Sinclair ZX Spectrum verzija
Disketna verzija igre (DSK)
Amstrad Load Instructions
464: Press CTRL and small Enter
6128: Type ITAPE and press Return.
Press CTRL and small Enter
Enter to Start Game
Space to launch the ball
The flippers are controlled by the Z Key and / key right flipper
Chasing A High Score
The rules of pinball are simple- keep the ball in play for as long as possible
and rack up as many points as you can. In this implementation of the game, the
machine doesn't eat coins - and no matter how much you shove and pull on the
flippers, there's no danger of getting the dreaded TILT message! So on you
go..... As with a real pinball machine, a little care and thought can add
points to your game. Don't just hit the flippers every time the ball gets near
- try and catch the ball, let it come to rest and then bash it back into play
with an aimed shot. And real bonus rounds can increase their score considerably
by letting the bonus value on the dial build up before collecting the bonus
value with a well-aimed shot through the bonus trap feature.
Finding Your Way Around The Table
(1) Bonus Dial
Bonus points are awarded in hundreds - the circular counter keeps track of the
bonus score, lighting the 20, 30 and SPECIAL lights when 2,000, 3,000 and 4,000
bonus points have been accrued. The bonus score showing on the counter is
automatically added to your score and the counter is reset to zero whenever you
manage to get the ball into the Bonus Trap.
If SPECIAL is lit when you get the ball into the Bonus trap, you are awarded an
extra ball, and from then on while the current ball remains in play, there's no
need to get it into the Bonus Trap to collect bonus points -they are
automatically added to your score each time you clock up 1.000. If you do bash
the ball into the Bonus Trap again, you collect 5,000 points, so it's still
worth going for. When the ball goes out of play, the Bonus Dial resets to zero.
(2) Bonus Trap
Get your ball in here when there's a decent bonus showing on the clock. You've
got to get the Gale (3) open first however, and it is only open while the
Revolver(4) is spinning round. Some nifty work with the right flipper is called
for ... And you collect ten points for each revolution of the Revolver, so go
(5) Rollover Lanes.
Putting the ball through one of these earns 50 points and lights the lane
light. Light all three lane lights and you score 200 points and advance the
Bonus Dial by 400. Flipping the right flipper shuffles the lights, so you can
get an unlit light in a lane just before the ball rolls through it.
(8) The Black Role.
Nestle the silver ball in here to collect 200 points and advance the Bonus Dial
British Standard Pinball Bumpers - bounce the ball of 'em to collect ten points
Whizz the ball round this mini Wall of Death as fast as you can-the faster the
ball travels, the more points you earn up to a maximum of 200 with an advance
of 300 on the Bonus Dial.
(9) Tombstone Targets
Knockdown Target One for 100 points and a Bonus Dial advance of 100, Target Two
collects 200 points and advances 200; Target Three, yes you've got it, collects
300 points and advances the Bonus Dial by 300. Then drop the ball into the
Target Pit at the end of the channel to reset the Tombstones and start again...
(10) Sidebar Lights
Worth 60 points a pop; light the set of six and collect 400 points and advance
the Bonus Dial by 500.
(12) Inner Rollover Lanes.
If the light is lit when the ball passes through, the Bonus Dial is boshed up
(13) Outer Rollover Lanes
Pretty lights glow when the SPECIAL light has been lit. With the light lit,
snuggling the ball down here earns a whopping 2,500.