvement with practice.

                              ===================
                              Bugs / Design Flaws
                              ===================

    This chapter outlines some of the things that I feel are bugs or design
flaws in Stellar Wars.  Additions are welcome.

    Eject Hole Stop Bracket
    -----------------------

    The metallic tab that is fastened behind the Eject Hole was apparently a
new part for Stellar Wars.  Its job is to deaden the ball so it stays in the
Eject Hole.  Unfortunately, it's tough to adjust it properly so it does this,
and even when properly adjusted it's still not 100% reliable.

    The trick is to adjust it so that the height between the Eject Hole and the
bottom of the Stop Bracket is as close to the ball clearance height as
possible.  In other words, the ball should sit in the hole with the smallest
possible gap between the ball and the Stop Bracket.

    Adjusting it too low, though, will prevent the ball from entering the hole
entirely, so watch out.  Better too high than too low.  However, if too high,
the angle of deflection will not be sufficient to keep the ball in the hole,
and the ball will just bounce back out.  It's touchy.

    I'm not really sure the Bracket was even designed to be adjustable, but it
can be done.  Make sure the screws holding it in place are tight, then secure a
pair of locking pliers to the end (facing the flippers) and bend gently until
the desired height is reached.  Regular pliers will also work, but may prove
more difficult when making fine adjustments.

    Adjusting my own bracket made a big difference to the number of
bounce-outs.  On my machine, there is slightly less that a millimetre of space
between the ball and the Bracket when the ball is sitting at rest in the Eject
Hole.  On hard shots directly to the Eject Hole, about 1 ball in 20 bounces
out.  I've never had a light shot bounce out since the adjustment, but it's
hard to get a light shot up there.

    If you can't adjust the Bracket (because it's not your game or for whatever
reason), it is not critical so long as the Bracket is high enough to let the
ball in.  Shots to the Eject Hole will still score, but the ball will bounce
out immediately and can catch you off guard.  The danger is increased because
the Eject Hole Popper will fire about a half-second later, just as the ball is
returning to the flippers, and it's hard to ignore it.

    Drop Targets Fail to Score
    --------------------------

    If you hit a Drop Target immediately after completing a different Drop
Target bank, the Drop Target won't score, or at the very least won't spot the
letter if one is associated with it.  This can get frustrating at times because
it forces you to complete an entire bank just to have another shot at spotting
the letter.  (Does this happen on System 6 games?)

                              ====================
                              Operator Adjustments
                              ====================

    This chapter describes the various operator adjustments available on
Stellar Wars.  I provide this chapter for two reasons:  1) To let players who
don't own the game know what might be different, and 2) To help owners who
might not have a manual.  I have intentionally kept this chapter brief, as
everything here is covered in the manual (plus I don't want to infringe on
copyrights.)  HINT:  I've listed all settings in order.

    Number | Description
    -------+---------------------------------------------------------------
     00-11 | Audits.
      12   | Current High Score.
      13   | Backup High Score (used after a reset).
     14-17 | Replay Scores.
      18   | Maximum Credits (up to 30, 0 is free play).
     19-25 | Pricing Controls.
      26   | Number of Credits awarded for a High Score.
      27   | Eject Hole 2K/5K and Captive Ball/Lower Bumper Lit separation.
           | (Eject separate & others together, both together, both
           | separate, or 2K/5K together and others separate.)
      28   | Match toggle.
      29   | Special award (Credit, Extra Ball, 50K).
      30   | Replay award (Credit, Extra Ball).
      31   | Number of balls (3 or 5).
      32   | Maximum number of tilts before ball loss.
      33   | Playfield Restore.  (Bonus X & Eject Hole, Eject Hole only,
           | Bonus X only, or none.)
      34   | Extra Ball (On or off).
      35   | Sweep Sound (rather mysterious, try 30 if you want it on.)

                                 =============
                                 Parting Words
                                 =============

    This rule sheet is part of the Steve Ritchie Rulesheet Collection.  The
latest version is always available at the following URL:

http://www.mindspring.com/~rosco29/rules/stelwars.txt

    As a backup, you can try my personal web site at:

http://paulsid.home.ml.org/pinball/stelwars.txt

    If you wish to contact me wish suggestions, corrections, or feedback, you
can email me at:

paulsid@home.com

    I also occasionally show up on the "PinNet" IRC channel #pinball as
BlindSpot.  PinNet's unofficial server is irc.citenet.net, and there are
PinHeads on there nearly all the time.  The official chat time is on Sunday
nights starting at 9pm Eastern Time.

                              ====================
                              Copyright Disclaimer
                              ====================

    This rule sheet is entirely the property of the author, Paul Sidorsky.  All
trademarks referred to are for reference only and are not intended to infringe
on copyrights.

    This file may freely distributed via electronic means provided it is not
modified from its original means (including additions, deletions, or partial
extractions).  It may not be sold, for profit or otherwise, or distributed in
printed form.

    Exception:  Legitimate pinball leagues are authorized to distribute printed
copies to members, provided these copies are unmodified.