ATGAMES Dr. Seuss Pinball Pack 2 For All Legends Arcade Family Devices User Manual
- June 11, 2024
- ATGAMES
Table of Contents
- ATGAMES Dr. Seuss Pinball Pack 2 For All Legends Arcade Family Devices
- Product Information
- Dr. Seuss’s ABC
- Product Usage Instructions
- Overview
- Description
- Game Rules, Skills, and Stages
- Game Rules, Skills, and Stages
- HOUSE / THE LEFT SECONDARY PLAYFIELD
- Read User Manual Online (PDF format)
- Download This Manual (PDF format)
ATGAMES Dr. Seuss Pinball Pack 2 For All Legends Arcade Family Devices
Product Information
Dr. Seuss Pinball Pack 2 Part 1
This pinball pack is designed for all Legends Arcade Family Devices and includes two tables – Dr. Seuss’s ABC and Green Eggs and Ham. Each table has progressive levels that match the storyline from each book. The pinball tables feature traditional pinball parts like slingshots, bumpers, ramps, secondary playfields, and multiple flippers. They also introduce new gameplay elements like multiple ball drop zones, character models, moving obstructions, and vocal narration with verses directly from the book. Developed in consultation with Dr. Seuss Enterprises, the Dr. Seuss Pinball Pack 2 tables feature modern and dynamic gameplay elements with beautiful art and whimsical sound effects offering unique experiences found only on the Legends Arcade Family of devices.
Dr. Seuss’s ABC
Dr. Seuss’s ABC table features the classic Dr. Seuss characters and artwork with vibrant colors and exciting gameplay for the whole family. The table includes the following game rules, skills, and stages:
- BALL SAVE: Hit the rollovers on the bottom left of the playfield to light J-A-R lamps and activate a 30-second ball save or be rewarded 2 million points when ball save is active.
- KICKBACK: Hit the rollovers on the bottom right to light the J-A-M lamps and activate the kickback on the right outlane or be rewarded 2 million points when the kickback is active.
- SKILLSHOT: After a ball is launched, one of the SKILLSHOT lamps by the top rollovers will be flashing randomly. Pass the rollover where the SKILLSHOT lamp is flashing to achieve a skill shot for 1 million points for the first time, 2 million points for the second time and so on. The maximum skill shot value is 5 million points.
- MULTIPLIER: Hit the center spot targets where the C-A-M-E-L lamps are flashing to light them all and advance the multiplier to the next value. The multiplier values are 2 times, 3 times and 5 times. After the 5 times bonus multiplier, every completion gives 10 million points.
- IZZY SPECIAL: Hit one of the left flashing spot targets to obtain the Izzy Special and advance it to the next level. The Izzy Special is activated randomly and starts from 1 million points and is increased by another 1 million points after every hit, up to 5 million points.
- MICE BALL: Hit the flashing spot targets one after another where M-I-C-E lamps are flashing to activate another ball to play or be rewarded 5 million points if there are already 2 balls on the playfield.
- SPOT SPECIAL: There is a 1-bank spot target at the end of the right orbit that flashes randomly. Hit this spot target when its lamp is flashing to be rewarded an increasing bonus score from 1 million points up to 5 million points.
Product Usage Instructions
To use the Dr. Seuss Pinball Pack 2 Part 1 on your Legends Arcade Family Device, follow these steps:
- Make sure your Legends Arcade Family Device is turned on and properly connected to a power source and display device.
- Select the Dr. Seuss Pinball Pack 2 Part 1 from the list of available games on your device.
- Choose Dr. Seuss’s ABC table to start playing.
- Use the flippers to hit the ball and score points according to the game rules, skills, and stages outlined in the user manual.
- Progress through the levels to complete the storyline from Dr. Seuss’s ABC book.
- Enjoy the vibrant colors, exciting gameplay, and whimsical sound effects that offer a unique experience found only on the Legends Arcade Family of devices.
Overview
AtGames and Magic Pixel are proud to introduce a new pinball pack based on the wonderful world of Dr. Seuss! This pack includes 2 arcade-quality Dr. Seuss pinball tables and with two additional tables being added on June 30, 2023. These tables run with 60 frames per second performance on the Legends Pinball, Legends Pinball Micro, Legends Core Max, and 30 frames per second on the Legends Ultimate, Legends Ultimate Mini, Legends Gamer Series and the Legends Core series devices. Now your favorite Dr. Seuss characters come to life in these pinball tables and are only available on the AtGames Legends Arcade machines. Now your favorite Dr. Seuss characters come to life in these exclusive pinball tables, only playable on the AtGames Legends Arcade machines. Each table will have progressive levels that match the storyline from each book. Can you progress through the alphabet and get to Z on Dr. Seuss’s ABC pinball table? Will Sam-I-Am convince his friend to try Green Eggs and Ham? Perhaps he will like them with a goat or on a boat? Can you traverse through each chapter until his friend actually tries Green Eggs and Ham? These tables are designed using the classic Dr. Seuss characters and artwork, with vibrant colors and exciting gameplay for the whole family! This pinball table features traditional pinball parts like slingshots, bumpers, ramps, secondary playfields, and multiple flippers. It also introduces new gameplay elements like multiple ball drop zones, character models, moving obstructions, and vocal narration with verses directly from the book. Developed in consultation with Dr. Seuss Enterprises, the Dr. Seuss Pinball Pack 2 tables feature modern and dynamic gameplay elements with beautiful art and whimsical sound effects offering unique experiences found only on the Legends Arcade Family of devices. Tables included:
- Dr. Seuss’s ABC
- Green Eggs and Ham
Note
- Some devices include built-in flash memory and don’t require a USB flash drive. Only those that require an external flash drive will need to follow the on-screen display menu to download the pinball/game pack to a FlashDriveX™-formatted USB drive (not included). If your USB flash drive is larger than 32GB, you can partition it from your PC. The first partition, for use with FlashDriveX, should be at least 16GB and recommended not to exceed 32 GB. (For how to format a USB Drive and download the pack, please see https://youtu.be/9iji5XvxkZU)
- If you choose to associate your purchase with your Legends ID account, you may install your digital pinball tables/games pack on up to six (6) connected devices. As an alternate option, you may choose to associate your purchase with a single compatible device, which will allow for offline usage, but does not allow for usage on any other device.
Dr. Seuss’s ABC
Description
Get ready for a nostalgic journey through the alphabet with Dr. Seuss’s ABC pinball table! This pinball table features two friendly yellow dogs who will guide you on your journey to earn each letter of the alphabet through various pinball-based challenges. Each of the 8 stages are based on different letters of the alphabet and features characters and pictures from Dr. Seuss’s ABC book. Use your pinball skills to hit targets and advance through the stages, each one introducing new illustrations and fun rhymes that help you remember each letter. This table is a throwback to the classic pinball machines of the past. The vocal narration and each letter’s corresponding illustration direct from Dr. Seuss’s classic book make this pinball table a unique and delightful way to learn the alphabet. From Aunt Annie’s Alligator to a Zizzer-Zazzer- Zuzz, this table will transport you back to the world of Dr. Seuss and will teach you the ABCs in a fun and engaging way. So come and join your friendly dog companions on this exciting journey through the alphabet!
Game Rules, Skills, and Stages
BALL SAVE
Hit the rollovers on the bottom left of the playfield to light J-A-R lamps and
activate a 30-second ball save or be rewarded 2 million points when ball save
is active.
KICKBACK
Hit the rollovers on the bottom right to light the J-A-M lamps and activate
the kickback on the right outlane or be rewarded 2 million points when the
kickback is active.
SKILLSHOT
After a ball is launched, one of the SKILLSHOT lamps by the top rollovers will
be flashing randomly. Pass the rollover where the SKILLSHOT lamp is flashing
to achieve a skill shot for 1 million points for the first time, 2 million
points for the second time and so on. The maximum skill shot value is 5
million points.
MULTIPLIER
Hit the center spot targets where the C-A-M-E-L lamps are flashing to light
them all and advance the multiplier to the next value. The multiplier values
are 2 times, 3 times and 5 times. After the 5 times bonus multiplier, every
completion gives 10 million points.
IZZY SPECIAL
Hit one of the left flashing spot targets to obtain the Izzy Special and
advance it to the next level. The Izzy Special is activated randomly and
starts from 1 million points and is increased by another 1 million points
after every hit, up to 5 million points.
MICE BALL
Hit the flashing spot targets one after another where M-I-C-E lamps are
flashing to activate another ball to play or be rewarded 5 million points if
there are already 2 balls on the playfield.
SPOT SPECIAL
There is a 1-bank spot target at the end of the right orbit that flashes
randomly.
Hit this spot target when its lamp is flashing to be rewarded an increasing
bonus score from 1 million points up to 5 million points.
ZIZZER SPECIAL
Hit 2-bank and 4-bank spot targets on the secondary playfield, where
‘Z-I-Z-Z-E-R’ lamps are flashing to activate the ‘ZIZZER SPECIAL’ lamp.
Hit the left eject hole on the secondary playfield, where the ‘ZIZZER SPECIAL’
lamp is flashing to reward 3, 5 and then 10 million points.
STAGES
This table includes 8 different stages and they start automatically and run
one after another as the book goes through each of the letters of the
alphabet. Every stage needs to be completed in alphabetical order. Even if
every lamp of each letter is flashing when the current stage starts, the
letters have to be hit in alphabetical order.
STAGE 1 – A-B-C-D
Hit the flashing center ramp 4 times to gain letter A, letter B, letter C and
letter D to be rewarded 10 million points.
STAGE 2 – E-F-G
Rotate the flashing right spinner 30 times to gain letter E, letter F and
letter G to be rewarded 20 million points.
STAGE 3 – H-I-J-K
Hit the flashing right ramp 4 times to gain letter H, letter I, letter J and
letter K to be rewarded 30 million points.
STAGE 4 – L-M-N-O-P
Hit the flashing top spot targets to gain letter L, letter M, letter N, letter
O and letter P to be rewarded 40 million points.
STAGE 5 – Q-R-S
Hit the flashing top eject hole 3 times to gain letter Q, letter R and letter
S to be rewarded 50 million points.
STAGE 6 – T-U-V
Hit the flashing spot targets, then hit the flashing right spinner 10 times to
gain letter T, letter U and letter V to be rewarded 60 million points.
STAGE 7 – W-X-Y
Hit the flashing top eject hole, the flashing center ramp and the flashing
right spot target to gain letter W, letter X and letter Y to be rewarded 70
million points.
STAGE 8 – Z
The last stage is a special one that features 2 balls and lasts as long as
there are 2 balls on the playfield.
- Hit flashing spot targets, eject hole, ramps and spinner to be rewarded with special jackpots.
- There are 4 available jackpots with different scores:
- Jackpot for 1 million points.
- Double Jackpot for 2 million points.
- Triple Jackpot for 3 million points.
- Super Jackpot for 5 million points.
- When one of the balls has been lost, the letter Z is gained and the stage is complete.
Green Eggs and Ham
Description
Get ready for a deliciously fun adventure with the Green Eggs and Ham pinball
table based on the classic book by Dr. Seuss. This pinball table features 11
exciting stages, each one taking you through different scenes from the book.
As you progress through the stages, you’ll encounter Sam-I-Am as he tries to
convince his friend to try Green Eggs and Ham. Special animations and dialogue
will play on each stage, immersing you in the world of Green Eggs and Ham.
You’ll witness unique dialogue and animations between the two friends as they
go back and forth about whether or not to try the unusual dish. The vibrant
and whimsical illustrations from the book are brought to life on this pinball
table, making it a feast for the eyes as well as the ears. From the colorful
characters to the playful landscapes, every inch of the table is packed with
details that will delight fans of the book. Whether you’re a seasoned pinball
player or a fan of Dr. Seuss, the Green Eggs and Ham table is a fun and unique
way to experience this beloved story. So come and join Sam-I Am and his friend
on their quest to try Green Eggs and Ham. Who knows, you might just end up
trying them yourself!
Game Rules, Skills, and Stages
BALL SAVE
Pass one of the bottom rollovers when its lamp is flashing to collect passes.
You can control which rollover has the flashing lamp by the left and the right
flipper. When 5 passes have been achieved, a ball save with 30 seconds or 5
million points will be rewarded.
COMBOS
There are 3 combo lanes on this table, the left and right orbits, and the left
ramp. To activate the combo sequence, hit one of the combo lanes. Then hit one
of other 2 combo lanes in 10 seconds where COMBO lamps are flashing to achieve
a combo. Then hit one of other 2 combo lanes again in 10 seconds where COMBO
lamps are flashing to achieve another combo. As long as you can hit flashing
combo lanes in 10 seconds, combos are achieved. There are 2 combo values:
- Egg Combo for 1 million points.
- Ham Combo for 3 million points.
You need to achieve 2 egg combos to reward a ham combo on the third time. If you can’t achieve a combo in 10 seconds, the combo sequence resets to the basic level.
HAM REWARD / KICKBACK
Hit the left orbit, the left ramp, and the right orbit, in this order, to
collect the H-A-M lamps and reward a kickback or bonus score. The values of
the ham rewards are 3 million, 6 million and 10 million points. Every time you
achieve a ham reward, the value is increased to the next level.
SPINNER REWARD
Hit the center 3-bank and 1-bank spot targets where E-A-T-IT lamps are
flashing to light all of them and advance the spinner score to the next level.
The values for the spinner score are 1,000 points, 10,000 points and 100,000
points. Hit the center spinner to reward the activated value per rotation.
MOTOR / ENTERING TO SECONDARY PLAYFIELDS
Hit the top 5-bank spot targets where M-O-T-O-R lamps are flashing to:
- Roll the car away, which allows the ball to enter the hole. This is needs to be done only once per ball.
- Reward bonus points, the more times this action is achieved, the higher the points rewarded, from 1 million to 5 million points.
HOUSE / THE LEFT SECONDARY PLAYFIELD
Hit 1-bank spot targets where WOULD YOU lamps are flashing to advance the value of the eject hole from 250 thousand up to 1 million points. Hit the eject hole to reward 250 thousand; 500 thousand, or 1 million points. If the maximum value has been reached, 5 million points will be rewarded next time. When the ball leaves the left secondary playfield, all features are reset to default.
SHIP / THE RIGHT SECONDARY PLAYFIELD
Hit the ramp on the left secondary playfield to reach this playfield. Hit
5-bank spot targets according to numbering order where 1-2-3-4-5 lamps are
flashing to advance the value of the spinner. The spinner values are 100
thousand; 200 thousand and 500 thousand. If the maximum value has been
reached, 5 million points will be rewarded next time. When the ball leaves the
right secondary playfield, all features are reset to default.
STAGES
This table includes 11 different stages representing the storyline of the
book. To start each level, the player must hit the right eject hole when the
‘START STAGE’ lamp is flashing.
STAGE 1 – HERE OR THERE
Hit the left and the right orbit, then hit the right eject hole to complete
this stage for 10 million points.
STAGE 2 – IN A HOUSE
Hit the flashing spot targets on the secondary playfield, then shoot the ball
into the house when its door is open to complete this stage for 15 million
points.
STAGE 3 – IN A BOX
Hit the center spinner 30 times, then hit the right eject hole to complete
this stage for 15 million points.
STAGE 4 – IN A CAR
Hit the left ramp 2 times, then hit it again to lock the ball to the driver’s
seat to complete this stage for 20 million points.
STAGE 5 – IN A TREE
Hit the left and the right orbit, and the left ramp, then hit the right eject
hole to complete this stage for 25 million points.
STAGE 6 – ON A TRAIN
Hit the flashing spot targets and the center spinner, then hit the right eject
hole to complete this stage for 30 million points.
STAGE 7 – IN THE DARK
Hit the flashing spot targets, then hit the right eject hole to complete this
stage for 35 million points.
STAGE 8 – IN THE RAIN
Hit the left ramp, the right orbit and the center spinner, then hit the right
eject hole to complete this stage for 40 million points.
STAGE 9 – WITH A GOAT
Hit the flashing spot targets one after another, then hit the right eject hole
to complete this stage for 45 million points.
STAGE 10 – ON A BOAT
Hit the flashing spot targets one after another and the left and the right
orbit, then shoot the ball to the boat through the ramp on the secondary
playfield when the boat moves slowly to complete this stage for 50 million
points.
STAGE 11 – TRY THEM!
Hit the flashing spot targets one after another and the left and the right
orbit, then hit the right eject hole to complete this stage for 50 million
points.
The trademarks and images are the properties of their respective owners. © 2023 AtGames. TM & © 2023 Dr. Seuss Enterprises, L.P.
Read User Manual Online (PDF format)
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