********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the ~Pinball Spectacular instructions~, converted to etext by Russell Reed . PINBSP10.TXT, August 1997, etext #267# ********* INSTRUCTIONS PINBALL SPECTACULAR STARTING THE GAME 1. Turn OFF your Commodore 64 before inserting or removing any cartridge. 2. Insert the cartridge, with label side up, into the expansion port on the back of the Commodore 64. The expansion port is the opening farthest to the right when the keyboard is facing you. 3. Turn ON the Commodore 64. The opening PINBALL SPECTACULAR title screen should appear. If the screen remains blank after 5 seconds, turn the computer off, then on again. If this doesn't work, turn the computer OFF and remove the cartridge. Then carefully re-insert the cartridge and try again. 4. PINBALL SPECTACULAR is now in the DEMO mode. Press the fire button on your paddle to start the game. GAME DESCRIPTION From the moment you see PINBALL SPECTACULAR, you know that it's no ordinary pinball game. In place of the usual flippers, you'll find two sliding paddles, one at the bottom of the screen and one near the center. The bottom paddle operates like a normal flipper, hitting the ball up into play and preventing it from being lost off the pinball "table". The top paddle adds a new dimension to flipper use by giving you the ability to deflect the ball from below as well as direct it from above. The table is filled with popping, poinging, ringing, clashing, color-changing obstacles, gates, rows, and bumpers. At the top of the screen you'll notice 2 large multicolored grids of breaker blocks. Wipe out each block to score points. Clearing all the blocks on a side will close the corresponding drain lane in the bottom corner. To make the blocks reappear, hit the ball with the bottom paddle, in between the grids in PINBALL SPECTACULAR'S Super Commodore Logo. Hit it to score big points, as shown at the top of the screen. Hit the bumpers in the top, left and right corners for the points listed. To increase bumper points, shoot your ball into the side chutes. The chutes will increase bumper values to 500, but the next time you enter that chute, bumper values will return to 100 points. Around the board you will notice 6 letters. The letters correspond to the COMMODORE lights in the center of the playfield. Hit a letter and the corresponding lights will light up. Lighting all the letters multiplies the bonus poins. In addition, when the arrow near a letter flashing, you can light that letter by hitting the gate under the Super Logo. If you hit a letter when the arrow pointing to it is flashing, the sides of the gate under the Super Logo will start to flash. Hit the gate when the sides are flashing and you get a barrier at the bottom of the screen. This barrier will stay on only until the ball hits it one time. Otherwise, you lose your ball if it drops down the open pit or the drain lanes at the bottom of the screen. You can score an EXTRA BALL if you hit the gate under the Super Logo when it flashes purple. The gate flashes purple only when your bonus points are a multiple of 1000. In the middle of the playfield is a spinning gate. Score points for passing through the gate. The faster you pass through the gate, the more it will spin, and the more points you'll rack up. If you game points total more than one of the top 5 totals for the day (10,000 points minimum) you can enter your score and initials in the HIGH SCORE section of the game. CONTROLS PINBALL SPECTACULAR is designed to be used with PADDLES. Plug your paddles into CONTROL PORT-1. MOVEMENT PADDLE Turn yoour paddle CLOCKWISE to move your flippers to the RIGHT. Turn your paddle COUNTER-CLOCKWISE to move your flippers to the LEFT. SPECIAL FUNCTIONS Press the FIRE BUTTON to start the game. Select 1 or 2 PLAYERS by turning the paddle knob COUNTER CLOCKWISE for 1 PLAYER or CLOCKWISE until the 2 PLAYERS notice appears in the center of your screen. Once you've chosen 1 or 2 players press the FIRE BUTTON to make your selection. Press the FIRE BUTTON to launch each ball. After the game ends, you can put your INITIALS in the HIGH SCORE record by turning your paddle knob in either direction until you reach the letter you want. Then press the FIRE BUTTON to SAVE the LETTER you've chosen. DEMO MODE If you don't hit the fire button when you turn on the PINBALL SPECTACULAR cartridge, the game goes into DEMO MODE. The game screens and the title page will be displayed. Your computer will play the game until you press the fire button to start. SCORE VALUES Blocks Yellow.......................................40 points each Red..........................................50 points each Green........................................60 points each Blue.........................................70 points each Purple.......................................80 points each Bumpers....................................100-150 as shown Spinner Gate.......................10 points per revolution Targets...............................100 points per letter Side Pockets.............................500 points per hit Center Gate..............................100 points per hit Closing Drains......................... 500 points per save Commodore Super Logo................as indicated above logo Erase 1 Row of Blocks.........................advance bonus Light All Commodore Letters................advance bonus 5X Flashing Gate at Multiples of 1000...............Extra Ball STRATEGY HINTS Choose your ball launch position carefully. If you pick the right spot, you can increase bumper values, light the Super Logo gate, or even make it to the top of the breaker blocks. For example, launching a ball when the paddle is between R and E in COMMODORE will send ball to side chute that advances bumper bonus on the right side. Experiment with ball launch positioning. Shooting a ball through the spinner gate usually slows the ball's speed. Try to hit the blocks from the top and hit the Super Logo to really rack up points. Use your top flipper to block the ball and keep it from leaving the bumper areas. ********* End of Project 64 etext Pinball Spectacular instructions. *********