Quickie Version
shoot left (and right if needed) stand-up target banks to light center ramp. Shoot center ramp when lit; shoot right jump ramp when ball feeds left flipper through return lane.
Go-To Flipper
Mild bias left
Skill Shot
get a top lane. Too weak a plunge falls to the right flipper, too hard goes around the corkscrew to the left flipper.
Full Rules
Completing the 4 left “duck” stand-up targets lights the top left corkscrew for bonus collect. Completing the right “rabbit” bank lights the saucer above it for bonus collect. Bonus goes up to 63K on each side. Bonus multiplier is raised by hitting the “dunk the dummy” drop target, then hitting the stand-up target behind it. Both shots are risky. Maximum bonus multiplier is 5X; it applies to both rabbit and duck bonuses, so each can be worth up to 315K or 630K total. Besides collecting bonus with the corkscrew or the saucer, you also collect the Duck bonus at the end of balls 1 and 3 and the Rabbit bonus at the end of ball 2.
Completing both target banks lights the center ramp for increased values on a timer: 30K, 50K, 100K, 100K. On some Comets you only need to finish the duck bank to light the center ramp, so go for that one first. If you finish all four increased values, the value resets to 10K. If you make at least one increased value shot, then fail to make the next one before the flashing timer runs out, the value drops back to the prior value to let you try again. You can milk the sequence for a while this way by making 2 or 3 shots, letting the value drop back down, then making more level 1, 2 or 3 shots.
Completing the 1-9-8-6 top lanes scores 50,000 and activates a timed playfield multiplier: 2X on ball 1, 3X on ball 2, 5X on ball 3. That makes the lit jump ramp top circle worth 1M while the timer is on during ball 3. Listen for the “million” callout encouraging you to make the shot. Since you only get one 1-9-8-6 number per successful plunge, you’ll need to either have the ball pop back up through a lane from the bumpers or else make the left corkscrew shot to light the playfield multiplier during a 3-ball game. The three jump ramp hole values when lit are 200K top, 50K middle and 20K bottom, so even the second jump ramp hole is worthwhile at 5X; that’s 250K.
Playfield Risk
Mostly cruel feeds out of the bumpers: the left exit from them often goes straight down the reversed outlane behind the left flipper. The right exit often goes down the right outlane (no inlane there); this is especially annoying when it does so right after you make the Cycle Jump shot when the ball exits to the left into the bumpers. The center ramp and the saucer above the Rabbit targets are safe. The left ramp to the top can be valuable but risks bad feeds out of the bumpers. Center drains are mostly from target rebounds.
External Links
Machine Information

- Name
- Comet
- Manufacturer
- Williams
- Year
- 1985
- Type
- ss
- Display
- alphanumeric
- Players
- 4