JOHNNY MNEMONIC RULE SHEET

Taken directly from the Williams Operations Manual.

SKILL SHOT:
Each time a ball is served for the player to launch, a SKILL SHOT is available in the top JET BUMPER entry lanes.
A SKILL SHOT point value is awarded by using the flipper buttons to LANE CHANGE such that the ball rolls over the blinking light.

MNEMONIC RECOVERY:
This is a virtual kickback feature where the ball is returned to play by the AUTOFIRE mechanism.
The RIGHT STANDUP TARGET controls the lighting of the MNEMONIC RECOVERY arrow. The standup must be hit twice to light this feature.
This feature can also be lit by locking a ball in the MYSTERY AWARD position of the CYBERSPACE MATRIX.

THROWING SPIKE:
Each time the LEFT RETURN LANE switch is made and the LITE THROWING SPIKE lamp is lit, the THROWING SPIKE feature is lit for a timed period.
Making either the RIGHT RAMP or RIGHT LOOP shot awards the next award in the following order:

1. GIGABYTES
2. BIG POINTS
3. LITE SPINNER MILLIONS
4. QUICK MULTIBALL
5. HOLD BONUS
6. LITE EXTRA BALL

SPINNER MILLIONS:
When SPINNER MILLIONS is lit, the SPINNER shot adds points to a SPINNER MILLIONS total value
which is awarded at BONUS COUNT.

QUICK MULTIBALL:
QUICK MULTIBALL is a two ball multiball started by the forth THROWING SPIKE award. During QUICK MULTIBALL,
the LEFT and RIGHT RAMPS are the JACKPOT shots. Once one of the shots is made, the other must also be made
before both are again available for the QUICK MULTIBALL JACKPOT score value.

HIT ME:
Each time the RIGHT RETURN LANE switch is made and the LITE HIT ME lamp is lit, the LEFT LOOP
shot is lit for a timed period. Making this shot awards an incremental point value.

COMBOS:
Each time two or more shots are made in close succession, a COMBO award of an incremental point value and GIGABYTES is given.

VIDEO FRAMES:
When either the LEFT or RIGHT RAMP is made and the display is showing a VIDEO FRAME in the right one-third, and the
RAMP shot does not build the YAKUZA STRIKE blocks, a VIDEO FRAME is awarded. There are fifty VIDEO FRAMES in a set.
A floating level LITE EXTRA BALL is available in the first set of VIDEO FRAMES. Each VIDEO FRAME awards GIGABYTES, and contributes toward BONUS COUNT.
Collecting a complete set awards an additional point value.

JOHNNY SPELLOUT:
Shooting the LEFT LOOP awards a letter in this spellout. Each letter awards an incremental point value and GIGABYTES.
Completing the spellout awards additional points, GIGABYTES, and starts FRENZY.

MNEMONIC SPELLOUT:
Shooting the RIGHT LOOP awards a letter in this spellout. Each letter awards an incremental point value and GIGABYTES.
Completing the spellout awards additional points, GIGABYTES, and starts FRENZY.

FRENZY:
FRENZY is awarded each time either the JOHNNY or MNEMONIC spellout is completed.
During this timed mode, all targets and shots are worth a fixed score value.

ACCESS JET BUMPERS:
The LEFT STANDUP TARGET opens the diverter which channels SPINNER and RIGHT LOOP shots into the JET BUMPERS for a timed period.
This allows the player to control access to the JET BUMPER lanes.

CYBER LOCKS:
Each visit to CRAZY BOB’S computer shop will enable CYBER LOCKS, unless
CYBER LOCKS are already enabled, a mode is already running, a multiball is running, or YAKUZA STRIKE is running.

CYBERSPACE MATRIX INFO:
Each visit to CRAZY BOBS computer shop will inform the player of the position of a CYBERSPACE MATRIX AWARD.
The player must lock a ball in the specified CYBERSPACE MATRIX position to collect the award.

CYBERSPACE MATRIX AWARDS:
Each time a ball is locked in the CYBERSPACE MATRIX, one of the following awards is given:

1. BONUS X
2. HOLD BONUS
3. AWARD BONUS
4. VIDEO MODE
5. SUPER LOOPS
6. 50 GIGABYTES
7. LITE EXTRA BALL
8. LITE CRAZY BOBīS
9. MYSTERY AWARD – Randomly awards one of the following:
                      a. LITE SPECIAL
                      b. 50 GIGABYTES
                      c. LITE MNEMONIC RECOVERY
                      d. YAKUZA STRIKE
                      e. TOUCH TONE MULTIBALL

VIDEO MODE:
VIDEO MODE is a game played in the display using the four cabinet buttons. It is started by locking a ball in the VIDEO MODE position on the CYBERSPACE MATRIX.
The game has four waves during which the player is the predator and the computer is the prey. The predator is the large circle and the prey are the small squares.
The object is to move the predator by pressing the cabinet buttons in order to capture all of the prey.
If all of the prey are captured in the given time, the wave is completed and the next wave is started.
A LITE EXTRA BALL appears as one of the prey in the second wave until it is captured.

SUPER LOOPS:
SUPER LOOPS is awarded by locking a ball in the SUPER LOOPS position on the CYBERSPACE MATRIX. When SUPER LOOPS is active,
each LEFT or RIGHT LOOP shot awards the SUPER LOOPS score value. Each time SUPER LOOPS is awarded, the score value is increased.

CRAZY BOBīS ITEMS:
Each visit to CRAZY BOBīS computer shop when the sign is lit (blinking) collects a CRAZY BOBīS ITEM and awards an incremental point value.
The ITEMS are:

1. PEMEX DOUBLER
2. SINOLOGIC 16
3. THOMPSON EYEPHONES
4. SOGO SEVEN DATA-GLOVES
5. GPL STEALTH MODULE
6. BURDINE TRANSLATOR
7. INFOBAN 3000
8. ONO SENDAI BLACK AND TAN

LITE EXTRA BALL:
There are five possible ways to light the LITE EXTRA BALL lamp. The first is lit when the bonus multiplier reaches 4X. Only one EXTRA BALL may be lit by the first method.
The second is at an adjustable level based on the number of VIDEO FRAMES collected. Only one EXTRA BALL may be lit by the second method.
The third is lit when the last THROWING SPIKE item is collected.
The forth is lit when a ball is locked in a LITE EXTRA BALL position on the CYBERSPACE MATRIX. Only one EXTRA BALL may be lit by the forth method.
The fifth is lit if collected during the second wave of the VIDEO MODE. Only one EXTRA BALL may be lit by the fifth method.

YAKUZA STRIKE:
This hurry-up is started either by alternatively shooting each of the LEFT and RIGHT ramps three times each, or from the CYBERSPACE MATRIX MYSTERY AWARD.
During this hurry-up, the display shows a point value which counts down from 60 million to 25 million. While the value counts down, all shots award the current value.

TOUCH TONE MULTIBALL:
TOUCH TONE MULTIBALL is a two ball multiball started as one of the CYBERSPACE MATRIX MYSTERY AWARDS.
During TOUCH TONE MULTIBALL, all targets and shots change one of two digits in the JACKPOT score value. Making the CRAZY BOBīS computer shop shot sets the digit.
When the second digit is set, that JACKPOT score value is awarded and the scenario repeats.

CYBERSPACE MULTIBALL:
CYBERSPACE MULTIBALL is a three ball multiball started by locking three balls in the CYBERSPACE MATRIX.
The JACKPOT shots for this multiball are determined by the placement of the balls locked in the CYBERSPACE MATRIX, according to the red sign located on the right ramp.
Each JACKPOT awards an incremental point value, based on the particular JACKPOT chosen.
If the three JACKPOTS chosen fall in a line on the MATRIX, then the JACKPOT values will each be worth three times their default value.
The JACKPOT shot vs. MATRIX location is as follows:

RIGHT JET LANE              RIGHT LOOP                     CRAZY BOBīS

MIDDLE JET LANE           RIGHT RAMP                    LEFT RAMP

LEFT JET LANE                SPINNER LOOP                LEFT LOOP

START MODE (MODE READY):
Each visit to CRAZY BOBīS computer shop will light START MODE (MODE READY) unless
a START MODE is already lit, a mode is already running, a multiball is running, or YAKUZA STRIKE is running.
The exception to this rule is that the player must first collect all available GIGABYTES before START MODE can be lit for POWERDOWN.

UPLOAD MODE:
One of the five basic timed modes. During UPLOAD MODE the player must make each of the LEFT LOOP, LEFT RAMP, RIGHT RAMP, and RIGHT LOOP once to complete the mode.
Each successful shot awards an incremental point value and GIGABYTES. Completing the mode lights CRAZY BOBīS for an ITEM.

ACCESS CODE 1 MODE:
One of the five basic timed modes. During ACCESS CODE 1 MODE the player must make the shot identified by the blinking WHITE TRIANGLE.
Each time the identified shot is made, a different shot will be identified. Each successful shot awards an incremental point value and GIGABYTES.
Completing five shots lights CRAZY BOBīS for an ITEM.

ACCESS CODE 2 MODE:
One of the five basic timed modes. During ACCESS CODE 2 MODE the player must make either the SPINNER or the RIGHT LOOP shot into the JET BUMPER lanes.
Each successful shot awards an incremental point value and GIGABYTES. Completing the JET BUMPER lanes during this mode increases the RIOT JETS multiplier.
Each JET BUMPER hit scores a value times the RIOT JETS multiplier. Completing four SPINNER or RIGHT LOOP shots lights CRAZY BOBīS for an ITEM.

DOWNLOAD MODE:
One of the five basic timed modes. During DOWNLOAD MODE the player must make the LEFT LOOP as many times as possible.
Each successful shot awards an incremental point value and GIGABYTES. Completing six shots lights CRAZY BOBīS for an ITEM.

N.A.S. CURE MODE:
One of the five basic timed modes. During N.A.S. CURE MODE the player must make the CENTER (popper) LANE four times to complete the mode.
Each successful shot awards an incremental point value and GIGABYTES. Completing the mode lights CRAZY BOB’S for an ITEM.

POWERDOWN MULTIBALL (mode):
This is the final mode. The player must have played each of the five basic modes and collected the prescribed number of GIGABYTES before this mode can be started.

During POWERDOWN MULTIBALL, the game will continuously AUTOFIRE all of the balls in the game. The display shows a POWER BAR for each of the seven shots (SECTORS) in the game.
Each POWER BAR grows shorter over time. Making a shot boosts the power bar for that SECTOR, effectively extending the mode timer.
The mode is over when all of the POWER BARS reach zero power. If the player collected any CRAZY BOB’S ITEMS, then each ITEM
will be represented by a small lightning bolt in the upper left corner of the display. Each visit to CRAZY BOB’S computer shop during POWERDOWN mode
uses up an item to boost the level of all POWER BARS. Scoring is based on the number of non-zero POWER BARS times the sum total of all POWER BAR levels.
A special all time great High Score To Date table is kept for the top twenty (or so) players scores during POWERDOWN mode.

SPECIAL MODE (MIDNIGHT MADNESS):
If the SPECIAL MODE adjustment is set to YES, then a special multiball will be available to players.

GIGABYTES:
Gigabytes are awarded throughout the game. Once the player collects 320 GIGABYTES (which requires playing POWERDOWN), CYBERPUNK status
is achieved and they are allowed to enter their initials at the end of the game. There is only one CYBERPUNK.
The initials of the current CYBERPUNK are displayed periodically during score sweep in the right one-third of the display.
The last player to collect all 320 GIGABYTES is the CYBERPUNK. The game feature which contribute to collecting GIGABYTES are:

1. SKILL SHOT
2. THROWING SPIKES “GIGABYTES” AWARD
3. CYBERSPACE MATRIX “GIGABYTES” AWARD
4. COMBOS
5. J-O-H-N-N-Y and M-N-E-M-O-N-l-C SPELLOUTS
6. MODES
7. VIDEO FRAMES

BONUS MULTIPLIER:
The bonus multiplier is increased by completing the set of three JET BUMPER entry lane lamps.
The flipper buttons cause Lane Change to occur, assisting the player in collecting all three lamps.
The bonus multiplier sequence is 2X, 3X, and 4X, then 50 million, 60 million, up to 100 million. LITE EXTRA BALL is lit the first time that 4X is achieved.

BONUS HELD:
When collected, the previous ball’s BONUS COUNT is awarded again on the next BONUS COUNT. This award is available by either
locking a ball in the HOLD BONUS position on the CYBERSPACE MATRIX, or by collecting the next to last THROWING SPIKE award.
Multiple BONUS HELD awards may be collected during a ball and the count will be maintained throughout the game.

BONUS COUNT: At the end of a ball, a tally is made as follow:

1.                   VIDEO FRAMES               (collected throughout the game)

2.                   COMBOS     (collected during the last ball)

3.                   SPINNER MILLIONS       (collected during the last ball)

4.                   GIGABYTES                      (collected throughout the game)

TIMES BONUS MULTIPLIER

5.                   PREVIOUS BONUS          (when bonus was held on the previous ball)

 

 

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