Pinball Hall Of Fame: The Williams Collection Players Guide/FAQ Version 0.85 By: Tone-C ([email protected]) Last Updated: 14 Oct. 2009 ============================================================================== .______ __ .__ __. .______ ___ __ __ | _ \ | | | \ | | | _ \ / \ | | | | | |_) | | | | \| | | |_) | / ^ \ | | | | | ___/ | | | . ` | | _ < / /_\ \ | | | | | | | | | |\ | | |_) | / _____ \ | `----.| `----. | _| |__| |__| \__| |______/ /__/ \__\ |_______||_______| _ _ _ _ __ ______ | | | | | | | / _| | ___| | |_| | __ _| | | ___ | |_ | |_ __ _ _ __ ___ ___ | _ |/ _` | | | / _ \| _| | _/ _` | '_ ` _ \ / _ \ | | | | (_| | | | | (_) | | | || (_| | | | | | | __/ \_| |_/\__,_|_|_| \___/|_| \_| \__,_|_| |_| |_|\___| +-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ |T|h|e| |W|i|l|l|i|a|m|s| |C|o|l|l|e|c|t|i|o|n| +-+-+-+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ PSP, PS2, PS3, Wii, Xbox360 ============================================================================== Legal Stuff: ~~~~~~~~~~~~ Disclaimers: This Player's Guide/FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. This guide is for use by people who play NiGHTS Journey of Dreams by Sega on the Nintendo Wii. The author of this guide (and all contributors) can in no way be responsible for anything you do after reading excerpts from this guide or the guide in its entirety. This guide guarantees nothing to the players of the game or to the readers of the guide. The accuracy of the guide is also not guaranteed and is left to the discretion of the reader or player. Trademarks: "Black Knight", "Firepower", "Funhouse", "Gorgar", "Jive Time", "Magna-Save", "Pinbot", "Sorcerer", "Space Shuttle", "Taxi" and "Whirlwind" are all Registered Trademarks of Williams Electronic Games, Inc. "DualShock 3", "SixxAxis" and "PS3" are all Registered Trademarks of Sony. NOTE: If a trademark isn't here please email me so it can be added. All trademarks (shown and not shown) are acknowledged. Navigating the Guide ~~~~~~~~~~~~~~~~~~~~ You can use the 'Find' feature in your particular word processing program to quickly jump to a specific area of the guide by searching for the Table Of Contents section reference number. Table of Contents ~~~~~~~~~~~~~~~~~ [1] Introduction to the Pinball Hall Of Fame: The Williams Collection Players Guide/FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1-1] A Forward From The Author [1-2] Submissions for inclusion in The NiGHTS Player's Guide/FAQ [1-3] Acknowledgements [2] Controls ~~~~~~~~~~~~ [2-1] Controls [3] Menus and Game Modes ~~~~~~~~~~~~~~~~~~~~~~~~ [3-1] The Main Menu (Outside/Curbside/Streetside) [3-1-1] Enter Arcade [3-1-2] Williams Challenge [3-1-3] Play Tournament [3-1-4] Table Slide Show [3-1-5] Controls [3-1-6] Options [3-1-7] Credits [3-2] Inside the Arcade [3-2-1] Standing in front of a table (not playing it) [3-2-2] Downstairs, standing in front of the stairs (looking up) [3-2-3] Upstairs, standing in front of the stairs (looking down) [3-3] Standing at a Table (not playing) [3-3-1] Play Table [3-3-1-1] Buy Free Play (does not show once the table is in Free Play mode) [3-3-2] Table Goals [3-3-3] Options [3-3-4] High Scores [3-3-5] Instructions [3-3-6] Flyer [3-3-7] Return to Arcade [3-4] The In-Game Menu (once you've started a game) [3-4-1] Resume [3-4-2] Call Attendant [3-4-3] Options [3-4-4] Table Goals [3-4-5] Controls [3-4-6] Quit [4] Pinball Techniques ~~~~~~~~~~~~~~~~~~~~~~ [4-1] Beginner Techniques [4-2] Advanced Techniques [4-4] Expert Techniques [4-5] Pinball No-No's (Signs of a Novice Player) [5] Tables ~~~~~~~~~~ [5-01] Black Knight 1980 (costs 1 credit to play until 'Free-Play' is unlocked) [5-02] Firepower [5-03] Funhouse (Free-Play) [5-04] Gorgar (Free-Play) [5-05] Jive Time (on the PS3 and Xbox360 versions, Jive Time is 'LOCKED' and is only accessible after ********[????????????????]****** [5-06] Pin*bot (Free-Play) [5-07] Taxi (Free-Play) [5-08] Sorcerer [5-09] Space Shuttle Pinball Adventure (1984) [5-10] Whirlwind Tales of the Arabian Nights (Locked / downstairs) (1996) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ Complete a Super Skill Shot Collect the Jackpot during Multi-ball Earn a Fireball bonus Capture a ball with a Shooting Star Activate a Harem Multi-ball No Good Gophers (Locked / upstairs) ~~~~~~~~~~~~~~~ If you drain any ball Table Goals ~~~~~~~~~~~ Complete the K-I-C-K targets Earn the Sand Trap bonus Complete a Skill shot Score a Hole-in-One Earn an Extra Ball p. 1/81 - No Good Gofers (TM) is a great game, Let me show you how to play. p. 2/81 - Your goal is to complete 9 holes of golf and then win the Hole-in-One Challenge. p. 3/81 - Shoot the lit Drive targets to advance towards the putting green. the targets are the Cart Paths here, p. 4/81 - and here, p. 5/81 - the left ramp, the center ramp, and the right ramp. Each hole has a specific par value but there are targets that will lower or add to the number of strokes. After completing all of the standard goals for a table, you get the following message: "You have completed all the standard goals for this table and may select a table to unlock into free play mode. (X) Continue" Unlock Table ~~~~~~~~~~~~ Gorgar Pinbot Black Knight (Locked) Funhouse Space Shuttle (Locked) Taxi Whirlwind Firepower Sorcerer Jive Time Tales of the Arabian Nights Medieval Madness No Good Gofers After selecting a table to unlock, you are informed that: "You have completed all the standard goals for this table and have unlocked the table's wizard goals. (X) Continue" You have completed 4 wizard table goals and may now select a table to unlock in Free-Play mode. [6] Credits ~~~~~~~~~~~ [6-1] Earning Credits [6-1-1] Matching [6-1-2] Accomplishing Table Goals [6-1-2-1] Standard Table Goals [6-1-2-2] Wizard Table Goals [7] Extras ~~~~~~~~~~ [7-1] Unlockables [7-2] Confirmed Bugs/Glitches and Errors [8] Miscellaneous ~~~~~~~~~~~~~~~~~ [8-1] Proper FAQ viewing tests [8-2] Coming Soon [8-3] Authorized listers of this FAQ Expert Tips: ~~~~~~~~~~~ SLAP SAVE - When the ball is nearing the center drain, hit the flippers in very quick succession to tip the ball enough to save it. POST PASS - With the ball in a trapped position, quickly flip and the ball will bounce off the slingshot post and travel across to the opposite flipper. TRAPPING - Pinball is all about ball control. Trapping the ball and holding it on an upraised flipper allows you to plan and aim your next shot. BOUNCE PASS - Sometimes it's better NOT to flip. If a ball is heading towards the left flipper and you want it on the right flipper, simply don't flip and the ball will bounce off of the left flipper over to the right flipper. Table Specific Expert Tips ~~~~~~~~~~~~~~~~~~~~~~~~~~ Space Shuttle When that spinner value gets to 7,000 focus on nothing but that shot! Whirlwind Want to get the ball to the upper flipper on Whirlwind? Shoot the Cellar to raise the right ramp. Medieval Madness Use Multiballs to safely detroy castles! Gorgar Focus on advancing the left kickout hole to get the Extra Ball, and you're playing with house money! Pinbot Time your first shot to open the visor instantly! ============================================================================== [1] Introduction to the Pinball Hall Of Fame: The Williams Collection Players Guide/FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1-1] A Forward From The Author ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well, I successfully wrote my first Players Guide/FAQ last year (Wii-Nights: Journey of Dreams) , so I guess I proved to myself that I could actually do it. So why not try a shot at another one? I'm afraid there a growing percentage of the gaming public, mostly younger gamers, who never got a chance to play a full-sized, legitimate pinball machine. Although, many younger gamers who are enamored with all of these first-person shooters and rhythm music games may find the concept of pinball very foreign, and unfortunately, may bore with this title quickly. However, this game will definitely give those gamers a real taste of what classic pinball game was like. I think this game is most suitable for nostalgic fans of real pinball machines. If you grew up playing pinball from the early 80's to the mid-90's, then there's probably going to be one of your favorite pinball machines in this collection. I was a big fan of the previous Pinball Hall of Fame: The Gottlieb Collection on the Xbox, PS2 and PSP. If you were like me and thought that the gameplay physics, graphics and music were good on that collection, just wait until you get your hands on this one! This one is a must-buy as it blows the other one away. I know the guide is not going to be complete for some time and someone else may create a much more comprehensive guide, but until that happens, I hope this helps. [1-2] Submissions for inclusion in the Pinball Hall Of Fame: The Williams Collection Players Guide/FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Just E-mail me anything you'd like to see included in future revisions of this FAQ and I will give credit where credit is due. E-mail: [email protected] [1-3] Acknowledgements ~~~~~~~~~~~~~~~~~~~~~~ - Before writing this FAQ, I only knew a few pinball related terms. Thanks to the wealth of knowledge I got from reading the Playing Skills section of the Internet Pinball Database, I was able to significantly improve my scores. Please check them out at http://www.ipdb.org/ and click on 'Playing Skills'. - Thanks to WilliamPorygon who provided the Wizard Table Goals for the tables which I had not yet unlocked: Funhouse, Jive Time, Sorcerer and Whirlwind. -Thanks to Magus_Dang for confirming: the 'Options' which are unlocked after completing the Wizard Table Goals on each table, alternate way to achieve the Jive Time Wizard Table Goal #2 and table strategies for the table, and the 'Falling Off Table' glitch. [2] Controls ~~~~~~~~~~~~ [2-1] Controls ~~~~~~~~~~~~~~ Command Function ~~~~~~~ ~~~~~~~~ square/circle switch Camera 'Triangle' Button Toggle on-screen display on/off 'Start' Button Pause/Resume L1/R1 Button Left and Right Flippers (respectively. Can be switched to L2/R2 in the Options menu. L2/R2 Activates Magna-Save(TM) feature (Black Knight table only) Left Analog Stick Nudge table Right Analog Stick Plunger (Pull down and rRlease to shoot)** 'X' Button (unused) **IMPORTANT: DO NOT always shoot the ball with maximum velocity on certain tables as there are specific skill shots (see 'Skill Shots' under 'Playing Techniques') which require specific amounts of force to hit accurately. On some tables it does not matter how hard you hit the ball, as long as it makes it into the field of play. [3] Menus and Game Modes ~~~~~~~~~~~~~~~~~~~~~~~~ [3-1] The Different Game Menus ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [3-1] The Main (Outside/Curbside/Streetside) Menu [3-2] Inside the Arcade [3-3] Standing at a Table (not playing) [3-4] Playing a Table [3-1] The Main Menu (Outside/Curbside/Streetside) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From this menu outside, you have 7 choices of what to do: [3-1-1] Enter Arcade ~~~~~~~~~~~~~~~~~~~~ [3-1-2] Williams Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~ Instructions: ~~~~~~~~~~~~~ Beat the minimum score for each table to continue to the next table. The higher your score, the more challenge points you earn and the higher your ranking will be when you complete all tables in the challenge. You are then treated to a list of 'Challenge High Scores' at which time you can press 'A' to start the Williams Challenge. [3-1-2-1] Table Order and Score to Beat in order to Advance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 143 pts Challenge Over Congratulations Jive Time Unlocked! DROP STOPPER (X) Continue Jive Time "Spin Your Way To Big Points!" 1. Gorgar Score 100,000 points (#1) 282,460 = 16 pts (completed Goal #2 at @ 215,000 pts. 2. Pinbot (#3) 600,000 (1,244,160 = 11 pts) 3. Black Knight (#5) 800,000 (1,654,560 = 10 pts) Completed Goal #2 4. Funhouse (#4) 2,500,000 (3,668,060 = 11 pts) 5. Space Shuttle (#6) 1,000,000 (1,179,610 = 8 pts) 6. Taxi (#2 / 1,000,000) 2,025,690 = 14 pts 7. Whirlwind (#8) 2,000,000 (6,296,050 = 13 pts) 8. Firepower (#7) 200,000 (326,840 = 9 pts) 9. Sorcerer (#9) 500,000 (639,250 = 10 pts) 10. Arabian Nights (#10) 3,000,000 (12,695,260 = 17 pts) To enter high score, use Flippers to move the cursor Left or Right use 'X' to enter letter. "Don't underestimate your bonus! ... " 11. Medieval (#11) 15,000,000 (26,970,470 = 11 pts) Goal #2 complete Enter initials same as Arabian Nights 12. Gofers (#12) 8,000,000 (16,415,630 = 13 pts Completed Goal #5 "If you drain any balls during multiball... " Note: Jive Time is not listed (In all likelihood, you probably have to beat the Williams Challenge at least once to unlock Jive Time) Focus on advancing the Left Kickout Hole... Beginner 22 [3-1-2-2] Earning Credits/Accomplishing Goals during Williams Challenge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can, in fact, accomplish both Standard and Wizard Table Goals (and thus, earn credits) while participating in the Williams Challenge mode. [3-1-3] Play Tournament ~~~~~~~~~~~~~~~~~~~~~~~ Allows you to select from between 1 to 4 players and also the number of tables in the tournament. The minimum number of tables is 1 and the maximum is the number of tables that are in Free Play mode. The tables chosen for the tournament is completely random from the list of tables available in Free Play mode only. [3-1-4] Table Slide Show ~~~~~~~~~~~~~~~~~~~~~~~~ {PSP/PS2/Wii} Initially this option is 'Locked'. You must complete all of the Standard Table Goals on all 10 tables in order to unlock this option. {PS3/Xbox360} For these versions, you must do the same, but for all ??12?? tables. ??(It would be 12 without Jive Time, 13 with Jive Time)?? [3-1-5] Controls ~~~~~~~~~~~~~~~~ Selecting this will treat you to a picture of both the Wiimote and the Nunchuk with all of the buttoms labeled with their functions except for one: the 'A' button activates a feature known as 'Magna-Save' on the Black Knight table. [3-1-6] Options ~~~~~~~~~~~~~~~ [3-1-6-1] Gameplay Options ~~~~~~~~~~~~~~~~~~~~~~~~~~ Rumble Feature (on/off) (Default On) Autosave (on/off) (Default On) Table Reflections (on/off) (Default On) [3-1-6-2] Audio Options Music/DJ Volume (0-11) (Default 9) Table Volume (0-11) (Default 8) Ambient Volume (0-11) (Default 5) DJ Enabled (On/Off) (Default On) Table Music (Table/Arcade) (Default Table) Music Track List ~~~~~~~~~~~~~~~~ (turned on by Default) 01. Eric Barnett - Full Throttle 02. Chris Kline - Premonition 03. Brett Rakestraw - Let Go 04. Jeremy Fannon - Flipper Frenzy 05. Don Madison - Maelstrom 06. Nelson Everhart - Depeche 07. Damien Harrison - Blast Off 08. Jim Watson - The Weezered (turned off by Default) 09. Chris Kline - Arcade Jam 10. Chris Kline - Oracle 11. Chris Kline - Pinball Dreams 12. Chris Kline - In The Groove Default Settings ~~~~~~~~~~~~~~~~ Resets all Audio Options back to the Default settings. [3-1-7] Credits Plays Chris Kline's song 'Premonition' as it rolls the game design and production credits. [3-2] Inside the Arcade ~~~~~~~~~~~~~~~~~~~~~~~ Once inside the Arcade, you can be in one of 5 places [3-2-1] Standing in front of a table (not playing it) [3-2-2] Downstairs, standing in front of the stairs (looking up) Pressing 'A' on the Wiimote will take you upstairs where 2 tables reside. [3-2-3] Upstairs, standing in front of the stairs (looking down) Pressing 'A' on the Wiimote will take you downstairs where 8 tables reside. [3-2-4] Downstairs, staring at the entrance 'Back Room' (between the stairs and the change machine) right towards the 'Back Room' [3-2-5] Back Room - Inside the 'Back Room' looking at either Sorcerer or Jive Time [3-4] Standing at a Table (not playing) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [3-3-1] Play Table [3-3-1-1] Buy Free Play (does not show once the table is in Free Play mode) [3-3-2] Table Goals [3-3-3] Options [3-3-4] High Scores [3-3-5] Instructions [3-3-6] Flyer [3-3-7] Return to Arcade [3-4] The In-Game Menu (once you've started a game) ~~~~~~~~~~~~~~~~~~~~~~~~~~ Once you have started a game, pressing the '+' button brings up the In-Game Menu. From here you can select: [3-4-1] Resume ~~~~~~~~~~~~~~ Does the same as hitting the '+' button again. It unpauses the game. [3-4-2] Call Attendant ~~~~~~~~~~~~~~~~~~~~~~ If your ball gets stuck somehow which does not allow you to continue playing in some form or fashion, you can choose this option which will reset your ball at the plunger after 15 seconds have elapsed and the status of the ball has not changed. If your request does not warrant calling the attendant, the game will notify you and cancel the request. [3-4-3] Options*** ~~~~~~~~~~~~~~~ All three of these options are initially 'Locked' and are only acquired after completing all of the Wizard Table Goals for each particular table. [3-4-3-1] Custom Ball ~~~~~~~~~~~~~~~~~~~~~ Once unlocked, this option allows the player to select one of the following: steel ball (default) yellow happy face ball blue freaky face ball orange color ball Egyptian ball tie-die ball text ball beach ball 8-ball yellow Williams logo ball golf ball skull ball playing card ball giraffe skin ball green mesh ball basket ball star ball forest camouflage ball zebra skin ball Tilt ~~~~ Unlocking this option allows you to turn off the 'Tilt' and 'Nudge' the talbe to your heart's content. Mirror Mode ~~~~~~~~~~~ Unlocking this option allows you to turn 'Mirror Mode' 'On' which completely reverse the entire table, but keeps the flippers working as normal. Thank goodness! ***Thanks to Magus_Dang for confirming the Options above [3-4-4] Table Goals ~~~~~~~~~~~~~~~~~~~ Displays the same information as Table Goals option in the 'Standing at a Table (not playing)' menu above. [3-4-5] Controls ~~~~~~~~~~~~~~~~ Selecting this will treat you to a picture of both the Wiimote and the Nunchuk with all of the buttoms labeled with their functions except for one: the 'A' button activates a feature known as 'Magna-Save' on the Black Knight table. [3-4-6] Quit ~~~~~~~~~~~~ Allows you to end the game prematurely and return to the 'Standing at a Table (not playing)' menu above. Please Note: ~~~~~~~~~~~~ If you quit our game, you WILL LOSE your credit, even if you do not shoot the first ball into the field of play. If you accidentally start a game, go ahead and play the game. You may wind up unlocking a Table Goal. [4] Pinball Techniques ~~~~~~~~~~~~~~~~~~~~~~ [4-1] Beginner Techniques [4-2] Advanced Techniques [4-4] Expert Techniques [4-5] Pinball No-No's ~~~~~~~~~~~~~~~~~~~~~~~ [4-4-1] ~~~~~~~~~~~~~~~~~~~ If you're about to lose your ball because it has gone down an outer ball return lane, raise the flipper on that side of the table and really 'Nudge' the table hard. More than likely, you will tilt the machine, but I can attest that every once in a while, you can 'push' the ball back up into the field of play without tilting the table. [4-5] Pinball No-No's (Signs of a Novice Player) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4-5-1] Hitting Both Flippers at the Same Time ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Do not, I repeat, DO NOT hit both flippers at the same time. This is the biggest no-no in the game of pinball. The only time it's acceptable is if the ball is heading straight down the center of the table, and even in this case, the flippers should actually be hit in very quick succession (the first one being whichever flipper the ball is going to roll nearest to). Couple this technique with a 'Nudge' from the side where the ball is closest (to get the nearest flipper just a little bit closer to hopefully making contact with the ball) and you just might save what looks like a lost cause. [4-5-2] Tilting ~~~~~~~~~~~~~~~ If you never 'Nudge', then you don't really have to worry about this happening. If you're going to play for real, you're going to have to learn to 'Nudge'. If you 'Nudge', you're going to 'Tilt'. It's as simple as that. Just try to learn each tables tolerance for Tilting and try to keep it just a hair under that. Actual tables have a swinging metal pendulum that starts swinging as the table is Nudged. Letting is sit for a while without Nudging will allow the pendulum to slowly come to a stop again. Hopefully the game designers made the tilt function work in the same manner. They seem to have gotten most everything else spot on in this simulator. [5] Tables ~~~~~~~~~~ The most important thing I can say about learning to get really high scores on these talbes is to read, and re-read the instructions. Yeah, I know some of them can be long and boring, but read and listen to them completely at least one time. Then, as you attempt to reach the standard and Wizard Table Goals, if you're having a tough time, go back through the instructions and look for specific hints on how to achieve whatever the goals are asking you to do. I'm not going to highlight everything you can do at each table. First, that would take way too long, and secondly, all of the instructions are available in the game at each machine's menu. What I plan to in the 'Table Specific Strategies' sections, is outline the way you can accomplish some of the techniques common to many games, and also some goals or skills which are specific to each individual table. Good Luck, and Have Fun! [5-01] Black Knight (1979) ~~~~~~~~~~~~~~~~~~~~~~~~~~ Black night has an extra control feature called Magna-Save. To use Magna-Save, use the 'X' button (when available). Description: ~~~~~~~~~~~~ I don't remember ever getting the chance to play this particular table, but I really like it. Black Knight is unique in that it has both an upper and lower playfield area, each with both a left and right flippers, a bumber, 2 sets of drop targets, a ramp and a ball lock. It's almost like having a miniature pinball table nested inside the larger table. Really neat idea! Table Goals: ~~~~~~~~~~~~ *1. Activate 2-Ball Multi-ball *2. Earn the Mystery Score *3. Advance the bonus multiplier to 5x *4. Earn at least 25,000 points on the spinner *5. Score at least 1,000,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ *1. Activate 3-Ball Multi-ball (Yes on PS3) 2. Earn an Extra Ball from the upper playfield (Yes on PS3) 3. Earn an Extra Ball from the lower playfield (Yes on PS3) *4. Advance the Bonus to its maximum (Yes on PS3) 5. Score at least 2,500,000 points (Yes on PS3) *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-02] Firepower ~~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ *1. Light the flipper return lanes *2. Light the kickback in the left outlane *3. Advance the bonus multiplier to 5x *4. Light 2 jet bumpers *5. Score at least 550,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Earn an Extra Ball *2. Activate Multi-ball 3. Earn the 50,000 point FIREPOWER bonus *4. Advance the bonus to its maximum 5. Score at least 750,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-03] Funhouse (Free-Play) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ *1. Earn 250,000 points on the skill shot *2. Earn a Rudy Gulp bonus *3. Activate Midnight Multi-ball 4. Light the Extra Ball from the Gangway *5. Score at least 7,200,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Activate Funhouse Frenzy 2. Earn 3,000,000 points on the Million Plus shot 3. Earn the 500,000 point Trapdoor Bonus 4. Activate Super Frenzy 5. Score at least 15,000,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-04] Gorgar (Free-Play) ~~~~~~~~~~~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ *1. Earn 50,000 points from the three drop targets *2. Earn the Demon *3. Activate Multi-ball *4. Earn the Extra Ball from the drop targets *5. Score at least 1,000,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Earn an Extra Ball *2. Advance the bonus to its maximum 3. Earn the Special at 1-2-3-4 targets 4. Earn 50,000 points from the Pit 5. Score at least 550,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-05] Jive Time ~~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ 1. Earn a 10,000 point bonus *2. Light the yellow and green jet bumpers *3. Raise the Lamp Post and Mini Post in one game *4. Open the West Gate *5. Score at least 100,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Earn a Special from the upper spin hole 2. Earn 4 Extra Balls in one game from the West Gate** 3. Earn a 20,000 point Bonus 4. Earn all six backglass rewards in one game 5. Score at least 150,000 points *Denotes goals which I have achieved so far **Note: There is an alternate way to achieve this Wizard Table Goal. You do not have to earn all 4 balls by means of the West Gate. On the Skill Shot, you can earn an extra ball by getting in the ball capture while the red arrow is still lit. To keep the arrow lit, the ball cannot score any points before being captured. Any combination of 4 extra balls will unlock Wizard Table Goal #2. -Thanks to Magus_Dang for confirming this alternate way of accomplishing this Wizard Table Goal Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-06] Pinbot (Free-Play) ~~~~~~~~~~~~~~~~~~~~~~~~~ While not the best or most fun table of the lot, Pinbot is the one I am most fond of simply because I spent 6 months in a military dormitory (in 1991-92) which had one of these. I think I was the only person who ever played it. I guess I put enough money into it to keep the machine around. Description: ~~~~~~~~~~~~ This is a pretty neat machine with a good gimmick. The visor opens up and you supply two pinballs into the empty eye sockets and Pinbot states "Now I see you". Table Goals: (same on PS3) ~~~~~~~~~~~~ *1. Earn 100,000 points on the skill shot *2. Open Pinbot's visor *3. Collect the Energy Value *4. Advance the bonus multiplier to 5x *5. Score at least 1,400,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Advance the Bonus to its maximum 2. Advance to Jupiter *3. Collect the Solar Value 4. Advance to the Sun and earn the Special 5. Score at least 3,000,000 *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Skill Shot: You should first try to learn the appropriate length to pull back the plunger to score the 100,000 point hole on the spiral staircase. Try looking at the different coils of the plunger's spring. Take note of where a certain coil is with relation to it's background. Adjust future plunges until you have a set coil that you can look at and tell if it's in the right spot. 2. Opening the Visor: Most tables aren't as forgiving of letting you hit the ball straight up the middle, but that's exactly what you have to do with this talbe until you light the entire colored grid which is Pinbot's chest plate. Once you light the entire chest plate, the visor will open. 3. Giving Pinbot Eyes: After you open the visor, you need to capture two balls. One in each of Pinbot's eye sockets. This will start a 2-ball 'Multi-Ball'. 4. Collect the Solar Value: Once you hear "Collect Solar Value", you only have about 15 seconds to shoot the ball up under the raised ramp on the upper left side of the playfield. 5. Re-Shoot: If you shoot the ramp and are lucky enough to have the ball fall back into the the Shooting lane, you will get to shoot the Skill-Shot once again. While not technically a secret or glitch, I have shot the ball from the end of the left flipper and had the ball pass through the bumper section and up into the spiral staircase and score a 100,000 point drop. [5-07] Sorcerer ~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Table Goals: (Same on PS3) ~~~~~~~~~~~~ *1. Earn 50,000 points from the three drop targets 2. Earn the Demon *3. Activate Multi-ball 4. Earn the Extra Ball from the drop targets *5. Score at least 1,000,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Advance the bonus multiplier to 8x 2. Advance the Multi-ball scoring to 5x 3. Advance the bonus to its maximum 4. Earn the Special from the Sorcerer lights 5. Score at least 2,500,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. [5-08] Space Shuttle (Pinball Adventure) (same on PS3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This table is really mellow and laid back compared to some of the others. I'm not sure what it is about it, but I like it. It might be the cool spacey techno music. Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ *1. Activate a 2-Ball Multi-ball Mission *2. Earn at least 50,000 points on a "Stop and Score" *3. Open the Airlock *4. Earn an Extra Ball *5. Score at least 1,200,000 points Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ *1. Activate a 3-Ball Multi-ball Mission *2. Advance the bonus multiplier to 7x *3. Advance the spinner value to 4,000 points *4. Earn the Special from the Shuttle Valve 5. Score at least 4,500,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Skill Shot - There is no skill shot to speak of in Space Shuttle, so let 'er rip.However, you can change langes (that is, the lit versus unlit lantes) with the right flipper button so always be aware and try to move any unlit lanes over to where the ball might pass through next (whether it's going down or even getting bumped back up). Any time a ball goes through an unlit lane, immediately hit the right flipper button at least once or twice so that it moves an unlit lane back to where the ball might get bumped through (and light another one) again. 2. Lock Balls for Multi-Ball - Unlike some tables which will spit your ball back at you even if you're lucky enough to get a ball into a ball-lock, this table will immediately hold the locked ball and allow you to shoot again. [5-09] Taxi ~~~~~~~~~~~ Initially set to Free-Play Description: ~~~~~~~~~~~~ Taxi is a great game with just the right mix of goals, ramps and diversions. Some tables don't have enough to do (see Jive Time) while others are just to busy (see Funhouse or Whirlwind). I never get tired of hearing that cat. Table Goals ~~~~~~~~~~~ *1. Activate Multi-ball *2. Activate Carry Passengers *3. Earn the Jackpot *4. Advance the bonus multiplier to 5x *5. Score at least 2,200,000 points Wizard Table Goals ~~~~~~~~~~~~~~~~~~ *1. Earn the Million point shot 2. During Multi-ball, relock both balls in the Express Lanes 3. Earn 500,000 points on the skill shot 4. Earn a Special 5. Score at least 4,500,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Skill Shot - Taxi starts each ball with a 'Skill Shot'. Every spin around the 'Spinout' advances the colored meter (1k, 5k, 10k, 25k+auto passenger pickup, 50k, 75k, and 100k). While 100k obviously gives you the most points, it is also the most risky because one more click and you're down to a measly 1,000 points. I think it's better to shoot for between 25k & 100k. If you get the lower end of that range (25k) you will start that ball with at least one passenger (I think the passenger is chosen at random). If you go above the blue 25k light, at least you'll get 50,000 points or more. Note: The Spinout score is also multiplied by the number of the ball. 2. C-A-B Rollovers - Before the ball drops in the Skill Shot, you should be looking at and setting up for the C-A-B Rollovers. If it's your first ball, nothing will be lit, but on future balls, you should set up an empty or dark letter for whichever slot the ball is about to fall through. You do this by hitting the Right Flipper. Immediately after the ball passes the rollover, hit the right flipper (at least once) to darken that lane, as it is very common for the ball to get bumped right back up through the same hole. This way, you can light 2 lanes for the price of one. In fact, any time the ball gets up near the red bumpers, you should be looking at, and moving around the lit and unlit lanes. If you complete all 3 C-A-B rollover lights three times on the same ball, the Extra Ball lights up. 2. Extra Ball - If you are fortunate or skilled enough to light the 3 C-A-B rollover lights three times on one ball, the Extra Ball lights up. It's actually just Drac's hole (if you can get it in there). It's pretty hard to do. It usually just happens by accident. 3. Joyride Eject Hole - One of best, but most difficult targets to hit, in the entire game. You score so many different bonuses and jackpots by being able to hit this target. Unfortunately, it has to be done by going up into it, not by means of the Gorbie pickup lane, around the top and into the hole. It's also right next to the Carry Passenger bullseye target, which is also a very important target in the game, and the most difficult by far, to hit. 4. Carry Passenger Target - Before you go for this target, you need to light or activate it. You do that by hitting either all three Lola drop targets (in the middle of the table) or the three Pinbot drop targets located just above the right Slingshot (that's the triangular thing above the flipper). Once you complete either bank of drop targets, the Carry Passenger Target stays lit for 10 seconds. Hit the target and you will carry over whatever passengers you currently have lit (or picked) up to the next ball. If you're having a hard time locating this target, it's located just above and to the left of the upper-left red bumper. 3. Loops - It's very easy to just keep looping through the large ramps over and over again. Once you get the timing down, you can do continuous loops from left to right over and over again as long as you want. 4. Passengers - At the start of each ball, you can pick up Gorbie or Pinbot right away. You have to pick up at least one of them before the game will allow you to pick the next passenger. Gorbie is the easiest to pick up. You will probably pick him up by accident without really trying. Lola is not too difficult to pick either, you simply have to hit all three of her drop targets within 15 seconds or they will reset. Drac and Pinbot are just as difficult to get. You have to shoot the ball off of the very tip of the flipper in order to get it into either slot. Santa is without a doubt the hardest because you have to shoot up and into the Joyride Eject Hole (something the table designer intentionally made rather difficult since that is the same target you must hit in order to acquire several bonuses and jackpots. [5-10] Whirlwind Description: ~~~~~~~~~~~~ Table Goals: ~~~~~~~~~~~~ 1. Earn 300,000 points on the skill shot *2. Activate Multi-ball 3. Light and score the 100,000 point upper playfield spot target *4. Earn 12 Skyway Tolls in one game *5. Score at least 4,600,000 Wizard Table Goals: ~~~~~~~~~~~~~~~~~~~ 1. Activate Cellar Multi-ball 2. Advance the bonus multiplier to 6x 3. Earn the Million Plus 4. Earn the Mega Door Bonus 5. Score at least 7,000,000 points *Denotes goals which I have achieved so far Table Specific Strategies ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Table Instructions ~~~~~~~~~~~~~~~~~~ [6] Credits ~~~~~~~~~~~ [6-1] Earning Credits ~~~~~~~~~~~~~~~~~~~~~ [6-1-1] Matching ~~~~~~~~~~~~~~~~ Matching earns 1 credit. At the end of a pinball game, the game gives you the opportunity to 'match' in order to score a free game. In this case, it earns you a 'Credit'. The scoring on most modern pinball tables always end in multiples of 10. Whatever your last 2 digits of your score are (i.e. 00, 10, 20, 30, 40, 50, 60, 70, 80, 90) are your match number. If 2, 3 or 4 players have the same match number and the player matches it (with the 'A' button), then 2, 3 or 4 credits are earned respectively. When the game is over and the matching number starts to roll, the rolling stops when you let go of the button, not when you press it, so go ahead and press and hold the button right away. Then take a look at the numbers and try to pick a number 2 or 3 numbers before where you want it to stop. Then let it cycle through the numbers once or twice trying to 'see' the number you're waiting for and mentally take note of when you're going to release the button the next time around. I usually aim for 2 numbers ahead and it works for me about 25% to 50% of the time. (Example: You need to match 70, try releasing the button when you see 50.) [6-1-1-1] Matching techniques ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some tables activate the match as soon as you press the ??? button instead of when it is released. These tables are as follows: Medieval Madness [6-1-2] Accomplishing Table Goals ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The game developers have set standard and 'Wizard' table goals for the player to try and achieve. Achieving any of them, whether during standard, tournament or Williams Challenge play, will earn you an appropriate number of credits. [6-1-2-1] Standard Table Goals ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Accomplishing any of the standard Table Goals earns you 5 credits Credits can be used for Free Play or you may unlock any of the tables not already in Free-Play mode for 100 Credits. [6-1-2-2] Wizard Table Goals ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For completing any of the Wizard Table Goals, you earn 10 credits a piece. Unfortunately, even if you have accomplished any of the Wizard Table Goals before you actually unlocked them, you do not get credit for already having accomplished their requested goal. For Example: One of Pinbot's Wizard Table Goals is to score 3,000,000 points. Suppose while you're still attempting to complete all of the standard Table Goals, one of which is to score 1,400,000 points, you scored 4,000,000 (well over the 3,000,000 required of the Wizard Table 'score' Goal. Once you accomplish the last of the standard Table Goals, you are rewarded by having the Wizard Table Goals revealed to you, one of which is scoring at least 3,000,000 points. Even though you have already scored higher than this on the table, you will not have received credit for it until you do it again. I feel that this is a little unfair. I believe that if you accomplish the Wizard Table Goal as an amateur, you should get credit when they are finally revealed. [7] Extras ~~~~~~~~~~ [7-1] Unlockables ~~~~~~~~~~~~~~~~~ [7-1-1] Table Slide Show ~~~~~~~~~~~~~~~~~~~~~~~~ After you complete all of the standard Table Goals, this option is unlocked for you in the [7-2] Confirmed Bugs/Glitches and Errors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [7-2-1] Stranded Ball ~~~~~~~~~~~~~~~~~~~~~ [7-2-1-1] Jive Time ~~~~~~~~~~~~~~~~~~~ I have had a ball get stuck behind a yellow target at the upper right area of the table and hit the target repeatedly from behind scoring me over 4,000,000 points before I had to use the 'Call Attendant' feature. The score on Jive Time rolls over after 999,990 points. Had I known it was actually keeping score past the 1,000,000 point mark, I might have left it on overnight just to see how high I could have gotten it. This is actually not a legitimate score, but unfortunately there is not way to delete it without deleting everything else in the save file. [7-2-2] Ball 'Falling Off' of the Table*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sometimes, due to collision detection errors, can 'pass through' some of the targets and or boundaries on the tables, making the ball appear to 'fall off' of the table. This problem typically corrects itself (similar to the 'Call Attendant' function) by placing a replacement ball back into the plunger. Thankfully, it does this without disrupting any current ball bonuses you have accumulated thus far. *** Thanks to Magus_Dang for submitting this glitch [7-2-3] Sound Glitches ~~~~~~~~~~~~~~~~~~~~~~ [7-2-3-1] Tilting at the End of Ball ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Most tables add up bonuses and multipliers when you lose your ball. If you usually try 'bumping' or 'nudging' the table when you are just about to lose a ball (as I usually do), you can sometimes tilt the machine in the act of tyring to save the ball. The 'Tilt' indicator sound seems to override the end of ball music (which is quite enjoyable on several machines, particularly Tales of the Arabian Nights, (add a few more)). Unfortunately the 'Tilt' sound clip is less than a second long and some end of ball bonus music can be several seconds long, so if you do 'Tilt', you may be treated to several seconds of silence instead of a nice, melodic end of ball bonus 'tune'. [8] Tips & Tricks ~~~~~~~~~~~~~~~~~ [8-1] Most Important ~~~~~~~~~~~~~~~~~~~~ You will get the most enjoyment out of this game by trying to 'purchase' or unlock the other tables into Free Play mode by completing the Standard Table Goals and then the Wizard Table Goals (some of which are Extremely Hard). By far, the most important advice I can give you is this: Let's say you've played a table a good number of times and may actually be quite good at it (i.e. you can play it for a long period of time), but mayber you are finding yourself stuck on trying to complete that last Standard Table Goal in order to unlock the Wizard Table Goals. Take a break from just playing the game repeatedly hoping to get lucky and unlock them by chance. First, look at the list of Table Goals and remember them, or better yet, write them down. Then go back and sit through, and yes, that means listen to and/or read, the narrated Instructions on how to play that particular table. This happened to me several times, most notable on Firepower and again on Medieval Madness. However, upon my first replay of each table after reviewing the instructions, I completed the last two Standard Table Goals on each table. Amazing what a little review can do for you! This technique works because it allows you to focus on the specific task that must be accomplished in order to achieve that goal. All that was required to satisfy the Super Jet Bumper goal was to hit the Jet Bumpers 50 times. The next game, all I did was focus on getting the ball up into the Jet Bumpers. Also, the last goal was to complete a Super Skill Shot. All that goal required was to hold down the left flipper button when the ball was launched (which launches the ball straight around the back of the table and toward the left flipper). All you have to do then is to hit any of the lit targets on your first hit with the flipper. I think I did it on my third try. Also, by reviewing the instructions a second (or third) time, you will pick up extra little tips and tricks that you didn't get the first (or possibly second time through). There are so many rules and objectives to some of these talbes, it's almost impossible to hear them all at once and then remember them when it comes time to execute a particular shot or goal. I learned that in Medieval Madness that during the Troll Battle, it's possible to destroy them both instantaneously with a Troll Bomb which you activate by pressing the ball launch button (the right analog stick) provided you have earned the Troll Bomb (there are two different ways to earn this). [9] Miscellaneous ~~~~~~~~~~~~~~~~~ [9-1] Proper FAQ viewing tests ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Proper Text Viewing Test 1 (to make sure you're viewing a fixed-width font) The following two lines should both be the same length (40 W's then 40 i's) WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Proper Text Viewing Test 2 (to make sure your viewer doesn't text-wrap) The following line should not wrap around to the next line 1234567891123456789212345678931234567894123456789512345678961234567897123456789 [9-2] Coming Soon ~~~~~~~~~~~~~~~~~ Future revisions will add some Beginner, Medium and Advanced Pinball Playing Techniques as well as more Table Specific Strategies. [9-3] Authorized listers of this FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I have personally authorized the webmasters from the following websites to host this FAQ: Thanks a lot for reading! Copyrights 2009 Tone-C