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Pinball Fantasies manual

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First post, by bjt

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I have a boxed copy of Pinball Fantasies, everything is present except the manual and this game has manual protection 😒
Would any kind person be willing to scan theirs for me? I can only find Amiga or Jaguar versions on the net.

Reply 1 of 7, by Davros

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Pinball Fantasies - Manual

LOADING:

Write-Protect Disk 1. Disconnect all external hardware except the mouse
and a second drive if using one. Insert Disk 1 into the internal drive
and the course disk of you choice into the second drive if connected.
If not using a second drive insert your course disk into the internal drive
when prompted.

TABLE MENUS:

To load a table use F-Keys 1 or 2 as follows:

Course Disk 1

F1 - Partyland table
F2 - Speed Devils table

Course Disk 2

F1 - Billion Doller Gameshow table
F2 - Stones `N Bones table

To switch course disk, remove the current course disk, press HELP and
follow the on-screen instructions.

CONTROLS:

-Keyboard-

F1 to F8 - Select Number of Players [F1=1 player, F8=8 players]
Arrow Down - Pull spring (release a shoot ball)
P - Pause (any key restarts)
ESC - Quit to the main menu (after pausing)
ESC - Restart table (when a ball is include)
Right SHIFT/ALT/AMIGA - Flip right flipper
Cycle/switch various table lights
Left SHIFT/ALT/AMIGA - Flp left flipper
Cycle/switch various table lights
Space Bar - Tilt the table
M - Togle music on/off

-Mouse-
Drog downwards - Pull spring
Left mouse button - Shoot ball

If you get a hi-score, type in your name (3 letters allowed) when prompted.
The backspace key can be used to correct mistakes. Hi-Scores are saved to
each course disk when you exit a table (quit the menu). If you want to save
hi-scores, make sure your course disk is write-enabled.

GENERAL INFORMATION:

The Jackpot is a score counter wich is built up by all particpating players
during the game. It is reset each time a Jackpot is
awarded to a player.

Many of the lights on the tables have letters on them which enable special
features as follows:

XB = EXTRA BALL JP = JACKPOT
DB = DOUBLE BONUS xM = SCORE x MILLION POINTS
SB = SCORE BONUS 5x = SCORE 5 TIMES FEATURE POINTS
HB = HOLD BONUS MB = BONUS MULTIPLIER
x/xK = SCORE x THOUSANDS

A flashing light is often a hints as to where you can raise your score and
collect the bonuses. At the end of your game the last but one digit of your
score will be shown in the panel. Random numbers will then be flashed across
the panel and one will be selected. If your numbers matches the random number
you are awarded an extra ball and can continue play from where you left off.

THE TABLES:

-Table 1 PARTYLAND-

Duck Targets Light all DUCKS to enable SNACKS (ICECREAM, SODA and
POPCORN) in turn. Shoot ball into the trap under the
top flipper to eat the lit SNACK. Eating all SNACKS
enables HOLD BONUS and DOUBLE BONUS on the ANITCLOCKWISE
loop. The DOUBLE BONUS is only active for 10 seconds.
Eating all the SNACKS afterwards enables DOUBLE BONUS.

Puke Light all PUKE letters then shoot the DRAGON'S MOUTH
for 5 MILLION points, EXTRA BALL and JACKPOT in turn.

Cyclone Shoot the CYCLONE to add 1 to the BONUS COUNTER.

Dragon Shoot the DRAGON'S MOUTH when no lights lit to score
250,000 points.

Jackpot Collect from the DRAGON'S MOUTH after:
1. Spelling PUKE 3 times.
2. Enabling HAPPY HOUR.
3. Enabling MEGA LAUGH.
JACKPOT only lasts for 30 seconds during HAPPY HOUR and
MEGA LAUGH.

Bonus Multiplier Shoot the SKYRIDE 3 times and shoot the ANTICLOCKWISE
loop to collect the next BONUS MULTIPLIER.

Arcade Enabled by hitting the target just below the entrance.
Gives bonus of either:
1. Nothing.
2. 500,000 points.
3. 1 MILLION points.
4. 5 MILLION points.
5. Enabling SIDE-LANE EXTRA BALL light.
6. An extra CRAZY letter.

Rocket Lights Light all ROCKET lights to score 2, 4, 6 and 8 BONUS
MULTIPLIERS in turn. Score EXTRA BALL and 1 MILLION
points in turn after lighting all BONUS MULTIPLIERS.

Extra Ball Collect from the DRAGON'S MOUTH after spelling PUKE
twice.

Side-Lane XB When XB light is enabled, exiting through a SIDE-LANE
awards an EXTRA BALL.

Tunnel Repeatedly shooting the TUNNEL after balls from DROP
ZONE awards the flashing TUNNEL BONUS and enables the
next BONUS for 10 seconds.

Skill Shot Scored by shooting the CYCLONE or the TUNNEL immediately
after the ball is shot from the spring.

Hidden Hallway Mystery bonus enables 5 count bonuses on the CYCLONE.

Mega-Laugh Light up MAD letters to spell CRAZY. 1 MAD letter lit
each time you shoot the ball into the CLOCKWISE loop.
1 CRAZY letter lit when all MAD letters lit.
MEGA-LAUGH scores 5 MILLION points for all ramps and
passages for 25 seconds.

Happy-Hour Spell PARTY by completing the following:
1. P- shoo the ANTICLOCKWISE loop and then the TUNNEL.
2. A- eat all 3 SNACKS.
3. R- shoot the ANTICLOCKWISE loop and then the CYCLONE.
4. T- shoot any SKYRIDE/LOOP combination twice in 10
seconds.
5. Y- spell PUKE.
HAPPY-HOUR scores 1 MILLION points for all TARGETS
(bumpers, drop targets etc) for 25 seconds.

-Table 2 SPEED DEVILS-

Gear Spell GEAR as follows:
1. Shoot the JUMP ramp to light G.
2. Shoot the OFFROAD ramp to light E.
3. Shoot B,U and R targets to light A.
4. Shoot N,I and N targets to light R.
These can completed in any order.

Position Each GEAR spelt enables 2 POSITION OVERTAKES which are
collected by shooting the RIGHT and LEFT (or vice-versa)
ramps one after the other.

Extra Ball Enabled after completing 20 MILES, Scored by shooting
the TOP RIGHT passage when light enabled.

Jackpot Collected by shooting the JUMP ramp when the JACKPOT
light is lit. Lit for 20 seconds only.

Super-Jackpot Collect SUPER JACKPOT in the PIT-SHOP after scoring
JACKPOT on the JUMP ramp.

Miles Shoot the LEFT or RIGHT ramp to collect 1 MILE.

Million Shoot the RIGHT and LEFT (or vice versa) ramps within
5 seconds to score 1 MILLION points.

Speed Shoot the LEFT and RIGHT ramps and then shoot the JUMP
ramp to increase the SPEEDOMETER one step. Each ramp
then scores the SPEED value x1000 points.

Auto-Features Every 2 SPEED steps enables a BONUS PART for your CAR.
Collect the part by shooting the flashing 1-5 lights.
A CAR part flashes when collected.

Goal Enabled when POSITION 1 is reached. This also enables
the JACKPOT for 20 seconds. Collect the GOAL in the
PIT-STOP.

Multi-Bonus Light all the PIT lights and shoot the OFFROAD ramp to
collect the next MULTI-BONUS. After all bonuses are
collected lighting PIT scores 1 MILLION points.

Off-Road Enabled after 10, 40, 60 ... miles. All targets score
100,000 points for 25 seconds.

Turbo-Mode Enabled when GOAL is collected. Awards 5 MILLION points
on all ramps for 25 seconds.

Jump Enabled after collecting 30, 50, 70 ... miles etc and
is collected on the JUMP ramp. JUMP awards 10 MILLION
points.

-Table 3 BILLION DOLLAR GAMESHOW-

Skill Ramp Shown by the top red Arrow.

Left Passage Circular lane starts by the MUSHROOMS and ends at the
TOP FLIPPER.

Right Passage Reverse LEFT passage.

Multi-Bonus Shoot the LEFT passage and the CLOCKWISE ramp to collect
the next MULTI-BONUS.

Extra Ball Shoot the SKILL ramp 12 times to enable EXTRA BALL
on the LEFT passage.

Jackpot Collect 3 prizes to enable JACKPOT for 25 seconds.
Collect it in the RIGHT ramp.

Super-Jackpot Collect the JACKPOT to enable SUPER-JACKPOT (50M) for
5 seconds on the CLOCKWISE ramp.

Prizes Enable the PRIZES by:
1. Shoot the RIGHT ramp and then the SKILL ramp to
enable the TV.
2. Shoot the RIGHT ramp and then the CLOCKWISE ramp to
enable the CAR.
3. Shoot the LEFT passage and then the SKILL ramp to
enable the TRIP.
4. Shoot the RIGHT ramp, the SKILL ramp and the RIGHT
passage to enable the BOAT.
5. Shoot the RIGHT ramp, the CLOCKWISE ramp and the
LEFT passage to enable the PLANE.
6. Shoot the LEFT passage, the SKILL ramp and the RIGHT
passage to enable the HOUSE. You have to enable and
collect the TV, CAR and TRIP with one ball before you
can shoot for the BOAT, PLANE and HOUSE.

Collect Prizes Shoot the LOOP MIL down to the LEFT BALL TRAP to collect
a prize. Collecting 3 prizes enables the second set of
3 prizes and the JACKPOT. When all 6 prizes have been
collected shoot for the LOCK. This enables BILLION which
can be collected in the LEFT BALL TRAP.

Left Ball Trap Opened by:
1. Enabling the TV, CAR and TRIP.
2. Enabling the BOAT, PLANE and HOUSE.
3. Hitting all the DOLLAR targets.

Millions Shoot the LOOP MIL repeatedly when the LEFT BALL TRAP is
shut off to score 1 MILLION each time.

Million Plus Shoot the RIGHT ramp followed by CLOCKWISE ramp for
1, 2, 3.. MILLIONS.

Cash-Pot Shoot the LOOK to score the current CASH-POT value.

Small Wheel Hit both DOLLAR targets to enable the SMALL WHEEL.
Shoot the LEFT BALL TRAP to spin the WHEEL and
collect a random value.

5x Cash Enable 5x CASH by shooting the CLOCKWISE ramp. Shot
to LOCK to collect 5x the CASHPOT value.

-Table 4 STONES 'N' BONES-

Screams Ramp Ramp to the right.

Stones & Bones Spell STONE and BONE to enable the next GHOST.

Key Spell KEY to open the TOWER for the next TOWER value.

Extra Ball Shoot the SCREAMS ramp 10 times to enable the EXTRA
BALL which is collected in the TOWER.

Jackpot Collected in the TOWER during, GHOST HUNTER and GRIM
REAPER.

Super-Jackpot Shoot the TOWER straight after collecting the JACKPOT
to score 50 MILLION points.

Multi-Demon Enables a BALL LOCK in the Vault and WELL. Collect the
fowlling points on the SCREAMS ramp:
1. No locked balls - 5 MILLION points.
2. 1 locked ball - 10 MILLION points.
3. 2 locked ball - 20 MILLION points.

Tower Collect the current TOWER value, and collect the
enabled TOWER bonus when enabled.

Screams Ramp Collect 1 SCREAM

Well Collect the current WELL value.

Bonus Multiplier Shoot the CLEAR ramp and the WELL to collect the next
BONUS MULTIPLIER.

Million Shooting the LEFT ramp repeatedly scores 1 MILLION
points each time.

Million Plus Shoot the CLEAR Ramp and then the far RIGHT passage
to score 1, 2, 3 ..MILLION points.

2xScreams Shoot the CLEAR ramp and the SCREAMS ramp to collect
2 SCREAMS.

Ghost Hunter ALL TARGETS and BUMPERS score 1 MILLION points for
30 seconds.

Grim Reaper ALL TRAPS and RAMPS score 5 MILLION points for
30 seconds.

Tower Hunt Shoot the TOWER for 5, 10, 20 MILLION points on turn
within 30 seconds.

Loop Combo Shoot the CLEAR ramp to the ROLL-OVERS, drop down to
the LEFT FLIPPER and hit the SCREAMS ramp and the
far LEFT ramp 5 MILLION points.

Left Ball Trap Collect the enabled GHOST and VALUT value.

Ghosts The GHOSTS are lit up one after the other when spelling
STONE and BONE, and award the following:
1. BAT - 5 MILLION points.
2. BLUE GHOST - Enables TOWER HUNT feature.
3. GREEN SMILER - Enables EXTRA BALL.
4. RED DEVIL - 10 MILLION points.
5. YELLOW POLTERGEIST - Enables GHOST HUNTER feature.
6. BLUE OCTOPUSSY - Enables MULTI-DEMON feature.
7. MUMMY HEAD - 15 MILLION points.
8. GRIM REAPER - Enables GRIM REAPER feature.
A GHOST must be collected before the next one can be
enabled

R.I.P. Spelling RIP enables the KICKBACK in the LEFT BALL TRAP.

Guardian of the Sacred Five Terabyte's of Gaming Goodness

Reply 3 of 7, by Stiletto

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bjt wrote:

Thanks. Now tell me what word is on page 5, line 7, word 3. 😀

Manual protection sucks!

Yeah, I was about to say: that's pointless Davros since it doesn't have the page breaks (and hopefully has the line breaks accurate). 😉

Also, Davros posted the Amiga version.

"I see a little silhouette-o of a man, Scaramouche, Scaramouche, will you
do the Fandango!" - Queen

Stiletto

Reply 5 of 7, by Shagittarius

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I found this info:

The original version of the game uses type-from-the-manual copy protection (which can be bypassed by renaming the desired table to INTRO.PRG). You wont be able to choose the table until you rename it each time and it will autolaunch. So not ideal but maybe a temp work-around to check it out.

Reply 6 of 7, by Joakim

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Shagittarius wrote on 2024-04-01, 16:04:

I found this info:

The original version of the game uses type-from-the-manual copy protection (which can be bypassed by renaming the desired table to INTRO.PRG). You wont be able to choose the table until you rename it each time and it will autolaunch. So not ideal but maybe a temp work-around to check it out.

I spot a reason for making a batch file!