![]() ![]() Near the right flipper are light-up indicators that gauge the current bonus multiplier level. A drinking bird toy sits on the left rebound. In the space in-between is a reproduction of the scoring display that shows instructions that must be followed to win the hacking mini-game.Īt the bottom of the table, there are five return lanes (three left and two right), with rollovers that spell the 10-letter name SEVASTOPOL, with each rollover representing two letters. A paddle is positioned at the bottom end of the mini-playfield that can be moved horizontally to catch and deflect the ball as it moves, and at the top end of the mini-playfield, there are eight targets that can be hit with the ball, one for each of the possible callback code symbols that Ripley may encounter while hacking a computer system. In between these two areas are more of the stationary, rotating pop-up drop targets.īeneath the middle of the playfield is a mini-playfield that can be accessed during one mission and the HACKING side mode, where the ball is moved around as if it were in a brick-breaking game like Breakout. A flamethrower can be seen laid near the target. Behind it is the one-way exit of the diagonal plunger that launches the ball into play. This is the Noisemaker target and will activate the device when it has been made available. At the other side is a target with a magnet in front of it, labeled NOISE. There is a barrier in front of it that can be struck to open and reveal a sinkhole where the ball can be locked to start a mission. The lower half of the table and mini-playfieldĪt the left side of the table is a Sevastolink computer console used for communication. At each entrance to the orbit, there are two pop-up stationary rotating drop targets representing the android and human enemies Ripley may encounter aboard the Sevastopol. To the right of the cabinet is the right orbit, marked with the word TORRENS. To the right of that ramp is a small cabinet that can be opened to lock the ball inside, and behind it is a VUK that returns the ball down the right habitrail. To the right of it is another ramp with the word ANDROID that leads down the abovementioned right habitrail. In front of the crossramp turn is a saucer that briefly captures and releases the ball, generally feeding the left flipper. The entrances to the left ramp and crossramp form a 90 degree angle. The diverter switches every time it is used, ensuring that balls do not travel down the same path twice. To the right of that target are two ramps, a left ramp that spells the word STEALTH and leads down a habitrail to the middle-left inlane and a crossramp that spells SICK BAY and goes up to a diverter directly under the walkway that moves the ball either to the abovementioned left habitrail, or to a right habitrail that leads back to the right inlane. ![]() To the right of the left orbit are two targets: an emergency target resembling an emergency pull station and an ammunition standup target. Near the left orbit, which is gated by a spinner and has the word HACKING, is an upper flipper at the left wall of the table. There are three rollovers above this bumper area that spell the six-letter word MEDKIT, with two letters per rollover. ![]() The table's large orbit travels beneath this walkway, and in front of its apex, there is a bumper area with each bumper shaped like the space station's reactors. The inner walls of the table are designed to resemble that of the space station, with part of the left wall lined with Xenomorph cocoon webbing. To the right back corner of the table, there is an airlock door. Table overview The upper half of the tableĪt the back end of the table, there is a walkway running along the width of the table with a large window overlooking outer space.
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