Zaccaria Farfalla

by David Gersic info@zaccaria-pinball.com
Version 2.0 December, 1997

Notes and Disclaimers

This rule compilation and tips sheet is, to the extent possible (in light of the subject matter being the property of Zaccaria), 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.

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

Changes since version 1.0

Playfield Layout

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

Flippers
There are two. Normal configuration, normal placement.
Left Slingshot
Normal slingshot, normal placement. Scores 10 points and toggles the lit Inlane between right and left.
Left Inlane
A normal inlane. Feeds the ball to the left flipper. Scores 5000 points when lit, 500 when not lit. When lit, spots one letter in L-O-V-E.
Left Outlane
An outlane. Lose the ball. Can be lit by collecting one set of drop targets (See Operator Adjustments). Scores 10,000 points.
Left Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to save the ball.
Left Move Ramp Target
A standup target that, if the Special Bonus is not lit, will lower the Ramp to the Upper Playfield. Scores 10,000 points.
Special Bonus Lane
(Under the Ramp.) Collects Special Bonus (21,000 points multiplied by the Bonus Multiplier) and spots one set of drop targets toward lighting Multi Special when lit. Scores 10,000 points when not lit. When spotting drop targets, the player will be given whichever colour (Blue, Yellow, Red) they have the least of. If two of the colours are equal, then it will spot in the order Yellow, Red, Blue (i.e.: if the player has one Blue, two Red and two Yellow, Special Bonus will spot the next Yellow).
Ramp
Leads to the Upper Playfield. Begins the game raised. Lowered by either of the two Move Ramp targets. Raised by lighting the Special Bonus or by sending the ball up the Ramp.
Multi Special Target
A standup target. When lit, can be hit to collect the Multi Special (See Operator Adjustments). When not lit, scores 5,000 points. Lit by collecting Blue, Yellow, and Red drop targets. There are three sets of lights on the playfield showing the player's progress toward the Multi Special.
Red Drop Targets
Four drop targets. Each one scores the lit value; 800 (not lit), 1000, 3000, 5000, or 8000 points. Collecting all four drop targets scores one Red Special toward the Multi-Special. Each target advances the Special Bonus one position.
Pop Bumper Switch
Two of the four Pop Bumpers are lit at any given time. This switch alternates the two that are lit. Scores 100 points.
L-O-V-E Lanes
Collecting each of the four letters spells LOVE and relights all four letters. The L, O, and V are standard rollover lanes. The E is a small horseshoe turn with a rollunder that leads to the Top Arch. Each scores 10,000 points when lit, 5000 when not lit.
Top Arch
A small Top Arch. The plunger habitrail starts the ball here and the ball can be returned here via the E lane. The only exits are via the L, O, and V rollover lanes.
Pop Bumpers
Four standard Pop Bumpers, arranged in an L shape. Hitting a lit Pop Bumper five times advances the Special Bonus one position. Scores 1000 points when lit, 100 when not lit.
Orange Drop Targets
Three drop targets that score the lit value, 800 (not lit), 1000, 3000, or 5000 points, and advance the Orange Special. Each target advances the Special Bonus one position. Collecting the Orange Special scores the operator set value, and unlights the Orange lights.
Blue Drop Targets
Four drop targets in the center of the playfield, angled slightly so that shots to these targets do not go straight down the middle. Like the Red Targets, each one scores the lit value; 800 (not lit), 1000, 3000, 5000, or 8000 points. Collecting all four drop targets scores one Blue Special toward the Multi-Special. Each target advances the Special Bonus one position.
Move Ramp Target
Behind the two middle Blue Targets is a Move Ramp target. Like the Left Move Ramp target, this will lower the Ramp if the Special Bonus is not lit, and scores 10,000 points.
Right Outlane Flipper
If the Outlane is lit, the flipper can be used once to try to save the ball.
Right Outlane
An outlane. Lose the ball. Can be lit by collecting one set of drop targets (See Operator Adjustments). Scores 10,000 points.
Right Inlane
A normal inlane. Feeds the ball to the right flipper. Scores 5000 points when lit, 500 when not lit. When lit, spots one letter in L-O-V-E.
Right Slingshot
Normal slingshot, normal placement. Scores 10 points and toggles the lit Inlane between right and left.
Manual Plunger
This is a normal plunger, except that the plunger lane is a habitrail to make more room on the playfield for the outlane flippers ("React Feature"). Its habitrail leads to the top arch.
Upper Playfield
This is a clear plastic playfield covering the top left corner of the main playfield. Sending the ball up the Ramp leads to the Upper Playfield. There are two flippers here that are only active when the ball is on the playfield. There is a drain hole between the flippers leading back to the lower playfield.
Yellow Drop Targets
On the Upper Playfield are six drop targets. Each target scores 30,000 points. Collecting all six targets without losing the ball back to the lower playfield, lights the Upper Special.
Upper Special
A standup target in a very short lane at an angle, at the upper left corner of the Upper Playfield. When lit, can be hit to collect the Upper Special. When not lit, scores 10,000 points.

Bonus Multiplier

Spelling L-O-V-E, either via the top rollovers or by hitting the lit inlanes, advances the Bonus Multiplier. Possible values are 2X, 5X, and 10X. After 10X Bonus Multiplier has been lit, spelling L-O-V-E does nothing. The Bonus Multiplier is used in conjunction with the Special Bonus. During game play, lighting Special Bonus is done by hitting drop targets (Red, Blue, Yellow and Orange) and Pop Bumpers. Once Special Bonus is lit, hitting the lane under the ramp scores 21,000 points (1000 for each drop target) multiplied by the Bonus Multiplier. The Bonus Multiplier is then reset to 1X and the Special Bonus returns to 0 (no lights lit).

End-of-Ball Bonus

The bonus scored at the end of the ball is similar to collecting the Special Bonus during gameplay. The player receives 1000 points for each drop target collected toward Special Bonus, multiplied by the current Bonus Multiplier. The Bonus Multiplier is then reset to 1X for the next ball, but the collected drop targets remain collected.

Tilt

Tilting the game during normal gameplay results in a loss of the current ball with no End-of-Ball bonus. Tilting during the timed-play last ball (see Operator Settings) results in the ball being returned to the player after it drains. The clock keeps running during the time it takes for the ball to make its way to the drain.

Operator Settings

There are many possible settings that can be combined to affect gameplay. Most of them concern the scoring of the various Special targets (Multi, Orange, Upper), the difficulty of lighting Multi Special, and the number of extra balls. There are also the obvious settings for number of balls per game, replay scores, and a Super Bonus.

Multi Special Options
Can score 1,000,000 points, an extra ball, a replay, or a Super Bonus.
Difficulty is adjustable. It can require collecting one set of each (Blue/Red/Yellow) colour drop targets, two sets, or four sets.
Orange Special Options
Can score 300,000 points, an extra ball, a replay, or a Super Bonus.
Difficulty in lighting the Orange Special is varied. It can require collecting all three Orange Targets once, twice, or three times.
Upper Special Options
Can score 150,000 points, or an extra ball.
Maximum Extra Balls
Can be set to allow up to three stacked extra balls. Extra Balls are shown by three lights in the backglass.
Super Bonus
This seems a rather strange bonus at first. It scores no points, though various things can be set to give this to the player. What it does do is fire the knocker solenoid, and turn on a light in the backbox that says "Super Bonus". This is, apparently, a form of payout that can be used by the location. Since this is a European game, I've read that this setting is commonly used in pubs to allow the bartender to give a free drink for collecting it.
Game Time Bonus
This is a timed play option. During the player's last ball, a timer will be incremented up from 10 seconds by every other switch closure. After the last ball drains, the ball will be returned to the player and the timer begins counting down. When it reaches zero, the game is over, the flippers are shut off, and the ball is allowed to drain. During the last (regular) ball, any Extra Balls the player earns will stop the clock from incrementing until all Extra Balls have been used up and the player is again on the last ball. During the timed play, collecting an Extra Ball stops the countdown clock until all Extra Balls have been used, then timed play resumes where it left off. During timed play, no End-of-Ball bonus is collected, and the drop targets are not reset when the ball drains. The Upper Special and Orange Special are reset when the ball drains, the L-O-V-E lights return to all being lit, and the Bonus Multiplier is reset to 1X. When the timer expires, the End-of-Ball Bonus is counted up normally.

Tips, Tricks, Strategies

This is a fairly simple game. Hit targets, score points, advance toward a jackpot payoff (Multi Special), and start again. The key to a high score is keeping the ball in play, and collecting Extra Balls. Keep the Outlanes lit for "React" at all times, as the ball goes in there a lot, and it is quite possible to shoot from one Outlane directly into the other. The Yellow targets are lucrative, but after 21 drop targets have been hit, the Special Bonus is lit and must be collected before the Ramp can be lowered again.

Settings

Here are the options available to the Operator of the game, and what I am using for settings on mine.

Option Number Description Possible Values Meaning Current setting
10 High score type 00 Normal maximum high score maintained. 00
01 Random maximum high score.
11 Coin value first coin chute 01 through 10 Value of coins in first coin chute. 1
12 Coin credits first coin chute 00 through 15 Credits per single coin in first coin chute. 1
13 Coin value second coin chute 01 through 10 Value of coins in second coin chute. 1
14 Coin credits second coin chute 00 through 15 Credits per single coin in second coin chute. 1
15 Coin value third coin chute 01 through 10 Value of coins in third coin chute. 1
16 Coin credits third coin chute 00 through 15 Credits per single coin in third coin chute. 1
17 High score initial value 000 through 999 If option 10 is 00, then this is the default high score. If option 10 is 01, then this is the minimum random high score. 171
18 Not Used 0 0
19 Maximum credits 10 through 30 Maximum number of credits, after which the coin chutes are locked out and no free games can be awarded. 10
20 Balls per game 01 through 07 Number of regular balls per game. 03
21 Match enabled 00 Match disabled
01 Match enabled 01
22 First winning score 000 through 999 First score that wins whatever Option 26 is set to award. 000 is disabled. 001
23 Second winning score 000 through 999 Second score that wins whatever Option 26 is set to award. 000 is disabled. 000
24 Third winning score 000 through 999 Third score that wins whatever Option 26 is set to award. 000 is disabled. 000
25 Wins with highest score 00 No win
01 1 Replay
02 2 Replay
03 3 Replay
04 Super Bonus 04
26 Wins with scores 00 No win
01 1 Bonus Ball
02 1 Replay 02
03 Super Bonus
04 500,000 points
27 Multi Special 00 No win
01 1 Bonus Ball
02 1 Replay
03 Super Bonus
04 1,000,000 points 04
28 Wins with Orange Special 00 No win
01 1 Bonus Ball 01
02 1 Replay
03 Super Bonus
04 300,000 points
29 Background sound 00 Disabled
01 Enabled 01
30 Coin meter 00 Normal operation 00
01 When impulse meter is disconnected, the pintable cannot be used.
31 Game Time Bonus 00 Disabled
01 Enabled 01
32 Maximum Extra Balls 00 1 Extra Ball
01 3 Extra Balls
02 3 Extra Balls
03 3 Extra Balls 03
33 Multi Special 00 Difficult 00
01 Medium difficult
02 Medium easy
03 Easy
34 Orange Special 00 Difficult 00
01 Medium difficult
02 Easy
03 Easy
35 Upper Special 00 150,000 points
01 Extra Ball 01
02 Extra Ball
03 Extra Ball
36 React Feature 00 Easy
01 Difficult 01
02 Difficult
03 Difficult
37 Not Used 00 00

Artwork

The backglass artwork on Farfalla is a two piece design incorporating a molded plastic insert containing most of the artwork in 3d bass relief, and a glass with plants painted around the borders. There are two different plastic inserts. The original one was apparently too risque for the US importer, so it was modified to be less revealing. Distinguishing the original from the US version is easy; in the US version, the woman in the artwork has a blue "scarf" hiding her chest and a blue belt around her waist. In the original artwork, shown on the manual cover, and the side cabinet art, the woman's chest is nearly bare.

Flier

Click on the thumbnails below to see the full image.



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