Walkthrough by acortest
Pinball Hall of Fame - The Williams Collection on SuperCheats.com
Pinball Hall Of Fame: The Williams Collection Players Guide/FAQ Version 0.84
By: Tone-C (acortest@hotmail.com)
Last Updated: 20 Apr. 2008
==============================================================================

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    |   _  \  |  | |  \ |  | |   _  \      /   \     |  |     |  |     
    |  |_)  | |  | |   \|  | |  |_)  |    /  ^  \    |  |     |  |     
    |   ___/  |  | |  . `  | |   _  <    /  /_\  \   |  |     |  |     
    |  |      |  | |  |\   | |  |_)  |  /  _____  \  |  `----.|  `----.
    | _|      |__| |__| \__| |______/  /__/     \__\ |_______||_______|

           _   _       _ _          __  ______                   
          | | | |     | | |        / _| |  ___|                  
          | |_| | __ _| | |   ___ | |_  | |_ __ _ _ __ ___   ___ 
          |  _  |/ _` | | |  / _ \|  _| |  _/ _` | '_ ` _ \ / _ \
          | | | | (_| | | | | (_) | |   | || (_| | | | | | |  __/
          \_| |_/\__,_|_|_|  \___/|_|   \_| \__,_|_| |_| |_|\___|

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              |T|h|e| |W|i|l|l|i|a|m|s| |C|o|l|l|e|c|t|i|o|n|
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==============================================================================

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.

"Wii", "Wiimote", "Wiimote and Nunchuk", "Wii Classic Controller" and
"GameCube" are all Registered Trademarks of Nintendo.

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] Wiimote Controls
[2-2] Nunchuk 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
[5-02] Firepower
[5-03] Funhouse (Free-Play)
[5-04] Gorgar (Free-Play)
[5-05] Jive Time
[5-06] Pinbot (Free-Play)
[5-07] Taxi (Free-Play)
[5-08] Sorcerer
[5-09] Space Shuttle
[5-10] Whirlwind

[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


==============================================================================


[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: acortest@hotmail.com

[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] Wiimote Controls
~~~~~~~~~~~~~~~~~~~~~~

Command         Function
~~~~~~~         ~~~~~~~~
1 Button        Change camera type
2 Button        Change camera angle
- Button        Toggle on-screen display on/off
+ Button        Pause/Resume
B Button        Right Flipper
A Button        Activates Magna-Save (Black Knight table)

[2-2] Nunchuk Controls
~~~~~~~~~~~~~~~~~~~~~~

Command         Function
~~~~~~~         ~~~~~~~~
Z Button        Left Flipper
Analog Stick    Pull down to pull Plunger (Release to shoot)**
C 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.

[3-1-3] 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
~~~~~~~~~~~~~~~~~~~~~~~~
Initially this option is 'Locked'. You must complete all of the standard Table
Goals on all 10 tables in order to unlock this option.

[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 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.

[3-3] 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)
~~~~~~~~~~~~~~~~~~~~~~~~~~
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
~~~~~~~~~~~~~~~~~~~~~~~

[4-4-1]
~~~~~~~~~~~~~~~~~~~
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
~~~~~~~~~~~~~~~~~~~

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
 2. Earn an Extra Ball from the upper playfield
 3. Earn an Extra Ball from the lower playfield
*4. Advance the Bonus to its maximum
 5. Score at least 2,500,000 points

*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:
~~~~~~~~~~~~
*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:
~~~~~~~~~~~~
*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)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.)

[6-1-2] 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
~~~~~~~~~~~~~~~~~~~~~

[7-2-2] 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

[7-2-1-1] 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.


[8] Miscellaneous
~~~~~~~~~~~~~~~~~

[8-1] 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
WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii

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


[8-2] Coming Soon
~~~~~~~~~~~~~~~~~
Future revisions will add some Beginner, Medium and Advanced Pinball Playing
Techniques as well as more Table Specific Strategies.


[8-3] Authorized listers of this FAQ
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I have personally authorized the webmasters from the following websites to host
my NiGHTS FAQ:

www.gamefaqs.com
www.supercheats.com

Thanks a lot for reading!

Copyrights 2008 Tone-C