Quiksilver Pinball - Manual
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
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Typed by SKID ROW |