                        QUIKSILVER PINBALL SIMULATOR

Typed in by SKID ROW.  Edited by PARASITE.


MANUAL ADDENDUM

1) Top Ten Pinball Wizards

   The display is for the top ten all-time scores for that game.
   (there are 4 sets of top ten scores).

2) CONTROLLING GAME PLAY
   Ball English, for this game is the effect of bumping or shaking
   the pinball machine left, right, or bumping the machine up and down.
   This will cause the pinball board to move under the ball.  This
   effect has been simulated for you in this game, and called: Ball
   English.

   When using a joystick for the Amiga, the proper way to achieve Ball
   English is to hold down the fire button and (at the same time) move
   the stick in the direction of the shake (left, right, or UP).

   Shaking UP with the keyboard is accomplished by using either
   Amiga key (or as described above for joystick).

3) MARS MISSION
   (third from the last circuit)
   Mars will remain active for a short period of time (not until the
   ball is lost).


INSTRUCTION MANUAL

MAIN MENU

PLAYER 1
Select the method of game play for the first player: joystick or
keyboard.

PLAYER 2
Select the method of game play for the second player: joystick or
keyboard control.  Select "None" if there is no second player.

NUMBER OF BALLS
Select the number of balls per game, between one and five.

RESET TARGETS
Select "YES" and all the targets on the board will be reset each time
the player loses the ball.  Select "NO" and the targets will not be
reset after the loss of each ball, thus allowing the player to
accumulate activated targets throughout a game.

PLAY PINBALL
Select "Mars Mission," "Aztec Sun," "Long Horn," or "Quiksilver" to
begin playing one of four different pinball games.

Select "Load Accessory Disk from DF0:" to load in new pinball games
from future accessory disks.

Select "Top Ten Pinball Wizards" to display the all-time top ten
scores.

Select "Quit Playing Pinball" to end the game.

CONTROLS
Quiksilver Pinball Simulator can be controlled by either the joystick
or the keyboard.  To use the joystick, plug it into port two.

The escape key stops the game at any time and returns the player to the
Main Menu.

SELECTING OPTIONS

WITH THE JOYSTICK
Move the joystick up and down to highlight different menu items.  Move
the joystick left and right to scroll the options that correspond to
each item.  The option that is displayed in the window is the currently
selected option.

WITH THE KEYBOARD
Use the up and down arrow keys to highlight different menu items.  Use
the left and right arrow keys to scroll the options that correspond
to each item.  The option that is displayd in the window is the
currently selected option.

CONTROLLING GAME PLAY

WITH THE JOYSTICK
Move the joystick down to control the plunger.  Move the joystick left
and right to control the flippers.  Use the fire button in conjunction
with moving the joystick left or right for ball English.

WITH THE KEYBOARD
Use the down arrow to control the plunger.  Use the shift keys to
control the flippers.  The right shift key is located just to the
right of the "?" key; the left shift key is located just to the left of
"Z" key.  Use the ALT keys for ball English.

BALL ENGLISH and TILT
Quiksilver Pinball Simulator is so real that it even lets you simulate
tilting, shaking, and bumping the game board to control ball
movement, just like a real arcade pinball machine.  If the player
applies too much ball English he tilts the machine and loses the ball.

WITH THE JOYSTICK
To tilt the machine with the joystick, move the joystick either left
or right and then press the fire button.  Holding down the fire button
will increase the amount of ball English.  Letting go of the button
releases the stored energy.  Holding down the fire button too long
will tilt the game and lose the ball.

WITH THE KEYBOARD
To tilt the machine with the keyboard, use the ALT keys.  The right
ALT key tilts the game board to the right; the left ALT keys tilts the
game board to the left.  Holding down an ALT key will increase the
amount of ball English.  Letting go of the key will release the
stored energy.  Holding down the ALT key too long will tilt the game
and lose the ball.

SCORING

POINTS
Points are accumulated by doing just about anything.  Hitting a bumper,
activating a drop target, or rolling over a rollover will add to the regular
score.

BONUS POINTS
Bonus points are accumulated by accomplishing more difficult tricks.
Completing a circuit or hitting a special target can gather bonus
points.  These bonus points are kept track of under the Bonus counter.

The advantage of bonus points is that they are worth more than their face
value because they are multiplied by the multiplier factor before its
added to your regular points.

Bonus Points x Multiplier = Total Bonus Score for that ball.

SPINNER BONUS
Activating a spinner, or another target with a spinner bonus, will
cause the regular points to spin upwards for several seconds.

ROLLOVERS
Rollovers are the flat, circular targets on the game board, labeled
by either letters or numbers.  Rolling the ball over these targets
will activate them for bonus points.

MARS MISSION PINBALL

"MISSION" drop targets                        50 points each
"MARS" drop targets                           50 points each
Round bumpers                                 50 points
Flipper lanes                                100 points
A, B, C or D rollovers                       100 points each
Left chute                                  1000 points
Exit lanes                                  1000 points
Spinner                                     1000 points, plus spinner bonus
Chute lane                                  5000 points
Stationary targets                          5000 points
Moving targets                            10,000 points

CIRCUITS for MARS MISSION
Activating all four (A, B, C and D) rollovers.    1000 points, bonus x+1

Hitting all three triangle bumpers and then       1000 bonus points
hitting the left target on the lower screen.

Hitting all the "MARS" drop targets.              4000 bonus points

Hitting all the "MISSION" drop targets.           8000 bonus points

B  Completing "MARS MISSION" drop targets and     10,000 bonus points
   then hitting the right target on the lower
   screen.

A  Entering and exiting the upper screen via      10,000 bonus points
   the chute on the left and then hitting the
   vertical moving target on the upper screen.

A  Hitting the lower left and lower right         20,000 bonus points
   targets on the lower screen and then hitting
   the horizontal moving target on the upper
   screen.

A  Exiting the upper screen via the chute on      20,000 bonus points
   the left, and activating and then hitting
   the horizontal moving target on the upper
   screen.

B  Hitting bumpers 2 (vertical moving target      Will activate Mars, thus
   on the right side), 3 (going down the          blocking the exit between
   chute on the left side), and 6 (Spinner -      the lower flippers;
   going down only) while going down.             remains active until ball
                                                  is lost.

Completing all circuits labeled A and then        10,000 points,
losing the ball via the right exit lane.          10,000 bonus points,
                                                  1 extra ball

Completing all circuits labeled B and then        10,000 points
losing the ball via the left exit lane.           10,000 bonus points,
                                                  1 extra ball
AZTEC SUN PINBALL
Flipper lanes                               100 points
1, 2, 3, 4, or 5 rollovers                  100 points each
Three "SUN" drop targets                    250 points each
Two "MR" drop targets                       350 points each
Stationary targets                          500 points
Exit lanes                                 1000 points
Moving targets, upper screen               1000 points
Lower ball catch 1000 points, plus         1000 bonus points
Left Spinner, going down                   2000 points, plus spinner bonus
Right Spinner, going up                    4000 points, plus spinner bonus
Moving Targets, lower screen               4000 points                                                                                                    000 points
Upper ball catch                           5000 points, plus 1000 bonus points
Right chute, going down                  10,000 points, plus spinner bonus

CIRCUITS for AZTEC SUN
Hitting all the "MR" drop targets.                2000 bonus points

B  Hitting all the "SUN" drop targets.            3000 bonus points

A  Hitting the right green target and then        3000 bonus points
   hitting the upper moving target.

Hitting both green targets and activating the     4000 bonus points
right exit gate until the upper ball catch is
hit.

A  Hitting the left green target and then the     5000 points
   "MR" drop targets.

Hitting 1, 2, 3, 4, and 5 rollovers.              5000 points, bonux x+1

B  Activating both spinners and then going        8000 bonus points
   down the left chute.

Hitting both moving targets.                      8000 bonus points; closes
                                                  left exit gate until lower
                                                  ball catch is hit.

Hitting the "SUN" drop targets and the            10,000 bonus points
lower moving target and then going up
the right chute.

Completing all the circuits labeled A and         10,000 points,
then losing the ball via the right exit           10,000 bonus points,
lane.                                             1 extra ball

Completing all the circuits labeled B and         10,000 points,
then losing the ball via the left exit            10,000 bonus points,
lane.                                             1 extra ball

LONG HORN PINBALL
Arrow heads                                     50 points
Badge bumpers                                  100 points
Flipper lanes                                  100 points
1, 2, 3, 4 or 5 rollovers                      200 points each
"ALAMO" drop targets                           100 to 250 points each
"LONG" drop targets                            250 points each
"HORN" drop targets                            250 points each
"GOLD" drop targets                            500 points each
Bullets                                        500 points each
Exit lane                                     1000 points
Ball catch 2000 points, plus                  1000 bonus points
Getting the ball into the horseshoe           5000 points

CIRCUITS for LONGHORN
Hitting 1, 2, 3, 4 and 5 rollovers                5000 points, bonus x+1

Hitting all the "GOLD" drop targets               6000 bonus points

A     Hitting all the arrow heads                 5000 bonus points

A     Hitting all the "ALAMO" drop targets        10,000 bonus points

B     Hitting all the "HORN" drop targets         10,000 bonus points

B     Hitting all the "LONG" drop targets         10,000 bonus points

Hitting all the "ALAMO" drop targets, all of      10,000 points,
the arrow heads, and then losing the ball         10,000 bonus points,
via the right chute                               1 extra ball

Hitting all the "HORN" and "LONG" drop targets    10,000 points,
and losing in the ball via the left chute         10,000 bonus points,
                                                  1 extra ball

Hitting the "GOLD" drop targets and then getting  75,00 bonus points
the ball in the horse shoe

Completing all circuits labeled A and then        10,000 points,
losing the ball via the right exit lane           10,000 bonus points,
                                                  1 extra ball

Completing all circuits labeled B and then        10,000 points,
losing the ball via the left exit lane            10,000 bonus points,
                                                  1 extra ball
QUIKSILVER PINBALL
"QUIKSILVER" drop targets                   100 points each
Flipper lanes                               100 points
Four Pink targets on top sides of screen    100 points
Targets on diamond on the upper screen      100 points
1, 2, 3, or 4 rollovers                     200 points
Drop targets on diamond on the lower screen 250 points
Bells                                       500 points, plus spinner bonus
Bottom bumpers on diamond on upper screen   500 points
Exit lane                                  1000 points
Ball catches                             , 5000 points, plus 1000 bonus points
Moving target                            10,000 points

QUIKSILVER
Hitting 1, 2, 3, 4, and 5 rollovers               1000 points, 5000 bonus
                                                  points, x+1 bonus

Hitting all four of the drop targets under        5000 bonus points
the diamond

Hitting all the "QUIKSILVER" drop targets         15,000 bonus points
                                                  closes the upper-screen
                                                  gate, thus preventing the
                                                  ball from exiting the
                                                  upper screen until the
                                                  ball is caught in the
                                                  right catch; while the
                                                  gate is up, the spinner
                                                  bonus is in effect

Hitting all 4 bells, then directing the ball      25,000 bonus points,
out the right exit lane                           1 extra ball

End.
