Based on Devil's Dare made by D. Gottlieb & Company in August of 1982
- Cabinet art was made by n3X_VI
- Inside the script you can change from 5 (default) to 3 balls per game with one single easy change. See script for details
Gottlieb's Devil's Dare Rulesheet by Peter Hall e-mail: email@example.com
This is a text version of this rulesheet. A HTML version plus other goodies can be found at http://www.geocities.com/SouthBeach/Jetty/8726/
Gottlieb released Devil's Dare in August 1982 as the first in their System 80A Series, and introducing enhanced U2 and U3 ROM memory chips offering improved bookkeeping and self-test capabilities, new 7-digit displays, and more coin/credit combinations. The System 80A U2 and U3 ROMs were now socketed on the CPU board, making for easy exchanges. Gottlieb however did nothing to rectify the inherent design faults of the earlier System 80 power supply and driver boards for the System 80A games.
Devil's Dare was designed by Tom Sczfransky (his only pinball according to the IPD), and features the devilish artwork of Doug Watson (he of BK, BK2K, T2, IJ, F-14 fame) and David Moore, in their only pin collaboration. The playfield features 3 pop bumpers, 2 banks of 4 and 2 banks of 2 spot targets, 2 banks of 5 and 1 bank of 3 drop-targets, 2 spinning targets, 1 roll-under, 6 kicking rubbers, ball-saver in left outlane, Captive "Pit" and "Cave", 3 flippers (third is at the top of the playfield). The gameplay features 2 and 3 ball multi-ball, and "Multi-mode" - an extra round of multi-ball awarded for scoring 50'000 or 70'000 points during 2 or 3-ball multi-ball.
Devil's Dare had the sound/speech board fitted, however it seems that like Black Hole, many games (particularly exported games) had the sound only board. The sound only version unfortunately makes cheesy and quite annoying sounds like a "slot-machine", whilst the devilish commands given by a talker are:
*BALL SAVE - when Ball Save is initiated.
*SHOOT SPOT TARGETS - at random after 3 targets of either bank have been lit.
*YOU"RE CLOSE - at random after 40'000 or 60'000 points have been scored on the multi-mode bonus display.
*MULTI-MODE ACHIEVED - after Multi-mode has been earned.
*SHOOT CAPTIVE CAVE - at random after its lamp is lip or after the outside return has been activated.
*SHOOT CAPTIVE PIT - at random after its lamp is lit.
*FIRE - when a ball is released to the shooter.
Gottlieb produced 3'832 Devil's Dare pins but, due to the high percentage that were exported, it is considered to be something of a rarity in the USA. ____________________________________________________________________
The Devil Rules! ------------------
GAME OBJECTIVES: Ah yes, that's a good question and I haven't yet had much chance to work out the answer yet! Anyway hitting the drop and spot targets all over the playfield seems to be fairly crucial, followed by loading balls into the "Captive Pit" and "Captive Cave" for multi-ball. Naturally when you get round to it, keeping multi-ball going for as long as possible and hitting spot and drop targets are a good idea!
Top Red Spot Targets (4) Location: upper left of playfield, adjacent to "Captive Pit" exit gate Scoring: 500 when unlit or flashing, 2000 when lit Extra: completing the sequence twice light the red Special lamp in the right outlane, and enables Ball Save
Red Drop Targets (3) Location: upper right of playfield, in path of ball exiting shooter lane ("skill-shot") Scoring: 2000 when lit or 300 when unlit Extra: completing the bank enables the Ball Save, and lights the inside return lanes
Yellow Spot Targets (2) Location: Top right corner of playfield above upper flipper Scoring: info to follow Extra: info to follow
Right Red Spot Targets (4) Location: right centre of playfield Scoring: 500 when unlit or flashing, 2000 when lit Extra: completing the sequence once (3-ball) or twice (5-ball) enables Ball Save
Central Drop Targets (5) Location: centre of playfield facing flippers Scoring: 2000 when lit or 300 when unlit Extra: completing the bank enables the Ball Save, and enables "Capture Cave"
Left Drop Targets (5) Location: left centre of playfield Scoring: 2000 when lit or 300 when unlit Extra: completing the bank enables the Ball Save, and enables "Capture Pit" after a ball has been captured in "Captive Cave"
Left Yellow Spot Targets (2) Location: left of playfield above out and return lanes Scoring: 2000 Extra: upper lights right return lanes and lower lights left return lanes
Pop-bumpers (3) Location: triangular setting in upper centre of playfield Scoring: 300 when unlit and 3000 when lit (3-ball), or 100 when unlit and 1000 when lit (5-ball)
Left Spinning Target Location: at entrance to "Captive Pit", above left bank of drop targets Scoring: 300 when unlit, 2000 when lit Extra: adds bonus
Right Spinning Target Location: right of playfield, below exit from plunger lane Scoring: 300 when unlit, 2000 when lit Extra: adds bonus
Captive Cave Location: Left side of playfield, behind left drop target bank Scoring: 5000 Extra: Capture enabled when lit
Captive Pit Location: Left side of playfield, entrance via left spinning target Scoring: 5000 Extra: Capture enabled when lit
Inside Return Lanes (2) Location: left and right at bottom of playfield, leading to flippers Scoring: 500 when unlit, 3000 when lit Extra: when lit, right lane lights left spinner for one shot and left lane lights right spinner for one shot
Outside Return Lanes (2) Location: left and right at bottom of playfield, leading to flippers Scoring: 500 when unlit, 3000 when lit Extra: when lit, left lane lights rollunder for one shot and right lane lights Capture Ball for one shot - the ball landing in "Capture Cave" is captured for multi-ball play
Ten Point Switch Location: island to right of lower right pop bumper Scoring: 10 points per hit
Kicking Rubbers (4) Location: right of playfield beneath bank of 4 red spot targets and above right out and return lanes; slingshots left and right of bottom of playfield above flippers; top left of playfield to left of left pop bumper. Scoring: 30 points per hit
BONUS Regular bonus accumulated during play is shown on the bonus display. When the ball drains, the player receives the bonus x multiplier.
SPECIAL Completing the top 4 red spot targets twice lights the red Special lamp in the right outlane.
EXTRA BALL Completing the 4 red spot targets, right centre of the playfield, once (3-ball play) or twice (5-ball play) lights the pink Extra Ball lamp in the entrance to the central island, and making the rollunder gate at its exit awards the Extra Ball
BALL SAVE Ball Save is enabled by: -completing the top spot target sequence twice -completing any drop target bank -completing the 4 red spot targets, right center of the playfield, once (3-ball play) or twice (5-ball play)
Completing the centre drop target bank lights the Captive Cave for capture. Completing the left drop target bank lights the Captive Pit for capture, after a ball has been captured in the Captive Cave. After a ball has been captured in the Captive Pit, the third ball hitting any switch releases the 2 captive balls for 3-ball multi-ball play.
After capturing a ball in the Captive Cave due to any one of the multi-ball return lanes, hitting any switch releases the ball for 2-ball multi-ball play.
During multi-ball play, the multi-mode bonus display starts to accumulate points at the rate 1000x the number of balls in play whilst at least 2 balls are in play on the drop targets and red spot targets (2000 if 2-ball and 3000 if 3-ball).
At the end of multi-ball play, the player receives the bonus x multiplier and if the multi-mode level has not been reached the player receives the 6th player score times 1x.
MULTI-MODE If the multi-mode levels are reached (50'000 for 2-ball and 70'000 for 3-ball) then the player receives 2- or 3-ball multi-ball for a period of time based on the 6th player display value.
During play in multi-mode, the 6th player display decrements at a slower rate when more balls are in play. As balls are lost, the display decrements faster. As the display decrements, the player receives these decremental units as score.
When the multi-ball bonus reaches zero, the playfield goes dead and waits for the balls to drain. At this time the ball is over and player advances unless the player shooting had previously won an Extra Ball, in which case he shoots again.
Completing the 3 drop target bank and either of the 5 drop target banks awards the 2x multiplier.
Completing the 3 and both 5 drop target banks awards the 3x multiplier.
Version 1.0b: - Have both, kicker and fake kicker version. - Fixed 2 ball multiball timer bug