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525 lines
27 KiB
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525 lines
27 KiB
Plaintext
Pinball Construction Set
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========================
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Written by Bill Budge
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Symbol Reference Sheets:
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ICON COMMANDS
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To activate a command, touch it with the hand and press the joystick button
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once.
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Icon Name use See p.#
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--------------------------------------------------------------------
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hand to drag parts onto and around the board 2
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and to activate the other icons
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arrow, scissors to create and change solid shapes made 6
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and hammer with polygons (the parts on line 2 of the
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parts box)
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paintbrush and to change the colour of the border and 4
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colours of polygons
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play to play one turn in a game under 2
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construction
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magnifier to paint details, decorate the board and 4
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create attractive game titles and signatures
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world to increase and decrease gravity, ball 8
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speed and bounce, and bumper kick
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AND gate to set and change score values and sounds 8
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for targets and for bonus conditions
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disk to save and load games (finished 3
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and unfinished)
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--------------------------------------------------------------------
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PARTS BOX INVENTORY
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Note.- The default values for sound and score are shown. To change
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values, see p. 8. You can have as many as 128 parts on the board at once.
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Part Name Use/Behaviour Sound Score
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----------------------------------------------------------------------------
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flippers To put and keep the ball in play. - -
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ball The only indispensable part in the game. - -
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polygons Used to make shapes with elasticity (bounce) - -
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instead of kick. The amount of elasticity can
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be set with the world icon.
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bumpers They "kick" the ball away, regardless of where 1 10
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they're hit. The amount of kick can be set with
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the world icon.
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slingshot They kick the ball away only on the long side 2 20
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and act like polygons on the other two sides.
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kickers They kick the ball away only on the ends and 3 30
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act like polygons on the sides.
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launcher To put the ball into play. Can be cocked by - -
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moving the joystick up and down.
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drop target When all four segments have been hit and turned 5 50
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off, the whole target will turn on again.
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In a multiplayer game, target status is kept
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separately for each player.
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ball hopper catches and holds the first two balls, turns 5 50
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all the balls loose when the third one conies in.
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In MAKE GAME or PLAY GAME, if a ball is caught,
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another ball is put in play (your turn is not
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over). In a multi-player game, status is kept
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separately for each player.
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ball eater Viciously vanishes the ball from the face of the 1 50
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cosmos. Next player, please.
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spinner Spins merrily when the ball passes through 1 10
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yielding points on every revolution.
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magnet Grabs at the ball, putting a twist into its - -
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movement.
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lanes Guideposts used to make pathways for the ball - -
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(see DEMO2).
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gates The one on the left will let the ball go through - -
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on the way up but not on the way down. The one
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on the right lets it go through from left to
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right but not from right to left.
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rollover Tallies a score when the ball passes over. If 4 40
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wired to a bonus, will turn on when hit and
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stay on until the bonus is earned or the game ends.
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knife edge Tallies a score when the ball bounces off. 5 50
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target Same bonus characteristics as rollover.
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-----------------------------------------------------------------------------
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I N T R O D U C T I O N
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Pinball Construction Set gives you complete control over the game of
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pinball. You can quickly and easily move parts around, change the scores
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and the sounds for all the targets, create bonuses to shoot for, decide how
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heavy to make the ball and how fast and lively to make the game, even
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reshape and repaint the board and the parts. There are 5 complete, ready to
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play Demo games on your PCS disk. Each is a great place to start playing
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plus a great place to look for ideas about how to build good pinball
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games of your own. You build games by using a joystick-controlled hand. You
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use it to drag parts from the parts box on to the board and to point to and
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turn on the other powers at your PCS command. The chart to the left
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describes which power goes with each of the symbols (called icons) and
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there's a chart at the end of this guide describing each of the parts in
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the parts box. In between is a tour of the full range of your PCS commands
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along with some interesting things to think about while you play, change
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and build pinball games. If you're already afraid you're going to die if
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you have to read one more word without playing some pinball, look at the
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"Basic Play" information on the left, then skip ahead to "Loading and
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Playing a Demo Game" on the next page. (If you haven't already loaded the
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disk into your computer, do so now. Start it up as you would any other
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disk.)
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BUILDING GAMES
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The hand is used to build games by dragging parts onto and off of the
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board. It's also used to activate the other commands.
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The hand - which shows up in the upper left hand corner of the screen
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whenever you first turn your PCS on - is one of the most powerful game
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changing and constructing tools under your PCS command. You control the
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hand with your joystick. Go ahead. Try it. Move the hand around the screen
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to get a feel for how to make it go where you want.
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Now move the hand over so that the index finger touches one of the pinball
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machine parts pictured just to the right of the empty game board -one of
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the flippers maybe, in the top row, or one of the round bumpers in the
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third one. Next, hold the button down on your joystick (either button will
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work if your joystick has two buttons) and while you're holding it down,
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"drag" the part out onto the board with your computer hand. When you want
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to let go just release the button.
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Drag a few more parts onto the board. Be sure to put both a left and a
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right flipper toward the bottom in the centre (where flippers usually go),
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and a ball somewhere near the top. If you're unsure what some of the parts
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are, look in the Parts Inventory Guide at the end of this manual. If you
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change your mind about a part just drag it off the board and let go.
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When you're ready to put the ball in play, move your hand to the ball-and-
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flipper picture in the middle of the column on the far right of the display
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and press the joystick button once (don't hold it down this time). For
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instructions on how to use your flippers and how to put the ball in play
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again, study the reference card that came with your disk. Practice with
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your flippers and with moving back and forth between "play" and "construct"
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LOADING AND PLAYING A DEMO GAME
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Your PCS disk comes with 5 ready to play games which you can play and
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modify and play anew to your hearts content.
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The pictures in the right hand column of the display are called icons. Move
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the hand down now till it touches the disk icon (it's on the bottom) and
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press the joystick button. When the new display is in place, move the hand
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to the word LOAD and press the button again. Now type either DEMO 1, 2, 3,
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4 or 5 (don't leave a space between DEMO and the number) and press Return.
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When the words INSERT YOUR GAME DISK appear, press Return again. Once the
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game has finished loading, put the hand on PLAY GAME, press the joystick
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button and play to your heart's content - or at least until you're ready to
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load a different game or try out some of the other PCS commands. Then press
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the "return to the parts box" key (see the reference card) and either
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repeat the loading steps or read on for more wonders still.
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[The material on the next few pages uses DEMO1 often as an example. If this
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is your first time through this guide, you will probably find it helpful to
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load DEMO1 before reacting on.]
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CHOOSING COLOURS
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The paintbrush icon makes instantly changing the colour of the game board
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border and the polygons as easy as pressing a button.
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Activate the paintbrush (it's 4th from the top) then move it down to one of
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the colours just beneath it and press the joystick button again. Now move
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the paintbrush into the black area in DEMO1 and press the button once more.
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Presto. Instant border colour change. And you can change the colour in the
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other border piece and the large shape in the upper left just as easily.
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Simply move the paintbrush inside each of them and press the button again.
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If you try using the paintbrush to change the colour of the two slingshots
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you'll discover that it doesn't work there. In fact, except for polygons
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(the parts on line 2 of the parts box), the paintbrush icon has no effect
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on ready made parts.
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And what if you want a new colour for a ready made part? For that you need
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the power in the magnifier icon, described in the next section.
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PAINTING DETAILS
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The magnifier icon lets you draw designs on the board, decorate parts and
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create fancy titles and signatures to give your games more personality.
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Activate the magnifier icon (it's just below the "play" one) and your hand
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will turn into a paintbrush. Now take the brush up, and using it like a
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hand, grab the small square in the upper left hand corner of the board and
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drag it around. Pull it across one of the bumpers near the top of DEMO1
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while watching the large square to the right of the board.
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The image in the large square is 7 times the size of the one in the small
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square. And whatever you do to the image in the large square is immediately
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reflected in the image in the small one. Try it. First place the small
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square on top of one of the bumpers. (There are three ways to move the
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square around: drag it; move the paintbrush to where you'd like the square
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to be and press the joystick button; put the paintbrush on an edge or
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corner of the large square, then press the joystick button and hold it
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down.)
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Now place the paintbrush on one of the white rectangles in the large square
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and press the joystick button. Press it again to bring back the rectangle
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you just erased. Press it once more and this time hold it down and move the
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paintbrush around in the large square, erasing rectangles as you go. Now
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take the paintbrush down, use the joystick button to pick up a new colour,
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go back into the large square and paint with the new colour by holding down
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the joystick button as you move the paintbrush around.
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Don't worry about messing up. If you don't like your new design you can
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always drag the bumper off the board, erase the leftover paint smudge with
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the magnifier paintbrush, then drag a new bumper on in its place. (Use QUIT
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to get the parts box back. To learn how to take unusual advantage of paint
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"Smudges" see Special Effects, page 12.).
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The magnifier can also be used to paint in the area above the large square,
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to the right of the board - a perfect place to use a fancy script to give
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your pinball games names. (It's like the part of a real pinball machine-the
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part called the "back glass" - where the score is kept.) For ideas about
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how to decorate your boards and create fancy back glass designs, study the
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other Demo games on your PCS disk, especially the higher numbered ones.
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[If you get tired of constructing and want to play for a while, then come
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back and pick up where you left off, follow the instructions for saving
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your work on page 11.]
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CREATING NEW SHAPES
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The arrow, scissors and hammer icons let you start with ready made polygons
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from the parts box to create the shapes and pathways you want in your
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games.
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One of the most powerful and spectacular PCS command sets makes use of the
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arrow, scissors and hammer icons near the top of the icon column, and the
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polygons. Use the hand to drag the square polygon onto the board. (You'll
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notice that only the corners of the square actually come out onto the
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playing surface.) Now get the regular paintbrush, pick up a colour with it,
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place it in the centre of the square and press the joystick button. Presto,
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a solid square.
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You can use the arrow, hammer and scissors to reshape your square into more
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interesting and useful forms. For instance, activate the arrow and then use
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it to drag one of the corners of your square to a new location. Don't like
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that shape? Drag another corner somewhere else. (You can also reshape your
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game board border by dragging around the "corners" that show up in it when
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you activate the arrow. Don't be afraid of mistakes. You can always go
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back to the disk icon and reload the game.)
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Tired of working with a shape with 4 corners? Go get the scissors, touch
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them to a corner and press the joystick button to create an instant
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triangle. Want more corners so you can make a shape with some curve to it?
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Go get the hammer, put it between two "corners' and press the joystick
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button. Repeat the process until you have enough "corners" to make the
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shape you're interested in. (For fast shaping, use the hammer to move
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"corners" as well as to add them.)
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There's really only one rule: don't overlap or twist shapes. Doing so makes
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the ball interact strangely with the shape and may interfere with the
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wiring tools described in the Setting Sound and Score Values section on
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page 8. Otherwise your imagination's your only limit. And remember, if
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things should get out of hand, not to worry. Just drag the mess off the
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board with the hand and start over with a new square.
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The straight vertical lines and jagged diagonal ones next to the square in
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the parts box are also polygons, just very skinny ones. Stretching one out
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to make something like the long ball chute on DEMO1 can be tricky if you
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forget that the line is a polygon, easy if you remember. Sometimes it's
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easiest if you draw the line you want with the first corner you move. You
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can then move the second corner out to the side as if you were making a
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fatter shape, bring it up till it's level with its mate, and finally move
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it back till the line's back to its original width.
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SETTING GRAVITY, BOUNCE, KICK AND SPEED
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A pinball player's dream, the world icon lets you change how heavy the ball
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is, how fast it moves, and how much kick and bounce you have in your game.
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Activating the world icon (just below the magnifier) causes the parts box
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to be replaced with four gauges, each with its own marker. Using the hand
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to drag markers up and down decreases and increases the force or condition
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the scale represents. Try it. Move the gravity marker to the bottom of its
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scale then select QUIT and go back and try out a ball. Can't get it in play
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because it's too heavy? Reactivate the world icon, decrease gravity a
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notch, then try again.
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Do the same with the other settings trying them in different combinations.
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Gravity determines how heavy the ball is; speed, how fast it moves; kick,
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how strong the bumpers are and elasticity, how "bouncy" the sides, flippers
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and any shapes you've fashioned are. Experiment until you find the
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combination you want - the one that "feels" best or plays hardest, whatever
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you like most at the moment, then use QUIT. And if you later change your
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mind, just go in and set new values to suit your new mood or interest.
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SETTING SOUND AND SCORE VALUES
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The AND gate icon lets you decide on the score and sound for each target,
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bumper, etc., and it lets you wire pieces together to create special bonuses
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to aim for.
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The AND gate icon is located just above the disk icon. To a computer
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designer, an AND gate is an arrangement of switches that will let
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electricity flow through only if all the switches in the gate are on. In
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your PCS, the AND gate icon lets you hook targets together so that a bonus
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is awarded only after all the targets have been hit and turned on. It also
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lets you change the sound and score for each individual target, bumper,
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etc. on the game board.
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Activate the AND gate icon with DEMO1 loaded. Move the hand out onto the
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new display, touch one of the bumpers and press the joystick button. The
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sound you hear (sound no. 1, as the white square in the note list shows) is
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made each time the ball hits the bumper. And, as the score list shows, each
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ball strike scores 10 points.
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To change either score or sound, just point to the value you want and press
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the joystick button. If you want no score and/or no sound, hold the
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joystick button down and slide the marker off the bottom of the list. To
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find out what the default values for the other targets are and to change
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them if you like, touch each in turn and press the joystick button.
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("Default value" is a useful computer term which means "what the value is
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unless you do something to change it")
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Bonuses are created by turning on AND gates with the hand and using the
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screwdriver and pliers to connect and disconnect wires between targets and
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the AND gate symbols. (As many as three targets can be attached to each
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symbol.) Move the hand up now to the top AND gate symbol in DEMO1 and press
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the joystick button. The wiring diagram you now see on the display means
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"each time you turn on both of the bottom rollover targets, you get a bonus
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of 10,000 points" To change matters so you get the bonus just for turning
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on the left rollover, go get the pliers, touch them to the right target and
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press the joystick button. To reconnect the wire, go get the screwdriver,
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touch the right target and press the joystick button again.
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None of the other AND gate symbols in DEMO1 come wired to any targets. For
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some practice and a look at how bonus changes affect the scores you get,
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try wiring up one or two of them and playing a little. You might, for
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instance, connect gate 2 to the drop target and assign it a bonus of 5000
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points which can be earned only by turning off all four of the target
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segments. Or you could connect the three bumpers at the top so that hitting
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all three produces a bonus of say 1000 points. And see what happens to
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scores if you keep the same wiring patterns but change the value of each.
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For some interesting bonus creating ideas, use the AND gate icon to explore
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the wiring in the other 4 Demo games on your PCS disk, playing and changing
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as you go, thinking all the while about what sorts of scoring patterns you
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like best.
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One final note. When you wire targets to an AND gate, they visibly turn on
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when hit and stay on until their fellow targets are hit as well, or until
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the game ends. In a multi-player game, each player's bonus target status is
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kept separately, so no one gets to luck out by hitting the last target
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after you had worked so hard to hit the first 2. And BonusX goes back to 1
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at the end of every ball. (It never goes higher than 5 for any ball.)
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THINKING ABOUT PINBALL
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It doesn't take very many pinball games for most people to realise that
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learning to control the flippers to keep the ball in play is very
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important. Some keep playing long enough to learn to aim the ball in
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addition to keeping it in play, so they can go for the highest bonuses and
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avoid bad angles and traps. And pinball game designers keep that in mind
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when they create new games. They look for ways to put good bonuses near
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dangerous targets to challenge skilful players, all the while paying
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attention to whatever will make the game attractive and exciting to the
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eyes and ears.
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Look, for instance, at DEMO3. As wired there's a high bonus for the rollover
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targets at the top of the channel on the left. Try playing for awhile,
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doing your best to use the right flipper to send the ball up that leftmost
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channel to collect the big bonus. (If you've never learned to catch the
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ball on your flippers so you can control it, find people who know how,
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watch them play, then practice what you've seen.) It shouldn't take too
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long to discover that if you miss the channel and hit the knife edge target
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next to it, you lose the ball out the left side almost 100% of the time.
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It's a pattern experienced pinball players will recognise instantly and
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painfully, remembering all the quarters they spent learning to avoid "quick
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out" traps on particular machines.
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There are interesting points in the other Demo games as well. DEMO2 for
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instance has a very clean and pretty design but a little play will uncover
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places where the ball gets hung up, repeating the same pattern over and
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over until you take action to end "play" and return to "construct" Finding
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and getting rid of those traps provides a good chance to think about the
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relationship between angles and good and bad arrangements of bumpers and
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surfaces. And as you find other things you don't like in the Demo games -
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like the gate the ball sometimes gets stuck in on DEMO1, or the target it
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can get lodged behind on DEM03 - experiment with better placements and add
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to your insight about what details to pay attention to in building your own
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games.
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The possibilities are endless. DEMO4 makes it easy to keep the ball in play
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and produces high scores, an arrangement some players will love. Others
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will hate it, preferring instead a simple, low scoring but challenging game
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like DEMO1 because it has more flipper action in it. You can fashion
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interesting shapes like the semi-circle in DEMO3, add features like the
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ball hopper in that same game, create games within games like the little
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one in the top left of DEMO2 and much more. For a good sourcebook of
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pinball design ideas, look in your library or bookstore for "Pinball!" by
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Roger C. Sharpe (Dutton paperback, 1977), and "Pinball Wizardry" by Robert
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Polin and Michael Rain (Prentice-Hall, 1979). And keep your eyes open.
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Arcade games haven't replaced all the pinball machines yet. You never know
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when you might run across a terrific inspiration for a new game to build.
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SAVING AND LOADING YOUR WORK
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Activating the disk icon (on the bottom) gives you the power to load and
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play the five Demo games that come on your PCS disk. It also lets you use
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one of your own disks to save games you're working on and games you've
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finished so you can play them whenever you like. And finally it lets you
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use a "Make Game" command to create game disks your friends can use even if
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they don't have a PCS disk of their Own. (Of course, once they've seen
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yours, they'll probably want one.)
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To load or save a game, activate the disk icon, point to the command you
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want and press the joystick button, use your keyboard to type in the game's
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name, then press Return. If you're loading a Demo game, ignore the INSERT
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YOUR GAME DISK message and press Return again. Otherwise do as the message
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says first. (Note: Don't forget that blank disks must be initialized - by
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following the instructions that came with your disk drive - before they are
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used for the first time.)
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If you want to play the game you loaded, activate the "Play Game" command,
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reinsert the PCS disk when the prompt tells you to and press Return once
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more. If instead you want to work on the game, press the "return to parts
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box" key.
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Games saved with the "Save" command take up very little space on your disk
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- you can get more than 40 to a side. On the other hand, games saved with
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"Make Game" take up more than 10 times as much room because all the program
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instructions that simulate the ball and its interactions with the game
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board and parts must be saved as well.
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One word of advice. Even when you use the "Make Game" command, it's a good
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idea to use "Save" as well to save a template for your game. Then if you
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later find a glitch or want to change a target value, etc., you need only
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reload your template with your PCS disk, make your changes, then use "Make
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Game" to remake the game under its original name. (For additional
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information about MAKE GAME, see the reference card.)
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SPECIAL EFFECTS - PINBALL GAMES FOR COMPUTERS ONLY
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Some of the game effects you can create with your PCS could never exist in
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the world outside your display screen. For instance you can revive your
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|
interest in a game you've mastered simply by changing the world settings to
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|
make the ball play heavier, faster, etc. Or you can quickly rewire targets
|
|
to reward players for aiming the ball in new directions.
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|
Here's a definite first from PCS. The games you build with MAKE GAME or
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PLAY GAME are 5 ball (or 5 'turn') games for up to four players. Real
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|
pinball machines give you just one ball each turn, but computer pinball can
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|
give you as many as you want. Just design the game with more than one ball
|
|
on the playfield and you will get the extra balls every turn.
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|
For still more spectacular effects, try the following. Load a demo game
|
|
then get a ball and put it on the playing surface above one of the bumpers.
|
|
Next get the magnifier and remove all the paint from the bumper. Now put
|
|
the ball in play. Surprised to discover that the bumper's still there even
|
|
though the paint's gone? For an even bigger surprise, get the parts box
|
|
back and try to drag the invisible bumper off the board. Now put the ball
|
|
in play again. This time, even though it looks like the bumper's there, the
|
|
ball falls right through.
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|
Invisible ball caters, ball eaters that only you know are fake - the
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|
possibilities are fiendishly plentiful. Got other ideas? Terrific. just
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|
drag what you need onto the board and try them out. Maybe the most
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|
wonderful thing of all about PCS is that you can always drag the failures
|
|
off the board into never never land and start over. Happy creating.
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Notice
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Electronic Arts reserves the right to make improvements in the product
|
|
described in this manual at any time and without notice.
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This manual is copyrighted, all rights are reserved. No part of this manual
|
|
may be copied, reproduced, translated, or reduced to any electronic medium
|
|
or machine readable form without the prior written consent of Electronic
|
|
Arts. Copyright (c) 1983 Electronic Arts, 2755 Campus Drive, San Mateo,
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|
California 94403.
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|
Electronic Arts makes no warranties, either express or implied, with
|
|
respect to this manual or with respect to the software described in this
|
|
manual, its quality, performance, merchantability or fitness for any
|
|
particular purpose. The programs are provided "as is" Electronic Arts makes
|
|
certain limited warranties with regard to defective recording media. Please
|
|
see the Electronic Arts limited warranty enclosed with this product.
|
|
Software (c) 1983 Bill Budge.
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|
|
This User's Guide was written by David Grady and designed by Steinhilber,
|
|
Deutsch and Gard.Manual design and writing (c) Copyright 1983 Electronic
|
|
Arts. Software (c) Copyright 1983 Bill Budge.
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Dedication: I would like to thank Pete Rowe and Ted Cohn for providing the
|
|
BUGBYTER debugger and numerous assembler/editors, Andy Hertzfeld and
|
|
Burrell Smith for ideas and encouragement, and Jim Nitchals for helping. -
|
|
Bill Budge
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[Extra Notes]
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|
|
Instructions scanned and believed to be complete. Ignore page references in
|
|
text as they don't apply! Reference card not included. No icon pictures
|
|
included in tables either, sorry.
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