Bumper Bash by Spectravision
Spectravideo Bumper Bash (tm)
Great news for pinball fans! Now you may possess your own pinball machine and enjoy your
game leisurely at any time! Although you might lose the thrill of cheating the machine by
shaking it, you can have a fair play. It is a genuine test of your response, your eyesight
and your judgement through manipulating a pair of Flippers.
1. Hook up game console.
2. Plug a set of game paddles into the left controller jack.
3. Turn the power off and insert the cartridge into the slot.
4. Turn the power on. Use the reset switch or either paddle button to start/restart the
[line drawing of six-switch 2600 with paddles, and cart mysteriously floating toward the
Playing the Game
1. Familiarize yourself with your pin-ball machine first: [depiction of screen]
2. Adjust the plunger position by pressing either paddle button.
3. Fire the ball by pressing both buttons simultaneously.
4. Once a ball is launched, these buttons become your vital weapon: the flipper
Just like the pin-ball game, you are given 5 balls per game. Keep this in the playfield.
Avoid the side drains as well as the gap between 2 flippers. Of course, you have got to
score marks. Here are more useful tips:
As a ball passes through a rollover, an alphabet [a letter] will be displayed right on the
spot. If you get three alphabets, then 2 ball kickers will be be generated, and your ball
will be saved from draining down the side. If these alphabets are lit a second time
with the same ball, you win an extra ball.
* Drop Targets
If you hit all three top drop targets, the score of the bumper pair increases. The second
time, the score of the top bumper is increased. The third time, bonus will be granted once
the rollover buttons are hit. After this, completing the targets spots the left rollover
alphabet. Targets are reset on each new ball with any feature gained remains until the
game is over.
The spinner rotates the target value from 1 to 9. Hitting the rail bumpers causes
the flashing switch between the sets of targets. Flashing targets score a bonus point.
['nother depiction of screen, with objects numbered]
1 ROLLOVER BUTTON [three horizontal lines beside ACE, at left and right]
2 ROLLOVER [ACE letters at top]
3 GAME SCORE [six digits at top]
4 TOP BUMPER [small oval below 'C']
5 BUMPER PAIR [larger diamond shapes to left and right, middle]
6 BOTTOM DROP TARGETS [bank of four small squares to left, middle]
7 RAIL BUMPER [what most people call the "slingshots", left and right bottom]
8 FLIPPER [I do hope you've played pinball at least once; two, at the bottom]
9 BONUS [small squares lined up at screen bottom, left of center]
10 MULTIPLIER ["X n" at screen bottom, right of center]
11 BALL KICKERS [in left and right drains after making rollovers]
12 PLUNGER WITH A PINBALL SITTING ON TOP [see #8; at right]
13 DROP TARGET VALUE [large digit in playfield center]
14 ROLLOVER BUTTON [two, below each of #5 BUMPER PAIR]
15 TOP DROP TARGETS [back of four small squares to right, upper middle]
16 SPINNER [playfield center, between two posts]
|Once You Bash
||Then You Score
||50 or 500 when flashing
||10 or 100 when flashing
||100 x Drop Target Value
The following advances the bonus value:
* Top rollovers
* Button rollovers after the top targets have been completed 3 times
* Flashing drop targets
Each bonus point is worth 1,000 points in your final game score.