Load & Play From the CD-ROM To play Pinball 2000 from your CD-ROM, simply type the drive letter for your CD-ROM (ex. D:), then type cd PB2000 , then type START. Have fun! Please refer to the paragraphs below for instructions on the game and other features. NOTE: YOU CANNOT CHANGE SOUND SETTINGS WHILE RUNNING THE PROGRAM FROM THE CD-ROM. YOU CANNOT RECORD HIGH SCORES WHILE RUNNING THE GAME FROM THE CD-ROM. TO USE THESE FEATURES, YOU MUST INSTALL THE GAME TO YOUR HARD DRIVE. INSTALLING TO AND PLAYING FROM THE HARD DRIVE To play Pinball 2000 from the hard drive, you must first use the INSTALL program found on the CD. This will uncompress the game files and copy them to your hard drive. Insert the Pinball 2000 CD disk from the package into your CD-ROM drive. At the DOS prompt, (in this example the CD drive is the D: drive) type: D: < Enter > INSTALL C: (where C: is the drive being installed to) < Enter > The install program creates the directory "PB2000" on your hard drive and copies the program files there unless you specify a different directory. To do so, type INSTALL C:\name (where “name” is the directory name you wish to give it). sound configuration At the end of the install program, the Sound Configuration menu will appear. If you do not have a sound card or do not want to hear the music and sound effects, press F1. Press F2 for internal speaker or F3 - F6 for your appropriate sound card. If your specific sound card is not listed, choose the Adlib card F3 or the SoundBlaster card F4. You may adjust the volume by pressing F1 for Loud or F2 for Quiet. To hear full Music and Sound Effects press F1 or F2 for Sound Effects only. Note: For SoundBlaster version 2 (F5) and SoundBlaster Pro (F6) you will have to select the IRQ and I/O port address as well as the volume and sound mode. Refer to your sound card documentation for further information. If you are unsure of which settings to choose, once installation is complete, you will be able to change the sound settings by typing SETSOUND while in the PB2000 directory. to start the game To start playing Pinball 2000, at the c:\pb2000 prompt type: START < Enter > At the opening Expert logo and the opening splash screen, press the Space Bar to advance to the opening menu screen. You may select either table by pressing F1 for Rocket or F2 for Graveyard. Once the function key is pressed, the screen will blank for a few seconds while the program loads the table you chose. You may toggle between the Menu screen and the HI-SCORES screen by pressing the Space Bar. Once the table you selected is loaded, it waits in the "attract mode". This is where the table scrolls up and down the screen automatically, waiting for you to start playing. To start playing Pinball 2000, press the Function Key F1 for a one player game up through F8 for an 8 player game. Once you have selected a number of players, a ball will be loaded into the table chute and play may commence. Each player has 3 balls per game. To begin play, you must first press and hold down the Down Arrow key. This pulls back the ball launcher spring. Release the key to shoot the ball. Use the Left SHIFT key to operate the Left FLIPPER and the Right SHIFT key to operate the Right FLIPPER. Note: If the Left Flipper goes UP when the Down Arrow is pressed, this indicates that the Numeric Lock on the keyboard is ON. This will not affect the game play in any way. Next time you play Pinball 2000, ensure that the Numeric Lock is off before starting the game. Caution: Hitting the SHIFT keys with too much force may damage your keyboard. It will not cause the Flippers to hit the ball any harder. The same applies for the SPACE BAR. You cannot BUMP the table any HARDER by hitting the Space bar harder. Game Controls To load a table: Function key F1 Loads the Rocket pinball table. Function key F2 Loads the Graveyard pinball table. After a table is loaded: Function keys F1 to F8 Selects the number of players. Down Cursor Pulls back the Plunger (ball launcher). Release the key to shoot the ball. Left Shift Flip the left FLIPPER. Right Shift Flip the right FLIPPER. Space Bar Bump or nudge the table. (Too many bumps will TILT the table.) The 'P' key Pause the game. (Press any key to resume.) Esc Quits a table if you're in a game after pausing. Quits a game when the ball is in the chute. The Game The Main Menu The Main menu is used to access either pinball table. You may also access the HI-SCORES table by pressing the Space Bar. You will see the menu fade-out and the HI-SCORES fade-in. To return to the Main menu, press the Space Bar again. Once the Main menu is displayed, the HI-SCORES table will automatically appear after a short time if no key presses are detected. The Main menu will reappear after the same time period. To load a table, use the following keys: Function key F1 Loads the Rocket table. Function key F2 Loads the Graveyard table. Once you have pressed a Function key, the screen will blank for a few seconds while the chosen table loads. Controls When the table loads, it immediately goes into the "attract mode". This is where the table scrolls up and down the screen automatically, waiting for you to start playing. The table will always go into this mode if it is loaded but you are not playing a game. To start playing, you need to define how many players are going to play. Up to 8 players may play the game at one time. To select the number of players, use the Function keys as follows: Function key F1 1 player game Function key F2 2 player game Function keys F3 - F8 3 through 8 player game Once you have selected the number of players, a ball will load into the table chute and play can commence. Each player has 3 balls per game. If you are playing with more than 1 player, the game proceeds as follows: Player 1 goes first and plays his first ball. When he loses it, player 2 plays his first ball, and so on. When the last player has played his first ball, play reverts back to player 1 who then plays his second ball. Play follows this pattern until all players have played each of their three balls. Use these keys to play: Down Arrow Press and hold down this key, it pulls back the ball launcher spring. To shoot the ball, release the key. Left Shift Activates the left flipper. Press and hold down this key to capture a ball. Right Shift Activates the right flipper. Press and hold down this key to capture a ball. Special Features Besides the standard controls, the game has some special features: BUMPING the table (Space Bar) Sometimes it can be useful to 'push' or 'nudge' the table to move the ball when it is not near the flippers. To do this in the game, press the space bar. Do not use this feature too many times or you will end up TILTING the table. When that happens, the flippers will lock and you will lose your ball. Pausing the game ( 'P' ) If you need to halt the game but do not want to quit it, a simple tap on the 'P' key will do the trick. To resume the game, press any key. Restarting the game (Esc) If you are having a bad game and want to start it again, lose the ball you are playing and wait until a new ball is loaded into the chute. Now press the escape key. The table will go into the "attract mode" (see the section labeled Controls above). To start another game, use the Functions keys to choose the number of players and begin a new game. Quitting the table If you are playing a table but wish to play one of the other tables: 1. Press the 'P' key to pause the game. 2. Press the Esc key. You will be asked whether or not you really want to Quit. 3. Press the 'Y' key for yes. The table will fade out and the main menu will be displayed. Press Function key F1 or F2 to load a new table. If you press the 'N' key for no, the game will go back to the Paused mode. Press any key to return to the game. Quitting the game To quit the game and return to DOS, ensure that the ball is in play, then: 1. Press the 'P' key to pause the game. 2. Press the Esc key. You will be asked whether or not you really want to Quit. 3. Press the 'Y' key for yes. The table will fade out and the main menu will be displayed. 4. Press the Esc key. This will quit the game and return you to your operating system. High Scores When you have played a game and have scored a high score, you will be asked to enter your name for the HI-SCORES Table. There is a separate high score table for each Pinball table. You are allowed to enter 3 letters as your 'name'. Use the left and right shift keys to cycle through the alphanumeric characters and press the space bar when you have the correct letter or number selected. High scores are saved each time you quit a Pinball 2000 table and the main menu is displayed. This is the ONLY time scores are saved. Please note that if you are running the game from the CD-ROM your scores will not be saved. ROCKET table WARP ROLL-OVERS AND MULTI-BONUSES When you shoot a ball into the table, one of the W-A-R-P lights will be flashing. If the ball travels over the flashing light's Roll-Over then you will automatically collect the first Multi-Bonus (x2). Each time you spell WARP by lighting up the four letters with the WARP Roll-Overs, you collect a Multi-Bonus. You can collect Multi-Bonuses of x2, x3, x4, x6 and x8 (in this order). Each time you spell WARP, after collecting all the Multi-Bonuses, you are awarded 1 Million points. THE S-P-A-C-E TARGETS Each time you spell SPACE by lighting up the five letters, you collect a special Bonus. There are three Bonuses: EXTRA BALL: This Bonus is enabled the first time you spell SPACE. To collect the Bonus, shoot the ball into the Ball-Trap. 5 MILLION POINTS: This Bonus is enabled the second time you spell SPACE. To collect the Bonus, shoot the ball through the Left Passage. 10 MILLION POINTS: This Bonus is enabled the third time you spell SPACE. To collect the Bonus, shoot the ball through the Left Passage. After you have collected all three Bonuses, the 5 Million and 10 Million point Bonuses will then 'cycle' back and forth. In other words, the fourth time you spell SPACE, you enable the 5 Million point Bonus, the fifth time the 10 Million point Bonus and so on. THE LEFT PASSAGE Each time you shoot the ball through the Left Passage, you collect the lit score and enable the next score. the Passage starts with a score value of 50 (50,000 points) and can go up to 2500 (2,500,000 points). Every 20 seconds the highest enabled score value will become unavailable, so be quick to collect the points as soon as you can. You can collect other Bonuses here when you've enabled them elsewhere on the table, such as the 5 Million Point Bonus as explained above. Flashing arrows at the entrance to the Left Passage indicate the available Bonuses. THE MUSHROOM BUMPERS Each time you hit a Mushroom Bumper with the ball, you are awarded 500 points. THE BALL-TRAP The Ball-Trap has four Score Bonuses to be collected: 100,000 points, 250,000 points, 500,000 points and 1,000,000 points. To collect the points, simply shoot the ball into the Ball-Trap. Doing this will automatically enable the next available Score Bonus. Once you have collected all four Score bonuses, the Ball-Trap will reset back to 100,000 points. You may also collect other Bonuses here when you've enabled them elsewhere on the table. Flashing arrows at the entrance to the Ball-Trap will indicate available Bonuses. THE ROCKET DROP-TARGETS AND ROCKET TEXT Each time you enable the three "Spell Rocket" lights, you add a letter to the ROCKET text. When you have lit up the whole word ROCKET, you can collect the Jackpot by shooting the ball into the Ball-Trap. THE FUEL TARGETS Each time you spell FUEL by lighting up the four letters, you enable the Collect Fuel Bonus. Shoot the ball through the Left Passage to collect the Fuel and fly to a new Planet. The more Planets you visit, the more points you can collect. THE SUN-RUN AND SUN LIGHTS Each time you shoot the ball through the Sun-Run, you enable a SUN light. Each time you spell SUN, a Bonus is enabled. HOLD BONUS: This is enabled the first time you spell SUN. To collect it, shoot the ball through the Sun-Run again. When you have collected the Hold Bonus, the "Bonus Held" light will be activated. SCORE BONUS: This is enabled the second time you spell SUN. To collect it, shoot the ball into the Ball-Trap. DOUBLE-SCORE BONUS: This is enabled the third time you spell SUN. To collect it, shoot the ball through the Sun-Run again. You also score 1 Boost (10,000 points) each time you shoot the ball through the Sun-Run. Once you have enabled and collected all three Bonuses, they are reset. You can then enable and collect the Score Bonus and Double-Score Bonus again, time after time. GRAVEYARD table THE TOP-LEFT BALL-TRAP This Ball-Trap is covered. Shooting the ball into the Top-Left Ball-Trap awards you the flashing red Bonus from the Cross stack on the left hand side of the table. You can also collect the Double bonus here when it is enabled (the triangle DB light will be lit). There are five red Bonuses to collect: EXTRA HOUR Awards an extra Roman Numeral Score BONUS Awards a random Bonus Score HOLD BONUS Enables the Bonus Held feature EXTRA BALL Awards an Extra Ball 10 MILLION Awards 10,000,000 points When the Lock light is lit, shooting the ball into the Ball-Trap causes another ball to be placed in the Chute, ready for you to try and collect the Multi-Jackpot in the Middle Ball-Trap. THE R-I-P- ROLL-OVERS Each time you spell RIP by lighting up the three letters with the RIP Roll-Overs, you collect a Multi-Bonus. You can collect Multi-Bonuses of x2, x4, x6, x8 and x10. Collecting the x6, x8 and x10 Multi-Bonuses also enables the Double Bonus feature. Collecting the x10 Multi-Bonus enables the Double Bonus and Extra Ball features. THE MIDDLE BALL-TRAP This Ball-Trap is covered and is situated under the Left Ramp. Shooting the ball into the Middle Ball-Trap awards you the following Bonuses if they are enabled (the flashing triangle lights underneath the Ball-Trap will be lit) in this order: SCORE BONUS, EXTRA BALL JACKPOT and SUPER JACKPOT. When an Extra Ball is awarded, the XB light will be activated. You can also enable the Ball-Lock by shooting the ball into the Middle Ball-Trap three times. The first time you shoot it, it will enable the INIT (Initiate) light. The second time will 'fix' the INIT light. The third time you shoot it, it will activate the Ball Lock. When the Ball-Lock is activated (the Lock lights for the Top-Left Ball-Trap and Lower-Left Ball-Trap will be lit), shoot the ball into either of these Traps to put a new ball in the Chute. Now aim for the Middle Ball-Trap to collect the Multi-Jackpot (Jackpot x2). THE MUSHROOM BUMPERS Each time you hit a Mushroom Bumper with the ball, you are awarded 1000 points. THE LEFT RAMP AND ITS ROMAN NUMERALS Shooting the ball up the Left Ramp awards 50,000 points and increases the Jackpot by a random amount. If one of the Roman Numerals in the Cross stack is flashing, then shooting the ball up the Left Ramp will enable it. Enable all the Roman Numerals (in both Cross and Coffin stacks) to reach Midnight. When Midnight is active, you will be awarded 5,000,000 points on the Ramp for a limited time period. Reaching Midnight also activates the Hurry-Up feature on the Right Passage. If you shoot the ball up the Left Ramp eight seconds or less after shooting it up the Right Ramp, you collect 1,000,000 points. THE RIGHT RAMP AND ITS ROMAN NUMERALS Shooting the ball up the Right Ramp awards 50,000 points and increases the Jackpot by a random amount. If one of the Roman Numerals in the Coffin stack is flashing, then shooting the Right Ramp will enable it. Enable all the Roman Numerals (in both Cross and Coffin stacks) to reach Midnight. When Midnight is active you will be awarded 5,000,000 points on the Ramp for a limited time period. Reaching Midnight also activates the Hurry-Up feature on the Right Passage. If you shoot the ball up the Right Ramp eight seconds or less after shooting the Left Ramp, you collect 1,000,000 points. THE MUSHROOM DROP-TARGETS AND THEIR BONUSES Each time you light up all three Mushroom Drop-Targets, you enable a red Bonus feature. There are five red bonuses: EXTRA HOUR, SCORE BONUS, HOLD BONUS, EXTRA BALL and 10 MILLION These red Bonuses are collected in the Top-Left Ball-Trap and once they are enabled, their indicator lights will flash (these lights are shown in the Cross stack on the left hand side of the table). THE RIGHT PASSAGE Shooting the ball through the Right Passage awards the current red Bonus from the Coffin stack on the right hand side of the table. Shooting the ball through the Right Passage when Hurry-Up has been enabled (upon reaching Midnight) awards the score as shown in the score panel. If you shoot the ball through the Right Passage so that it travels up and over the RIP Roll-Overs and then down the Left Passage (a "Loop"), you are awarded 1,000,000 points and the next red Bonus in the Coffin stack is enabled. GLOSSARY Roll-Over This is a small switch which pokes through the surface of a Pinball table. It is shown as a vertical metal-colored line and usually has a light above or below it. You enable its light and pick up points or a bonus whenever the ball rolls over it. Target This is a simple switch which is built-in to solid sections (such as a wall) of a Pinball table. usually has a light in front of it. Hitting the switch or Target with the ball turns on the light and may award points or a Bonus. Drop-Target These are basically the same as normal Targets except for the fact that the Target drops-down into the pinball table when the switch is hit. Passage This is a channel that the ball can roll through. Ball-Trap This is like a small, dead-end Passage. When the ball enters the Ball-Trap, it will be held there for a short time while you pick-up a Bonus Score. Ball-Traps can be covered (where you cannot see the ball) as well as being open (where you can see the ball). Letters These are actually lights in the shape of letters. They make up words on each pinball table. Once you have lit up the whole word, you score a Bonus. Ramps These are like raised Passages. They carry a ball from one position in a pinball table to another. They are shown with solid gray entrances which change to wire-frame guides half-way along the Ramp. You can also shoot the ball under them. Multi-Bonus A Bonus, when collected, multiplies your Bonus Score. You can collect Multi-Bonuses of x2, x3, x4, x5, x6, x7, x8 or x10 depending on the table. Mushroom A circular bumper which awards points when hit. technical stuff Your package contains one CD-ROM disk. The program comes stored fully uncompressed on the CD. You can either run the program from the CD, by going to your CD-ROM Drive (ex. D:) then typing cd PB2000 and following the directions given above on playing the games, or you may choose to install the program to your hard drive by following the instructions in the section labeled INSTALLING TO AND PLAYING FROM THE HARD DRIVE. INFORMATION YOU SHOULD KNOW BEFORE PLAYING Memory Requirements Pinball 2000 is a memory intensive graphical game that requires 590 kb of Conventional Memory. There is a possibility that your computer does not have this amount of memory available. To check how much Conventional Memory you have available at the DOS prompt type: Mem for users of DOS 5.0 or higher Chkdsk for users of earlier DOS versions NOTE: If you do not have enough memory available the program will notify you with an error message stating you need 530 kb of Conventional Memory. This message is incorrect because you are required to have 590 kb free to use all the features. DO NOT ATTEMPT TO RUN THIS PROGRAM FROM WINDOWS! If you have less than the 590 kb required you will have to remove some TSR’s (Terminate and Stay Resident) programs or create a boot disk. TO INSTALL THE ON-LINE CATALOG AND REGISTRATION To install the Expert On-Line Catalog and run the On-Line Registration you must: 1.) Start Windows 2.) Choose Run from the File Menu 3.) Type D:\Expert\Setup.exe (Where D: is the drive letter of your CD-ROM) 4.) Choose OK