Pinball Fantasies Manual
Pinball Fantasies
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GETTING STARTED
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1. Insert your JAGUAR Pinball Fantasies cartridge into the slot of your Jaguar
(tm) 64-bit interactive Multimedia System.
2. Press the POWER button.
3. Press the A, B or C buttons to discontinue the title screens if required.
GAME CONTROLS
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1. THE MAIN MENU.
Use the following buttons to start a pinball table:
Button Action
1 Select the Partyland table
2 Select the Speed Devils table
3 Select the Billion Dollar Gameshow table
4 Select the Stones N Bones table
You can also access the game options menu from here by pressing the OPTION
button.
2. THE GAME OPTIONS MENU.
By using this menu you can select and change various options to make Pinball
Fantasies more comfortable to play. To use the menu you need only to point to
an item and use the B or D-pad left/right buttons to change an option. Use the
following list as a guide when changing the game:
Button Action
D-pad down Move option pointer downwards
D-pad up Move option pointer upwards
B Toggle between option settings
D-pad left Decrease master volume level (when selected)
D-pad right Increase master volume level (when selected)
OPTION Access/exit help screen for currently selected option
The various options and settings available are:
Option Settings
Balls 3 or 5
Difficulty Easy or Hard
Scrolling Soft or Hard
Music On or Off
Sound FX On or Off
Volume 0% to 100%
Joypad Setup 1, 2 or 3 (see below for details)
Exit Save current settings and return to main menu
The three Joypad setups are configured as follows:
Setup 1
Button Action
D-pad Flip any left flippers
A Nudge table
B Flip any right flippers
C Pull spring (release button to shoot ball)
Setup 2
Button Action
D-pad Flip any left flippers
A Flip any right flippers
B Pull spring (release button to shoot ball)
C Nudge table
Setup 3
Button Action
D-pad Flip any left flippers
A Pull spring (release button to shoot ball)
B Nudge table
C Flip any right flippers
3. IN-GAME CONTROLS.
(a) Starting a game.
Once a table has been loaded and is scrolling up and down the screen in its
attract mode, you can start a game by using the number buttons on the keypad as
follows:
Button Action
1 Start a 1 player game
2 Start a 2 player game
through to
8 Start an 8 player game
(b) Pausing the gameplay.
Press the PAUSE button to freeze the gameplay. The message "game paused" will
appear in the scorepanel to indicate the mode has been activated. To continue
play, simply press the PAUSE button again.
(c) Changing the master volume level.
While the game is paused, pressing the A, B or C buttons will allow you to
change the master volume level. As before, use the D-pad left/right to decrease
or increase the volume percentage from 0% to 100%. Once the level has been set,
press the A, B or C button to return to the "game paused" status.
(d) Changing the gameplay options.
While the game is paused, pressing the OPTION button will allow you to cycle
through the gameplay options and change them if required. Use the following
keys to achieve this:
Button Action
D-pad down Cycle forwards through options list
D-pad up Cycle backwards through options list
A, B or C Toggle between available settings
OPTION Return to the "game paused" status
See the "game options menu" section above for details of the options and
settings available.
(e) Muting the sound.
While the game is paused, pressing the 0 button on the keypad will instantly
mute all sound in the game. Pressing 0 again will reinstate the sound.
(f) Entering your name for the hiscore table.
At the end of a game, if you have achieved a hiscore you will be permitted to
enter your name for the hiscore table. You can enter three alphanumeric
characters as your "name". Use the following keys to place your name in the
table:
Button Action
D-pad left Cycle backwards through the alphabet/digits
D-pad right Cycle forwards through the alphabet/digits
B Select an alphanumeric character
(g) Quitting a table.
If you decide to quit a table during play, wait until a new ball is placed in
the ball chute (ready to be fired into the table) and press the OPTION button
followed by the A button - you will now be returned to the main menu. If after
pressing the OPTION button you change your mind and want to continue playing,
press the C button. If required, you can also access and change the game
options as outlined in (d) above by pressing the B button straight after
pressing the OPTION button.
(h) Restarting the game.
If at any time you wish to start the whole game from scratch, simply press the
* and # buttons simultaneously. The screen will blank and the introduction
sequence will start as if you have just turned on your Jaguar (tm) 64-bit
interactive Multimedia System.
(i) Game settings and hiscore storage.
Game settings, audio and hiscores can be retained in the game cartridge even if
you have turned off your Jaguar (tm) 64-bit interactive Multimedia System. To
erase the currently stored settings and hiscores and restore the default
settings and scores, press the *, OPTION and # buttons simultaneously during
the introduction sequence or on the main menu screen. The message "cartridge
memory cleared" will be displayed and the game will be reset as in (h) above.
GENERAL INFORMATION
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The JACKPOT is a score counter which is built up by all participating players
during the game. It is reset each time a Jackpot is awarded to a player.
Many of the lights on the tables have letters on them which enable special
features as follows:
XB - Extra Ball JP - Jackpot
DB - Double bonus xM - Score x million points
SB - Score bonus 5x - Score 5 times feature points
HB - Hold Bonus MB - Bonus Multiplier
x/xK - Score x thousands
A flashing light is often a hint as to where you can raise your score and
collect the bonuses.
At the end of your game the last but one digit of your score will be shown in
the panel. Random numbers will then be flashed across the panel and one will be
selected. If your number matches the random number you are awarded an extra
ball and can continue play from where you left off.
THE TABLES
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TABLE 1 * PARTYLAND
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DUCK TARGETS Light all DUCKS to enable SNACKS (ICECREAM, SODA and
POPCORN) in turn. Shoot ball into the trap under the top
flipper to eat the lit SNACK. Eating all SNACKS enables
HOLD BONUS and DOUBLE BONUS on the ANTICLOCKWISE loop. The
DOUBLE BONUS is only active for 10 seconds. Eating all the
SNACKS afterwards enables DOUBLE BONUS.
PUKE Light all PUKE letters then shoot the DRAGONS' MOUTH for 5
MILLION points, EXTRA BALL and JACKPOT in turn.
CYCLONE Shoot the CYCLONE to add 1 to the BONUS COUNTER.
DRAGON Shoot the DRAGONS' MOUTH when no lights lit to score
250,000 points.
JACKPOT Collect from the DRAGONS' MOUTH after:
1. Spelling PUKE 3 times.
2. Enabling HAPPY HOUR.
3. Enabling MEGA LAUGH.
JACKPOT only lasts for 30 seconds during HAPPY HOUR and
MEGA LAUGH.
BONUS MULTIPLIER Shoot the SKYRIDE 3 times and shoot the ANTICLOCKWISE loop
to collect the next BONUS MULTIPLIER.
ARCADE Enabled by hitting the target just below the entrance. Gives
bonus of either:
1. Nothing
2. 500,000 points
3. 1 MILLION points
4. 5 MILLION points
5. Enabling SIDE-LANE EXTRA BALL light
6. An extra CRAZY letter.
ROCKET LIGHTS Light all ROCKET lights to score 2,4,6, and 8 BONUS
MULTIPLIERS in turn. Score EXTRA BALL and 1 MILLION points
in turn after lighting all BONUS MULTIPLIERS.
EXTRA BALL Collect from the DRAGONS' MOUTH after spelling PUKE twice.
SIDE-LANE XB When XB light is enabled, exiting through a SIDE-LANE awards
an EXTRA BALL.
TUNNEL Repeatedly shooting the TUNNEL after ball falls from DROP
ZONE awards the flashing TUNNEL BONUS and enables the next
BONUS for 10 seconds.
SKILL SHOT Scored by shooting the CYCLONE or the TUNNEL immediately
after the ball is shot from the spring.
HIDDEN HALLWAY Mystery bonus enables 5 count bonuses on the CYCLONE.
MEGA-LAUGH Light up MAD letters to spell CRAZY. 1 MAD letter lit each
time you shoot the ball into the CLOCKWISE loop. 1 CRAZY
letter lit when all MAD letters lit.
MEGA-LAUGH scores 5 MILLION points for all ramps and
passages for 25 seconds.
HAPPY-HOUR Spell PARTY by completing the following:
1. P - shoot the ANTICLOCKWISE loop and then the TUNNEL.
2. A - eat all 3 SNACKS.
3. R - shoot the ANTICLOCKWISE loop and then the CYCLONE.
4. T - shoot any SKYRIDE/LOOP combination twice in 10
seconds.
5. Y - spell PUKE.
HAPPY-HOUR scores 1 MILLION points for all TARGETS (bumpers,
drop target etc) for 25 seconds.
TABLE 2 * SPEED DEVILS
----------------------
GEAR Spell GEAR as follows:
1. Shoot the JUMP ramp to light G.
2. Shoot the OFFROAD ramp to light E.
3. Shoot B,U and R targets to light A.
4. Shoot N,I and N targets to light R.
These can be completed in any order.
POSITION Each GEAR spelt enables 2 POSITION OVERTAKES which are
collected by shooting the RIGHT and LEFT (or vice-versa)
ramps one after the other.
EXTRA BALL Enabled after completing 20 MILES. Scored by shooting the
TOP RIGHT passage when light enabled.
JACKPOT Collected by shooting the JUMP ramp when the JACKPOT light
is lit. Lit for 20 seconds only.
SUPER-JACKPOT Collect SUPER JACKPOT in the PIT-STOP after scoring JACKPOT
on the JUMP ramp.
MILES Shoot the LEFT and RIGHT ramp to collect 1 MILE.
MILLION Shoot the RIGHT and LEFT (or vice versa) ramps within 5
seconds to score 1 MILLION points.
SPEED Shoot the LEFT and RIGHT ramps and then shoot the JUMP ramp
to increase the SPEEDOMETER one step. Each ramp then scores
the SPEED value x1000 points.
AUTO-FEATURES Every 2 SPEED steps enables a BONUS PART for your CAR.
Collect the part by shooting the flashing 1-5 lights. A CAR
part flashes when collected.
GOAL Enabled when POSITION 1 is reached. This also enables the
JACKPOT for 20 seconds. Collect the GOAL in the PIT-STOP.
MULTI-BONUS Light all the PIT lights and shoot the OFF-ROAD ramp to
collect the next MULTI-BONUS.
After all bonuses are collected lighting PIT scores
1 MILLION points.
OFF-ROAD Enabled after 10,40,60...miles. All targets score 100,000
points for 25 seconds.
TURBO-MODE Enabled when GOAL is collected. Awards 5 MILLION points on
all ramps for 25 seconds.
JUMP Enabled after collecting 30,50,70...miles etc and is
collected on the JUMP ramp. JUMP awards 10 MILLION points.
TABLE 3 * BILLION DOLLAR GAMESHOW
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SKILL RAMP Shown by the top red Arrow.
LEFT PASSAGE Circular lane starts by the MUSHROOMS and ends at the TOP
FLIPPER.
RIGHT PASSAGE Reverse LEFT passage.
MULTI-BONUS Shoot the LEFT passage and the CLOCKWISE ramp to collect the
next MULTI-BONUS.
EXTRA BALL Shoot the SKILL ramp 12 times to enable EXTRA BALL on the
LEFT passage.
JACKPOT Collect 3 prizes to enable JACKPOT for 25 seconds. Collect
it in the RIGHT ramp.
SUPER-JACKPOT Collect the JACKPOT to enable SUPER-JACKPOT (50M) for 5
seconds on the CLOCKWISE ramp.
PRIZES Enable the PRIZES by:
1. Shoot the RIGHT ramp and then the SKILL ramp to enable
the TV.
2. Shoot the RIGHT ramp and then the CLOCKWISE ramp to
enable the CAR.
3. Shoot the LEFT passage and then the SKILL ramp to enable
the TRIP.
4. Shoot the RIGHT ramp, the SKILL ramp and the RIGHT
passage to enable the BOAT.
5. Shoot the RIGHT ramp, the CLOCKWISE ramp and the LEFT
passage to enable the PLANE.
6. Shoot the LEFT passage, the SKILL ramp and the RIGHT
passage to enable the HOUSE.
You have to enable and collect the TV, CAR and TRIP with one
ball before you can shoot for the BOAT, PLANE and HOUSE.
COLLECT PRIZES Shoot the LOOP MIL down to the LEFT BALL TRAP to collect a
prize. Collecting 3 prizes enables the second set of 3
prizes and the JACKPOT. When all 6 prizes have been
collected shoot for the LOCK. This enables BILLION which can
be collected in the LEFT BALL TRAP.
LEFT BALL TRAP Opened by:
1. Enabling the TV, CAR and TRIP.
2. Enabling the BOAT, PLANE and HOUSE.
3. Hitting all the DOLLAR targets.
MILLIONS Shoot the LOOP MIL repeatedly when the LEFT BALL TRAP is
shut off to score 1 MILLION each time.
MILLION PLUS Shoot the RIGHT ramp followed by CLOCKWISE ramp for
1, 2, 3... MILLIONS.
CASH-POT Shoot the LOCK to score the current CASH-POT value.
SMALL WHEEL Hit both DOLLAR targets to enable the SMALL WHEEL. Shoot the
LEFT BALL TRAP to spin the WHEEL and collect a random value.
5X CASH Enable 5X CASH by shooting the CLOCKWISE ramp. Shoot the
LOCK to collect 5x the CASHPOT value.
TABLE 4 * STONES 'N` BONES
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SCREAMS RAMP Ramp on the right.
STONE & BONE Spell STONE and BONE to enable the next GHOST.
KEY Spell KEY to open the TOWER for the next TOWER value.
EXTRA BALL Shoot the SCREAMS ramp 10 times to enable the EXTRA BALL
which is collected in the TOWER.
JACKPOT Collected in the TOWER during GHOST HUNTER and GRIM REAPER.
SUPER-JACKPOT Shoot the TOWER straight after collecting the JACKPOT to
score 50 MILLION points.
MULTI-DEMON Enables a BALL LOCK in the VAULT and WELL.
Collect the following points on the SCREAMS ramp:
1. No locked balls - 5 MILLION points.
2. 1 locked ball - 10 MILLION points.
3. 2 locked balls - 20 MILLION points.
TOWER Collect the current TOWER value, and collect the enabled
TOWER bonus when enabled.
SCREAMS RAMP Collect 1 SCREAM.
WELL Collect the current WELL value.
BONUS MULTIPLIER Shoot the CLEAR ramp and the WELL to collect the next BONUS
MULTIPLIER.
MILLION Shooting the LEFT ramp repeatedly scores 1 MILLION points
each time.
MILLION PLUS Shoot the CLEAR ramp and then the far RIGHT passage to score
1, 2, 3...MILLION points.
2x SCREAMS Shoot the CLEAR ramp and the SCREAMS ramp to collect 2
SCREAMS.
GHOST HUNTER All TARGETS and BUMPERS score 1 MILLION points for 30
seconds.
GRIM REAPER All TRAPS and RAMPS score 5 MILLION points for 30 seconds.
TOWER HUNT Shoot the TOWER for 5, 10 and 20 MILLION points in turn
within 30 seconds.
LOOP COMBO Shoot the CLEAR ramp to the ROLL-OVERS, drop down to the
LEFT FLIPPER and hit the SCREAMS ramp and the far LEFT ramp
for 5 MILLION points.
LEFT BALL TRAP Collect the enabled GHOST and the VAULT value.
GHOSTS The GHOSTS are lit up one after the other when spelling
STONE and BONE, and award the following:
1. BAT - 5 MILLION points.
2. BLUE GHOST - Enables TOWER HUNT feature.
3. GREEN SMILER - Enables EXTRA BALL.
4. RED DEVIL - 10 MILLION points.
5. YELLOW POLTERGEIST - Enables GHOST HUNTER feature.
6. BLUE OCTOPUSSY - Enables MULTI-DEMON feature.
7. MUMMY HEAD - 15 MILLION points.
8. GRIM REAPER - Enables GRIM REAPER feature.
A GHOST must be collected before the next one can be enabled.
R.I.P Spelling RIP enables the KICKBACK in the LEFT BALL TRAP.
CREDITS
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Original game designed and created by Digital Illusions CE AB.
Jaguar (tm) 64-bit interactive Multimedia System version developed by
Spidersoft Limited.
Programming by Chris Jones and Martin McKenzie
Original graphics by Markus Nystrom
Supplementary graphics by Rober Lever
Original music and sound-effects by Olof Gustafsson
Production by Stewart Gilray
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