Flash (Williams) by Patrick Morris Flash ushered a few firsts into the pinball world. As well as being the first to offer full coin door programming and auditing, it also had (limited) time based objectives and the now familiar (non-default) crescendo background sound. Flash was also blatantly copied by another manufacturer and named Storm with the main playfield feature being similarly called Super Storm. Objectives Hit 5-bank drop targets to advance toward eject hole extra ball and outlane specials. Hit 3-bank drop targets to advance toward Super Flash 50,000 points (default) OR extra ball (option) Plunger The novel plunger shoots the ball diagonally across the centre of the playfield around the sweeping curve through a non-turn gate to the bonus multiplier lanes at the top of the playfield. Bonus Multiplier Lanes Making lanes 1-2-3 lights 2x bonus multiplier. Making lanes 1-2-3-4 lights 3x bonus multiplier. Lit lanes not completing either multiplier remain on for the next ball. Jet Bumpers Score 1000 points when lit by hitting the lower left bulls-eye target Left hand Drop targets (5-bank) Sequentially lit targets are worth 5,000 points instead of 1,000 points plus advance bonus. Dropping all 5 targets advances right hand eject hole value through 5,000 - 10,000 - extra ball. When 10,000 is lit, spinner and upper loop rollovers are lit for increased value. Completing targets after eject hole is lit for extra hole lights both outlane specials and makes all 5 targets worth 5,000 points for the duration of that ball. Programming options allow for the 5,000 point light to be lit initially (default) or not and for the current eject hole value to be carried over to the next ball or not (default). Centre drop targets (3-bank) Sequentially lit targets are worth 3,000 points instead of 1,000 points. Completing the bank advances the completion value through Thunder - Lighting - Tempest - Super Flash. When Super Flash is lit, all 3 targets are worth 3,000 points. Completing Super Flash scores 50,000 points (default) or extra ball and restarts the completion value. Programming options allow for the current value to be carried to the next ball (default) or not. Playfield features a third flipper halfway down right hand side ideally positioned for the 3-bank drop targets but can also be used to drop the 5-bank targets or complete loops around the top of the playfield. Flipper return lanes are lit for increased points and bonuses by the lower right bulls-eye target. Strategy Complete the 5 bank targets as many times as possible to access the extra ball and outlane specials. This also has the benefit of increasing the spinner value and upper rollovers which when combined with lighting the jet bumpers makes play in the upper playfield very profitable. Using the upper flipper to loop the loop through the lit spinner with increasing speed yields very rapid points but the layout makes each successive loop more difficult. Upper flipper can also be used to drop 1,2 or all 3 of the 3-bank targets and carry on through the loop or ricochet onto the 5-bank targets. Dropping the 3-bank targets from the lower flipper often results in the ball going down the left hand outlane. Left flipper shots not only include the extra ball and high speed shots through the (lit) spinner but backhanded shots to ANY of the 5-bank targets. Completing the lanes for multipliers is often left until after the jet bumpers are lit and successful nudging of the machine can bounce the ball across the top on the lane dividers both downhill and up. Note: with some programming configurations it is possible to have more than one extra ball in credit.