


                 OLD FAITHFUL - Gottlieb 1949
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Vp Port by Steveir and Duglis (Irpinball team)
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THIS IS THE FIRST 1940s "Pinball" to be released for
Visual Pinball. We are proud to bring it to you.
Enjoy the reverse flippers of flipper pinball's first decade!
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5- to insert coin (you don't need to insert coins if you've won specials)
1- to play credit and begin game

5 Balls per Game!
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Notes:
Scoring-done in the old fashioned light up way, before
scoring reels came along. Only the Highscore stats will
be printed regularly.

In the unlikely case you are pinball wizard and score
up to 5,990,000..you will be done there. You cannot
score higher than 5,990,000 in this game.

High Score Support and Stats support included with this
game!

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Intro rules to the game-

"ADVANCES"
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      - the key to scoring and specials in the game.
Every advance increases the scoring of each red pop
bumper and white number number plus two other features.

start of game-lower advance indicator and top number
bumper indicator are set on 10,000. You score 10,000 pts
for each hit of a white number bumper, red pop bumper, or center
lower drain.

1st advance-increases the score to 20,000 for each
white # bumper or red pop bumper hit or center lower drain.

2nd advance-increases the score to 30,000 for each
white # bumper or red pop bumper hit or center lower drain.

3rd advance-increases the score to 40,000 for each
white # bumper or red pop bumper hit or center lower drain.

4th advance-increases the score to 50,000 for each
white # bumper or red pop bumper hit or center lower drain.
This is the highest the white # bumpers can score in the game as
indicated by the top playfield white # bumper light
indicator.

5th advance-increases the score to 100,000 for each
hit of a red pop bumper or center lower drain. Also, the Blue top bumpers
are now lit for 100,000 points for the rest of the game.
Before this, they had only scored 10,000 pts. The upper left and right
slingshots and the lower rubber band slingshots are now lit for 
100,000 points for the rest of the game as well. Before this, they too
had only scored 10,000 pts per hit.

6th advance-increases the score to 150,000 for each 
hit of a red pop bumper or center lower drain. Also lights the two lower
left and right advance lanes to score a special when
rolled over, for the rest of the game.

7th and final advance-increases the score to 
200,000 for each hit of a red pop bumper or center lower drain.

How to get an advance METHOD ONE OF TWO- Light the center lights (regardless of sequence) 1,2,3,4,5. When all are lit they will reset to unlit and you will score an advance.

You light #1 by hitting the top 1 rollover button.
You light #s 2-5 by hitting the correspoding white #
bumper or the corresponding # drain lane.

Center Spot number rollover- will light up the next
highest number you are missing in the center light area.

How to get an advance METHOD TWO OF TWO- simply have the
ball go over the left or right lower advance lane and 
you will get an advance.


Playfield and Rules
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top white #1 rollover button- lights #1 in the center advance area.

top # bumper value lights- indicates the value of hitting a # bumper
from 10,000-50,000 pts per hit. Advances move this indicator.

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OLD FAITHFUL GEYSER !
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The middle area in between 2 long black slingshots and below the white
#1 rollover button. Hit a ball in here and watch it bounce around.
Hear Old Faithful erupt...the ball more times than not will bounce around
and erupt out of the TOP of the geyser!!! Each hit on the sides of the
geyser score 10,000 pts each!!

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top left and right blue "dead" bumpers- score 10,000 pts when hit unless
lit by the 7th advance, in which case they now score 100,000 pts when
hit.

The Red POP bumpers- scores the amount indicated on the lower advance
light indicator. This will range from 10,000 at game start to a maximum
of 200,000 per hit on the 7th and final advance!!!!!!!!!!!!!!!!!!!!!!!

# White Bumpers- light the corresponding #s 2,3,4,5 in the center advance area. When all #s are lit, you will score an advance. You will score
10,000 pts per hit at game start to a maximum of 50,000 per hit after
the 4th advance. The value of these bumpers are indicated at the top
of the playfield.

Center Spot number rollover-will light any one number you are missing
in the center advance area from lowest to highest number. This is another
way to light the center area to get those 5 numbers lit and score an
advance.

left and Right middle red top/bottom slingshots- will sling the ball a bit
and score 10,000 when unlit and 100,000 when lit..The slingshots are unlit
until the 5th advance at which time they are both lit for the rest of the 
game.

Left and right lower rubberband slingshots- will sling the ball out and 
often over the flippers for you to hit the ball back up the field. They
score 10,000 when unlit and 100,000 when lit. The slingshots are unlit
until the 5th advance at which time they are both lit for the rest of the 
game.

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THE 1/2 MILLION BUTTON ROLLOVER!!
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This Rollover will only be lit on your 5th and final ball of the game.
You will score 1/2 million pts when you roll over this button!!!!!!
wow!!!!! YOu can only hit it twice though, if you are lucky! After the
2nd hit..the button will become unlit. Good luck here!!!!!!!!!!!!
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Lower Left and Right Advance Lanes- Scores a full advance! yes! that's the
equivelant of lighting 1,2,3,4, and 5 numbers. Wow! It also scores 10,000
points AND after the 6th advance, it will lit up and score a special
each time you go down the lane!! 

Bottom # (Number) Drains- score 10,000 points and light up the corresponding
center advance number.

Extra Special Light and Center Drains- The lower drain area between the
two angled white walls will score the amount indicated on the lower advance
light indicator. This will range from 10,000 at game start to a maximum
of 200,000 per drain on the 7th and final advance!!!!!!!!!!!!!!!!!!!!!!!.
The higher drain area, just below the gap between the 2 flippers will
score a special if the Extra Special Light is lit!!

Extra Special Light Lit- If you make 2 advances during 1 ball, the
extra special light will be lit. It will award a special for a ball
draining in between the gap between the 2 flippers. After a ball
drains out of play, the Extra Special Light will become unlit.

Match Number- When the game ends, if the random number on the backglass
matches your last number of your score (0 in the case of this game,
always), you will win a special!
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That's It! We hope you enjoy this class 1949 reverse flipper game from
Gottlieb!!

-Duglis
(on behalf of my talented parnter, Steveir, Without whose help this table
and many others would not be possible)

Duglis + Steveir = IRPINBALL TEAM








