Rules & Strategies

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NOTE: The following is based on my particular game with factory recomended settings for 3 ball play. Results may vary.

Kickout Saucer: The kickout saucer is located at the top of the playfield and worth 500 points or 5,000 points when lit. Landing in the saucer spots the lit P–A–R–T–O–N letter. P–A–R–T–O–N letters may also be collected via the drop targets as described below. Progress is recorded by the D–O–L–L–Y P–A–R–T–O–N lamps in the center of the playfield. After all the P–A–R–T–O–N letters are collected, the kickout saucer is lit for 5,000 points. Collected P–A–R–T–O–N letters carry from ball to ball. ??The saucer is unlit at the beginning of each ball.??

D–O–L–L–Y Targets A bank of five stationary D–O–L–L–Y targets occupy the upper left area of the playfield. Each target is initially worth 400 points. Progress is recorded by the D–O–L–L–Y P–A–R–T–O–N lampss in the center of the playfield. After all five targets are hit, the bank is lit and each target scores 1,000 points. Most of the D–O–L–L–Y targets are blocked by the three thumper bumpers. There's a direct shot to the D and the second L, but completing the bank has more to do with lucky ricochets off the bumpers. The Y target seems to be the most difficult to hit. From the right flipper, a good shot is toward the rebound rubber to the left of the left bumper. This shot is usually worth a few targets as well as a possible saucer score and some good bumper action. Collected D–O–L–L–Y letters carry from ball to ball. ??The target bank is unlit at the beginning of each ball.

Thumper Bumpers: Three thumper bumpers are located in the upper middle of the playfield and are always lit and always score 100 points. The three bumpers block clear shots toward most of the D–O–L–L–Y targets.

Inline Drop Targets: A bank of four inline drop targets is located in the upper right area of the playfield. This is where most of the fun is had. The first target scores 200 points and lites the spinner for 1,000 points. The second target scores 400 points and lites the 2x multiplier. The third target scores 600 points and lites the 3x multiplier. The fourth target scores 800 points, lites the 5x multiplier and lites the extra ball and special. Each drop target also spots a P–A–R–T–O–N letter. Hitting the final stationary target collects the extra ball and special. Hitting the final stationary target additional times scores 20,000 points. Lit multipliers remain lit from ball to ball so liting 5x on ball 1 makes for a high scoring game. The targets reset at the beginning of each ball.

Spinner: The spinner is located below the drop target bank and scores 100 points or 1,000 points when lit. The first drop target lites the spinner. The spinner is unlit at the beginning of each ball. The spinner can be a satisfying shot when lit, but the drop target multipliers are usually more tempting.

Click for a larger image of the upper playfield area.

Left Stationary Target: The middle left side of the playfield has a lone stationary target worth 500 points. The target is of little value. The player is better served by lobbing the ball back up toward the D–O–L–L–Y targets and thumper bumpers.

Shooter Lane Return: The middle right side of the playfield includes a return path to the shooter lane worth 5,000 points. A soft shot returns the ball to the plunger. Harder shots will likely pass the shooter lane ball gate where the ball will fall back through the spinner or possibly make it up to the kickout saucer. This shot has little strategic value. There's really no motivation to shoot the return path when one can go for multipliers on the drop targets or pass through a lit spinner. Moreover, the shot is extremely tight and has little chance of success. The shot is more of a novelity. If a rouge ball happens to find its way through the opening, the player gets a "timeout" to rest their flipper fingers.

D–O–L–L–Y P–A–R–T–O–N Bonus: .

Click for a larger image of the center playfield area.

Slingshots: The slingshots are of the usual shape and location. There are also four rebound switches. Two switches are located to the right of the kickout saucer, one is behind the drop targets and one is below the three stationary targets. Each slingshot and rebound switch scores 10 points per hit and toggles various lit playfield features such as the kickout saucer letter, the left rollover lanes, the stationary target in front of the bottom thumper bumper and the inlanes and outlanes.

Inlanes: The inlanes score 300 points when not lit. When lit the inlanes score the current Hyper Space value and advance the Hyper Space value. Each roll though an inlane also adds one advance to the end-of-ball bonus.

Outlanes: The outlanes score 1,000 points and a special when lit.

Flippers: There are two flippers in the usual location.

Click for a larger image of the lower playfield area.

Multiball: None.

Extra Balls: Extra Balls are earned by way of the Hyper Space feature described above. Only one Extra Ball may be earned per ball in play.

End-of-Ball Bonus: Instead of a traditional bonus ladder, this game features the D–O–L–L–Y P–A–R–T–O–N bonus described above.

Specials: There are three ways to earn Specials. One is by way of the drop targets as described above and two are by way of the spell BALLY feature described above.