THE GAME PLAY

 

Williams BRAM STOKER'S DRACULA 1993 - 4 Player

 

Object of the Game

Destroy Dracula. Destroy Dracula's Concubines (the Three Sisters). Destroy Dracula's Werewolves (Children of the Night). Destroy Dracula's Rats. Scare Dracula's Bats. Wash Dracula's Car.

Important Things

PLUNGER
This is an automatic plunger. It is used not only to launch balls into play, but also to automatically relock balls as the game sees fit, which it does by lifting the Plunger Lane ramp and firing balls into the channel beneath.

RIGHT ORBIT
This is a half-orbit in the upper right corner of the playfield. Balls are launched into play along this path. There are five lights here, each for a letter in V-I-D-E-O.

DROP TARGET
This is placed at the end of the Right Orbit, in the upper left corner of the playfield, just past the Rollover Lanes.

TOP SINKHOLE
This Sinkhole is hidden behind the Drop Target. When Video Mode is lit, the Drop Target is lowered and the ball can enter the Sinkhole to start Video Mode. Afterwards, the ball is kicked out of the Asylum.

ROLLOVER LANES
These three lanes can have their lights steered by the flippers, with the object being to light all three lanes. The right flipper steers right, and the left flipper steers left. Unlit lanes are flashing at the beginning of each ball, after shooting the Right Orbit, and a few other times at random, just to mess with your head.

JET BUMPERS
These are three Jet Bumpers directly beneath the Rollover Lanes. They are arranged in the usual triangular fashion.

COFFIN RAMP
This is a short-entrance ramp between the Jet Bumpers and the Right Orbit; it returns to the Left Inlane. This Ramp has a long shallow section before its trigger, but usually, getting past the entrance and the first turn is sufficient to send the ball all the way around.

COFFIN
When the Coffin Ramp is raised, balls can enter a sinkhole in the Coffin beneath it. Balls "locked" here are released through a habitrail onto the playfield right in the middle of the Jet Bumpers.

PLASTIC COFFIN
This is a molded plastic coffin atop the Coffin Ramp, which contains what is probably supposed to be Dracula. At least they didn't put a plastic fish atop the backglass. Note that there are two lights atop the coffin, indicating how many balls have been "locked" here.

ALTAR
This is an eject hole above the Right Inlane, aimed towards the right flipper. This is also known as the Dungeon or the Rat Hole.

TUNNEL
This is a sinkhole above and to the left of the Jet Bumpers. It returns the ball to the Left Inlane. There are four lights here: Mystery Award, Mist Multiball, Extra Ball, and Castle Jackpot.

BANK TARGET
These are two banks of three targets each. The center target is red, and the others are yellow. One bank is directly below the Jet Bumpers, facing down and slightly to the right. The other is at the far left side of the playfield, facing right. There is a light in front of each target, indicating its status: flashing for available, lit for spotted, or unlit for unavailable (only applies to center target, which must be hit last).

ASYLUM
This is a small catch lane just above the left set of Bank Targets. You can't really shoot for it, but there's little reason to do so.

CASTLE RAMP
This is also known as the Left Ramp, the Main Ramp, or the Cemetery Ramp. It's a long ramp which begins in the upper left corner of the playfield, just above the Asylum, and doesn't really peak until the back right corner of the machine. It can lock balls by diverting them into the Castle Lane; otherwise, it returns balls to the Right Inlane. The light at the entrance to the Left Ramp indicates that a Castle Lock is available. The green light on the backplane of the cabinet indicates that the diverter is active (for a Castle Lock or Bats).

CASTLE LANE
This is the habitrail running above the playfield from the center of the Castle Ramp to the Plunger Lane. It usually only holds one ball, but during Castle Multiball, may hold as many as three.

MIST LANE
This is the path that a ball takes at the beginning of Mist Multiball. It runs from a gate at the lower left side of the playfield, above the Left Slingshot, across the playfield and upwards to a gate just above the Altar. There is a motorized magnet beneath the playfield to carry the ball along this path, and small lights to illuminate its travel. A modulated 40Khz infrared beam is transmitted along this path, in order to determine if the ball is still on the magnet. The ball may travel in either direction, depending on where it happens to be when the mode starts. It will be at the right end of the Lane unless the last attempt at Mist Multiball failed.

OUTLANES
The Right Outlane has an orange light for Special, and the Left Outlane a red light for Extra Ball. The colors are contrary to tradition, which demands that Specials be red and Extra Balls orange.

INLANES
The Right Inlane temporarily lights the Tunnel for Mystery Award, and the Left Inlane lights the Coffin or Coffin Ramp for 2X. The posts dividing the Inlanes and Outlanes have rubber.

SLINGSHOTS
These are the usual.

FLIPPERS
These are two Fliptronic II (ie, Williams-style Solid State) flippers in the usual locations. These are typically the new lightning bolt shorter flippers in production machines.

D-R-A-C-U-L-A
These seven yellow lights are lightning bolts in the middle of the playfield. They represent progress towards Coffin Jackpots.

MULTIBALL LIGHTS
These three lights (typically purple) indicate which Multiball modes are active: Coffin, Castle, and Mist.

2X and 3X Lights
These lights (typically green) indicate the current Jackpot multiplier, which is determined by how many Multiball modes are running.

SHOOT AGAIN
This orange light indicates that you have an Extra Ball.

LOVE NEVER DIES
This yellow light represents the "ball saver" feature. While it is lit (or during the grace period), a side or center drain will relaunch the ball into play with no penalty. It is normally lit for a short while at the beginning of each ball. It is also active for a while at the beginning of each Multiball mode, and for the Left Outlane briefly after an Altar kickout (although the light will not come on).

PLAYFIELD
Hardcoat. Develops a nice divot where the ball lands after being fired from the autoplunger.

BALLS
Four steel balls should be installed in Dracula.

 







 
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