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- readme.us 16.7.96
-
- *****************************************************************
-
- Pinball Builder demo - guidelines
-
-
- 1. Introduction.
-
- Welcome to the demo version of Pinball Builder. With this demo,
- you will be able to put together a basic working pinball table
- and be playing it within minutes, even though the demo doesn't
- provide the full power of the complete product!
-
- The demo is very easy and straightforward to use, but if you
- prefer to familiarize yourself with the various features before
- you start, please read through the following guidelines.
-
-
- 2. Running the demo.
-
- There are two parts to the demo:
-
- (a) Using the Workshop to build and play pinball tables
- (b) Playing the supplied example pinball table
-
- To start making your own pinball tables, simply double click on
- the "Pinball Builder" icon.
-
- To play the example table, double click on the "Play Me!" icon.
- Once the table appears on-screen, use the following keys to play:
-
- Key Action
-
- Down arrow Pull spring
- Left shift Flip left flipper
- Right shift Flip right flippers
- Space bar Nudge table
- ESC Quit/continue/restart options
- F2 Pause
- F3 Change game options
-
- Our game recorder facility is included in the demo. You can use
- it to record games you play on the example table, or tables of
- your own design.
-
- To record a game:
-
- i. Load the table you wish to play
- ii. Press F9
- iii. Type in a filename for the recording and press ENTER
- iv. Play your game
-
- To playback a recorded game:
-
- i. Load the relevant table
- ii. Press F10
- iii. Select the recording file you wish to playback
- iv. Click the "OK" button
- v. If required, use the F6 and F8 keys to slow down or speed up
- the playback, and press F7 to resume normal playback speed
-
- You can stop recording or playing back a game by pressing the
- F11 key.
-
-
- 3. The main menu.
-
- Once the demo is started a box will appear containing
- availability information for the full product. Click the "OK"
- button to close the box and show the main menu.
-
- You now have five options:
-
- (a) Play a pinball table
-
- Selecting this option will allow you to play the supplied
- example table via the Workshop. Simply select the
- "play_me.tbx" file and click the "OK" button. Use the keys
- as outlined above to play the table.
-
-
- (b) Modify a pinball table
-
- Selecting this option will allow you to load the example
- table into the Workshop and then change it. Simply select
- the "play_me.tbx" file and click the "OK" button to start.
-
-
- (c) Create a new pinball table
-
- Selecting this option will display the table loader - simply
- click the OK button to load in the "On Manoeuvres - 1" table
- (the only table featured in the demo)
-
-
- (d) Game options
-
- Selecting this option will display the current settings of
- all the available game options and controls, and allow you
- to change them if required.
-
-
- (e) Exit
-
- Select this option to exit the demo.
-
-
- 4. The Workshop.
-
- On the left of the Workshop window you will see the "On
- Manoeuvres - 1" table. Depending on whether you opted to create
- a new pinball table or modify a pinball table, the "On Manoeuvres
- - 1" table will be empty or crammed full of objects, lights,
- decals, etc. This is where you'll actually put together your
- pinball table, or edit an existing one.
-
- Above the table you will see five drop-down menus, "File",
- "Options", "Edit", "Window" and "Help". These are used to access
- various Workshop features/utilities, as explained later.
-
- On the right-hand side of the window you'll see three icons
- "New", "Disk" and "Play". These icons are used for quick access
- to the most used features of the Workshop.
-
- The Object Catalogue display window appears underneath the three
- icons. This is where you can view all the objects available in
- the graphics library and choose which ones to use on your tables.
-
- Right at the bottom are eight object icons, one for each type of
- object that you will use to create your pinball tables. They are
- used to access each group of objects.
-
-
- 5. Using the Workshop to create and edit tables.
-
- The best way to learn about the Workshop is to use it!
- There are only a few things you'll need to do to be playing your
- own pinball table within minutes:
-
- i. select the objects you want to use
- ii. place them on the table
- iii. set the properties (score, etc) for the objects
- iv. start playing!
-
- Use the following guidelines to try out the many features the
- demo has to offer:
-
- (a) Table objects.
-
- The following objects are available in the demo:
-
- i. Jet bumpers
-
- These are circular bumpers which award points each time the
- ball touches them. Once the ball has hit a jet it will be
- repelled away at high speed so beware!
-
- ii. Kicker bumpers
-
- These are triangular bumpers which are usually found just
- above the flippers. They will award points each time the
- ball hits them. Like jets, kickers have a habit of
- deflecting the ball away at high speeds.
-
- iii. Rollover switches
-
- These are small switches which poke through the surface of
- a pinball table. They are shown as vertical metal-colored
- lines and can have a light below them. You enable them
- and/or their lights and enable/collect points, bonuses or
- features whenever the ball rolls over them.
-
- iv. Drop targets
-
- These are simple switches which are built-in to solid
- sections of a pinball table - an example of a solid section
- would be a side wall. The switch usually has a light in
- front of it, which can contain a letter. Hitting the
- switch with the ball "drops" it and turns on the light,
- which can enable or collect points, bonuses or features.
-
- v. Touch pads
-
- These are similar to drop targets, but instead of dropping
- when hit, they simply move in and then out, much like a key
- on your keyboard.
-
- vi. Lights
-
- These are used to indicate where the player of your pinball
- table should try to shoot the ball, and also to show him
- which features are enabled or have been collected.
-
- Lights can contain text messages or simply letters of the
- alphabet.
-
- vii. Decal stickers
-
- These are simply decorative stickers which you can place
- virtually anywhere on your pinball table.
-
- viii. Pins
-
- These are small metal poles with rubber rings around them
- which can be placed to deflect the ball away or towards
- other areas of your pinball table.
-
-
- (b) How to select objects.
-
- To select an object, simply click on its associated icon. This
- will open the group for that object and display the first object
- of the group in the Catalogue window.
-
- If you'd like to see the smaller objects in more detail, use the
- drop-down menu for the "zoom" feature just above the Catalogue
- window to enlarge them. You can enlarge objects up to a factor
- of 8, or set the "auto zoom" feature on, which will automatically
- enlarge any objects that you display in the window. Please note
- that the zoom feature will not enlarge objects any bigger than
- the window allows, and so some of the larger objects will not
- change in size when zoomed in on.
-
- To see the other similar objects on offer use the slider bar
- and/or arrow buttons underneath the Catalogue window to scroll
- through the group.
-
- Once you have opened a group of objects, you will see a zone (or
- zones) appear on the pinball table. These zones will be in
- color and indicate the areas of the table in which you can use
- the objects you currently have opened.
-
-
- (c) How to position an object on the table.
-
- To position an object on the table, simply display it in the
- Catalogue window and then use the mouse to position it on the
- table.
-
- You are only allowed to position objects inside the zones shown
- on the pinball table. If you attempt to position an object
- outside a zone, on top of another object or on a raised part of
- the table, it will turn white indicating that you cannot place
- the object at that position.
-
-
- (d) How to fix an object in place.
-
- Once you have selected a valid position to place your object,
- just press the left mouse button to place it.
-
-
- (e) How to reposition an object.
-
- To move a placed object to a new position, simply point at it and
- click the left mouse button. Now move the object to its new
- position and set it down as before.
-
-
- (f) How to delete an object.
-
- To remove an object from the table, simply point at it, click the
- left mouse button and then press the "Delete" key. You can also
- point at the object, click the left mouse button, click on
- "Edit", and then click the "Delete" option from the drop-down
- menu.
-
-
- (g) Copying objects.
-
- If you've placed an object on your table and want to add another
- of the same object, the quickest way to do this is to copy the
- placed object.
-
- To do this, point at the object you want to copy and double-click
- the left mouse button - a copy of the object will appear under
- your mouse pointer which you can position and place as before.
-
-
- (h) Object properties.
-
- Once you have placed an object, you can set the properties for
- it. You can set or change the following properties:
-
- i. Score
-
- This indicates how many points to add to the score counter when
- the object is hit by the ball.
-
- ii. Bonus
-
- This indicates how many points to add to the bonus score counter
- when the object is hit by the ball.
-
- iii. Sound effect
-
- This indicates which sound effect to play when the object is hit
- by the ball.
-
- iv. Light color
-
- This indicates which color the light associated with the object
- should be.
-
- v. Light letter
-
- This indicates which letter should appear on the light associated
- with the object.
-
- vi. Feature
-
- This indicates which game feature should be associated with the
- object.
-
- vii. Feature type
-
- This indicates whether the game feature associated with the
- object should be enabled or collected when the object is hit by
- the ball.
-
- viii. Light ID
-
- This indicates which game feature will set the light on, off or
- flashing.
-
- ix. Mirror X
-
- This allows the object to be "flipped" over in the x-plane.
-
- x. Mirror Y
-
- This allows the object to be "flipped" over in the y-plane.
-
- xi. Rotate
-
- This allows the object to be rotated through 90, 180 or 270
- degrees.
-
-
- (i) Accessing object properties.
-
- To access an object's properties, point at it and click the right
- mouse button. An "Object Properties" window will appear
- containing only the properties that are relevant to the object
- (i.e. a light would not have a score property, for example).
-
-
- (j) Changing an object's properties.
-
- Once an object's property window has been opened, to change a
- property simply highlight it and then use the drop-down menu
- (accessed by clicking on the down arrow button positioned above
- the top righthand corner of the properties box) to display a
- choice of settings. Click on a setting to assign it to the
- current property.
-
- N.B. When changing the score, bonus and light letter properties,
- you can manually enter a number or letter into the dialogue box
- instead of having to pick one from the drop-down menu.
-
-
- (k) Playing your pinball table.
-
- The Workshop allows you to test your pinball table at any time.
- To play, simply click on the "play" icon at the top of the
- Workshop window on the right (the icon contains an image of the
- lower half of a pinball table).
-
- Use the controls as outlined near the start of this document to
- play your table.
-
-
- (l) Creating more than one pinball table.
-
- If you have created a pinball table and/or would like to start
- work on another, simply click on the "New" icon at the top of the
- Workshop window on the right. Be aware that if you do this, you
- will lose your current pinball table for good as there is not a
- table save option in the demo.
-
- You can now load in the "On Manoeuvres - 1" table layout as
- before and start work on another table.
-
-
- 6. Hints and tips.
-
- One of the best ways of learning how the game features work with
- the objects is to choose the "modify a pinball table" option and
- then look at the properties for each of the objects.
-
- Here are some points to remember and things to try out:
-
- (a) Make sure that when you set up a game feature to be enabled,
- you provide some means of being able to collect it as well!
-
- (b) Many game features have accompanying lights - use these
- lights to indicate to your players which features are
- available during play.
-
- (c) It is easy to set up a single touch pad, drop-target or
- rollover switch etc, to enable or collect a game feature each
- time the pad, target or switch is hit, but how can you set up
- "banks" of these objects (i.e. more than one object) to
- enable or collect a single game feature?
-
- It's simple - just place the objects on the table and set all
- of their properties to either enable or collect, as before.
- The game will automatically detect that more than one of
- these objects has to be hit before the game feature can be
- enabled or collected.
-
-
- 7. "On Manoeuvres" table feature descriptions.
-
- Some of the features that you can set up in your pinball tables
- are named such that it is obvious what they do once enabled or
- collected. Some however, have "customised" names. The following
- notes explain what these features do:
-
- (a) Thousands Plus.
-
- This feature awards 10,000 points the first time you collect it.
- Once you've collected the award, a 10 second timer starts. If
- you can collect the award again before the timer runs out you
- will collect 10,000 points more than you did last time you
- collected the award, and the timer will start counting again.
-
- If you do not collect the award before the timer runs out, the
- award will drop by 10,000 points to a minimum of 10,000 points.
-
- You should try to beat the timer each time and collect the top
- award of 50,000 points.
-
-
- (b) Millions Plus.
-
- This feature works in exactly the same way as the Thousands Plus
- feature, except that the award goes up (or down) in steps of
- 1,000,000 points each time (the minimum award is 1,000,000
- points, and the maximum is 6,000,000 points).
-
-
- (c) Bonus Plus.
-
- This feature will award the following in succession:
-
- i. Bonus Held (stops the bonus score counter from reseting when
- you lose the current ball)
- ii. Double Bonus (doubles the bonus score)
- iii. Score+Bonus (doubles your score and adds the bonus score to
- it)
- iv. Extra Ball
- v. 15,000,000 points
-
-
- (d) Ramp Bonus.
-
- This bonus is awarded for shooting ramps set numbers of times:
-
- Shoot 5 ramps to collect 100,000 points
- Shoot 10 ramps to collect Bonus Held
- Shoot 20 ramps to collect 5,000,000 points
- Shoot 30 ramps to collect an Extra Ball
-
-
- (e) Compass Point Passage.
-
- This is the passage in the top left corner of the table. It
- awards 100,000 points when hit and rotates the compass point
- arrow (where the two ramps intersect) one position clockwise.
-
- Whenever the ball enters the compass point, it will be shot out
- in the direction of the arrow.
-
-
- (f) The passages.
-
- The passages are basically the ramps.
-
- Shoot the North passage (top ramp) to collect 20,000 points and
- increase the award by 2,000 points
-
- Shoot the South passage (middle ramp) to collect 100,000 points
- and increase the award by 10,000 points
-
- Shoot the East passage (right ramp) to collect 40,000 points and
- increase the award by 6,000 points
-
- Shoot the West passage (left ramp) to collect 60,000 points and
- increase the award by 8,000 points
-
-
- (g) Manoeuvres Mania.
-
- This feature awards the following in succession:
-
- i. 5,000,000 points
- ii. Double Bonus
- iii. 10,000,000 points
- iv. Extra Ball
- v. Sets all ramps to award 2,000,000 points for a 30 second
- period
- vi. Adds 15 seconds to the ramp award time (above)
-
-
- 8. Summary of main drop-down menu options.
-
- Here's a run-down of the features of the drop-down menus - please
- note that only some of these features are available in the demo.
-
- Remember - the best way to see what the available features do is
- to experiment with them!
-
- (a) File menu.
-
- i. New
-
- Used to load table layouts into the Workshop (only "On
- Manoeuvres - 1" table layout available in the demo)
-
- ii. Open
-
- Used to load saved tables into the Workshop (only the
- example table available in the demo)
-
- iii. Save
-
- Allows tables to be saved (not available in the demo)
-
- iv. Save As
-
- Allows tables to be saved with different names (not
- available in the demo)
-
- v. Create Icon
-
- Creates an icon for the current table so that it can be
- loaded and played without the use of the Workshop (not
- available in the demo)
-
- vi. Play
-
- Allows the current table to be tested or played
-
- vii. Exit
-
- Exits the demo
-
-
- (b) Options menu.
-
- i. Music On
-
- Allows the Workshop music to be toggled on/off
-
- ii. Sound card type
-
- Allows toggling of FM chip or Wavetable sound card support
-
- iii. Thrustmaster
-
- Toggles Pinball Wizzard Controller support on/off (just plug
- them in, toggle the support "on" and play!)
-
- iv. Game options
-
- Allows the game option settings to be viewed and changed if
- required. An extra option is available here which allows you
- to change the contrast of the greying-out in order to clarify
- the object zones on a pinball table
-
-
- (c) Edit menu.
-
- i. Cut
-
- Allows objects to be picked up from the table
-
- ii. Copy
-
- Allows objects to be duplicated
-
- iii. Paste
-
- Allows objects to be placed onto the table
-
- iv. Delete
-
- Deletes the object being held
-
- v. Table Properties
-
- Allows various table properties to be viewed and/or changed
-
- vi. Object Properties
-
- Allows the properties of the current object to be viewed
- and/or changed
-
- vii. Table Graphics
-
- Allows table graphics to be imported or exported and the
- existing table bed art to be cleared prior to graphics
- import (not available in the demo)
-
- viii. Export Object Graphics
-
- Allows object graphics to be exported to a file or the
- clipboard (not available in the demo)
-
- ix. Object Graphics Editor
-
- Allows new jet bumpers, kicker bumpers and decals to be
- defined and added to the graphics library (not available in
- the demo)
-
-
- (d) Window menu.
-
- i. Pinball table
-
- Activates the pinball table window controls
-
- ii. Objects
-
- Activates the group of objects icons
-
- iii. Catalogue
-
- Activates the object Catalogue window controls
-
- iv. View table
-
- Allows the current table to be viewed in full color with no
- object zones
-
-
- (e) Help menu.
-
- i. Contents
-
- Opens the help document and displays the contents page (not
- available in the demo)
-
- ii. Glossary
-
- Displays an A-Z list of Pinball Builder terminology (not
- available in the demo)
-
- iii. About
-
- Displays general publisher and developer information
-
- *****************************************************************
-
- Pinball Builder (c) 1996 21st Century Entertainment Ltd
- Developed by Spidersoft Ltd.
-
- *****************************************************************
-