MrGame Dakar

by David Gersic info@zaccaria-pinball.com
Version 1.0 November, 2005

Notes and Disclaimers

This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of MrGame), freeware. It can be modified, updated, or revised, provided only that credit to the original author(s) remains intact. It can be published or otherwise distributed, provided only that such distribution is effectively free.

Dakar the pinball machine is the property of MrGame, and a trademark of the licensor. The author disclaims all interest in any trademarks or other intellectual property referenced herein.

Playfield Layout

Described from the flippers, and going around the playfield clockwise.

Flippers
There are two. Normal configuration, normal placement.
Left Slingshot.
Scores 30 points.
Left Inlane
Feeds the left flipper. Alternating lit by the slingshots. Scores 5,000 points (unlit), 10,000 points (lit).
Left Outlane
Left outlane drain. Lit by completing the upper bank of three standup targets . Scores 10,000 points (unlit), 30,000 points (lit).
Left Standup Targets
Four standup targets, with lamp inserts to show which ones have been completed (lit) and which need to be completed still (flashing). Complete the bank to advance toward Multiball or Super Multiball. Scores xxx points. Scores 5,000 points.
Rollover Button / Kicking Target
A Gottlieb-style kicking target, activated by the rollover button in front of it. Kicks the ball over in to the pop bumpers. Scores 3,000 points.
Spinner
A spinner at the entrance to the loop leading back to the upper rollover arch area. There are lamp inserts behind the spinner that are not labled, but that light in series if the spinner is hit hard enough. May have progressive scoring, like Pinball Champ, based on the lamp inserts. Complete the spinner nine times to advance the Bonus Multiplier 2X / 4X / 6X.
Plunger Ramp Exit - No Skill Shot
The wireform habitrail from the ball plunger dumps the ball here, just before the spinner, if the skill shot is missed.
Plunger Ramp Exit - Skill Shot
A player can plunge the ball to one of three exits from the wireform habitrail, with skill, to attempt to make the skill shot. The wireform for this has a spring loaded hinge to help lower the ball to the playfield, rather than just letting it fall off the ramp. Doesn't score points by itself, but hitting the lit rollover lane scores points.
Rollover Lanes
Traditional rollover lanes, with a ball arch above them. Reachable from the flippers via the spinner lane, from the plunger via the skill shot, and by bouncing off the pop bumpers. No lane change. Complete the lanes by lighting all three of them. Completing the rollover lanes advances the Bonus Multiplier for the end of ball bonus 2X / 4X / 6x. Scores 10,000 points.
Pop Bumpers
Despite the funky caps, these are ordinary pop bumpers. There are two. Scores 500 points.
Left Standup Target
In front of the left pop bumper is a single standup target. Scores 1,000 points.
Right Standup Target
In front of the right pop bumper is a single standup target. Scores 1,000 points.
Locked Ball Kickout Lane
From the ball lock under the ramps, the ball can be kicked out here in to the upper rollover arch area. There is a one-way gate to keep balls from sneaking in to the lock area.
Left Ramp Exit
The exit from the corkscrew-shaped ramp, through a one-way gate. Exits in to the pop bumper area.
Upper Standup Targets
Three standup targets, with lamp inserts to show which ones have been completed (lit) and which need to be completed still (flashing). Complete the bank to light one of the outlanes. Scores 1,000 points.
Left Ramp
The entrance to the left ramp. Scores 1,000/3,000/5,000 points, then lights Special (Default: Extra Ball).
Right Ramp
The entrance to the right ramp. Can be lit to lock one ball for Multiball, or two balls for Super Multiball. When not lit for locking balls, the ball will normally be kicked back down this ramp, but if the game misses the kick, the ball will fall in to the lock area and will be kicked out to the upper ball arch instead.
Right Standup Targets
Three standup targets, with lamp inserts to show which ones have been completed (lit) and which need to be completed still (flashing). Complete the bank to advance toward Multiball or Super Multiball. Scores 5,000 points.
Right Outlane
Right outlane drain. Lit by completing the upper bank of three standup targets. Scores 10,000 points (unlit), 30,000 points (lit).
Right Inlane
Feeds the right flipper. Alternating lit by the slingshots. Scores 5,000 points (unlit), 10,000 points (lit).
Right Slingshot
Scores 30 points.
Ball Trapdoor
In the centre of the playfield, in front of the pop bumpers, is a motor driven trap door. See the rules for Multiball and Super Multiball below.

Skill Shot

At the start of each ball, the ball is served to the plunger lane, and the player has an opportunity to make the skill shot. One of the three rollover lanes will be lit. Plunging the ball so that it makes it up the habitrail and falls off in to the lit rollover lane is worth 300,000 points. Missing the skill shot and hitting an unlit rollover lane is worth the usual 10,000 points. Missing the skill shot entirely will send the ball in to play via the spinner lane, which will usually be kicked by the kicking target in to the pop bumpers.

Video Game

In this video game, the player has control of a race car and must guide it through a race course filled with obstacles. The course has a number of fixed obstacles that appear to be rocks, and some oncoming car shaped obstacles that will attempt to ram your car. Hitting either of these ends your video game.

To play, the player uses the flipper buttons. Left button steers the car to the left. Right button steers the car to the right.

There do not seem to be any rules to getting to the video game. It seems to always start after the player drains ball 2.

According to the on-screen directions, the player can win the game to regain (win back) the lost ball.

During the time that I had access to this game, I never completed the video game, nor did I see anyone else complete it.

Multiball

In this game, Multiball is a two-ball multiball. To start it, the player must complete one of the two banks of standup targets on the lower half of the playfield, then lock the ball on the right ramp. When the ball is locked, the game will play a snippet of "Jump" from Van Halen, open the trapdoor, and serve up a new ball to the player. The player plunges the ball back in to play, and must make the shot to the trapdoor to start Multiball. When the trapdoor is made, the game closes the door while the ball travels under the playfield to a VUK that returns the ball to the plunger lane. Multiball is now ready to start. The player plunges the ball back in to play, and the other ball is kicked out of the lock in to the upper rollover arch area.

Super Multiball

Super Multiball is essentially the same as Multiball, except that it is a three-ball multiball. To start, the player must complete both of the banks of standup targets before locking the first ball. The second ball is then plunged in to play and must be locked, again on the right ramp. The trapdoor is opened and the third ball is plunged in to play. Making the trapdoor shot starts multiball again by returning the ball to the plunger via the VUK. The player plunges this ball in to play, the first locked ball is kicked out to the rollover arch, and the second locked ball is kicked back down the right ramp and back in to play.

Awards

By default, the game awards two score-based Extra Balls (2M and 5M points) and a score-based Credit (free game) at 8M points. These thresholds are operator adjustable. Up to three Extra Balls can be stacked, though there is no indication to the player other than the lamp insert by the flippers.

Tilt

Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus.

Tips, Tricks, Strategies

Hit targets, score points, start multiball.


Document written by David Gersic info@zaccaria-pinball.com