Game Assembly & Setup
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1)
Hit the Drone rubber switches (red arrows, opposite) to advance (light) the drone
Package Delivery Progress
inserts.
When all seven
Package Delivery Progress
inserts are lit, a virtual box target will parachute into the
Quantum Theater
.
Shoot the
Quantum Theater
(blue arrow, opposite), break open the box, and collect a cool mystery award. The box will
remain in the theater until collected (even into the next ball, if necessary!).
2)
When you hit one of the major shots on the game, a group of "next shot", yellow-colored inserts will light up on the
playfield for a short period of time. Hit one of those shots before the timer runs out to complete a combo shot. Anoth-
er group of "next shot inserts will light up yellow; hit one of those shots to extend your combo shot.
Initials for the player with the longest continuous combo shot are kept and displayed on the main screen during attract
mode, so shoot as many consecutive combo shots as you can - you could be the new Combo Champ!
The total number of independent combo shots (at least two designated shots, in rapid succession) is also tracked. If you
are able to hit 35 total combo shots in a game, an Extra Ball shot into Crazy Bob's Trap Door (in the left orbit) will be lit.
3)
Spotting the two blue
TIC
and
KET
stand-up targets (yellow boxes, opposite), on either side of the
Quantum Theater
entrance, qualifies the flipper return lane hurry-up features. The left side
HURRY UP
insert will light. Flipper usage will
alternate the light between the left side
HURRY UP
insert and the right side
10K+
insert.
4)
If the ball goes through the first left flipper return lane and the
Hurry Up
insert is lit (yellow arrow, opposite), a points
countdown hurry-up begins in the
Quantum Theater.
Shoot the
Quantum Theater
(blue arrow, opposite) to collect the
hurry-up bonus. The quicker you make the shot, the more points you'll score!
5)
If the ball goes through the right flipper return lane and the
10K+
insert is lit (gray arrow, opposite), a short hurry-up
timer begins for the left ramp
.
Shoot the left ramp
(black arrow, opposite), before the timer runs out, to collect the
hurry-up 10K-point bonus. When the shot is made, the hurry-up timer begins again. If you're able to shoot the left
ramp again, before time runs out, you will be awarded a 11K-point bonus. This process can be repeated, indefinitely
(12K, 13K, etc.), with a maximum bonus of 20K points.
6)
Hit the two yellow
Lite Big Bang
targets (green arrows & box, opposite) to qualify (light) the
Big Bang!
insert. Shoot
the red
Big Bang!
target (violet arrow & box, opposite) to trigger a
Big Bang!
event. When you are in a Disaster Mode,
triggering a
Big Bang!
event will instantly complete the mode. During Under Attack Multiball, triggering a
Big Bang!
event will instantly collect all available Jackpots and stop any incoming attacks (awarding a Super Jackpot, in the pro-
cess). During normal play, triggering a
Big Bang!
event simply awards big points.
Mystery Awards & Other Cool Features!
Summary of Contents for Dialed in!
Page 2: ......
Page 4: ......
Page 15: ...Game Assembly Setup A 1 Game Assembly Setup Section A...
Page 43: ...The Dialed In Menu System B 1 The Dialed In Menu System Section B...
Page 99: ...Game Parts Information C 1 Game Parts Information Section C...
Page 104: ...Game Parts Information C 6 7 9 17 5 4 19 1 2 10 16 13 14 15 8 12 18 11 6 3 20 5 21 23 22...
Page 106: ...Game Parts Information C 8 1 2 3 4 5 6 7 8 9 10 11 12 13 18 15 16 14 17 19 20 22 21...
Page 114: ...Game Parts Information C 16 10 3 11 1 7 7 12 4 6 9 8 8 2 5 8a...
Page 126: ...Game Parts Information C 28 1 4 8 9 3 5 3 2 6 3 7...
Page 130: ...Game Parts Information C 32 7 2 4 8 1 11 3 10 5 6 12 15 9 13 14...
Page 148: ...Game Parts Information C 50 1 2 3 4 5 7 8 9 10 12 12 14 15 6 6 6 6 6 6 6 13 11...
Page 150: ...Game Parts Information C 52 1 2 3 4 5 6 7 8 9 10 12 10 10 10 10 11 11 13...
Page 160: ...Game Parts Information C 62 9 9 1 7 2 4 5 6 6 8 3...
Page 166: ...Game Parts Information C 68 1 2 3 4 5 6 9 10 11 12 13 14 17 19 21 22 26 27 28 35 36...
Page 168: ...Game Parts Information C 70 1 2 3 4 5 6 9 10 11 12 13 14 17 19 21 22 26 27 28 36 35...
Page 170: ...Game Parts Information C 72 41 42 44 45 46 47 48 57 58 59...
Page 172: ...Game Parts Information C 74 57 58 59 41 42 44 45 46 47 48...
Page 208: ...Game Parts Information C 110 1 2 2 2 3 4 5 6 11 9 10 10 10 7 8 12 12 12 13 15 14 16...
Page 210: ...Game Parts Information C 112 1 2 4 5 5 5 3...
Page 212: ...Game Parts Information C 114 1 2 5 6 7 8 4 9 11 10 12 13 14 15 17 17 18 19 20 21 16 24 23 22 3...
Page 222: ...Game Parts Information C 124 4 2 3 1 5...
Page 224: ...Game Parts Information C 126 1 2 3 1 2 3 4 4 5 5 5 5 5 5 5 5 5 5 5 6 6 9 8 10 7 11 13 12...
Page 236: ...Game Parts Information C 138...
Page 237: ...Reference Diagrams Schematics D 1 Reference Diagrams Schematics Section D...
Page 312: ...Reference Diagrams Schematics D 76...
Page 348: ...Reference Diagrams Schematics D 112 1 Fuse Locations In Bottom of Cabinet 4 2 3 In Backbox...
Page 354: ...Reference Diagrams Schematics D 118...
Page 355: ...Game Service Troubleshooting E 1 Game Service Troubleshooting Section E...
Page 367: ...Appendices...