Games PC PRO PINBALL-TIMESHOCK User Manual

4.5 (2)

TIMESHOCK! Rules

Welcome to TIMESHOCK!

Using the Operator’s Menu

Tips for Mastering Pro Pinball

TIMESHOCK! Rules

2

TIMESHOCK! Rules

I do not know exactly what time you presently inhabit so I cannot tell in what dark age of

pre-science you dwell, but you probably don't even know that time is crystalline.

It flows from the future and crystallizes at the door of the present. The future is fluid and changeable. The past is solid and cannot be altered.

But it can be shattered. And my work on the fluid future threatens to destroy the solid past.

I have created – God help us – a shock wave of anti-time

travelling back to the dawn of

The wave has nearly reached your time already. We must return to the beginning of time and bring

together the crystal fragments from the future to create a counter-shock wave.

My time machine is crude – the best I could do in the circumstances. But it needs

two to pilot and navigate My co-pilot has… gone

I am stuck in

My past has gone already, but, if we succeed, we can save your past… and your future…

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TIMESHOCK! Rules

HOW TO PLAY TIMESHOCK!

An experiment in the future with a Time Crystal went wrong. The Crystal shattered, creating a Timeshock. Once the Timeshock reaches the Dawn of Time, the universe will be destroyed. You must collect the shattered crystal fragments from FOUR different time zones to rebuild the Crystal, then travel to the Dawn of Time to use the Crystal to create an Anti-Timeshock to save the universe...

Time Machine Frenzy: Shoot the spinner to light the Lock-O-Meter, then lock three balls to start Three-Ball Time Machine Frenzy. Shoot the side ramps to collect Jackpots and locate a Crystal fragment. Shoot the lit middle shot to collect a Crystal fragment.

Time Travel: Complete both side ramps to enable the Time Drive. Once enabled, lock three balls in The Time Machine and one in the middle shot to Time Travel.

Explorations: Shoot the upper ramp to search continents for Tachyonium. If lucky, you will find a continent worth exploring. Complete the exploration to collect a piece of Tachyonium. Use Tachyonium pieces to unlock other Time Zones.

Time Warp Frenzy: Complete W–A–R–P to light Time Warp at the middle shot. Shoot the middle shot to start Two-Ball Time Warp Frenzy. Complete W–A–R–P quickly to add extra balls into play. Shoot the middle shot when lit to score Time Warp Jackpots.

Progressive Awards: Complete the left bank of drop targets to light awards. Shoot the left orbit to collect awards.

Souvenir Quickshot: Complete the right bank of drop targets to light quickshots. Shoot the right orbit to start quickshot. Shoot the right orbit again to collect the quickshot value and a souvenir. Souvenirs can be combined to earn special features...

Scanner: Complete S–C–A–N to light Scanner at the middle shot. Shoot the Scanner to collect a random award.

MagnoSave™: Balls can be saved from the right outlane by quickly pressing the MagnoSave™ button. Complete M–A–G–N–E–T to re-light MagnoSave™.

Timeshock! Frenzy:

1.Collect three pieces of Tachyonium to unlock all the Time Zones.

2.Collect all four crystal fragments from The Prehistoric Age, Ancient Rome, The Present, and The Future to rebuild the Crystal.

3.Travel to the Dawn of Time to start Timeshock! Frenzy.

4.Complete all flashing shots, then use the Crystal to save the Universe from the deadly Timeshock!

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TIMESHOCK! Rules

SKILL SHOT, SCANNER, AND BONUS MULTIPLIER

SKILL SHOT

Shoot flashing Skill Shot (1,2 or 3) immediately after a ball launch to collect a Skill Shot award.

SCANNER

Complete S–C–A–N (4a, 4b, 4c, 4d) to

enable Scanner and light Middle Scoop for Scan.

Shoot lit Middle Scoop to activate Scanner and collect a random award.

Flipper buttons cycle the lit S–C–A–N lamps.

SUPER SCANNER

Every fifth* completed

S–C–A–N enables Super

Scanner and lights

Middle Scoop for

Super Scan.

Shoot lit Middle Scoop to activate Super Scanner, then use Flipper buttons to select and collect one of two special random awards.

BONUS MULTIPLIER

Make + and X (6a, 6b) to advance Bonus Multiplier.

Flipper buttons cycle the lit + and X lamps.

*OPERATOR ADJUSTABLE FEATURE

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Games PC PRO PINBALL-TIMESHOCK User Manual

TIMESHOCK! Rules

TIME MACHINE FRENZY

Shoot Spinner (1) to advance Lock-O-Meter.

When Lock is lit, shoot Spinner Lane to activate Magno Lock (2a, 2b) and lock a ball.

Lock three balls to start a Three-Ball Time Machine Frenzy.

During Time Machine Frenzy, shoot Left and Right Ramps (3, 4) to score Single, Double,

and Triple Jackpots and light Continents. Light all Continents to locate a Crystal Fragment and light Upper Ramp (5) for Super Jackpot.

When a Crystal Fragment is located, shoot Middle Scoop to collect the Fragment; shoot Upper Ramp to collect Super Jackpot.

When a Crystal Fragment is collected, shoot Middle Scoop after the Frenzy ends to Lock the Fragment in a Time Zone Lock Point (A–D).

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TIMESHOCK! Rules

TIME WARP FRENZY

Make W–A–R–P Spots

(1a–1d) in sequence to light Middle Scoop (3) for Time Warp.

Shoot lit Middle Scoop to start a Two-Ball Time Warp Frenzy.

During Time Warp Frenzy, complete W–A–R–P Spots

(1a–1d) or shoot Upper Ramp (2) to make W–A–R–P again and add a ball into play.

Shooting W–A–R–P Spots or Upper Ramp advances Warp Jackpot value; completing W–A–R–P Spots increases Warp Jackpot multiplier.

Shoot Middle Scoop when lit to collect Time Warp Jackpot.

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TIMESHOCK! Rules

EXPLORATIONS AND MAGNOSAVE™

Shoot Upper Ramp (1) to explore a Continent.

If lucky, some of the rare compound Tachyonium is located, the ball is diverted to the Top Scoop (2), and an Exploration begins.

Complete an Exploration

(100%) to collect

Tachyonium.

Shoot Spinner (3) first to double the chance of an Exploration.

TIP: If lock is lit and you wish to go for a spinner–ramp combo (3, 1), trap the ball on the right flipper and press the left flipper button.

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TIMESHOCK! Rules

EXPLORATIONS

CHANNEL TUNNEL: Shoot flashing shots to increase mining power and mine out the Tachyonium, then shoot Left Orbit to leave the Chunnel with the Tachyonium.

CHARIOT RACE: Shoot Left and Right Ramps and Orbits to move up places. Win the race to collect the Tachyonium.

DINOSAUR STAMPEDE: Shoot flashing Orbits to avoid dinosaurs and reach the meteorite to collect the Tachyonium.

MOUNT RUSHMORE: Shoot lit ramps to climb Mount Rushmore and collect the Tachyonium.

POWER PLANT: Shoot Jet Bumpers to destroy Power Plant, then shoot either Orbit to collect the Tachyonium.

PYRAMID: Shoot Middle Scoop to enter Pyramid, then shoot flashing shots to locate main tomb and collect the Tachyonium.

ROBOT WAR: Shoot Drop Targets to defeat robot opponent and collect the Tachyonium. If you are skilful enough, an “uppercut” will finish him quickly.

VOLCANO: Shoot Spinner repeatedly to scoop up water. Shoot any Ramp to drop water and cool the volcano, then shoot Middle Scoop to fly inside and collect the Tachyonium.

TIP: If the ball ends up in the Jet Bumpers and you want it to exit quickly, hold down both flipper buttons to disable the Jets.

MAGNOSAVE

When MagnoSave™ is lit (4), press MagnoSave™ button quickly to save balls from the right Outlane.

Complete M–A–G–N–E–T Drop Targets (5, 6) to relight

MagnoSave™.

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TIMESHOCK! Rules

TIME TRAVEL

Light all I–V lamps on Left and Right Ramps (1, 2) to enable Time Drive. Shoot Ramps alternately to enable Time Drive more rapidly and collect more points.

When enabled, lock three balls in Time Machine (4a–4b) to activate Time Zone selector.

Use Flipper and Launch buttons to select a destination.

NOTE: Some destinations are not available until you collect enough Tachyonium.

When a destination is selected, shoot Middle Scoop (5) to Time Travel.

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TIMESHOCK! Rules

SOUVENIR QUICKSHOTS AND ORBIT AWARDS

SOUVENIR QUICKSHOTS

Make N–E–T (right Drop

Target bank 1) to light

Right Orbit for Quickshot.

Shoot lit Right Orbit (2) to start Quickshot. Shoot Right Orbit again quickly to collect a Souvenir and Quickshot value.

Souvenirs from different Time Zones combine to enable special features.

Collect special features by activating the Scanner.

AWARDS

Make M–A–G (left Drop

Target bank 5) to light

Left Orbit for Award.

Shoot lit Left Orbit (6) to collect Award.

HOLD X: Bonus Multiplier value is held over to next ball.

HOLD JETS: Jet Hits (for Super Jets) are held over to next ball.

LIGHT VIDEO: Lights

Middle Scoop for

Video Mode.

SUPER WARP: Starts a

Four-Ball Time

Warp Frenzy.

MYSTERY:

Self-explanatory.

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TIMESHOCK! Rules

TIMESHOCK! FRENZY

Once all four Crystal Fragments have been found and locked, and at least three pieces of Tachyonium have been collected, travel to The Dawn of Time to attempt to Save the Universe!

Travel to ‘The Dawn of Time’ to start a Five-Ball Timeshock! Frenzy. Re-build the Crystal within 120 seconds or the Universe will be destroyed!

Shoot any flashing shot (1–4) to enable a Crystal Lock Point (A–D), then shoot Middle Scoop (5) to lock a ball and re-build one–fourth of the Crystal.

Lock four balls into Crystal Lock Points (A–D) to re-build the crystal.

When the Crystal is re-built, shoot Middle Scoop to detonate Crystal and Save the Universe!

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Welcome to TIMESHOCK!

INTRODUCTION

Welcome to TIMESHOCK!, the second in the PRO PINBALL series of pinball machine simulation programs. As pinball machine owners ourselves, the aim of everyone on the PRO PINBALL team is to bring you the closest experience possible to actually owning and playing an arcade pinball machine, without the distractions of scrolling or split screens. This manual is an important part of that experience.

Because the TIMESHOCK! simulation program contains operator features identical to those on real machines, this manual is written in the same style as operator manuals for arcade pinball machines. So if, like us, you own an electronic pinball machine, we’re sure you’ll find the TIMESHOCK! simulation program (and this manual) genuinely faithful to the real thing.

TIMESHOCK! is a constantly challenging and sometimes frustrating game, and though the default settings have been carefully chosen to give balanced gameplay, you can fine tune the machine to suit your preferences and playing style. You can even examine the machine’s audit information and adjust the difficulty of individual features exactly as you would on a real machine.

manual explains all these features in detail.

NOTE: The complete list of TIMESHOCK! control

or control keys for your system is in the separate Technical Manual.

We sincerely believe that you’ll find the playfield design, mechanics, music, features, sound effects, depth of rules, animations, and gameplay in TIMESHOCK! are truly the equal of a typical modern pinball machine. The major differences are that you don’t have to find house room for the machine, there is zero maintenance, and it only costs one per cent of the price of the real thing to own!

We hope you enjoy playing TIMESHOCK! and welcome your feedback. If you have an Internet connection, you can visit the PRO PINBALL website at http://www.empire.co.uk/propinball. If you prefer to use e-mail, please send this to us at the address propinball@fat.cix.co.uk.

Manual written by Cad Delworth, The Manual Works, Edinburgh.

email:caddelworth@cix.compulink.co.uk

Welcome to TIMESHOCK!

CONTENTS

INTRODUCTION

16

GAME CONTROL LOCATIONS

16

Cabinet Switches

16

Coin Door Switches

16

GAME OPERATION

17

Powering Up

17

Attract Mode

17

Starting a Game

18

Tilts

18

End of Game

18

Extra Ball Buy-In

19

High-Score Initials Entry

19

Game Over Mode

19

Novice, Tournament, and

 

Challenge Modes

20

Temporarily Restoring

 

Factory Settings

20

MENU SYSTEM OPERATION

21

Menu System

21

Main Menu

23

Book Keeping

23

Adjustments

27

Tests

34

Utilities

41

Quit

42

14

Welcome to TIMESHOCK!

TABLES

Table 1. TIMESHOCK! Main Menu

22

Table 2. Standard Audits

24

Table 3. Feature Audits

25

Table 4. Histograms

26

Table 5. Time Stamps

26

Table 6.

Standard Adjustments

27

Table 7.

Feature Adjustments

30

Table 8.

High-Score Adjustments

33

Table 9.

Switches

35

Table 10.

Solenoids

36

Table 11.

Flashlamps

37

Table 12.

Controlled Lamps

37

Table 13.

Flipper Coils

40

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