Quiksilver Pinball Simulator Amiga Manual Addendum And Instruction Manual! 1) Starting The Game For Amiga users, when your computer asks for Workbench, insert your Pinball diskette. The program will automatically boot up for you. 2) Top Ten Pinball Wizards The display is for the top ten all-time scores for that game. (there are 4 sets of top ten scores). 3) Controlling Game Play Ball English, for this game is the effect of bumping or shaking the pinball machine left, right, or bumping the machine up and down. This will cause the pinball board to move under the ball. This effect has been simulated for you in this game, and called: Ball English. When using a joystick for the Amiga, the proper way to achieve Ball English is to hold down the fire button and (at the same time) move the stick in the direction of the shake (left, right, or UP). Shaking UP with the keyboard is accomplished by using either Amiga key (or as described above for joystick). 4) Mars Mission (third from the last circuit) Mars will remain active for a short period of time (not until the ball is lost). SPECIAL NOTICE TO AMIGA OWNERS There will be additional Pinball boards available soon. So be sure to send in your registration cards so that we can make you aware of them as they become available! Instruction Manual DISK LOADING INSTRUCTIONS AMIGA 500, 2000, 2500, 3000 Turn on the computer. When the Workbench prompt appears, insert the game disk into the internal drive. Type "game" at the cursor and press the return key. AMIGA 1000 Turn on the computer. Insert the Kickstart disk. When the Workbench prompt appears insert the game disk into the internal drive. Type" game" at the cursor and press the return key. COPY PROTECTION All disk and password protections removed by THE WORLD'S #1 GROUP! MAIN MENU PLAYER 1 Select the method of game play for the first player: joystick or keyboard. PLAYER 2 Select the method of game play for the second player: joystick or keyboard control. Select "None" if there is no second player. NUMBER OF BALLS Select the number of balls per game, between one and five. RESET TARGETS Select "YES" and all the targets on the board will be reset each time the player loses the ball. Select "NO" and the targets will not be reset after the loss of each ball, thus allowing the player to accumulate activated targets throughout a game. PLAY PINBALL Select "Mars Mission," "Aztec Sun," "Long Horn," or "Quiksilver" to begin playing one of four different pinball games. Select "Load Accessory Disk from DF0:" to load in new pinball games from future accessory disks. Select "Top Ten Pinball Wizards" to display the all-time top ten scores. Select "Quit Playing Pinball" to end the game. CONTROLS Quiksilver Pinball Simulator can be controlled by either the joystick or the keyboard. To use the joystick, plug it into port two. The escape key stops the game at any time and returns the player to the Main Menu. SELECTING OPTIONS With the Joystick Move the joystick up and down to highlight different menu items. Move the joystick left and right to scroll the options that correspond to each item. The option that is displayed in the window is the currently selected option. With the Keyboard Use the up and down arrow keys to highlight different menu items. Use the left and right arrow keys to scroll the options that correspond to each item. The option that is displayd in the window is the currently selected option. CONTROLLING GAME PLAY With the Joystick Move the joystick down to control the plunger. Move the joystick left and right to control the flippers. Use the fire button in conjunction with moving the joystick left or right for ball English. With the Keyboard Use the down arrow to control the plunger. Use the shift keys to control the flippers. The right shift key is located just to the right of the "?" key; the left shift key is located just to the left of "Z" key. Use the ALT keys for ball English. BALL ENGLISH and TILT Quiksilver Pinball Simulator is so real that it even lets you simulate tilting, shaking, and bumping the game board to control ball movement, just like a real arcade pinball machine. If the player applies too much ball English he tilts the machine and loses the ball. With the Joystick To tilt the machine with the joystick, move the joystick either left or right and then press the fire button. Holding down the fire button will increase the amount of ball English. Letting go of the button releases the stored energy. Holding down the fire button too long will tilt the game and lose the ball. With the Keyboard To tilt the machine with the keyboard, use the ALT keys. The right ALT key tilts the game board to the right; the left ALT keys tilts the game board to the left. Holding down an ALT key will increase the amount of ball English. Letting go of the key will release the stored energy. Holding down the ALT key too long will tilt the game and lose the ball. SCORING POINTS Points are accumulated by doing just about anything. Hitting a bumper, activating a drop target, or rolling over a rollover will add to the regular score. BONUS POINTS Bonus points are accumulated by accomplishing more difficult tricks. Completing a circuit or hitting a special target can gather bonus points. These bonus points are kept track of under the Bonus counter. The advantage of bonus points is that they are worth more than their face value because they are multiplied by the multiplier factor before its added to your regular points. Bonus Points x Multiplier = Total Bonus Score for that ball. SPINNER BONUS Activating a spinner, or another target with a spinner bonus, will cause the regular points to spin upwards for several seconds. ROLLOVERS Rollovers are the flat, circular targets on the game board, labeled by either letters or numbers. Rolling the ball over these targets will activate them for bonus points. MARS MISSION PINBALL "MISSION" drop targets 50 points each "MARS" drop targets 50 points each Round bumpers 50 points Flipper lanes 100 points A, B, C or D rollovers 100 points each Left chute 1000 points Exit lanes 1000 points Spinner 1000 points, plus spinner bonus Chute lane 5000 points Stationary targets 5000 points Moving targets 10,000 points CIRCUITS for MARS MISSION Activating all four (A, B, C and D) rollovers. 1000 points, bonus x+1 Hitting all three triangle bumpers and then 1000 bonus points hitting the left target on the lower screen. Hitting all the "MARS" drop targets. 4000 bonus points Hitting all the "MISSION" drop targets. 8000 bonus points B Completing "MARS MISSION" drop targets and 10,000 bonus points then hitting the right target on the lower screen. A Entering and exiting the upper screen via 10,000 bonus points the chute on the left and then hitting the vertical moving target on the upper screen. A Hitting the lower left and lower right 20,000 bonus points targets on the lower screen and then hitting the horizontal moving target on the upper screen. A Exiting the upper screen via the chute on 20,000 bonus points the left, and activating and then hitting the horizontal moving target on the upper screen. B Hitting bumpers 2 (vertical moving target Will activate Mars, thus on the right side), 3 (going down the blocking the exit between chute on the left side), and 6 (Spinner - the lower flippers; going down only) while going down. remains active until ball is lost. Completing all circuits labeled A and then 10,000 points, losing the ball via the right exit lane. 10,000 bonus points, 1 extra ball Completing all circuits labeled B and then 10,000 points losing the ball via the left exit lane. 10,000 bonus points, 1 extra ball AZTEC SUN PINBALL Flipper lanes 100 points 1, 2, 3, 4, or 5 rollovers 100 points each Three "SUN" drop targets 250 points each Two "MR" drop targets 350 points each Stationary targets 500 points Exit lanes 1000 points Moving targets, upper screen 1000 points Lower ball catch 1000 points, plus 1000 bonus points Left Spinner, going down 2000 points, plus spinner bonus Right Spinner, going up 4000 points, plus spinner bonus Moving Targets, lower screen 5000 points Upper ball catch 5000 points, plus 1000 bonus points Right chute, going down 10,000 points, plus spinner bonus CIRCUITS for AZTEC SUN Hitting all the "MR" drop targets. 2000 bonus points B Hitting all the "SUN" drop targets. 3000 bonus points A Hitting the right green target and then 3000 bonus points hitting the upper moving target. Hitting both green targets and activating the 4000 bonus points right exit gate until the upper ball catch is hit. A Hitting the left green target and then the 5000 points "MR" drop targets. Hitting 1, 2, 3, 4, and 5 rollovers. 5000 points, bonux x+1 B Activating both spinners and then going 8000 bonus points down the left chute. Hitting both moving targets. 8000 bonus points; closes left exit gate until lower ball catch is hit. Hitting the "SUN" drop targets and the 10,000 bonus points lower moving target and then going up the right chute. Completing all the circuits labeled A and 10,000 points, then losing the ball via the right exit 10,000 bonus points, lane. 1 extra ball Completing all the circuits labeled B and 10,000 points, then losing the ball via the left exit 10,000 bonus points, lane. 1 extra ball LONG HORN PINBALL Arrow heads 50 points Badge bumpers 100 points Flipper lanes 100 points 1, 2, 3, 4 or 5 rollovers 200 points each "ALAMO" drop targets 100 to 250 points each "LONG" drop targets 250 points each "HORN" drop targets 250 points each "GOLD" drop targets 500 points each Bullets 500 points each Exit lane 1000 points Ball catch 2000 points, plus 1000 bonus points Getting the ball into the horseshoe 5000 points CIRCUITS for LONGHORN Hitting 1, 2, 3, 4 and 5 rollovers 5000 points, bonus x+1 Hitting all the "GOLD" drop targets 6000 bonus points A Hitting all the arrow heads 5000 bonus points A Hitting all the "ALAMO" drop targets 10,000 bonus points B Hitting all the "HORN" drop targets 10,000 bonus points B Hitting all the "LONG" drop targets 10,000 bonus points Hitting all the "ALAMO" drop targets, all of 10,000 points, the arrow heads, and then losing the ball 10,000 bonus points, via the right chute 1 extra ball Hitting all the "HORN" and "LONG" drop targets 10,000 points, and losing in the ball via the left chute 10,000 bonus points, 1 extra ball Hitting the "GOLD" drop targets and then getting 75,00 bonus points the ball in the horse shoe Completing all circuits labeled A and then 10,000 points, losing the ball via the right exit lane 10,000 bonus points, 1 extra ball Completing all circuits labeled B and then 10,000 points, losing the ball via the left exit lane 10,000 bonus points, 1 extra ball QUIKSILVER PINBALL "QUIKSILVER" drop targets 100 points each Flipper lanes 100 points The four Pink targets on top sides of screen 100 points Targets on diamond on the upper screen 100 points 1, 2, 3, or 4 rollovers 200 points Drop targets on diamond on the lower screen 250 points Bells 500 points, plus spinner bonus Bottom bumpers on diamond on upper screen 500 points Exit lane 1000 points Ball catches 5000 points, plus 1000 bonus points Moving target 10,000 points QUIKSILVER Hitting 1, 2, 3, 4, and 5 rollovers 1000 points, 5000 bonus points, x+1 bonus Hitting all four of the drop targets under 5000 bonus points the diamond Hitting all the "QUIKSILVER" drop targets 15,000 bonus points closes the upper-screen gate, thus preventing the ball from exiting the upper screen until the ball is caught in the right catch; while the gate is up, the spinner bonus is in effect Hitting all 4 bells, then directing the ball 25,000 bonus points, out the right exit lane 1 extra ball SKID ROW