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- |// _ \\ ______ \ ¬\ _____ ____)______) _ ¬\ _____-
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- `==========(____________)=====(___________)===(_________)=GeN!=(___________)
-
- THOMAS THE TANK ENGINE AND FRIENDS PINBALL AGA.
- -----------------------------------------------
-
- THE MAIN MENU.
- ==============
-
- Use this to access any of the four pinball tables available. You can also
- access the Hi-Score tabke from here by pressing F6 - to return to the main
- menu, press F6 again. If no key presses detected within a short time, the
- main menu will swap back and forth with the hi-score table automatically
- until a key is pressed.
-
- To load a pinball table, you can use the F keys as follows.
-
- F1 Thomas
- F2 James
- F3 Percy
- F4 Toby
- F5 Options screen
- F6 High Scores
- F7 HELP
-
- Once you have selected the table, the screen will clear and you will be
- shown the table layout, all the tables features will be explained to you at
- this stage (just watch).
- You can decide whether or not to play this table by pressing F1 - F8 for
- the number of players, or ESCAPE to go back to the main menu (press ESCAPE
- again and you will return to DOS).
-
- CONTROLS AND PLAYING THE GAME.
- ==============================
-
- When you have loaded a Pinball table, it will wait in an "attract mode".
- This is where the table is scrolling up and down the screen waiting for you
- to begin playing. The table will always go into this mode if it is loaded
- but you are not playing it.
- To start playing, you need to define how many players are going to play. Up
- to 8 players can play the game at any one time. After pressing P for pause,
- hit any key to continue playing.
- To select the numnner of players you use the Function keys as follows:
-
- F1 - 1 Player, F2 - 2 Players, F3 - 3 Players, etc.
-
- After you've selected the number of players, the table will scroll up the
- screen ready for play and a ball will be loaded into the chute.
- Use the keys to play THOMAS THE TNK ENGINE AND FRIENDS PINBALL.
-
- Key(s) Action.
-
- Cursor down Pull back the spring (release key to shoot ball)
- Left shift Flip the left Flipper
- Right Shift Flip the right Flipper
- SPACE bar Tilt The table
-
-
- Each Player has 3 balls or more per game. If you are playing with more than
- 1 player, gameplay procedes as follows:
- Player 1 goes first and plays his first ball. When he loses it, gameplay
- reverts to player 2 who plays his first ball, and so on. When the last
- player has lost his first ball, the gameplay reverts back to player 1 who
- then plays his second ball. The gameplay follows this pattern until all
- players have played all their 3 balls. Apart from the standard controls,
- the game has some special features.
-
- 1) Tilting the table (Key - Space bar)
-
- Sometimes it can be useful to "push" or "shove" the table to move the ball
- when it is not near the flippers. To do this in the game press the space
- bar. Remember not to use this feature too many times as you will end up
- "tilting" the table, the flippers will lock, and you will lose your ball!
-
- 2) Cycling light sets (Key - Left and Right Shifts)
-
- Imagine the situation where you have lit three lights of a four light set.
- You are trying to light the remaining light but misjudge your aim and the
- ball heads for an already lit light. All is not lost! Each time you press
- the left or right Shift keys you will "cycle" all the lights in the set in
- a clockwise direction so that each light moves one position to the left,
- which means that if you are quick enough you can move the unlit light to
- the psition where the ball is heading, light it, complete the full light
- set and gain a bonus score!
- Only a few select light sets on each table are controllable in this
- fashion. Referto each tables guidelines to familiarise yourself with their
- cycleable light sets.
-
- 3) Pausing the game (Key - P)
-
- If you need to halt the game but do not want to quit it, a simple tap on
- the P key will do the trick. To restart the game, press any key.
-
- 4) Restarting the game (Key - ESCAPE)
-
- If you are having a bad game and want to start again, do the following:
- Press ESCAPE. The table will go into attract mode. To start another game
- use the function keys as before.
-
- 5) Quitting the game (KEYs - P, ESCAPE, Y and N)
-
- If you are playing a table but wish to play one of the others, follow this
- sequence:
- Pause the game with P. Now Press ESC. You will be asked whether you really
- want to quit or not, if you do, press Y. If you change your mind press N.
- If you press Y the table will fade out and the main menu will be loaded and
- displayed. Use the Function keys as before to load a new table. If you
- press N the game will go back to being paused. Press any key to return to
- the gameplay.
-
- 6) "Loaded the Wrong table ?" (Keys - ESC, Y and N)
-
- If you find that you have loaded the wrong table by mistake, Press ESC. You
- will be asked if you really want to quit or not. Press Y or N. Pressing Y
- loads the main menu. Pressing N puts the table back into attract mode where
- you can use the function keys as before to start playing it if you change
- your mind.
- Here is a summary of the controls.
-
- Key(s) Action.
-
- Cursor down Pull back the spring (release key to shoot ball)
- Left shift Flip the left Flipper
- Right Shift Flip the right Flipper
- SPACE bar Tilt The table
- P Pause the game (Press any key to restart)
- ESC Quit a Table (If in-game, and after pausing) Quit a game
- (When the ball is in the chute)
-
- HIGHSCORE
- =========
-
- When you have played a game and have scored a high score you will be asked
- to enter your name for the high score table. There is a high score table
- for each Pinball table.
- You are allowed to enter three letters for your "name". To do this use the
- left and right SHIFT keys to cycle through the alphanumeric characters and
- the SPCAE bar to set or fix a character. The table will automatically go
- into attract mode after you have entered your name. High Scores are saved
- each time a Pinball table is Quit and the main menu is reloaded. Please
- note that this is the only time high scores are saved.
-
- General Information.
- ====================
-
- The JACKPOT is a Collective Score Bonus which is built up by all players
- during a game. It is reset to zero each time it is awarded to a player.
-
- FLASHING LIGHTS AND BONUSES.
- =============================
-
- Flashing Lights are a hint as to where you can pick up big scores and
- bonuses.
- Most Bonuses are not immediately added to your score. When you loses a
- ball, they are added up and your score is updated. Whilst this is happening
- you will see "x2 x3 " etc appearing at the bottom of the screen; indicating
- bonuses you have obtained.
- We will be using the following terms when describing each Pinball tables'
- features.
-
- ROLL-OVERS
- ----------
-
- These are small switches which poke through the surface of the pinball
- table. They are shown as vertical metal-coloured lines and usually have a
- light above or below them. You enable their lights and pick up points or
- bonuses whenever the ball rolls over them.
-
- DROP-TARGET OR TOUCH TARGETS
- ----------------------------
- These are simple switches which poke through the surface of a pinball
- table. They are shown as vertical metal-coloured lines and usually have a
- light above or below them. You enable their lights and pick up points or
- bonuses whenever the ball rolls over them.
-
-
- PASSAGES AND LANES
- ------------------
-
- These are channels that the ball can roll through to get from one place to
- another.
-
- BALLTRAPS
- ---------
-
- These are short dead-end passages. When the ball enters a ball trap it will
- be held there for a short time while you collect a bonus score. Ball-traps
- can be covered (where you cannot see the ball) as well as being in the
- open.
-
- LETTERS
- -------
-
- These are actually lights in the shape of letters. They make up words on a
- Pinball table, and once you have lit up the whole word you collect a score
- bonus.
-
- RAMPS AND LOOPS
- ---------------
-
- These are like raised passages. They carry a ball form one position in a
- table to another. They are usually shown with solid grey enterences ramps
- change into wire-frame guides around halfway along the ramp, although they
- maybe shown in different colours. You can also shoot the ball under ramps.
-
- TUNNELS
- -------
-
- A tunnel is a passage that goes underneath a ramp or another raised section
- of a pinball table.
-
- MUSHROOMS
- ---------
-
- These are circular bumpers which award points each time the ball touches
- them. Once the ball is hit a mushroom it will be repelled away at high
- speed so beware!
-
- KICKERS
- -------
-
- These are triangular bumpers which are usually found just above the
- flippers. They will award points each time the ball hits them. Like
- mushrooms, Kickers have a habit of deflecting the ball away at high speeds.
-
- MULTI-BONUSES
- -------------
-
- A multi-bonus is a special feature which when collected multiplies your
- base score. You collect multi-bonuses ox x2, x3, x4 etc.
-
-
-
-
-
- *********************************************************************
- * DESCRIPTION OF FEATURES FOR THOMAS THE TANK ENGINE PINBALL TABLES *
- *********************************************************************
-
- ---------------------------------------------------------------------------
- THOMAS Table Features Description.
- ---------------------------------------------------------------------------
-
- Roll-Over Gates
- ^^^^^^^^^^^^^^^
-
- Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers
- sequentially. The lit lamp can be shuffled using the flipper keys.
-
- STEAM light
- ^^^^^^^^^^^
-
- Each time this set of lights is lit, shooting the ball up the left passage
- will move Thomas onto the next station, scoring a bonus.
-
- COAL lights
- ^^^^^^^^^^^
-
- Lighting COAL lights the 5000 and 100000 score lamps. these scores can be
- collected by shooting the ball up the left passage.
-
- Left Passage
- ^^^^^^^^^^^^
-
- Each time the ball is shot up here the lit score is collected and is
- increased from 50, 100, 250, 500, 750, 1000 to 2500.
-
- Green lights
- ^^^^^^^^^^^^
-
- The set of green lights at the top of the table score 10 points each.
-
- The Carriage Passage
- ^^^^^^^^^^^^^^^^^^^^
-
- Each time the ball passes through here it lights one of the yellow carriage
- lamps. when all three lamps are lit then a bonus lamp is lit in the
- following order. Hold Bonus, Double bonus, Score Bonus and Extra Ball. For
- each time a ball passes through the carriage bonus increases by one. The
- carriage bonus is totalled up and added to your score after you lose a
- ball.
-
- The Ball Trap
- ^^^^^^^^^^^^^
-
- If a ball is shot into the ball trap the lit score is collected 10, 25, 50
- and 100 respectively. The player will also collect any lit bonuses such as
- Score Bonus and Extra Ball.
-
- ---------------------------------------------------------------------------
- PERCY Table Features Description
- ---------------------------------------------------------------------------
-
- Roll-Over gate
- ^^^^^^^^^^^^^^
-
- Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers
- sequentially. The lit lamp can be shuffled using the flipper keys.
-
- The Tunnel
- ^^^^^^^^^^
-
- Each time the ball is shot through the tunnel the SPIN feature is enabled,
- and can be collected by shooting the top ball trap. Shooting the bottom
- ball trap after going through the tunnel increases the steam cloud ramp
- bonus.
-
- Top Ball Trap
- ^^^^^^^^^^^^^
-
- If a ball is shot in here Double Bonus, Hold Bonus and/or Score Bonus will
- be collected if lit. If a SPIN is enabled then the wheel will spin and stop
- and award the player a mystery bonus of 1000 to 5000 or an extra ball.
-
- Bottom Ball Trap
- ^^^^^^^^^^^^^^^^
-
- The flashing bonus will be collected each time a ball is shot into here. If
- the ball trap was hit after going through the ttunnel then the steam cloud
- bonus increases.
-
- TAR Waggon Lights
- ^^^^^^^^^^^^^^^^^
-
- Lighting these increases the bottom ball trap flashing bonus.
-
- Water Lights
- ^^^^^^^^^^^^
-
- Lighting these increase the Platform ramp bonus.
-
- Steam Cloud Bonus
- ^^^^^^^^^^^^^^^^^
-
- This is Collected each time the ball is shot around the top ramp.
-
- Platform Bonus
- ^^^^^^^^^^^^^^
-
- This is collected each time the ball is shot around the bottom ramp.
-
-
- ---------------------------------------------------------------------------
- JAMES Table Features Description.
- ---------------------------------------------------------------------------
-
- Roll-Over gate
- ^^^^^^^^^^^^^^
-
- Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers
- sequentially. The lit lamp can be shuffled using the flipper keys.
-
- The Tunnel
- ^^^^^^^^^^
-
- Each time a ball is shot through the tunnel, the lit scores are collected.
-
- The Ball Trap
- ^^^^^^^^^^^^^
-
- Shooting the ball trap collects the Score Bonus. Double bonus, Hold Bonus,
- Extra Ball and Jackpot features when lit.
-
- Touch Targets
- ^^^^^^^^^^^^^
-
- Lighting all of these will light the next lamp in the sequence 1000, 1500,
- 2000 arrows pointing to the big loop on the left side of the table.
-
- Other Loops and Ramps
- ^^^^^^^^^^^^^^^^^^^^^
-
- Shooting the ball around the ramps and loops with arrows pointing to them
- will light the next arrow in each set. Lighting a set of arrows will enable
- a Score Bonus in the tunnel, and often a feature in the ball trap as well.
-
-
- ---------------------------------------------------------------------------
- TOBY Table Features Description
- ---------------------------------------------------------------------------
-
- Roll-Over gate
- ^^^^^^^^^^^^^^
-
- Lighting all of these will light x2, x3, x4, x6 and x8 bonus multipliers
- sequentially. The lit lamp can be shuffled using the flipper keys.
-
- The Tunnels
- ^^^^^^^^^^^
-
- If the ball is shot around the first tunnel and then the second tunnel
- within five seconds, 1000 points is awarded.
-
- The Ball Traps
- ^^^^^^^^^^^^^^
-
- Shooting these collect the lit scores/features
-
- Blue Touch Targets
- ^^^^^^^^^^^^^^^^^^
-
- Lighting all of these advances the top right hand ball trap score arrows.
-
- Green Touch Targets
- ^^^^^^^^^^^^^^^^^^^
-
- Lighting all of these advances the bottom ball trap score arrows
-
- TRACK Targets
- ^^^^^^^^^^^^^
-
- Hot all of these to light a TOBY letter. Light TOBY'S nme to enable the
- jackpot.
-
- Ramp LOOPS
- ^^^^^^^^^^
-
- Shooting the same ramp twice within 8 seconds scores 1000, and lights a
- LOOPS letter. Light all the LOOP lamps to score 10000.
-
-
- ===========================================================================
- ===========================================================================
- THOMAS THE TANK ENGINE'S PIBALL TABLE SCORING
- ===========================================================================
- ===========================================================================
-
- ON ALL TABLES.
- **************
-
- BUMPERS = 1
- KICKERS = 2
- BONUS MULTIPLIER AWARDS = 50
- OUTER BALL RETURN LANE = 10
- INNER BALL RETURN LANES = 15
- EXTRA BALL AWARD = 300
- ROLL OVER GATES = 10
-
-
- THOMAS
- ******
-
- SPELL THOMAS TARGETS = 10
- DIAGONAL GREEN LIGHT TARGETS = 10
- COAL TARGETS = 10
- STEAM TARGETS = 20
- CARRIAGE PASSAGE = 10
- ADDING THOMAS LETTER AWARD = 100
-
- PERCY
- *****
-
- SHOOTING THE SAME RAMP WITHIN 8 SECONDS = 1000
- WATER TARGETS = 20
- TAR WAGON TARGETS = 20
- BALL TRAPS = 50
- SHOOTING THE TUNNEL = 100
-
- JAMES
- *****
-
- TOUCH TARGETS = 20
- BALL TRAP = 50
- SHOOTING TUNNEL = 75
- UPPER LOOP = 20
- LOWER LOOP = 50
- SHORT RIGHT RAMP = 40
- LONG RIGHT RAMP = 40
-
- TOBY
- ****
-
- SHOOTING OPPOSITE RAMPS WITHIN 10 SECONDS = 1000
- SHOOTING TUNNEL = 100
- COMPLETING TUNNEL LOOP = 1000
- ALL TOUCH TARGETS = 10
- BALL TRAPS = 50
-
-
- Typed by TRiXy HF UK!
- ***************************************************************************
-