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Contents

Welcome to Full Tilt! Pinball for Window 95


Installing and Starting Full Tilt! Pinball for Windows 95
Basic Controls
Hints and Tips for Higher Scores
Suggestions for Maximum Performance
Table Rules
A Brief History of Pinball
Credits
Welcome to Full Tilt! Pinball
This is as real as it gets--a truly realistic pinball experience on a computer. Full Tilt! Pinball
is just like playing in an arcade, but with no missing balls, no broken flippers, no burnt-out
lights, and NO DOGGONE QUARTERS--nothing but fast action, pulsating music, exciting
sound effects and craftily-designed, great-looking, fast-playing pinball tables. Period.
Full Tilt! includes three great pinball tables: Space Cadet--a modified, improved version of
the table that is included in the Windows 95 Plus! pack; plus Skulduggery and Dragon’s
Keep--brand new, never-before-played tables.
All tables accommodate up to four players, include multiball play and are 3-D rendered in
multiple resolutions to look their best on any computer. And to make the play its best, we’ve
outlawed scrolling tables, and included three-way table nudging.
Installing and Starting Full Tilt!
Full Tilt! will run on any Windows 95-based computer.
Installation and starting is simple:
Pop the Full Tilt! CD into your CD drive.
If AutoPlay works correctly on your machine, you'll see the AutoPlay screen. Click on the
Play button. Full Tilt! will automatically install itself the first time you play it. Afterwards,
Full Tilt will appear in your Start menu, under Programs: Maxis.
If AutoPlay doesn’t work on your machine, open the Start menu, select Run..., and type in
D:\Setup (or E:\Setup depending on what letter is assigned to your CD-ROM drive), and
click OK. Full Tilt! will install, and henceforth appear in your Start menu, under Programs:
Maxis.
After it has been run once from AutoPlay or installed from the CD, you can start Full Tilt!
from either the AutoPlay screen or the Start menu.
Basic Controls
Full Tilt! is controlled with a few of the keys on the keyboard. Here are the default keys:
Space Bar -- Hold it to pull out the plunger, release it to shoot the ball
Z -- Activate left flipper (or flippers)
/ -- Activate right flipper (or flippers)
X -- Bump table to the right
. -- Bump table to the left
Up-Arrow -- Bump table up
Alt -- Toggles the Menu bar on and off while in Full Screen Mode
You can change these keys to suit your playing style by selecting Player Controls in the
Options menu.
Here are some additional useful keyboard shortcuts:
F1 -- Opens the electronic documentation/Help to the contents page
F2 -- Starts a new game
F3 -- Pauses/Unpauses the game
F4 -- Toggles between Full Screen and Window mode
F8 -- Opens Player Controls
Ctrl+T -- Lets you select a table
Ctrl+S -- Toggles Sounds on and off
Ctrl+M -- Toggles Music on and off
In addition, you can use the left and right mouse buttons to activate the left and right flippers.
Hints and Tips for Higher Scores
There are four secrets to getting high scores in pinball:
1. Control the ball
2. Control the ball
3. Complete the missions, and
4. Control the ball
In case you didn't get the message, controlling the ball is the key to pinball survival and
success. As a beginner, you will have a lot of fun just hitting the ball whenever it comes near
a flipper. But as you progress, you'll want to gain more and more control so you can send the
ball where you want it to go.
Here are some tips from the experts:
In General
Controlling the Ball
Aiming
Nudging
Multiball Tips
Summary
In General
Many people, especially beginners, believe that pinball is a game of luck. Although this is
partly true (and there are very few instances in life where luck doesn’t play some role), in
modern games the luck factor is much lower. The consensus among players today is that
luck only comprises 20-25% of pinball playing.
There are three main ways to improve your play.
1. As stated above, the most important thing is to learn to control the ball. It may be
tempting to flip every time the ball approaches the flippers, but you stand a much
better chance of hitting the shot you want to hit if you have the patience to slow the
ball down as much as you can and shoot a controlled shot.
2. Next comes aiming. Aiming is largely intuition and "feel" at first, but eventually you
will learn to visualize your target on the flipper to make the ball go where you want it
to go.
3. Finally, there is the art of nudging. Pinball is a physical game, and a major portion of
its attraction is the way you can have a direct influence on the
environment--something not usually possible in a video game, but we allowed for it
in Full Tilt!.
Controlling the Ball
The simplest way to catch a ball is to merely hold up a flipper when the ball is heading
toward it and hope it comes to rest in the "V" at the pivot point of the flipper. This is a
decent starting point, but most of the time it is not sufficient to totally stop the ball. Here are
a few more advanced ball control techniques:
 The Dead Catch (also known as the Drop Catch)
This is one of the easiest catches to perform. Hold up a flipper when the ball is heading
toward it. Just as the ball gets to the flipper, let the flipper go. This should cause the ball
to temporarily lose all of its momentum. The problem is that the flipper is now lowered,
so the ball will start to roll down it. With a very slow moving ball, though, you are in a
much better position to make a controlled shot than trying to flail it in the general
direction you want it to go.
 The Live Catch
This is probably the most valuable skill you can have. It's not easy, but it's worth the
effort to master. When a ball is rolling toward a flipper, time your flip so that it meets the
ball at the very top of the flipper's up position. If done right, the ball will lose all
momentum and gracefully roll down the raised flipper to a caught position. Even if this
is not done exactly right, coming close will often dampen the ball quite a bit making
another live catch attempt (or another kind of catch) much easier.
 The Flipper Pass
Occasionally you will have the ball caught on a flipper, but the ball has to be on the other
flipper to make the shot you want. You can get the ball to the other side by doing a quick
flip: drop the flipper, raise it again right away, and hold it up. If your timing is right, this
should send the ball gently up and over to the other flipper, where it can be easily caught.
Of course, until you get the timing right, you'll shoot a few balls off in random directions
or worse, lose them down the center drain.
 The Bounce Pass
Sometimes the best catch is no catch at all: when the ball approaches a flipper, just let it
hit--don’t touch the flipper button--and, depending on the angle, it may bounce over to
the other flipper, slowed down and ready for an easy catch. You’ll learn which angles
work through practice.
Aiming
Aiming is probably the hardest thing to actually teach someone--it just takes a lot of
practice. One good hint for beginners, though, is to try to look at both ends of your shot.
Visualize a line from where the ball is (or will be when you hit it) to your intended target.
Once you are able to hit your target on a regular basis, it then becomes time to concentrate
only on the lower portion of the playfield. By now you should have a pretty good idea of
where on the flipper the ball needs to be when you flip it and where it will go afterwards.
Once you can keep your eyes focused at the bottom of the table, you'll lose fewer balls down
the drains. This is especially important during multiball, when most of the activity is going
on down around your flippers and you’ll need to make many quick shots, without having the
luxury of watching where each ball goes.
Nudging
Never be afraid to give the game a good shake every now and again. Beginners may see
people hitting, banging and shaking tables, and think that the player is cheating. Far from it:
pinball tables are designed to be nudged--up to a certain point, of course.
Nudging is probably the second most important aspect of pinball, next to flipping. It is a true
art, to be mastered through practice. Nudging is only helpful if you do it right--nudge too
hard and the game will tilt. You should strive to get the maximum effect from the least
amount of movement.
The penalty for tilting is having your flippers go dead and forfeiting your bonus. On some
games, the bonus is worth quite a few points, on others it is almost worthless. Keep track of
your bonus and take it into account when you decide whether to try saving a ball with a
nudge. If the bonus is low, go for it. You’ve got nothing to lose.
One of the most common forms of nudging is the slap-save. When a ball looks as if it is
heading straight down the middle, you can slap the flipper closest to the ball. This will
hopefully be enough force to move the table under the ball so that the flipper touches part of
the ball, to either get it back into play or over to the other flipper (where you can flip it back
into play or slap that side as well). Slapping first one side then right away the other side can
save more balls than you think.
In Full Tilt!, the default keyboard equivalent of the slap-save is hitting "/" and "." (right
flipper and bump table to the left) or "Z" and "X" (left flipper and bump table to the right) at
the same time. If you change the default keyboard controls for these functions, try to keep
the flipper and bump keys close to each other for easier slap-saves.
Here’s another effective trick: when a ball is near an outlane, nudge the ball against the
outside edge of the playfield to get it out of the area instead of trying to nudge it towards the
center of the table. You’ll get better results.
Multiball Tips
Multiball is an entirely different story. Sometimes you will be able to employ the tactics
described above, but usually the action will be too frenetic to play a very controlled game.
The best plan of action in multiball is to keep the number of balls flying around down to a
minimum. Some playfields will have places you can shoot the ball to get it out of the way
for a while. Other times, the only way to reduce the number of balls is to hold one (or more)
on one flipper while you do your best to play with only the other flipper. This isn't always
practical, but you can mix it up a little bit. For example, you may need to shoot a shot on the
left then a shot on the right. Depending on how the shots are laid out, you may be able to
make one shot, wait for the ball to return to the flippers to control it again, then shoot the
other ball.
If at all possible, you should try to keep at least one ball caught at all times. Nothing is more
maddening than losing all of your balls at once. When another ball is heading towards the
caught ball, just keep your cool and see what happens. Either one of the balls will bounce
nicely to the other flipper, both balls will wind up on the same flipper, or in rare
circumstances both balls will wind up going out of control.
When more than one ball is caught on a single flipper, you eventually will have to separate
them. Usually a quick flip (as in a flipper pass) will be sufficient to get one ball off the
flipper. The main objective is to separate the balls, but you also want to try to keep one ball
in a caught position.
The only time you should sacrifice a caught ball is if you are about to drain your next-to-last
ball. Sometimes being able to flip at the right time will be enough to save the drain-bound
ball, but if that is not going to do it, then you will need to try a pool-shot: try to aim the ball
you have caught at the draining ball to change its course. This may have the side-effect of
draining one (or possibly both) of the balls, but at least you tried!
Summary
This overview should give you a good starting point for improving your pinball play. Once
you have these basic techniques down, you can spend more time extending them and
understanding when to use a given method. And remember: having good technique is only
half of the battle. Each game provides a new and unique challenge, requiring different kinds
of shots and a new rule set to figure out. While it is generally easier to succeed when you
have the basic skills, you must use your brain as well to catch all of the strategies and
nuances involved in mastering a given table.
Suggestions for Maximum Performance
While Full Tilt! will run on all the machines mentioned in the Installation section above, the
faster your machine, the better it runs. If you find the game stalling or running slowly, try
these steps:
 If you're on a network, log off. Network services, including email, will take
precedence over pinball, and mess up your timing.
 Turn off the sounds in the Options menu. Loading and playing the sound files is disk
and processor intensive, and on some machines will cause pauses in the action.
 Turn off the music in the Options menu. These midi files aren't as processor intensive
as the sounds, but can slow you down.
 If you are short on RAM, your computer may use virtual memory. This will slow
things way down. If Full Tilt! runs too slow, play it in a lower resolution. You can
find this under Table Resolution in the Options menu.
Table Rules
Here are detailed rules for playing and scoring each of the three Full Tilt! tables:
Space Cadet Table Rules
Dragon’s Keep Table Rules
Skulduggery Table Rules
Space Cadet Table Rules
Overview of Space Cadet

Picture of Space Cadet Table

Parts of the Space Cadet Table

Space Cadet General Table Rules

Space Cadet Special Shots

Space Cadet Bonuses

Space Cadet Ranks and Missions


Overview of the Space Cadet
The theme of this game is a science fiction adventure in the Space Patrol. Your overall goal
is to progress in rank from Space Cadet to Fleet Admiral by selecting and completing a
series of missions. New and more challenging missions become available as you progress in
rank.
At the most basic level of play, you do not need to understand how to complete missions.
You can simply play to keep the balls going as long as you can and score points by hitting
objects on the table. These score values are small but are easy to obtain.
Once you get to know the table, you'll want to try completing simple sequences or perform
specially timed shots to gain additional play modes and higher point rewards.
Finally, you'll be able to complete all the missions, including the Maelstrom finale. (This is
the most difficult thing to do on the table, but also the most rewarding.)
Space Cadet Table

Below is a picture of the Space Cadet gable, with most of the bumpers, lanes, lights, targets and
miscellaneous items labeled. There are still a few surprises, although a complete set of table
descriptions are contained in alter topics of this section.
Parts of the Space Cadet Table
Bumpers, Rebounds and Kickers

Lanes and Ramps

Kickouts and Sinks

Targets

Lights

Misc. Components
Space Cadet Table Bumpers, Rebounds and Kickers

Attack Bumpers
These are the four bumpers at the top of the table. The number of points you receive when
you hit bumpers depends on their status, or color. Attack bumper status is upgraded each
time all three re-entry lights are turned on. After 60 seconds, the attack bumpers are reset to
the next lower status.
Status/Color Number of Points
Blue 500
Green 1000
Yellow 1500
Red 2000

Launch Bumpers
These are the three bumpers on the launch ramp. The number of points you receive when
you hit the bumpers depends on their status or color. Launch bumper status is upgraded to
the next higher status every time all three launch lane lights are turned on. After 60 seconds,
launch bumpers reset to the next lower status.
Status/Color Number of Points
Blue 1500
Green 2500
Yellow 3500
Red 4500

Rebounds (also called Slingshots)


There are four rebounds on the table. Two of them are located just above the flippers in the
triangle-shaped table pieces. The other two are just below the attack bumpers. Each time you
hit a rebound you receive 500 points.

Kickers
The kickers are located at the bottom of each out lane. When the ball hits a kicker, it is
ejected up and back into play. You can open the kicker gates by hitting all the hazard targets
(the right targets for the right kicker; the left targets for the left kicker).
Space Cadet Table Lanes and Ramps

Launch Ramp
The launch ramp is located on the left side of the table. There are three yellow triangular
lights at the launch ramp entry. The on/off status of these lights indicates what happens
when you pass through the launch ramp.
Position Light Name Results if Lit
Top Launch reflex shot light Reflex shot awarded
Middle Time warp forward light Time warp mission completed and
your rank increased (see time warp
mission for details)
Bottom Mission acceptance light Engages currently available mission
If no lights are lit, you are awarded 5,000 points for passing through the launch ramp.
Each time the ball drains from the launch ramp, the launch reflex shot light is turned on. It
turns off after five seconds.

Re-Entry Lanes
These are the three lanes at the top of the table. When the ball rolls through one of these
lanes, you receive 500 points and the re-entry light just above it is turned on. If all three
re-entry lights are on, the attack bumpers are upgraded.

Launch Lanes
These are the three lanes in the launch ramp. When the ball rolls through one of these lanes,
you receive 500 points and the launch light above the lane is turned on or off. If all three
launch lights are turned on, the launch bumpers are upgraded.

Out Lanes
These are the outer lanes at the bottom of the table where the ball can potentially drain.
Usually you receive 20,000 points, but if the extra ball light above the lane is on, you also
receive an extra ball.

Return Lanes
These are the inner lanes at the bottom of the table which return the ball to the flippers. If the
ball rolls down one of these lanes, you receive 5,000 points. If the light above a lane is on,
you receive 10,000 points.

Bonus Lane
This is the lane at the bottom of the table on the left side, between the out lane and the return
lane. If the ball rolls down this lane, you receive 10,000 points, and your ship is re-fueled. If
the bonus light is on, then you also receive a bonus. However, the bonus is not reset.
Space Cadet Table Kickouts and Sinks

Hyperspace Chute and Kickout


The hyperspace chute is located on the upper-right side of the table. At the end of the chute
is the hyperspace kickout. When the ball lands in the hyperspace kickout, you receive an
award. What you get depends on how many hyperspace lights (the blue bars above the
chute) are on. Each time the ball is ejected from the hyperspace chute, one more hyperspace
light is turned on. Hyperspace lights are reset after 60 seconds.

Number of Lights On Award


Zero 5,000 points
One Jackpot doubled
Two Center post, plus 20,000 points
Three Extra ball lights turned on, plus 50,000 points
Four Gravity well, plus 150,000 points
There are also three blue triangular lights at the entrance of the hyperspace chute. Additional
awards are given for entering the hyperspace chute when these lights are on:
Position Light Name Results if lit
Top Hyperspace reflex shot Reflex shot awarded
light
Middle Time warp backward light Time warp mission completed and
your rank decreased (see time warp
mission for details)
Bottom Maelstrom light Flag lights, all field multiplier lights,
medal lights, booster lights and extra
ball lights turned on; bonus turned
on; center post and gravity well
activated; 5,000,000 points awarded

Black Hole Kickout


This is located just under the launch ramp. When the ball lands here, you receive 5,000
points.

Wormholes
There are three wormholes on the table: red, green, and yellow, as shown by the color of the
light on top of the wormhole. A triangular wormhole destination light is located in front of
each wormhole. You turn on a wormhole destination light by hitting the space warp target
near the entrance of the hyperspace chute.
When the ball goes into a wormhole, one of four things can happen:
1. If the wormhole destination light is off, the ball is ejected from the same wormhole.
2. If the wormhole destination light is yellow, the ball is ejected from the yellow
wormhole.
3. If the wormhole destination light is red, the ball is ejected from the red wormhole.
4. If the wormhole destination light is green, the ball is ejected from the green
wormhole.
Points are awarded as follows:
If the wormhole destination light is off, you receive 1,000 points.
If the wormhole destination light is the same color as the wormhole, you receive 2,000
points and the ball is locked. If three balls have been locked, then the Meteor Storm
mode begins (3 ball play).
If the wormhole destination light is a different color, you receive 5,000 points.
Space Cadet Table Targets

Booster Target Bank


The booster target bank consists of the three drop targets located on the right side of the
table. For each target you drop, you receive 500 points. When you drop all targets, you
receive 5,000 points, and these play modes are set in the following order:
Play Mode Effect
Flags upgraded You receive 2,500 points per flag rotation
Bonus activated Points are added to the bonus every time points
are added to the regular score
Jackpot activated Points are added to the jackpot every time points
are added to the regular score
Bonus hold The bonus is not reset when the ball drains

Medal Target Bank


These are the drop targets located just below the bumpers in the center of the table. Each
time you drop a target, you receive 1,500 points. Each time you drop all three targets, you
receive a commendation and a reward.
First award Level one commendation 10,000 points
Second award Level two commendation 50,000 points
Third award Level three commendation Extra ball

Field Multiplier Target Bank


These are the drop targets located in the upper-left area of the table, near the attack bumpers.
When you drop a target, you receive 500 points. When you drop all the targets, the next field
multiplier light is turned on and you receive 1,500 points. All points scored on the table are
multiplied as follows:
First multiplier light Two times
Second multiplier light Three times
Third multiplier light Five times
Fourth multiplier light Ten times
The topmost field multiplier light that is lit is reset after 60 seconds.

Fuel Target Bank


These are the spot targets located in the upper-left corner of the table. When you hit a fuel
target, you receive 750 points. When all fuel target lights are on, the ship is re-fueled.

Mission Target Bank


These are the spot targets located to the right of the launch ramp in the lower portion of the
table. When you hit a mission target, its light lights and you receive 1,000 points and are
notified of the mission that is associated with that target. If all the mission lights are on, you
are offered a fourth mission. Each rank has a different set of associated missions.
Only the most recent mission that you activated is available at a time. If you send the ball up
the launch ramp, that mission is activated. While a mission is active, the mission target bank
will still give you points but won't provide any new missions until you either abort or
complete the active mission.
These are the missions activated by each target for each rank:
Cadet
Top target: Launch training
Middle target: Re-entry training
Bottom target: Target practice
All target lights lit: Science mission
Ensign and Lieutenant
Top target: Bug hunt
Middle target: Rescue mission
Bottom target: Alien menace
All target lights lit: Secret mission
Captain and Lt. Commander
Top target: Stray comet
Middle target: Space radiation
Bottom target: Black hole threat
All target lights lit: Cosmic plague
Commander and Commodore
Top target: Satellite retrieval
Middle target: Recon mission
Bottom target: Doomsday machine
All target lights lit: Time warp
Admiral and Fleet Admiral
Top target: Secret mission
Middle target: Cosmic plague
Bottom target: Time warp
All target lights lit: Maelstrom

Left Hazard Target Bank


These are the spot targets located to the left of the attack bumpers. When you hit a hazard
target, its light lights and you receive 750 points. When all the left hazard lights are turned
on, the left kicker is activated.
Right Hazard Target Bank
These are the spot targets located to the right of the attack bumpers. When you hit a hazard
target, its light lights and you receive 750 points. When all the right hazard lights are turned
on, the right kicker is activated.

Space Warp Spot Target


This is located at the entrance to the hyperspace chute. When you hit it, you receive 750
points and the wormhole destination lights are turned on, activating the wormholes.
Space Cadet Table Lights
There are quite a number of lights on the table. Here's a list of each one and its location.
Bonus Lights are the yellow circular lights located in the bonus lane on the left side of the
table.
Booster Lights are the four yellow circular lights located in front of the booster target bank.
Center Post Light is the yellow circular light located just above center post, between the
flippers.
Deployment Lights are the six yellow square lights located on top of the deployment chute.
Extra Ball Lights are the yellow circular lights located above each out lane.
Field Multiplier Lights are the four yellow circular lights located just below the field
multiplier target bank in the upper-left area of the table.
Flag Lights are the yellow circular lights located underneath each flag.
Fuel Lights are the six multi-colored square lights located in the fuel chute.
Fuel Target Lights are the three yellow circular lights located by the attack bumper in the
upper-left corner of the table.
Gravity Well Light is the red circular light located in the center of the table.
Hyperspace Lights are the four blue square lights located on top of the hyperspace chute.
Hyperspace Reflex Shot Light is the first blue triangular light located at the entrance of the
hyperspace chute.
Kicker Lights are the yellow triangular lights located above the left and right kickers.
Kicker Path Lights are the purple triangular lights located above the left and right kickers
on the table surface.
Launch Lights are the three yellow circular lights located above the launch lanes.
Launch Ramp Reflex Light is the first yellow triangular light located in front of the launch
ramp entrance.
Left Hazard Lights are the three yellow circular lights located in front of the left hazard
target bank.
Maelstrom Light is the third blue triangular light located at the entrance of the hyperspace
chute.
Medal Lights are the three multi-colored circular lights located in front of the medal target
bank.
Meteor Lights are the three circular blue lights by the bumpers.
Mission Acceptance Light is the third yellow triangular light located in front of launch
ramp entrance.
Mission Active Light is the red circular light located in the launch ramp.
Mission Lights are the three yellow circular lights located in front of the mission target
bank.
Progress Lights are the 18 blue circular lights in a circle located in the center of the table.
Rank Lights are the nine orange circular lights in a circle located in the center of the table.
Re-Entry Lights are the three yellow circular lights located above the re-entry lanes at the
top of the table.
Replay Light is the red circular light located under the left flipper.
Return Lane Lights are the yellow circular lights located above each return lane.
Right Hazard Lights are the three yellow circular lights located in front of the right hazard
target bank.
Shoot Again Light is the red circular light located under the right flipper.
Space Warp Target Light is the yellow circular light located in front of the space warp
target.
Tilt Light is the large X near the mission lights.
Time Warp Forward Light is the second yellow triangular light located in front of the
launch ramp entrance.
Time Warp Backward Light is the second blue triangular light located at the entrance of
the hyperspace chute.
Wormhole Destination Lights are the multi-colored triangular lights located in front of
each wormhole.
Wormhole Lights are located above the wormholes.
Space Cadet Table Misc. Components

Flippers
Besides hitting the ball, flippers let you control the re-entry and launch lights. Each time you
move the right flipper, the lights rotate clockwise. When you move the left flipper, they
rotate counter-clockwise.

Plunger
When you launch the ball, it must reach at least the first deployment light to enter the table.
When it reaches this light, the reflex shot lights are turned on. If the ball drains within the
first 15 seconds, you get to replay the ball.

Space Warp Rollover


This is the small green circular light, slightly raised and located in the upper-left part of the
table. If the ball moves over this light, you receive 10,000 points, and the return lane lights
are turned on.

Flags (also called Spinners)


Flags are located in the fuel chute and hyperspace chute. If the flag light is off, you receive
500 points when you turn a flag. If the flag light is on, you receive 2,500 points when you
turn a flag.
If the wormhole destination lights are on, they change to yellow, red, and then green when
you turn a flag.

Center Post
The center post is a peg that pops up between the flippers and helps to keep the ball from
draining. You can raise the center post by hitting the hyperspace kickout three times. It will
stay raised for 60 seconds before sinking back into the table.

Gravity Well
To activate the gravity well, you must shoot the ball into the hyperspace kickout five times
in a row. When the gravity well is active, gravity shifts to the center of the table. If the ball
gets stuck on the gravity well, it is shot out in a random direction, you are awarded 50,000
points and the gravity well is turned off.
Space Cadet General Table Rules

Ball Draining
When the ball drains, you are awarded the current value of the bonus. The lights on the table
are all reset, except for the rank and progress lights.

Replays
Sometimes you may get to replay the ball. When this happens, nothing on the table resets or
changes, and you do not receive the bonus. You get only one replay at a time. The replay
light is located under the left flipper.

Shoot Again
Similar to a replay, if the ball drains in the first 15 seconds of play, you may shoot the ball
again. When you launch the ball again, the shoot again light is turned on. The shoot again
light is located under the right flipper.

Extra Balls
You can receive an unlimited number of extra balls during the game. These are played
immediately after the current ball has drained. The table is still reset, but the ball counter is
not incremented.

Fuel
The amount of fuel left in your ship is shown by the number of fuel lights turned on in the
fuel chute (on the left side of the table). You can light fuel lights by rolling the ball over
them, by sending the ball down the bonus lane, or by hitting all the fuel targets in the
upper-left corner of the table.
When the last fuel light is off, the ship is grounded, and the current mission is aborted.

Nudging and Tilting


You can nudge the table to the left, to the right, and upwards. If you nudge the table too
much, it will tilt. When the table tilts, all components stop working until the ball drains and
the tilt light, which is a large, red X above the left rebound, goes on. The table is reset with
the next ball.
Space Cadet Special Shots

Skill Shot
You perform a skill shot by launching the ball only part way up the deployment chute and
letting it fall back down the chute and onto the main table. Points are awarded based on how
many deployment lights are lit:
Number of Points
Lights Awarded
One 15,000
Two 30,000
Three 75,000
Four 30,000
Five 15,000
Six 7,500

Reflex Shots
Each time you enter the launch ramp or the hyperspace chute, a reflex shot light goes on. If
you can repeat the same shot before the light goes off (five seconds), you have completed a
reflex shot and are awarded 25,000 points.
Space Cadet Bonuses

Drain Bonus
If you have knocked down all the targets in the booster target bank three times, you will be
awarded 25,000 bonus points when the ball drains or, if the bonus light is on, when the ball
passes through the bonus lane.

Jackpot
The jackpot is activated when you knock down all the targets in the booster target bank
twice. It is awarded upon the completion of any mission. The base value of the jackpot is
500,000 points. It increases with mission difficulty. While the jackpot is active, hitting
different components on the table also increases its value.
Space Cadet Ranks and Missions
Missions are selected through the mission target bank on the left side of the table. You then
activate a mission by sending the ball up the launch ramp. If a mission is accepted, you must
perform a sequence of tasks to complete it.
Starting a mission is worth 100,000 points. Completing a mission is worth the jackpot,
which is at least 500,000 points.
When you complete a mission, one or more progress lights (the outer ring of 18 lights) are
turned on. When all the progress lights are on, you move up in rank.

Ranks
Your current rank is tracked by the rank lights (the inner ring of nine lights in the center of
the table). The more lights that are lit, the higher your rank.
1 light = Cadet
2 lights = Ensign
3 lights = Lieutenant
4 lights = Captain
5 lights = Lt. Commander
6 lights = Commander
7 lights = Commodore
8 lights = Admiral
9 lights = Fleet Admiral

Missions Available Per Rank


The types of missions you must complete depend on your current rank. Here is a listing of
all the missions for each rank, what you need to do to accomplish each one, and the rewards
you receive.

Cadet
Target Practice: Hit eight attack bumpers to receive six progress lights and 500,000
points.
Re-Entry Training: Send the ball down the re-entry lanes three times to receive six
progress lights and 500,000 points.
Launch Training: Send the ball up the launch ramp three times to receive six progress
lights and 500,000 points.
Science Mission: Hit nine drop targets to receive nine progress lights and 750,000
points.

Ensign and Lieutenant


Bug Hunt: Hit fifteen targets to receive seven progress lights and 750,000 points.
Rescue Mission: Upgrade the flags through the booster target bank, then hit the
hyperspace kickout to receive seven progress lights and 750,000 points.
Alien Menace: Upgrade the attack bumpers through the re-entry lanes, then hit them
twelve times to receive seven progress lights and 750,000 points.
Secret Mission: Hit the yellow, red, and then green wormholes to receive ten progress
lights and 1,500,000 points.

Captain and Lt. Commander


Stray Comet: Light up the right hazard target bank, then hit the hyperspace kickout to
receive eight progress lights and 1,000,000 points.
Space Radiation: Light up the left hazard target bank, and then put the ball in any
wormhole to receive eight progress lights and 1,000,000 points.
Black Hole Threat: Upgrade the launch bumpers (using the launch lanes), then put the
ball in the black hole kickout to receive eight progress lights and 1,500,000 points.
Cosmic Plague: Roll the flags 75 times, then hit the space warp rollover to receive
eleven progress lights and 1,750,000 points.

Commander and Commodore


Satellite Retrieval: Hit remote attack bumper up in the left corner five times to receive
nine progress lights and 1,250,000 points.
Recon Mission: Send the ball down any lanes fifteen times to receive nine progress
lights and 1,250,000 points.
Doomsday Machine: Send the ball down the out lanes three times to receive nine
progress lights and 1,250,000 points.
Time Warp: Hit rebounds 25 times, and then send the ball up the launch ramp or into
the hyperspace kickout. If you send the ball up the launch ramp, you move up one
rank. If you put the ball in the hyperspace kickout, you lose a rank. You receive
twelve progress lights and 2,000,000 points.

Admiral and Fleet Admiral


Secret Mission: Same as for Ensign and Lieutenant.
Cosmic Plague: Same as for Captain and Lt. Commander.
Time Warp: Same as for Commander and Commodore.
Maelstrom: Hit any drop target three times, and then hit any spot target three times,
then pass the ball down any lane five times, then up the fuel chute, then up the launch
ramp, then hit one of the flags, then put the ball in a wormhole, then hit the
hyperspace kickout. Receive eighteen progress lights and 5,000,000 points. All table
lights are turned on when you complete the Maelstrom mission.
Dragon's Keep Table Rules
Overview of Dragon's Keep

Parts of the Dragon's Keep Table

Picture of the Dragon's Keep Table

Dragon's Keep Special Awards

Dragon's Keep Bonuses

Dragon's Keep Multi-Ball Modes

Dragon's Keep Quests

Nudging and Tilting Dragon's Keep


Overview of Dragon's Keep
The theme of this game is a life and death battle with a dragon. Your overall goal is to slay
the dragon by selecting and completing a series of quests or by pushing the sword target into
the dragon.
At the most basic level of play, you do not need to understand how to complete quests and
combinations. You can simply play to keep the balls going as long as you can and score
points by hitting objects on the table. These score values are small but are easy to obtain.
Once you become familiar with the table, you'll want to try completing simple sequences or
perform specially timed shots to gain additional play modes and higher point rewards.
Finally, you'll be able to complete the different quests on the table and eventually slay the
dragon. (This is the most difficult thing to do on the table, but also the most rewarding.)
Parts of the Dragon's Keep Table
Bumpers, Rebounds and Kickers

Lanes and Ramps

Kickouts and Sinks

Targets

Lights

Misc. Components
Dragon's Keep Bumpers, Rebounds and Kickers

Forest Bumpers
These four bumpers are located on the left side of the table and are worth 1,500 points each.
After every eight hits another weapon is awarded.

Rebounds (also called Slingshots)


The rebounds are the triangle-shaped bumpers located near the flippers. Each rebound hit is
worth 1,000 points.

Kicker
The kicker is located in the left outlane. The kicker is active as long as there are kicker lights
on.
Dragon's Keep Lanes and Ramps

Dragon Ramp
The dragon ramp runs behind the dragon on the left side of the table. Each time the ball goes
up this ramp, 50,000 points are added to the jackpot and to the player's current score. This is
increased by 50,000 points for every additional time the ball goes up the ramp before the
dragon ramp combination light goes out.

Tower Ramp
This ramp is located on the right side of the table, leading up to the gate tower.

Dragon Chute
The dragon chute is the path behind the dragon's neck, on the main playfield. Each time
through, 200,000 points are added to the super jackpot, and 25,000 points are instantly added
to the score.

Moat Chute
The Moat Chute is on the right side of the table, underneath the bridge. When the ball goes
through the moat chute it is accelerated and 75,000 points are awarded.

Fire Ridge Orbit


This orbit runs around the back of the table. 20,000 points are awarded for each time through
the orbit. Each time the shot is repeated before the fire ridge combination light is turned off,
the award is boosted to 50,000 points, 100,000 points, and 1,000,000 points (in that order).

Outlanes
These are the outermost lanes at the bottom of the table. A pass through one of these lanes
awards 30,000 points.

Return Lanes
These are the innermost lanes at the bottom of the table. A pass through turns on another
kicker light if the return lane light is lit, and awards 10,000 points.

Gargoyle Ramp
This wire ramp guides the ball from the rocks to the watch tower, and awards two dragon
eggs for each passage. You get an additional 100,000 points for each dragon egg already lit.

Forest Ramp
This wire ramp guides the ball from the rocks to the left return lane, and awards one dragon
egg for each passage. You get an additional 100,000 points for each dragon egg already lit.
Dragon's Keep Kickouts and Sinks

Fire Lizard Sinks


The two ball sinks in front of the lower bumpers each award 5,000 points when hit. If both
have been hit, the dragon letter light in front of them is turned on.
The next available quest is started when you hit two fire lizard sinks (or one sink twice).
At the end of a quest, putting the ball in any fire lizard sink within ten seconds will restart
the quest.

Well Sink
The well sink is located between the bumpers, on the left side of the table. When the ball
goes in, a random spell is cast or a quest is started.

Armor Kickout
This kickout is located behind the leftmost gargoyle target. Landing in it awards the next
piece of armor.

Gargoyle Kickout
This kickout is located behind the third gargoyle target (from the left). Landing there starts
the two-ball gargoyle gaggle-ball mode.

Dragon Egg Kickout


The dragon egg kickout is located just below the dragon ramp, on the left side of the table. If
the ball goes in this kickout, you are given the opportunity to exchange accumulated dragon
eggs for an award from the following list:
Eggs Award
0 25,000 points (automatic)
1-3 Begin quest
4 Cast spell
5 Weapon
6 Armor
7 Extra ball light
8 Extra ball
Dragon's Keep Targets

Spell Target Bank


The five spell targets are located in the middle of the table, facing to the right. Each spell
target is worth 2,500 points. If all spell targets are hit, then a random spell is cast and the
dragon letter light in front of the spell targets is turned on.

Tower Target Bank


The three tower targets are located on the right side of the table. Each one is worth 2,000
points. When all are hit, 10,000 points are awarded, the tower lock is enabled, and the
dragon letter light in front of the tower targets is turned on.

Gargoyle Target Bank


There are four gargoyle targets at the top of the table. Each is worth 3,000 points; 15,000 for
all four. If all are hit, the dragon letter light in front of them is turned on.
Two of the targets are attached to sliding rocks. When these are hit, the rocks slide into the
table, opening a passage to a kickout behind them.

Quest Selection Target


Hitting this circular yellow target in the lower-right part of the table will change the next
available quest and award 5,000 points. If the extra ball light is lit, then an extra ball is
awarded as well.

Sword Target
This target is located at the end of the sword jutting out from the dragon's neck. Each time
the sword is hit, the following points are awarded:
First hit = 20,000 points
Second hit = 50,000 points
Third hit = Begin slay dragon quest

Ricochet Targets
There are two ricochet targets on the table that kick the ball away from them when hit. One
is located at the edge of the tower ramp. The other is behind the dragon. Each awards 2,500
points.
Dragon's Keep Lights
Armor Lights are the three large shield-shaped lights, one between the flippers, and one
above each outlane.
Combination Lights are the blue triangle-shaped lights in front of each ramp, the dragon
chute, and the fire ridge orbit.
Dragon Egg Lights are the eight oval-shaped purple lights extending from the dragon egg
kickout to the moat chute.
Dragon Letter Lights are the five green circular lights scattered about the table with the
letters D-R-A-G-O-N on them.
Extra Ball Light is the diamond-shaped red light in front of the quest selection target.
Fire Lights are the five lights in the shape of an elongated triangle extending from the
dragon.
Fire Lizard Lights are star-shaped orange light in front of each fire lizard sink.
Gargoyle Lights are the four diamond-shaped blue lights in front of the gargoyle targets.
Gem Lights are the eight hexagon-shaped yellow lights scattered about the table.
Moat Lights are the four arrow-shaped lights in the moat chute.
Multi-Mode Lights are the three square green lights in the center of the table with the
numbers "2," "3," and "5" on them.
Quest Lights are the six square purple lights in the lower-right part of the table.
Quest Selection Light is the yellow circular light in front of the quest selection target.
Return Lane Lights are the circular orange lights above each return lane.
Ricochet Target Lights are the red arrow-shaped lights in front of each ricochet target.
Spell Lights are the five purple circular lights scattered about the table.
Spell Target Lights are the five diamond-shaped blue lights in front of the spell targets.
Sword Target Lights are the three arrow-shaped red lights in front of the sword.
Tower Lock Lights are the circular blue lights on top of each tower.
Tower Target Lights are the three diamond-shaped blue lights in front of the tower targets.
Wall Lights are the four red circular lights between the watch and prison towers.
Weapon Lights are the four orange diamond-shaped lights between the bumpers and the
flippers.
Well Lights are the four circular blue lights by the well.
Window Lights are the window shaped lights in each of the towers.
Dragon's Keep Misc. Components

Towers
There are three towers on the table: gate tower (upper right), watch tower (middle right), and
prison tower (bottom right). If the tower lock is enabled for that tower, the ball will be
locked. Points are awarded as follows:
Each wall light = 1,500 points
Gate tower = 50,000 for first hit, 100,000 for next
Watch tower = 40,000 for first hit, then 80,000, then 120,000
Prison tower = 25,000 for first hit, then 50,000, then 75,000, then 100,000
Locked ball = 100,000 for first hit, then 200,000, then 300,000

Plunger
Pull the bow back to launch the ball. If the ball drains in the first 15 seconds it is re-launched.

Flippers
There are three flippers on the table: two near the drain, and one at the entrance to the fire
ridge orbit on the right.

Accelerators
An accelerator increases the speed of the ball when it passes through a lane or chute. There
are three accelerators on the table: one in the moat chute, and two in the fire ridge orbit.

Magnets
Under certain circumstances, such as the dragon blood spell, a magnet underneath the table
will be turned on to affect the ball's path.
Dragon's Keep Table

Below is a picture of the Dragon's Keep table, with most of the components leabeled. A
complete description of the lights, bumpers, chutes, targets, sinks and what all, plus the scoring
opportunities and other goodies, are contained within their own topics later in this section. If
you want, you can print this page and follow along with the rest of the text.
Dragon's Keep Special Awards

Spells
There are four spells that can be cast (usually from the well or the spell target bank, but there
are other possibilities):
Dragon Breath adds 100,000 points to the super jackpot for every target, bumper,
rebound, and kickout hit for the duration of the spell (60 seconds).
Dragon Blood turns on the magnet in front of the dragon flipper.
Resistance to Fire turns on the bonus hold.
Stealth changes the exit direction from the moat chute to hit the sword target. It also
awards 500,000 for moat chute for each time through. This spell lasts 60 seconds.

Weapons
Each weapon increases the table multiplier and awards points:
Frantz's Ax = 2x plus 25,000 points
Firebow = 3x plus 35,000 points
Sword of Virtue = 4x plus 45,000 points
Dragon Lance = 5x plus 55,000 points

Armor
The following armor awards are available:
Shield maximizes the kicker lights and prevents them from turning off for 60 seconds
and awards 25,000 points.
Helm of Terror raises the center post for 60 seconds and awards 50,000 points.
Chain mail closes off the right outlane for 60 seconds and awards 100,000 points.

Skill Shots
A special award is given, depending on the first thing the ball hits after being launched:
Top spell target = cast random spell
2nd spell target = 1 dragon egg
3rd spell target = award weapon
4th spell target = award armor
Bottom spell target = begin gargoyle gaggle ball
Anything else = 15,000 points
Dragon's Keep Bonuses

Jackpot
The jackpot is accumulated over the course of the game and never reduced. The minimum
value for the jackpot is 1,000,000 points. In addition to special increases in the jackpot, the
following components always add to the jackpot:
Targets = 50,000 points
Sinks = 75,000 points
Quest completion = 500,000 points

Drain Bonus
The bonus when the ball drains is calculated as follows:
2,000 points per target dropped
100,000 points per quest completed
50,000 points per armor item
75,000 points per spell
150,000 points per dragon egg
In addition, if bonus hold is active, the bonus amount will be held over from last bonus.
Dragon's Keep Multi-Ball Modes

Gargoyle Gaggle-Ball
This is a two-ball mode started by putting the ball in the gargoyle kickout.

Tower Ball
This is a three-ball mode started by locking three balls in the towers.

Dragon Flurry
This is a five-ball mode started by turning on all the dragon letter lights.
Dragon's Keep Quests
A quest is started by putting the ball in the fire lizard sinks twice. The next available quest
can be changed by hitting the quest selection target. A quest can be restarted after it has
ended by putting the ball back in on of the fire lizard sinks within ten seconds.

Dragon Hoard
Steal the gems from the dragon by hitting the components with the flashing gem lights in
front of them. Gems are worth the following amounts:
Diamonds (spell targets) = 50,000 points
Pearls (tower targets) = 60,000 points
Sapphires (gargoyle targets) = 70,000 points
Rubies (fire lizards) = 100,000 points
Emeralds (tower ramp) = 200,000 points
Amethysts (dragon ramp) = 250,000 points
In addition, hitting the bumpers awards gold (10,000 points), and hitting the dragon chute
awards the jackpot.

Fire Lizard Attack


Slay fire lizards by hitting the fire lizard sinks. Each successive hit is worth 100,000
additional points (i.e. cumulative), up to 1,000,000 max. Every fourth hit awards the jackpot.

Rescue Maiden
Rescue the damsel in distress by putting the ball in the prison tower repeatedly. Each time,
the following awards are given:
First = 250,000 points
Second = 500,000 points
Third = Jackpot
Fourth = Extra ball light turned on

Dragon Pass
Find the passage to the dragon's lair by putting the ball in the gargoyle and armor kickouts as
often as possible.
Each time the ball hits a gargoyle target, 100,000 points are awarded and 250,000 points are
added to the jackpot. A dragon egg is awarded for each time in the gargoyle kickout. The
jackpot is awarded each time a ball goes into the armor kickout.

Wizard's Fury
Put the ball in the well as many times as possible. Each time the well is hit, the mystery
award is given. Hitting the spell targets changes what the mystery award is set to:
Top target = 1,000,000 points
2nd target = Jackpot
3rd target = Max. weapons
4th target = Maximum armor
Bottom target = Extra ball

Slay Dragon
Put the ball in the dragon's mouth several times to kill the dragon. The number of hits
required is equal to eight minus the number of weapons and offensive spells. The time you
have to do it in is thirty seconds plus five seconds for every armor and defensive spell.
Each time the ball goes in the dragon's mouth, an award is given based on which of the fire
lights is on (in this order, extending out from the mouth):
First fire light = 100,000 points
Second fire light = 1,000,000 points
Third fire light = Jackpot
Fourth fire light = Extra ball light
Fifth fire light = Extra ball
Certain components also add to the super jackpot as follows:
Bumpers = 50,000 points
Targets = 100,000 points
Ball sinks = 500,000 points
Kickouts = 750,000 points
If the dragon is slain, the following is awarded:
Super jackpot
All gems
All weapons
All armor
All spells
Dragon flurry
This quest can only be started by pushing the sword target in all the way or completing all
the other quests.
Nudging and Tilting Dragon's Keep
You can nudge the table to the left, to the right, and upwards. If you nudge the table too
much, it will tilt. When the table tilts, all components stop working until the ball drains and
the tilt light, which is a large, red X above the left rebound, goes on. The table is reset with
the next ball.
Skulduggery Table Rules
Overview of Skulduggery
Parts of the Skulduggery Table
Picture of the Skulduggery Table
Skulduggery Special Shots
Skulduggery Bonuses and Special Awards
Skulduggery Modes
Nudging and Tilting in Skulduggery
Overview of Skulduggery
The theme of this game is a hunt for pirate treasure. Your overall goal is to find Peg Leg's
loot by selecting and completing a series of modes or piecing together the map to Peg Leg's
treasure.
At the most basic level of play, you do not need to understand how to complete modes and
combinations. You can simply play to keep the balls going as long as you can and score
points by hitting objects on the table. These score values are small but are easy to obtain.
Once you get to know the table, you'll want to try completing simple sequences or perform
specially timed shots to gain additional play modes and higher point rewards.
Finally, you'll be able to complete the different modes on the table and eventually find Peg
Leg's loot. (This is the most difficult thing to do on the table, but also the most rewarding.)
Parts of the Skulduggery Table
Bumpers, Rebounds and Kickers

Targets

Sinks

Lanes and Ramps

Lights

Misc. Components
Skulduggery Bumpers, Rebounds and Kickers

Island Bumpers
The three island bumpers are located on the upper playfield. Each is worth 1,500 points, but
can be upgraded by 1,500 for every twelve hits (to a maximum of 10,500 points).

Rebounds (also called Slingshots)


The rebounds are the triangle-shaped bumpers located near the flippers. Each rebound hit is
worth 350 points.

Kicker
The kicker is located in the left outlane. It is activated by the ball going down either of the
return lanes, and awards 5,000 points.
Skulduggery Targets

Ship Target Bank


The five ship targets are located in front of the ship. Hitting a ship target when not in a mode
will light the Skulduggery letter light in front of it and award 3,000 points. Dropping all the
ship targets is worth 25,000 points.

Tavern Target Bank


The three tavern targets are located on the left side of the table in front of the tavern. Each is
worth 4,000 points and lights the Skulduggery letter light in front of it. Dropping all the
targets is worth 30,000 points.

Parrot Target Bank


These three drop targets are located on the right side of the table by the parrot. Like the other
drop targets, hitting each lights up a skulduggery letter light. Each target is worth 5,000
points. All of them are worth 35,000 points.

Volcano Target Bank


The four stationary volcano targets are located on the right side of the volcano. Each is
worth 1,000 points. Hitting them all is worth 15,000 points and starts the lava-ball mode.

Captive Ball
The captive ball is located in the upper-left part of the table. Knocking the captive ball into
the target behind it when not in a mode will change the next available mode and award
50,000 points. When in a mode, the time for the mode will be extended.

Board Targets
One board target is located at each end of the ship. Each is worth 5,000 points. Hitting both
will award 20,000 points and open the gate in front of the ship wire ramp.

Brig Target
The brig target is located in the lower left part of the table. If it is hit three times, and there’s
at least one ball in the brig, the jailbreak mode will start. The brig target is worth 5,000
points.
Skulduggery Sinks

Hideaways
There are three hideaways on the table, one to the left of the ship and two immediately to the
right. Putting the ball in a hideaway will award 40,000 points and light the gold letter light in
front of it.

Ship Sink
The ship sink is located behind the leftmost ship target. It’s worth 100,000 points.

Tavern Sinks
There is one tavern sink behind each of the three tavern targets. Each is worth 75,000 points.
If all three have been hit, then 200,000 points are awarded.
Skulduggery Lanes and Ramps

Ship Wire Ramp


The ship wire ramp runs from the ship down to the innermost right return lane and is worth
100,000 points. A gate at the entrance sometimes prevents access.

Cannon Wire Ramp


The cannon wire ramp runs from the plunger to the upper playfield. If the ball travels back
down this ramp you are awarded 50,000 points.

Left Outlane
The left outlane is worth 25,000 points and will turn on a wind letter light.

Right Outlane
The right outlane is worth 25,000 points and will turn on a wind letter light. If the mystery
light is on, the shipwreck mystery is awarded.

Return Lanes
Each return lane is worth 10,000 points and lights the wind letter light above it. Return lanes
also turn on the kicker in the left outlane.

Island Lanes
The island lanes are located just right of the volcano. The second pass through an island lane
earns 1,200 points. If all island lane lights are lit, the table score multiplier is increased and
20,000 points are awarded.
Skulduggery Lights
Bermuda Triangle Lights are the group of red triangle shape lights arranged in a circle
near the ship. When the lights are on, a magnet is active in the center of all the lights.
Board Lights are the circular red lights in front of each board target.
Brig Target Lights are the three circular orange lights in front of the brig target.
Coin Lights are the six yellow circular lights on the inside edge of the wheel.
Combination Lights are the three circular blue lights in each orbit and for each ramp.
Extra Ball Light is the red, diamond-shaped light in front of the ship sink.
Fathom Lights are the six oval shaped lights in the anchor chain.
Gold Letter Lights are the circular yellow lights in front of the hideaways and right orbit
that spell "GOLD."
Hideaway Lights are the three arrow-shaped red lights, one in front of each hideaway.
Hurricane Light is the blue circular light near the center of the table. A magnet is active
underneath it when lit.
Island Lane Lights are the six circular green lights in the island lanes.
Keg Lights are the six orange barrel-shaped lights scattered about the table. A magnet is
active underneath each one when lit.
Kicker Light is the yellow triangle-shaped light above the kicker in the left outlane.
Mode Change Light is the red arrow light pointing to the captive ball.
Mode Lights are the seven purple rectangular lights on the wheel.
Peg Leg's Loot Light is the circular red light in the middle of the wheel.
Skulduggery Letter Lights are the circular orange lights in front of the targets that spell
"SKULDUGGERY."
Special Treasure Lights are the six orange circular lights on the outside edge of the wheel.
Ship's Hold Light is the red diamond-shaped light between the flippers.
Shipwreck Mystery Light is the diamond-shaped red light in the right return lane.
Shoot Again Light is the circular light between the flippers.
Tavern Window Lights are the three yellow diamond-shaped lights in front of each tavern
window sink.
Volcano Lights are the four orange arrow lights pointing to the volcano targets.
Wind Letter Lights are the circular yellow lights in front of the return lanes and outlanes
that spell "WINDS."
Wind Lights are the three arrow-shaped yellow lights in each wind lane.
"X" Lights are the six cross-shaped lights on the upper playfield.
Skulduggery Misc. Components

Flippers
There are four flippers on the table: two by the drain, one on the upper playfield, and one
just left of the ship. Besides hitting the ball, the flippers also rotate the wind letter lights and
island lane lights to the right.

Plunger
The plunger is not like a normal pinball plunger. It always launches the ball with the same
power, although the path it takes will be slightly different each time. If the ball drains in the
first 15 seconds, it will be re-launched.

The Brig
The brig is in the lower-right corner of the table. If a ball goes in here it is trapped until
released by the jailbreak mode. If three balls are caught in here, jailbreak mode starts
automatically.

Accelerators
An accelerator increases the speed of the ball when it passes through a lane or chute. There
are two accelerators on the table, in the right and left entrances to the orbit at the back of the
table.

Magnets
Under certain circumstances, magnets will be turned on underneath the table that will affect
the path of the ball. Magnets are turned on during storm, Bermuda triangle, and tavern
modes.
The Skulduggery Table

Below is a picture of the Skulduggery table. Most of the lights, bumpers, sink holes, targets and ramps
are labeled, but there are still a few left for you to find on your own. You can also read
about them in the specific sections within this topic.
Skulduggery Special Shots

Skill Shot
Launching the ball will earn you a reward dependent on which item in the rolling list is
currently selected (such as starting a mode, receiving gold coins, etc.). The following awards
are available:
Award Result
SILVER Gold Coins
GOLD Gold Coins
DIAMONDS Gold Coins
? Shipwreck Mystery
TREASURE Begin Treasure Hunt
Mode
ATTACK Begin Attack Ship Mode
BERMUDA Begin Bermuda Triangle
Mode
TAVERN Begin Tavern Mode
STORM Begin Storm Mode

Gold
Spelling GOLD with the gold letter lights awards a coin treasure.

Winds
Spelling WINDS with the wind letter lights awards a map piece.

Reflex Shots
It’s possible to do a reflex shot in several of the wind lanes by putting the ball back up the
lane within a short period of time. The award for doing this once is 125,000 points; twice is
250,000 points; three times or more is 400,000 points.
Skulduggery Bonuses and Special Awards

Jackpot
The jackpot is accumulated over the course of the game and is never reduced. The starting
value for the jackpot is 1,000,000 points. Targets increase the jackpot by 20,000 points,
sinks and hideaways by 40,000 points, and mode completion by 750,000 points.
In addition, certain awards on the table can add lump sums to the jackpot.

Drain Bonus
A bonus is awarded when the ball drains, based on the following:
10,000 points per target dropped
200,000 points per mode completed
250,000 points per map piece
100,000 points per special treasure
In addition, if bonus hold is activated, the bonus is held over from the previous mode.

Winds
There are six wind lanes on the table.
The Nor'Easter is on the right island ramp.
The Island Breeze is on the left island ramp.
The Tradewinds is on the left and right orbit.
The Sou'Easter is on the middle-right return lane.
The Westerly is below the tavern.
The Easterly is near the parrot.
The first time through a wind lane is worth 25,000 points. The second time in the same wind
lane is worth 50,000. The third is worth 75,000 points.

Map Pieces
There are six map pieces that can be awarded at different times during the game. Each time a
map piece is awarded, a piece of the map lights up. If all map pieces are awarded, Peg Leg's
loot mode is made available. Each map piece is worth 1,000,000 points.

Coin Awards
There are six coin awards on the table. Each one is worth an increasing amount:
1st Coin = 50,000 points
2nd Coin = 100,000 points
3rd Coin = 200,000 points
4th Coin = 400,000 points
5th Coin = 800,000 points
6th Coin = 1,600,000 points

Treasures
There are six special treasures that are awarded for the completion of different modes and
sequences on the table:
Gold ingots = 100,000 points
Silver chalice = 250,000 points
Signet ring = 500,000 points
The Frantz ruby = 750,000 points
Shapiro’s sceptre = 1,000,000 points
Crown of Sandige = 1,500,000 points

Shipwreck Mystery
A shipwreck mystery is awarded from the skill shot or if the shipwreck mystery light is lit in
the right outlane. The mystery award can be any of the following:
Special Treasure
Max Crew (Bumpers set to maximum value)
Max Multiplier
Map Piece
Buried Treasure
Extra Ball
Skulduggery Modes
Modes can be started by knocking down all the targets and spelling "SKULDUGGERY."
They can also be started from the skill shot. The next available mode can be changed by
hitting the captive ball.
Mode times can also be extended by hitting the captive ball during a mode.
Starting a mode is worth 200,000 points.

Attack Ship
Hit all the ship targets to sink the ship. Each one is worth 10,000 points, and 25,000 points
are added to the jackpot. If all the ship targets are dropped, or the ball goes in the ship sink,
the ship is sunk and the jackpot is awarded.
If the ball goes down the ship wire ramp, the ship is captured and the table multiplier is
maxed.

Treasure Hunt
Send the ball into the hideaway where the red "X" is flashing to find the treasure. For each "X
" hit, a special treasure is awarded. For the fifth "X" hit, the jackpot is awarded.
If the ball goes into either of the east wind lanes, an award is buried (which can later be
retrieved when buried treasure is awarded).

Tavern
During this mode, try to hit the tavern targets and windows sinks. The targets are worth
25,000 points each and add 50,000 to the jackpot. They also light up a keg light and turn the
magnet on underneath. If the ball gets stuck on a keg light, 100,000 points are awarded.
When all targets are dropped, the jackpot is awarded.

Bermuda Triangle
Put the ball up the specific wind lane indicated to navigate out of the Bermuda triangle.
Points are awarded as follows:
First wind lane = 125,000 points
Second wind lane = 250,000 points
Third wind lane = 500,000 points
Fourth wind lane = 1,000,000 points
Fifth wind lane = Jackpot
If any hideaway is hit, the shipwreck mystery light is turned on.

Storm
Hit targets to bail water from ship. The severity of the storm is determined by how many
wind lights are lit. The value of each target depends on the storm:
Squall = 10,000 points per target, and jackpot every eight targets
Tropical storm = 25,000 points per target, and jackpot every seven targets
Monsoon = 50,000 points per target, and jackpot every six targets
Hurricane = 100,000 points per target, and jackpot every five targets
In addition, the west wind lane will turn on the shoot again light. Putting the ball in any
hideaway will end the mode and turn on the shipwreck mystery light.

Mutiny
Put down the rebellion by hitting bumpers. Each bumper is worth 25,000 points. Every ten
bumper hits awards the jackpot. If the ship sink is hit, then the ship's hold light is turned on.

Sword Fight
Each parrot and volcano target is worth 30,000 points. If either group is hit entirely, one of
these additional awards is given: coin award, special treasure, map piece or extra ball.

Peg Leg’s Loot


Put the ball in the ship sink to find Peg Leg's loot. Any other "X" hit awards a special
treasure. Peg Leg's loot awards the following, based on previous awards:
500,000 points per coin award
500,000 points per special treasure
1,000,000 points per map piece
1,000,000 points per mode completed
In addition, bumpers and the table multiplier are maxed.
Nudging and Tilting in Skulduggery
You can nudge the table to the left, to the right, and upwards. If you nudge the table too
much, it will tilt. When the table tilts, the tilt light, which is a large, red X above the left
rebound, goes on, and all table components stop working until the ball drain. The table is
reset with the next ball.
A Brief History of Pinball
So Why Is It Called Pinball?
The ancestors of the modern pinball game were much like Pachinko machines. They were
not upright like Pachinko machines, but they did have many pins and holes in the playfield.
Balls came down from the top and scored a varying amount of points depending on which
hole they eventually fell into. This is probably how the term pin-ball came about.

The Early Years


The coin-operated industry began in 1931 with the production of Ballyhoo. It was built by
Raymond Maloney, who later founded the Bally Manufacturing Company. It was not until
1936, however, until the term "pinball" was coined.
In 1934, the infamous tilt mechanism was devised. People realized they could manipulate
the game to their advantage by shaking it, so manufacturers had to come up with a way to
stop the cheating. Supposedly, one of the ideas that did not make it into production was
pounding sharp pins or nails onto the side and bottom of the machine (this was quickly
rejected on the assumption that players would get so mad, they'd really inflict some damage
on the machine). One of the earliest implementations involved a ball on a pedestal that
would fall off when the machine was moved around too much. On modern machines, there
are two tilt sensors: the standard movement tilt and the slam tilt. Slam tilts are used to detect
major abuse (such as slamming your hand into the front of the coin door or dropping the
machine) and are just a couple of leaf switches that signal a slam when they touch each
other. The movement tilt is detected by a pendulum and bob mechanism that moves around
inside a ring. A tilt (or tilt warning) occurs when the metal pendulum rod touches the metal
ring.
1947 was the big year. Humpty Dumpty--the first game with flippers--was released by
Gottlieb. The flippers were not set up as we know them today, however. There were three
sets of two flippers located at three different spots going up the playfield. They were facing
each other, as flippers do today, but the pivot point was at the bottom of the flippers. In
January 1948, a company called Genco placed the flippers at the bottom of the playfield in
their game Triple Action. The configuration was still a little unusual: the flippers were facing
outward, not inward. The first game that had the flippers set up as we know and love them
today was probably Spot Bowler, a 1950 Gottlieb game.
If you have not seen one of these older games, you may be surprised at the size of their
flippers. They were probably about the size of 2 pinballs in length, much like some of the
small flippers used in today’s games (such as the leftside flipper on The Addams Family). It
was not until 1970 that games started using the longer flippers on a regular basis.
One of the darkest moments in pinball history came about on January 21, 1942. Pinball was
banned in New York City because it was viewed as a game of luck rather than a game of
skill (ergo, playing pinball is gambling!). To "celebrate" the ban, Mayor Fiorello Henry
LaGuardia (as in LaGuardia airport) smashed a number of machines in front of a largely
supportive crowd. The ban lasted until 1976. Free games (replays, matches, etc.) continue to
be illegal in New York City to this day, although the law goes unenforced.
In 1960, the idea of an earnable extra ball first appeared in Gottlieb's Flipper. This was done
in response to the laws of many areas that made it illegal to award replays.
The first drop targets were introduced in Williams' Vagabond in 1962.

Modern Pinball
The next major change came along in 1975. The first non-relay-based game, called Spirit of
76, was produced by Micro. It marked the beginning of the switch from electromechanical to
solid state games. The first widely available solid state game (only 100 Spirit of 76s were
made, mostly due to an unattractive playfield) was Freedom from Bally in 1976. Many
games in the 1976 to 1979 period were made in two versions (both solid state and
electromechanical) as manufacturers refined the process of moving to the new technology.
In 1979, the first talking game was produced: Gorgar, from Williams. In the early 1980s,
many games started using magnets to let the player try to save the ball (called magna-save
by Williams). Black Knight and Jungle Lord are two good examples of this.
The next major revolution in pinball was not until 1991, when Data East came out with the
first dot-matrix display in their game Checkpoint. Starting around 1992, all games from all
manufacturers have employed a dot-matrix display.
So where are we today? Pinball has come a long way in the last six years or so, particularly
in complexity. And it will no doubt continue to advance with the technology. One important
advent in pinball history is the introduction of pinball simulations on home computers. Now
that the average home PC has good quality graphics and sound, plus high resolution graphics
and a lot of processing power, games like Full Tilt! are possible.
Even the makers of computerized virtual pinball tables don’t expect--or want--them to
totally replace the stand-alone "real" tables. There's nothing like standing at a full-size table
and getting physical. But virtual tables like Full Tilt! are great games, with the potential to
create tables that can't even be built in the real world--simultaneous multiplayer wonders,
multilevel mazes and more. Besides, at $5,000 to $15,000 a table for a new pinball game,
these electronic ones are really worth their weight in gold.
In summary, pinball is a great game with a glorious history. And as far as the future goes,
who knows what surprises are in store for us?
Credits
The Cinematronics Team
Programmers: Michael Sandige and John Taylor
Artists: John Frantz (Space Cadet, Skulduggery, Dragon’s Keep), Ryan Medeiros
(Space Cadet)
Design: Kevin Gliner
Design Consultants: Mark Sprenger, Keith Johnson, Michael Kelley, Dan Roth and
Mitchell Roth
Sound Effects: Matt Ridgeway (Space Cadet, Skulduggery, Dragon's Keep), Donald
S. Griffin (Space Cadet)
Music: Matt Ridgeway
Voices: Mike McGeary, William Rice
Producer: Kevin Gliner
Pinball Tips and History: Keith Johnson
Grand Poobah: David Stafford
Special Thanks To: Paula Sandige, Alex St. John, Jeff Camp, Brad Silverberg, Greg
Hospelhorn, Danny Thorpe

The Maxis Team


Producer: John Csicsery
Product Manager: Larry Lee
Lead Tester: Michael Gilmartin
Testing Manager: Alan Barton
Additional Testing: Joe Longworth, Scott Shicoff, Cathy Castro, John "Jussi" Ylinen,
John Landes, Marc Meyer, Keith Meyer, Owen Nelson, Rick
Acquistapace, Robin Hines, Freddie Limjoco, Myka
Macaraeg, Charlie Dragics, Shannon Dawes, Brian Smith,
Nolan Erck
Artwork: Ocean Quigley, Lead Artist (intro animation, Space Cadet back glass), Rick
Macaraeg (Dragon’s Keep back glass and surface art), Charlie
Aquilina (Skulduggery back glass and surface art)
Art Director: Sharon Barr
Installer: Kevin O’Hare
Full Tilt! Theme Music: Brian Conrad (John Csicsery on guitar)
Printed and On-line Documentation: Michael Bremer
Documentation Design and Layout: David Caggiano
Special Thanks to: Jeff Braun, Will "Burr" Wright, Sam Poole, Bob Derber, Joe
Scirica, Tom Forge and Ashley Csicsery

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