Whirl Wind Pinball machine by Williams for sale
"Feel the Power of the Wind!" WHIRLWIND delivers you the frenzied playfield action of 3 counter-rotating spinning discs, 6 power-packed jet bumpers and a feature-filled layout the guarantees unsurpassed entertainment. WHIRLWIND offers a wind blowing experience with a wind-maker mounted on top of the machine. “Attractions that Blow you Away!"
Discover the wonders of WHIRLWIND with it’s all million plus three-ball multi-ball reward that progressively increases to score 2 million points the first time. 3 million points the next time and on and on…. Proving again there are no limits to the wizards of Williams. A back box display Super Cellar Door Value provides seven distinct bonus rewards including the potential for Quick Multi-ball and Unlimited million point scoring. When all seven features have been lit, players have the opportunity to achieve incredible Mega-Door bonus. The Object of the game is to move the storm to your area by hitting various direction targets. Lock two balls, and start Multiball by locking a third and/or hitting the 3-toll ramp.
THE FAN and SPINNING DISKS: What makes Whirlwind what it is. They usually are operational at the same times. When LOCK of any flavor is lit, or when Multiball of either kind is in progress. The fan does nothing to game play, but the disks will wreak havoc with the ball-s in play.
QUICK MULTIBALL: Quick Multiball can be lit from either the TORNADO DROP TARGET or the SUPER CELLAR DOOR. It is started by locking a ball in the cup under the Skyway Ramp when Quick Multiball is lit. If none or one ball is physically locked, then a normal Quick Multiball is started:
During Quick Multiball Unlimited Million is lit. This continues until one ball is lost. Direction targets can still be hit during Quick Multiball. The 3-Toll Ramp will award 1,000,000 points, 3 Skyway Tolls, and spot a direction target -if any need be spotted . If two balls are physically locked, then normal Multiball will be started, except 1,000,000 points will be awarded in addition to each Million Plus.
After a certain point, Quick Multiball can no longer be lit from the TORNADO DROP TARGET.
FEEL THE POWER MULTIBALL: Multiball is started by locking two balls and then releasing them with a third. They can be released two ways, by hitting the 3-Toll Ramp -which will award 1,000,000 points and three Skyway Tolls , or locking a ball in the cup. The latter will only work up to a point, then Multiball must be started by hitting the 3-Toll Ramp. During Multiball Million Plus will be lit. Hitting the 3-Toll Ramp will score 2,000,000 points. This will increase by 1,000,000 points each time to a maximum of 10,000,000 points. If at least one Million Plus is collected before loosing two balls, normal play will resume. Otherwise, Cellar Multiball will lite. See CELLAR DOOR-Red light for details.
LOCKING A BALL: This will vary between one and two player games. In general, a player must lock two balls before he can start Multiball. In a two or more player game, if a player does lock two balls, then fails to start Multiball, another player may steal those balls with a Quick Multiball. Basically, before a player can play Multiball, there must be two balls physically locked. Physically locked balls are those that are sitting in the lock lane on the left hand side of the machine.
Locking a ball will advance the Bonus Multiplier. The Bonus Multiplier will multiply the Skyway Tolls value at the end of a ball. The values are 2X, 3X, 4X, 5X, 6X+Lite Extra Ball, and 6X+Lite Special. The bonus multiplier will not exceed 6X. A player s multiplier will never decrease
STARTING THE GAME: One to four players can play. New players can enter the game by inserting coins and pressing START until the end of the first ball. After that, pressing START aborts the current game for all players and begins a new one.
PLUNGER SKILL SHOT: Shoot the ball from the plunger to hit one or more of the FEEL THE POWER drop targets. 100K for POWER, 200K for THE and 30K for FEEL. Hitting more than one target will add their values together.
BALL SAVE: A launched ball that scores no points before draining will be re-served. This does not apply after locking a ball or if the ball bounces into the plunger lane.
MOVING THE STORM: Scattered about the playfield are eight targets. Two of each: NE -Northeast , NW -Northwest , SE -Southeast , and SW -Southwest . These are easily noted by either the letters on them or color: NE-Red, NW-Yellow, SE-Orange, and SW-Green. Depending on the difficulty setting, a target is spotted for the player when he launches his first ball of each ball. The targets the player must hit are lit on the compass at the center of the playfield. Once all these targets are hit, lock will lite.
After locking ball 1, the player must hit different targets to lite lock 2. After locking ball 2, Multiball will lite. The set of targets for the first Multiball can be hit in any order. From the second time on, only one direction can be hit at a time. Once an orientation has been completed, another will lite.
SKYWAY TOLLS: Skyway Tolls are cumulative throughout the game. The number collected and how are: SKYWAY RAMP: This ramp is used to advance Skyway Tolls and lock balls. Its entrance can be either open-down or closed-up .
- Skyway Ramp -- 1 or 2, depending on status of the 2 Tolls lite.
- Cup -- 1.
- 3-Toll Ramp -- Of course, 3.
At the end of a ball, the player will recieve 2K for each Skyway Toll collected. No more than 99 Skyway Tolls can be collected. If 99 Skyway Tolls are collected, then the player has their SKYWAY PAID FOR and receive 200K -Plus a neat little tune each time a ramp is hit.
When open, the ball will be returned to the left inlane, and either one or two Skyway Tolls will be collected. Going through the left inlane or going up the ramp will briefly lite 2 tolls. The TORNADO DROP TARGET s value will also increase briefly. The point value of this ramp also increases with each successful run. It starts at 50K and increases by 10K each time up to a maximum of 100K.
When closed, the ball will land in a cup, 1 Skyway Toll will be awarded, and the ball will be ejected toward the upper right flipper. The ramp will be open at the beginning of a player s turn, unless one of the above rules applies to keep it closed.
3-TOLL RAMP-Left: This ramp awards 3 Skyway Tolls, spots a target -if LOCK isn t lit or Multiball isn t in progress , lites the Super Cellar Door, awards Million and-or Million Plus, and starts Multiball. Its value starts at 50K and increases by 10K each time up to a maximum of 100K. This ramp returns the ball to a point somewhere near the lower SE target, usually on the right spinning disk.
SUPER CELLAR DOOR-Yellow light: To lite the door temporarily, the ball must traverse the right inlane. To lite it permanently -until awarded , the 3-Toll Ramp must be hit.
AT MAXIMUM Will increase the point value of the Hi Pressure Jets to 5K -flashing . The Super Cellar Door is disabled during Quick Multiball or Multiball. When all seven values have been awarded, all values will flash, and the Super Cellar Door will lite. Entering the Super Cellar Door at this point awards the MEGA DOOR BONUS. MEGA DOOR BONUS awards all seven values again as well as 2,000,000 points and lites ONE Special. Once the MEGA DOOR BONUS is collected, the Super Cellar Door will only award Cellar Visits until the current ball ends.
THE CELLAR DOOR-Red light: target is similar to the SUPER CELLAR DOOR, but will not award anything except a Cellar Visit. Cellar Visits are worth 5K each and are cumulative through the entire game. The point value is awarded at the end of each ball. This is where the ball will come out if the ball enters the CELLAR DOOR or the SUPER CELLAR DOOR. It is also used to start Cellar Multiball. Cellar Multiball is only possible if Multiball was started, and no Million Plus was awarded. Cellar Multiball is basically Multiball with only two balls. If the CELLAR DOOR or SUPER CELLAR DOOR is hit when the red light is flashing, Cellar Multiball will begin.
FEEL THE POWER DROP TARGET: These three drop targets are also used for the SKILL SHOT. Dropping all three of these targets awards the drop value. It starts at 50K and increases to 100K in increments of 10K. Sweeping -hitting all three in succession awards 100K + current drop value. The drop value can be set to 100K immediately by using the SUPER CELLAR DOOR.
TORNADO DROP TARGET: This drop target s value varies, depending on trips up the SKYWAY RAMP and the time between them. The initial value of this target varies depending on the difficulty setting. The values are 50K, 75K, 100K, 150K, LITE QUICK MULTIBALL, and EXTRA BALL. Each trip up the Skyway Ramp lites the next highest value all the way to LITE QUICK MULTIBALL. Point values can be collected more than once, but Quick Multiball can only be collected once each time it is lit. See EXTRA BALLS to see how to lite the EXTRA BALL target. After a certain point, LITE QUICK MULTIBALL can no longer be lit. If no score is lit, the target scores zilch. When hit, a tone sounds to give you an idea of the current value. The higher the tone, the higher the value.
SPINNER: This is located to the right of the Skyway Ramp. It changes the current value of the SUPER CELLAR DOOR. Each rotation moves the value 1 box to the left or right. Values that have already been awarded will be skipped. The value of the SPINNER is briefly increased after the left inlane is traversed.
LO-HI PRESSURE JETS: These bumpers are like any other jet bumpers on most Williams games. Their point value is advanced by the platter in front of the center HI PRESSURE JET. Hitting this target will advance one jet bumper. The values are:
- Unlit -- 1,000
- Lit -- 3,000
- Flashing -- 5,000
When all bumpers are flashing, the platter is worth 100K. The bumpers can also be maxed out with the SUPER CELLAR DOOR.
3-WAY COMBO: Going between the Lo Pressure Jets to the upper right flipper, around the Hi Pressure Jets and back to the upper right flipper again and finally up the 3-Toll Ramp scores a 3-Way Combo -plus an awesome siren . The 3-Way Combo will score only 250K, as well as the current value of the 3-Toll Ramp. All these targets must be hit in order, with no other targets in between -except the necessary direction targets and the spinner .
EXTRA BALLS: Extra Balls will be awarded by hitting the TORNADO DROP TARGET when Extra Ball is lit. There are three ways to lite Extra Ball: Skyway Tolls Depending on the setting of your machine, this can be from 5 Skyway Tolls to 50. Also, the number of stops that will lite it can vary. For instance these can be 8, 35, 50, and 75. Or 35 and 50. Use the Instant Info feature to find out how many are needed. A tone will sound to let you know that Extra Ball is lit. It will remain lit until awarded.
SUPER CELLER DOOR: If the current award is LITE EXTRA BALL then it ll do that. It will remain lit until awarded or end of current ball. Locking the 5th ball Once and only once. Will remain lit until awarded.
SPECIALS: Specials can be collected only from the outlanes. There are only two ways to lite Special: