International Arcade Museum Library

***** DEVELOPMENT & TESTING SITE (development) *****

Play Meter

Issue: 1982 March 15 - Vol 8 Num 6 - Page 59

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It is a pingame .. . or is it a video?
Whichever way you look at Hyper-
ball, its creator Williams Electronics
terms the game "an encounter of the
third kind," housed in a pinball style
cabinet with many video game play
features.
Players control the game play by
manipulating two trigger mecha-
nisms located on the top front of the
cabinet that control a Hyper-
Cannon which shoots out with
machine-gun-like action as many as
250 balls a minute . Lights flash
quickly from target to target on the
playfield, and if not shot down and
extinguished immediately, become
lightning bolts which streak down-
ward to drain power from the Energy
Center- which supplies power to
the Hyper-Cannon and is the vital
core of Hyperbal/.
Although players have unlimited
balls and time, five lightning bolts will
wipe out the power in the Energy
Center. Players must keep a wary
eye on a particularly virulent enemy,
the Baiter, who jumps all over the
playfield. Each Baiter Bolt that hits
the Energy Center destroys one unit
of energy and if the Baiter himself
jumps to the Energy Center before
being destroyed, the entire Center is
wiped out.
Scoring is awarded for hitting lit
targets or bolts. Smashing thirty
bolts completes an attack wave and
a bonus is awarded for each remain-
ing Energy Unit . If destruction is
imminent , a limited number of "Z-
Bombs" can be activated to destroy
all enemies on the playfield.
For highest scoring , players
should follow the special instructions
flashed on the alphanumeric display
in the center of the playfield. Hitting
an indicated target or spelling a
specified word, awards Bonus
Energy Units , Z- Bombs, or points.
The third and seventh waves score
bonus points. A target lights ran-
domly and a rapidly decreasing score
value is en tered in the alphanumeric
display. Hitting the lit target stops
the countdown and the remaining
score is awarded. Players have
twenty opportunities to score during
a Reflex Wave .
Williams has designed Hyperball
with micro-switches and opto-
switches in all critical areas, and the
wear-resistant plexiglass playfield is
constructed to withstand heavy-duty
action .
PLAY METER , Mar c h 15 , 1982
How last can
UOU IIID?
Features of Bally's new Vector pin-
game include a digital playfield read-
out to measure your flip speed
against the fastest flip-to -date, two
levels, four flippers and multi-plane
artwork .
Beginning with a unique ball entry,
Vector's main strategy is to gain
entry to the Vectorscan ramp and
measure the speed of your flip shot,
which is then displayed on the center
playfield's digital Flip-0-Meter. The
Flip-0-Meter also shows the fastest
flip to date, offering further challenge
to players. Beating the fastest flip
awards a Special.
To gain entry to the Vectorscan
ramp, it is necessary to drop the
Defender drop targets that guard the
ramp. Dropping the Defending 1-6
targets qualifies the top saucers for
up to three captured balls, or Vector
energy units.
Energy Units can be released
three different ways; by capturing all
three balls; by making the H-Y-P-E
targets in order, or by a special last
ball feature. Only on the last ball the
H-Y-P-E targets may l:ie hit out of
order, releasing one captured ball.
To further Vector play, a set ofX-
Y-Z drop targets on the upper level
will drop the Vectorscan Defender
targets by remote control when hit in
sequence.
Vector's many features also
include two Saving Saucers at the
bottom playfield, four flippers for
maximum ball control and multiple
skill shots, five ramps, an exciting
graphic package and a PAC, Play
Analysis Computer Voice, to help
plan Vector game attack.
Vector is available now at Bally's
distributors .
59

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