SpectrumRluesheet For:
Bally Spectrum
By Dan Mowczan, dano@ic.net
History
Spectrum is a 3 ball game with a codebreaker theme from Bally. It was designed 
by Claude Fernandez, and the art was done by Margaret Hudson. Claude also 
designed such games as Flash Gordon, Elektra, Baby Pac-Man, and Phantom of the 
Opera. It had a production run of 994 machines, with rumors of a significant 
number of machines never being sold (see rumors). It was a complex game that 
didn't perform particularly well on locations.
Spectrum was a unique game for several reasons. Although there were three balls 
installed, only a single ball was intended to be in play at any time. Secondly, 
no plunger is present on the machine. It is an Add-A-Ball machine, which was 
rarely used in the 1980s. There are no outlanes -- balls can only be drained 
between the flippers. Finally, the absence of a plunger will confuse most people 
at the beginning of their first few games.
 
II. Playfield
Due to the fact that the Spectrum playfield is 100% symmetrical in construction, 
I will not describe the playfield clockwise from the bottom left, as is the 
convention. I will describe the playfield from the bottom up. Features of the 
playfield beyond the basic mechanics will be discussed near the end of this 
section.
Drain Saucer
Between the flippers, there is a saucer, which holds a single ball whenever a 
ball is not in play. This ball is launched up between the flippers to begin 
play, due to the lack of a plunger lane for that purpose.
Flippers
The flippers are of the standard Bally type for this era. The only unique 
feature worth mentioning is that the gap between the flippers is abnormally 
large. Due to the absence of outlanes to drain a ball, the game required a 
larger gap at the bottom to equalize play. The distance between the two flippers 
(from rubber to rubber) is 2 7/16"!
Wedges
In the standard location of pinball slingshots, two triangular wedges are placed 
at these locations. They do look like standard slingshots, but perhaps are a bit 
smaller. They do not have switches and slingshots to propel the ball, and only 
serve the purpose of forming inlanes. Slingshots are primarily designed to 
bounce the ball back and forth, increasing the danger of dropping a ball in an 
outlane, and are not required in this case.
Inlanes and trapped balls
The inlanes are typical for any machine. However, a trapped ball is located on 
each side of the machine. It is on the outside of the inlane, level with the 
portion of the lane leading up to the flipper. This ball can be launched (quite 
quickly) down the inlane towards the flipper. If not reacted to quickly, it will 
certainly drain. A "Special" lamp is located near each inlane entrance.
Computer Code Array
A large picture of a box, being about eight inches across and spanning from the 
bottom of the wedges up to the computer clue saucers is the code array. The 
array is made up of 12 cells, in a 3 across by 4 high array. Each cell in the 
array contains four lamps, one each of the colors red, yellow, green, and blue. 
Your successful and unsuccessful attempts to break the current 4 color code are 
shown here (see gameplay).
Computer Clues Saucers
About 5 inches from the top of the wedges, there is a pair of saucers that is 
easily accessible from most any angle. Each one ejects the ball into the hidden 
side lanes. Each of these saucers has two arrows which can be lit leading up to 
them. The left one has a red and yellow arrow, and the right one has a green and 
blue arrow.
Stars and Super Star
Located above the computer code array is four stars and one super star. These 
are lamps in the playfield that indicate the number of computer codes that you 
have successfully broken. (see gameplay)
Color Drop Targets, Red and Blue
About four inches above the computer clues saucers there is a set of three drop 
targets located on each side on the machine. They are approximately a 50-degree 
angle from horizontal pointed towards the flippers. The set on the left is blue 
and the set on the right is red. Each set is labeled clearly with its color on 
the silkscreen plastic above it, and says SHOOT (color) WHEN FLASHING.
Bonus Rollovers
Located about two inches above the top of the red and blue drop targets is a set 
of four rollovers stretching across the playfield in a tiny arc.
Spinners
At the outsides of the machine, right above about 1 1/2" above the bonus 
rollovers, two spinners is angled about 15 degrees from horizontal, facing the 
flippers. These spinners each have two arrows pointing towards them which can be 
lit. The left one has a green and blue arrow and the right one has a red and 
yellow arrow.
Color Drop Targets, Yellow and Green
These two sets of three drop targets are located near the center of the of the 
machine, about 3/4 of the way up from the bottom. They allow enough space for a 
ball to travel between them comfortably. They are angled at about 5 degrees from 
horizontal and are facing the flippers. As with the red and blue set, each set 
is labeled clearly with its color on the silkscreen plastics above them, and say 
SHOOT (color) WHEN FLASHING.
Spectral Curve
The Spectral Curve is a large arc starting at the left spinner, arcing over the 
yellow and green drop targets, and exiting on the right spinner. A successful 
shot into the spectral curve should be from a flipper, travel through the 
spinner on the opposite side of the playfield, arc over one set of drop targets 
pass the gap allowing access to the top saucer, over the other set of drop 
targets, and into the hidden side lane on the side of the playfield that the 
original shot came from. Four rollovers are located above the drop targets on 
the spectral curve to track the balls position in it.
Top Saucer
At the highest point of the machine, a center saucer is located. It is recessed 
fully and can only be hit from a very accurate upward shot from the flippers. It 
has the ability to eject the ball to the right or left, which sends the ball 
directly into the hidden side lanes. The ball passes over three rollovers to 
track its progress getting kicked into the hidden side lanes. This saucer has 
four lighted arrows (red, yellow, green, and blue) leading up to it. It is also 
labeled Computer Clues like the lower two saucers.
Hidden Side Lanes
This is one of the features that make Spectrum very unique. These side lanes are 
completely invisible to the player, as they completely obscured by opaque 
silk-screened plastics. They begin at the top, arced up to the top saucer, and 
at the bottom they empty into the ball reservoir on the inlanes. Three rollovers 
are visible at the top to track the ball's progress from the top saucer into the 
hidden side lanes. A ball can enter the hidden side lanes at four points on the 
playfield -- kicked out of the top saucer, on the spectral curve, between the 
spinners and the red and blue drop targets, and out of the lower computer clues 
saucers.
III. Gameplay
The goal in Spectrum is to break the computer's code. Gameplay is begun by 
pressing the right flipper button, which ejects the ball sitting in the drain 
saucer into the playfield by firing it up between the flippers.
Codes
The Computer's Code, which is kept secret from the player, is made up of a 
sequence of four colors. Each of the four colors is Red, Yellow, Green, or Blue. 
Colors can repeat in the code, so all four colors are not required to be used in 
the code. A new code is determined at the start of each game and immediately 
after the old code is broken.
Reading the Computer Code Array
The computer code array, located centrally in the lower half of the playfield, 
is what keeps track of your correct and incorrect guesses. The three columns in 
the array initially keep track of your first, second, and third attempt at 
breaking the code. If you have to make more than three attempts at breaking the 
computer code, the attempt records are pushed one column to the left. Attempts 
pushed off the left of the grid are lost, and these guesses cannot contribute to 
your bonus scoring at the end of each ball (see Scoring)
The four rows indicate the guesses at each of the four colors in the code's 
sequence. The top row corresponds to the first color in the code, and the bottom 
row corresponds to the last color in the code.
Each of the twelve cells in the array contains four controlled lamps. The lamps 
are red, yellow, green, and blue. The state of the lamps can tell you about a 
particular position guess (row) of a certain code guessing attempt (column).
  All lamps dark: Not yet ready to guess this position on this attempt 
  One light solid: Guessed this color for this position on this attempt, it was 
  incorrect. 
  One light flashing: Guessed this color for this position on this attempt, it 
  was correct. 
  Four lamps alternating quickly: Currently making this attempt.
Each of the cells must be filled in order. In other words, the first guess 
you'll make will be the first color in the codes, the second guess will be the 
second color, etc. You cannot proceed to the next position in the code without 
guessing the previous one, and you cannot start a new codebreaking attempt 
without completing all your guesses on the last one.
Taking guesses
When the game begins, the first position on the first attempt will have the four 
color lamps flashing in a circular pattern. This indicates that you're ready to 
take a guess at what the color is for that position in the secret code.
To take a guess, you need to strike two of the three bank targets of the color 
you want to guess. Immediately after sinking two of three targets of any color 
bank, the bank is reset and that is your guess if that color is currently 
allowed to be guessed (see Computer Clues). If the guess is legal, it is applied 
to the computer code array. The light in the cell is either turned on solid if 
the guess is incorrect or flashing if the guess is correct. The next cell on the 
grid immediately starts rotating colors indicating that you are ready to move on 
to your next guess.
Computer Clues
Of course, randomly guessing at the code won't get us anywhere. Three computer 
clues saucers on the board will give you a hint as to what the computer's code 
is.
The two side saucers each have two arrows pointing at them. The left saucer has 
a red and yellow lamp which defaults to yellow, and the right saucer has a green 
and blue arrow which defaults to blue. The lit arrow pointing at the saucer can 
be changed by hitting the spinner on the opposite side of the playfield. There 
is another set of arrows facing the spinners that duplicate the arrows pointing 
at the saucers for clarity. Each spin toggles between the two sets of two 
colored arrows pointing at the spinner and the corresponding saucer. If a clue 
has already been given out by the side saucers relating to a color, that color 
will not light again until you move on to a new guess.
The top saucer has arrows of all four colors pointing to it. Instead of being 
lit on a specific color, this top saucer's arrows rotate approximately every one 
second. Depending on the timing with which you hit the top saucer, clues are 
issued based on the currently lit arrow. Again, if a cluehas already been issued 
for a specific color from the top saucer, that color will not light again until 
you move onto a new guess.
When you land in a computer clues saucer, you are immediately rewarded with some 
information about the current guess you are making. The lit arrow is what color 
you will get a clue about.
  If the color would not be a correct guess, the machine announces "Not 
  (color)." The light above those bank targets go out, and that color can no 
  longer be guessed by hitting two bank targets -- but only for that particular 
  guess. 
  If the color would be the correct guess, the arrow starts flashing, and all 
  the bank targets except that color are disabled. At this point, you cannot 
  guess wrong -- you make your guess by hitting 2 of 3 bank targets, or you hit 
  the same saucer that has the flashing arrow.
Note that when you get a clue about a color that would be a correct guess, only 
the arrow starts flashing on the saucer that you got the clue from. For example, 
you cannot get a clue from the left saucer and then hit the top saucer to 
collect a correct guess, you have to hit the same left saucer. The top saucer 
continues to operate as normal and will give you information about whatever 
color you hit, even though you already know the proper guess to make.
Making Progress
As you make guesses, the computer code array will slowly fill up with your 
guesses. After completing four guesses, any correct guesses are already spotted 
for you in the next column in the computer code array. You'll have to redo 
incorrect guesses. When you lose your last ball, the computer displays the code 
you were trying to guess in the rightmost column of the computer code array.
Although you may have guessed incorrectly earlier on colors, you can still guess 
the same incorrect color again. Remember, getting computer clues will disable 
sets of bank targets, but just knowing what an incorrect guess previously was 
doesn't automatically disable bank targets. Often, you will know what color to 
shoot for even if you have more than one set of bank targets still active, due 
to your knowledge of previous failed guesses.
Cracking the Code
Once you crack the code, the machine will announce your success and spot you a 
star. A star is only a counter of the number of successfully cracked codes, and 
delivers points at the end of the game. After getting four stars, the next 
cracked code awards a Super Star. When a super star is awarded the older four 
stars are taken away.
Bonus Multiplier
The bonus multiplier starts at 1x, and grows to 2x, 3x, and 4x. In order to 
increment the bonus multiplier, you need to light all four of the rollover 
targets just above the middle of the playfield. Operator settings determine 
several factors:
  Whether or not the bonus multiplier is held from ball to ball 
  Whether or not you must get the rollovers in order from left to right 
  Whether or not you hold lit rollovers from ball to ball
Add A Ball
In order to add a ball to the balls remaining for play, you need to complete the 
spectral curve. Shooting a ball from a flipper, through a spinner, around the 
spectral curve, and into the opposite hidden side lanes awards one of two 
spectral lights on that side of the spectral curve. Completing all four spectral 
lights adds a ball to your balls remaining to play. Operator settings determine 
whether or not lit spectral lights carry over from ball to ball.
Inlane reservoir ball kickout
The inlane reservoirs each hold a ball ready to be shot down the inlane. This 
ball is kicked out of play immediately upon a ball entering the hidden side lane 
at any time. Basically, if a ball drifts into the hidden side lane through any 
of the access points or lands in a ball saucer, the ball at the bottom is 
immediately kicked into play, and replaces the current ball in play. While 
you're playing it, the ball that entered the hidden side lane makes it way down 
to the reservoir, ready to be kicked out next time a ball entered that hidden 
side lane.
Since the top saucer has the ability to kick the ball into either hidden side 
lane, you really do not know which side lane the ball is coming out of. The ball 
at the top isn't kicked down a hidden side lane until the reservoir delivers the 
ball into play, making sure that you have no clue as to where the ball is going 
to shoot out from. Getting used to this is somewhat difficult, and causes a 
great deal of frustration on your first few plays.
 
IV. Scoring
Playfield Scoring
      Inlanes2000
      Side Computer Clue Saucers5000
      Any Drop Target5000
      Spinners1000
      Bonus Multiplier Rollover300
      Spectral Curve Rollover500
      Top Saucer10000
      Rollovers leading to hidden side lanes*10
      Completing Spectral Curve25000 + Extra Ball

*Only two of the rollovers leading to the hidden side lanes score 10, the other 
does nothing. So, a successful top saucer shot will award 10020. A shot into the 
top saucer area that sneaks down the hidden side lanes without collecting a clue 
is worth 20.
Bonus Scoring
Bonus scoring is collected at the end of each ball. You are awarded 5000 points 
for every incorrect guess on the computer code array, and 10000 points for every 
correct guess. Your current bonus multiplier multiplies these scores.
End of Game Scoring
At the end of the game, you are given credit for every Star and Super Star that 
you collected by breaking codes. 100000 is awarded for each Star and 500000 is 
awarded if you have the Super Star.
Special codebreaking bonuses
After breaking the second code, a single special is lit on one of the two 
inlanes. The spinners will make this alternate from inlane to inlane. The fourth 
code broken awards both special lanes lit, but once one is collected the other 
disappears.
When you complete a code that contains 3 yellow, 4 yellow, 3 red, or 4 red, a 
special bonus is immediately awarded to the player. These bonus are optional, 
and can be turned on or off by the operator. There are several different 
settings for these, and they range from 25000 points up to 3 specials. I have no 
documentation on what levels can be set, but these are the largest and smallest 
awards I have seen when the bonuses are enabled.
 
V. Strategy
Spectrum is a fast paced game where the huge flipper gap makes sure that any 
missed shot has the potential for disaster. First and foremost, hitting your 
targets is the single most important skill at any time.
Another important step is to load up the Computer Code Array as quickly as 
possible -- even with incorrect guesses. Basically, you're bound to make some 
right guesses even without clues, and if you don't get as many guesses as you 
can on the array early, the bonus point payout is likely to be poor. In 
addition, making incorrect guesses gives you information about what colors you 
should be shooting for.
The spectral curve is an important shot, and looks deceptively easy. Making sure 
you can hit this shot fairly often should keep you in an ample supply of balls.
Finally, the top saucer is the easiest way to collect information about the 
clues, and its worth twice as many points as the side computer clue saucers. 
Make sure that you are able to hit it often. When any saucer has a flashing 
arrow, collecting that guess by hitting the saucer is always safer than shooting 
for the bank targets, which are all angled towards the drain.
 
VI. Speech
Spectrum is a very talkative game. It says a number of things throughout the 
game and keeps talking at all times.
Here's a list of the speech in the game:
      Challenge MeAttract Mode
      Four (yellow or red)When you break a code that has four yellow or red 
      positions and you collect a special code bonus
      Get a clueDuring play when no arrows are flashing
      Get another clueDuring play, at least one clue collected, no arrows 
      flashing
      Go for (color)When that color arrows is flashing
      Go for (Left, Right, Top) SaucerWhen a flashing arrow is pointing at this 
      saucer
      Go for SpectrumAttract Mode
      Not (color)When landing in a clue saucer that has a lit arrow that is not 
      the next correct guess
      One More Game, Perhaps?End of a game
      One more guess for a starPlayer one guess away from breaking the code
      Player (number)Beginning of Multi-player game balls
      SpectrumBeginning of game, sometimes when a code is broken, attract mode
      Three (yellow or red)When you break a code that has three yellow or red 
      positions and you collect a special code bonus
      Use Right FlipperPlayer taking too long to begin play
      You are a star playerWhen player breaks code
      You are a super star playerWhen player breaks a code that awards the Super 
      Star
      You have broken the secret code!When player breaks code
      You shouldn't do that!Tilt or ball saved by score of 0
      You're Taking too long!Player still taking too long to start play, ball is 
      shot into play automatically

 
VII. Rumors
Spectrum had a production run of 994 games.
However, one collector on the net told me (and I cannot remember who it was) 
that he received his spectrum for free from a distributor that couldn't sell 
them. At one time, sales were so bleak that Bally was giving away a free Mr. and 
Ms. Pac-Man if you purchased a Spectrum. After poor sales, about half of the 
machines were disassembled, parts returned to inventory, backglasses stripped of 
paint, and cabinets tossed.
 
VIII. Other Information
The art theme depicts a large number of computer wires and circuits all over the 
playfield, plastics, cabinet, and glass. A dominant theme running through the 
art is a man and woman, from the neck up, facing in opposite directions. They're 
placement is symmetrical, once on the backglass and once on the playfield. There 
is another humanoid representing the computer -- it is a bald female and is 
twice on the center axis of the game from top to bottom. Most of the games 
details also rotate around the red, yellow, green, and blue theme.
Apparently ROM revisions of 0 and prior, which shipped in early production 
games, did not award any Add-A-balls.
This game uses the Squalk 'n' Talk board for speech. It has two lamp driver 
boards due to the large number of controlled lamps installed.
 
IX. Bugs
The most common strange occurance in spectrum is that a ball falling down a 
hidden side lane to the reservoir falls past the reservoir and into play. 
Basically, you have more than one ball in play, but the machine realizes 
something is missing and handles it properly. If you loose your ball down the 
middle, the lost ball is kicked immediately back into play. When the empty hole 
is filled by a ball falling into the hidden side lane in any way, the game goes 
back to normal. Any shot into the top saucer will not send the ball a random 
direction, but will always send it in the proper direction to fill the empty 
reservoir.
 
X. Comments
This is my first rule sheet, and I've found Spectrum fairly hard to describe. It 
was really not like many other games available at the time, and if you have the 
chance to play one, please do. You'll do much better understanding exactly what 
made the game unique. In fact, if you ever pass near the Detroit area, just 
write me at dano@ic.net and come play mine.
Please forward any information to me that you see that I am missing about the 
game.
 
XI. Additions to be made
  Complete list of operator settings 
  More ROM revision information 
  Substantiate that rumor! 
  Get more rumors 
  Pinpoint more bugs
 
This rulesheet copyright 1997 by Dan Mowczan. Duplication is allowed only for 
non-profit.
