Black Hole (actual machine) rules

invitro

New member
May 4, 2012
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I also copied the rules from the manual, to help me to further understand the game. Here they are. I also copied the game speech, as I can't understand what the game is saying, and it's interesting to me anyway.


III. GAME OPERATION

A. GAME START
All three balls must be in the ball return trough to start a game.
1. Insert coins into coin chute.
a. Coin chute tune is played (dependent on Switch #27).
b. Total credits are displayed in status display (dependent on Switch #28).
2. Press Credit Button to start game.
a. Credit tune or voice is played.
b. Total credits displayed decrease by one.
3. All playfield features reset.
4. The first player score display flashes a single zero.
5. When the ball is released to the shooter:
a. Playfield-controlled lamps flash.
b. High Game to Date is briefly displayed in all 4 players' score
displays and the lower playfield display.

B. FIRST PLAYER
1. First player's score display flashes zero.
2. The other players' displays are now blank.
3. A "1" appears on the ball-in-play display.
4. When the ball enters the outhole, any bonus earned on the lower playfield
is scored.

C. ADDITIONAL PLAYERS
1. Additional players are indicated by a zero (not flashing) in each
corresponding player's display.
2. After the maximum number of players are added, or no more credits
remain, the Credit Button has no effect.
3. Additional players can be added anytime the first player's ball is
still in play. If the Credit Button is pressed after the first player's
ball has entered the outhole, all players' scores will be erased with
the first player's score display showing a flashing zero, indicating
a new game only for the first player.

D. EXTRA BALLS
1. When the SHOOT AGAIN lamp is lit, neither the player-up nor the ball-in-play
display changes when the ball enters the outhole.
2. Only one extra ball per ball-in-play is given.

E. TILT MODE
1. Tilting the game results in a loss of ball in play.
2. When the game is tilted, all the playfield lamps go off except the
pop bumper lights.
3. All accumulated bonus and bonus multipliers are lost.
4. Upper playfield captured ball is released; the lower is not.

F. SLAM MODE
1. If the normally closed slam switch (located inside front door)
is opened, the entire game is ended for all players.
2. The GAME OVER lamp comes on.
3. The entire switch matrix is inactive for three seconds.
4. All coins will be rejected if dropped into any coin chute during
the three-second delay.
5. If the match feature exists (dependent on Switch #18), a replay
can be won even if the game is slammed.
6. Game returns to the attract mode.

G. GAME OVER
1. When the last ball enters the outhole, the GAME OVER lamp
continually flashes.
2. A random number appears in the ball-in-play display. If this
number matches the last two digits in any player's score, a
replay (dependent on Switch #18) is awarded.
3. HGTD is periodically flashed in all players' displays. When a
score higher than this is achieved, an award (dependent on
Switches #23 and #24) is given.
4. All captive balls will be ejected and returned to the outhole.
5. All of the target banks will reset.

IV. GAME PLAY AND SCORING

BALL-CAPTURE

* Completing the yellow spot target sequence enables the upper
playfield capture hole. Once enabled, the blue capture hole lamp
will flash until a ball is captured.

* The lower playfield capture hole is always active. The 3 blue
captive hole arrows will flash until a ball is captured.

* A ball captured on the lower playfield will be remembered from
ball-to-ball unless used by any of the players during 3-ball play.

* When the upper playfield capture lamp is lit by a player, it
will be remembered for that player.

* Ball captured on upper playfield will be ejected at the end of
player's turn.

MULTI-BALL PLAY

* Begins when a ball is shot down to the lower playfield while both
capture holes are occupied.

* The lowe [sic] playfield ball is released first, resulting in 2-ball
play.

* Once both balls have been lost (lower playfield), the third ball will
be released (upper playfield), resulting in 3-ball play.

* If the reentry gate is not open when the two balls are returned to
the upper playfield, they will both be lost, and 1-ball play will resume.

* During 3-ball play the gate is always open.

BONUS MULTIPLIERS

* Completing the top rollover sequence (upper playfield) advanced the
"BONUS MULTIPLIER".

* Actuating the rollunder on the lower playfield will also advance the
"BONUS MULTIPLIER".

* The rollovers actuated by a player will be remembered for that
player.

BONUS (Lower Playfield Only)

* "BONUS" can only be earned on the lower playfield.

During play, the "BONUS" will accumulate on the lower playfield
display.

* Completing either drop target lamp sequence (B-L-A-C-K or H-O-L-E),
in order, will light a "g force" accelerator (lower playfield) lamp
for double scoring.

* Completing both lamp sequences, (B-L-A-C-K and H-O-L-E), in order,
will light both "g force" for triple scoring.

* At the end of a player's turn, the bonus multiplier will be applied
to the lower playfield "BONUS" score and added to the player-up's
score in the lightbox.

* B-L-A-C-K or H-O-L-E sequences completed will be remembered unless
both have been completed, which results in neither being remembered.

* "g force" double scoring will be remembered from ball-to-ball.

* Drop target banks on the lower playfield will not reset until
completed for each player.

SPECIAL

* Completing the B-L-A-C-K H-O-L-E lamp sequence lights the white
3-drop target bank on the lower playfield for the "SPECIAL".
Complating the bank will award the "SPECIAL".

* Each time the white 3-drop target bank on the lower playfield is
completed, the value for the rollunder on the upper playfield advances.
Passing the rollunder leading to the upper playfield rollover sequence
when its red "SPECIAL" lamp is lit will award the "SPECIAL".

EXTRA BALL

* Completing the lower playfield left drop target bank (4-Bank),
when all the targets are lit, will light the "EXTRA BALL" lamp on the
left side of the upper playfield. Capturing the ball on the upper
playfield, or if ball has already been captured, will award the "EXTRA
BALL".

* Each time the white right drop target bank on the lower playfield
(3-Bank) is completed, the rollunder value on the upper playfield will
advance. Passing the rollunder when its purple lamp is lit will award
the "EXTRA BALL".

ADDITIONAL FEATURES

* A captive ball in the upper playfield hole will be kicked out each
time a player losers the ball-in-play.

A tilt will not be recognized during the end-of-ball bonus countdown
or during initialization.

* The reentry gate will open and direct the ball onto the upper
playfield if either of the two lower playfield drop target banks have
been completed or if the ball passes over the right return rollover
when its arrow is flashing green.

UPPER PLAYFIELD

-- RIGHT SIDE ROLLOVER

* Score 500 points when unlit.

* Score 10,000 points when lit.

-- ROLLUNDER

* Score 5,000 points when unlit.

* Score 10,000 points when lit (white).

* Awards extra ball when purple lamp is lit.

* Awards special when red lamp is lit.

"CAPTIVE HOLE"

* Score 5,000 points.

* Awards extra ball when purple lamp is lit.

* Captures ball when blue lamp is flashing.

DROP TARGETS

* Score 500 points when unlit.

* Score 5,000 points (3-ball) when lit or flashing.

* Score 3,000 points (5-ball) when lit or flashing.

* Hitting drop target with flashing lamp will advance lamp
sequence.

* Completing drop target lamp sequence resets bank and lights
spinner (5-bank) or lights right side rollover (4-bank).

Completing either lamp sequence (B-L-A-C-K or H-O-L-E) gives
2X scoring on lower playfield. Lights "g force" accelerator
lamp.

* Completing both lamp sequences (B-L-A-C-K and H-O-L-E) lights
3-bank (lower playfield) for special and gives 3X scoring on
lower playfield.

RIGHT RETURN ROLLOVER

* Score 500 points when unlit.

* Score 5,000 points and opens gate when flashing.

TOP ROLLOVERS

* Score 500 points when unlit.

* Score 3,000 points when lit.

* Completing sequence advances bonus multiplier and resets
sequence.

RIGHT SIDE SPOT TARGETS

* Score 500 points when unlit.

* Score 3,000 points when lit.

* Corresponding lamp for 4-yellow drop target bank (lower
playfield, 4-bank) will illuminate.

* Completing sequence lights right return rollover and blue hole,
which enables captive hole.

POP BUMPERS

* Score 1,000 points (3-ball).

* Score 100 points (5-ball).

* Closes gate except during multi-ball.

SPIN TARGET

* Score 100 points when unlit.

* Score 1,000 points when lit.

TEN-POINT SWITCHES

* Score 10 points.

* Closes gate except during multi-ball.

LOWER PLAYFIELD

-- LEFT DROP TARGET BANK (4-Bank)
* Score 3,000 points when lit (3-ball).
* Score 1,000 points when lit (5-ball).
* Score 300 points when unlit (3-ball).
* Score 100 points when unlit (5-ball).

* Completing sequence resets bank and opens gate.

* Completing sequence with all targets lit lights hole (upper
playfield) for extra ball.

RIGHT DROP TARGET (3-BANK)

* Score 500 points.

* Completing sequence resets bank, opens gate, advances rollunder
(upper playfield) value and awards special when lit.

"CAPTIVE HOLE"

* Score 3,000 points.

* Captures ball when flashing.

ROLLUNDER

* Score 100 points.

* Advances multiplier.

POP BUMPERS

* Score 100 points.

LEFT RETURN ROLLOVER

* Score 100 points.

TEN-POINT SWITCHES

* Score 10 points.
Kicking Target
Kicking Rubbers

HIGH GAME TO DATE

If the high game to date is 980,000 or greater at the start of a
new game, the high game to date will automatically reset to 770,000.

V. GAME SPEECH

ATTRACT MODE OCCURENCE

"DO YOU DARE TO ENTER THE BLACK HOLE" Random

"NO ONE ESCAPES THE BLACK HOLE" Random

GAME MODE OCCURENCE

"SHOOT CAPTIVE HOLE" Random; after captive hole
(Ball on upper playfield) lamp is flashing.

"SHOOT CAPTIVE HOLE" Random
(Ball on lower playfield)

"COMPLETE BANK FOR RE-ENTRY" Random; while ball is on lower
playfield and only until either
bank has been completed.

"SHOOT FOR SPECIAL" Random; after "SPECIAL" lamp is lit.

"EXTRA BALL LIT" Random; after extra ball lamp is lit.

"ENTER GRAVITY TUNNEL" Random; after 2 balls are captive.

"RE-ENTRY ACCOMPLISHED" Each time ball passes from lower
playfield to upper playfield
(gate must be open).

"RE-ENTRY ATTEMPT HAS FAILED" Each time ball travels from lower
playfield and is lost (gate closed).

"G-FORCE ACCELERATED" Each time a drop target bank lamp
sequence has been completed in order
(B-L-A-C-K or H-O-L-E).
 
Last edited:

Jeff Strong

Moderator
Staff member
Feb 19, 2012
8,144
2
V. GAME SPEECH

ATTRACT MODE OCCURENCE

"DO YOU DARE TO ENTER THE BLACK HOLE" Random

"NO ONE ESCAPES THE BLACK HOLE" Random

GAME MODE OCCURENCE

"SHOOT CAPTIVE HOLE" Random; after captive hole
(Ball on upper playfield) lamp is flashing.

"SHOOT CAPTIVE HOLE" Random
(Ball on lower playfield)

"COMPLETE BANK FOR RE-ENTRY" Random; while ball is on lower
playfield and only until either
bank has been completed.

"SHOOT FOR SPECIAL" Random; after "SPECIAL" lamp is lit.

"EXTRA BALL LIT" Random; after extra ball lamp is lit.

"ENTER GRAVITY TUNNEL" Random; after 2 balls are captive.

"RE-ENTRY ACCOMPLISHED" Each time ball passes from lower
playfield to upper playfield
(gate must be open).

"RE-ENTRY ATTEMPT HAS FAILED" Each time ball travels from lower
playfield and is lost (gate closed).

"G-FORCE ACCELERATED" Each time a drop target bank lamp
sequence has been completed in order
(B-L-A-C-K or H-O-L-E).

It seems like some of the speech is missing from the TPA version, especially the random stuff.
 

Brian Clark

New member
Feb 28, 2012
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I'm a little confused about the missing sounds, myself. With ROM emulation, I would think more of the sounds would be intact. I wonder what the issue with the ROM is.
 

PiN WiZ

Mod & Forum Superstar
Staff member
Feb 22, 2012
4,158
1
It seems like some of the speech is missing from the TPA version, especially the random stuff.

@FarSight...Can you shed some light on the reason some of the speech and lower playfield background sound are missing if the ROM is being emulated?
 

Brian Clark

New member
Feb 28, 2012
624
0
@FarSight...Can you shed some light on the reason some of the speech and lower playfield background sound are missing if the ROM is being emulated?

I tried the VP Black Hole. The extra speech played, but the lower playfield background sound didn't. I'm guessing the lower playfield sound might be something on the table itself rather than in the ROM. Then again, it could have been an issue with the specific ROM.
 

invitro

New member
May 4, 2012
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I don't have a horse in this race, and I know very, very little about pinball tech. So I dunno if this helps...

The IPDB page says "Speech generated by a Votrax SC-01." This is apparently a chip separate from the main ROM. The IPDB page also lists 3 ROMs: the main one, a "Rev. 2", and a "sound only".

Good luck with the search!
 

Brian Clark

New member
Feb 28, 2012
624
0
I'm beginning to wonder if the Pinball Arcade version even uses the rom since, on the real black hole and the VP version, the background sound stops whenever a sound effect is played, which isn't the case with the Pinball Arcade version. A post I read said it's a known issue with the system 80 hardware.

I found out how to use the v2 and the sound only roms with VP. Like with v1, the extra voice, but not the bottom playfield sound, plays. I noticed there is a voice for tilting too. The sound only roms actually have completely different sound effects, including background sound.
 
Last edited:

RetroDude

New member
Mar 24, 2012
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I don't know enough about the specific hardware of these specific machine, but I have a possible reason for the background sounds continuing...
(You may indeed know more about the specific implementation, I'm going on general programming background.)

Many early computer generated sound, speech and music generating devices were not polyphonic They could only generate one sound at a time... or a seriously limited number of sounds.
Not everything is on one chip.
If the program determining the sound to play is calling a different piece of hardware that actually generates the sounds, the hardware and software implementation of the sound calls could be different while maintaning absolute equal ruleset, switch and light controls, etc.

The old physical machines may receive a trigger signal to "play sound 1"... which starts a particular long playing sound, which will normally play to completion.
The trigger to "play sound 2" could interrupt sound 1 and immediatly start playing sound 2.

A different hardware/software implementation may be polyphonic.
If sound 2 is triggered while sound 1 is playing, it just keeps playing sound 1 and starts sound 2.

We're not using the old hardware for sound here. The hardware limitations don't apply to modern computer chips designed for multimedia.
Perhaps it was a minor oversight to not explicitly kill some sounds when others start. If it wasn't in the original ROM code to explicitly kill operating sounds, but was merely a hardware limitation, that's an easy miss.
 

Brian Clark

New member
Feb 28, 2012
624
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I got a reply from my email:

"Yes, a few of the earlire tables that appeared in the Gottlieb collection are not emulated. There are some chipsets that we can emulate and some we cannot. And, as you have guessed, we are working to expand the tables we can emulate.

Black Hole has a few issues that are not prefect. You have noticed some. We own a real Black Hole table now and our plan is to include an update of the way the game handles sound and a few other things."
 

Richard B

New member
Apr 7, 2012
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I got a reply from my email:

"Yes, a few of the earlire tables that appeared in the Gottlieb collection are not emulated. There are some chipsets that we can emulate and some we cannot. And, as you have guessed, we are working to expand the tables we can emulate.

Black Hole has a few issues that are not prefect. You have noticed some. We own a real Black Hole table now and our plan is to include an update of the way the game handles sound and a few other things."

They're aware of it, and are doing something about it. I'm happy now.
 

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