Capersville November 08, 1966
Manufacturer: Bally Manufacturing Corporation (1931-1983) [Trade Name: Bally]
Date Of Manufacture: December, 1966
Model Number: 797
Type: Electro-mechanical (EM)
THE 4 CAPERS:
Code Zapper Caper
The Code Zapper Gate is opened when you tap the Blue Mushroom Bumper or cross over the Rollover Button. When entering the Code Zapper Caper Gate the ball will cross the Code Zapper Kicker Rollover Switch which activates the Code Zapper Kicker Solenoid. During this time the Code Zapper Gate closes. The Code Zapper Kicker kicks the ball up the left side of the playfield across the Left Rebound Gate Rollover Switch which gives the player points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment. The ball is then up at the top of the playfield and back into play.
Deep 4 Caper
The Deep 4 Caper Gate is open when there is no captive ball. When you enter the Deep 4 Alley Gate the ball stops at the first of four steps and the Deep 4 Caper Gate closes. The ball is then moved to the next step when you tap the White Mushroom Bumper. After moving the ball down the Deep 4 Alley four steps the ball exits out of the Deep 4 Alley to the Plunger Lane and back into play.
Sea Ray Caper
There are six Sea Ray Porthole lights on the ship in the middle of the playfield. To light all six portholes you can cross the Rollover Button at the top center of the playfield, tap the Blue Mushroom Bumper or tap any of the three Yellow Mushroom Bumpers. The Sea Ray Super Bonus Caper wheel for that player advances by one.
Sea Ray Super Bonus Caper
Each time you complete a Sea Ray Caper the Sea Ray Super Bonus Caper wheel for that player advances by one. This is displayed in the lower right corner of the back glass. A special can be set at a Super Bonus Caper score of 5, 6, 7 and (r) 8. The Special is either a Free Replay or points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment.
MULTIBALL:
The game has two different versions of multi-ball play. If you have a ball locked in the Deep 4 Alley, the two Kick-Out-Holes will simply kick the ball back into play without scoring any points. If the
Deep 4 Alley is empty then the two Kick-Out-Holes will capture balls for multi-ball play and the gate to the Deep 4 Alley will close. In other words both the Deep 4 Alley and the two Kick-Out-Holes will trap balls for multi-ball play but if one is active the other is not. As for releasing the trapped balls you would have to hit the White Mushroom Bumper near the Deep 4 Alley. For balls trapped in the Kick-Out-Holes the mushroom bumper will simply release them into play. For a ball trapped in the Deep 4 Alley, each time you tap the White Mushroom Bumper the ball will move down one step. After four hits the ball will exit the Deep 4 Alley and be returned to the Plunger Lane.