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Pinball Mania Instrucion Booklet
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STARTING UP

Make sure your Game Boy switch is turned OFF. Insert your Pinball Game Pak,
then turn ON the power switch. "NINTENDO" should be displayed followed by the
title screen. After the Pinball Mania title screen appear press START.

TABLE SELECTION
To choose press the DIRECTIONAL PAD LEFT/RIGHT. To play selected table press
START.

MUSIC
Music can be turned OFF or ON by pressing SELECT while on any of the table
selection screens.


CONTROLS

DIRECTIONAL PAD
Is used to shoot the bal. Upon release, the ball will be released. The left
flipper is controlled by pressing the DIRECTIONAL PAD.

A BUTTON
The right flipper is controlled by pressing the A Button.

B Button
Pressing the B Button will simulate shaking the table. Pressing the B Button
in quick repetitions will cause the game to TILT.

SELECT BUTTON
The Select Button will exit the current game and return you to the main menu.

START BUTTON
The game may be paused by pressing the START Button. To resume play press the
START Button.


TARANTULA GAME PLAY

WEB ROLL-OVERS
One of the 3 roll-over WEB lights will be flashing each time a ball is to be
fired from the chute. If the ball rolls over the flashing light, you will be
awarded the x2 Multi bonus (a "Skill Shot"). Each time you light up all three
WEB lights you are awarded a Multi bonus. You can collect Multi bonuses of
x2, x4, x6 and x8. Once all the bonus multipliers have been lit you are
awarded 2 million points each time WEB is lit. MOVE THE LIGHT ALONG THE
LETTERS BY USING THE FLIPPER KEYS.

SHOCK DROP TARGETS
Light all the SHOCK lights to light up the next letter in TARANTULA.

TARANTULA
Complete TARANTULA and collect 5 million points.

LAIR DROP TARGETS
Light all of the LAIR lights to enable the next Ball Trap mystery award.
(Hold, Bonus, Double Bonus, Score Bonus and Extra Ball).

BALL TRAP
Shoot the LAIR ball trap and go for the mystery award. (200000, 400000,
600000, 800000 or ??????). If the mystery spin lands on ??????, then the
next Ball Trap mystery is collected. If no mystery is enabled then no points
are awarded.

FANG
Complete FANG to enable the 5 million light on the left passage.

LEFT PASSAGE
Shoot the Left Passage when either the FM of 5M lights are flashing to feed
the spider and collect 500,000 points or to collect the 5 million points
ebabled by FANG.


JAILBREAK GAME PLAY

LAW
One of the 3 lights will be flashing each time a ball is to be fired from
the chute. If the ball rolls over the flashing light, you will be
awarded the 2 Million points (a "Skill Shot"). Light all three letters to
advance the bonus multiplier value. When the bonus multiplier is at it's
maximun value the Jackpot value will be awarded each subsequent time that
the word LAW is lit. The Jackpot begins at 2,500,000 points and increaes
in steps of 500,000 points. MOVE THE LIGHT BY USING THE FLIPPER KEYS.

ARREST PADS
Light the complete set to arrest a suspect and collect 350,000 points.

SENTENCE BALL TRAP
Once a suspect has been arrested, shoot the Sentence Ball Trap to convict
the prisoner, One of the following sentences will be given Not Guilty, 2
Years, 5 Years, 10 Years, 20 Years or Life.

ESCAPE ATTEMPTS
Once a prisoner has been in jail for his complete sentence he will try to
escape. Complete the word Guard within sixty seconds to recapture the
prisoner and collect 2,000,000 points.

GUARD
Light the word Guard to stop prisoners escape attempts. On top of any scores
you will recieve 500,000 points.

RIOT BALL TRAP
Shooting The Riot Ball Trap before the Riot has been enabled (by lighting
the word Cop) will start a Riot, otherwise the next enables bonus will be
collected. The possible bonuses are Disable Riots, Double Bonus, Extra Ball,
Hold Bonus and Score Bonus.

RIOT
During a Riot, prisoners escape from the prison one by one until no more
left. To prevent this, light the word Guard to call the guards to the jail.

COP
Light the word Cop to collect 50,000 points and enable the next feature to
be collected in the Riot Ball Trap. Once the Riot Trap features have been
enabled, lighting Cop awards 1,000,000 points.

JAILBREAK LIGHTS
One letter of the word Jailbreak is lit each time a prisoner is sentenced
and found guilty. When the word is complete, a Jailbreak begins.

JAILBREAK
A decreasing value is displayed in the panel at the same time all the
prisoners are escaping from the jail. Each time a pad is lit by the ball
the value currently displayed in the panel is added to your score. When the
decreasing value reaches zero play returns to normal.


KICK-OFF GAME PLAY

STRIP ROLL OVERS
One of the 4 roll-over lights will be flashing each time a ball is to be
fired from the chute. If the ball rolls over the flashing light, you will be
awarded 1 million points (a "Skill Shot"). Each time you light up all four
Strip lights you are awarded a Multi bonus. You can collect Multi bonuses of
x2, x4, x6 and x8. Once all the bonus multipliers have been collected,
lighting all four Strip lights awards 250,000 points. MOVE THE LIGHT ALONG
THE LETTERS BY USING THE FLIPPER KEYS.

GOAL PADS
Light all the letters to collect 1,500,000 points and enable the Goal Ball
Trap.

GOAL BALL TRAP
After you have lit the word Goal, shoot the Ball Trap to collect 2,500,000
points and light the next letter of Kick-off.

KICK-OFF LIGHTS
Each time you shoot the Goal Ball Trap the next Kick-off letter is lit. Once
the word is lit you are awarded 500,000 points and the Penalty Shoot Out
begins.

PENALTY SHOOT OUT
For a period of 30 seconds each pad or light is worth 500,000 points. If the
ball is lost in this period another will be fired to replace it.

SUB
Light Sub to score 250,000 points and recieve an extra ball.

FOUL BALL TRAP
Shoot the Ball Trap to advance to the next round of the league. Once you
reach the final you are awarded a trophy. The scores for each round are as
follows :
1st 100,000 Quarter Final 500,000
2nd 200,000 Semi Final 750,000
3rd 300,000 Final 1,000,000
4th 400,000

TROPHIES
When you reach the final for the third time and have lit all of the trophies,
you are awarded an extra 5,000,000 points.

POSITION PADS
Before kick off you must select a team by hitting each of the member team
pads. This will award you 500,000 points. Once this is done shoot for the
Kick-off Ball Trap.

KICK-OFF BALL TRAP
Once you have selected a team, shoot the Trap to collect 1 million points
and to start the match. If the match is already in progress then you collect
300,000 points and there is a goal kick.


JACKPOT GAME PLAY

ACE ROLL-OVERS
One of the 4 roll-over lights will be flashing each time a ball is to be
fired from the chute. If the ball rolls over the flashing light, you will be
awarded 1 million points (a "Skill Shot"). Each time you light up all four
aces you are awarded a Multi bonus. You can collect Multi bonuses of
x2, x4, x6 and x8. Once all the bonus multipliers have been collected,
lighting all four aces awards 250,000 points. MOVE THE LIGHT ALONG THE
LETTERS BY USING THE FLIPPER KEYS.

CRAPS/REEL BALL TRAP
The Ball Trap plays either Craps or the Fruit Machine when they are enabled.
Shoot the trap twice within 20 seconds to collect 2,500,000 points.

SPIN THE REELS
Shoot the Craps/Reel Ball Trap after inserting a coin to spin the Fruit
Machine. The score awards are as follows :
2 of a kind 3 of a kind
Lemons 1,000,000 10,000,000
Plums 2,000,000 11,000,000
Cherries 3,000,000 12,000,000
Grapes 4,000,000 13,000,000
Bananas 5,000,000 14,000,000
Melons 6,000,000 15,000,000
Spiders 7,000,000 16,000,000
Dollars 8,000,000 17,000,000
Jackpots 9,000,000 18,000,000
Even if you lose you will recieve 500,000 points.
A win will also advance to the JACKPOT lights and increment the jackpot
value.

HI/LO GAME
Shoot the ball into the HI/LO Ball Trap to play HI/LO. Use the flipper keys
to select whether you think the next card to be displayed will be higher of
lower then the current one. When the game is completed the ball will be
fired to the right if you win the game, or to the left if you lose. A win
will advance the JACKPOT lights and increment the jackpot value.

WIN PADS
Light all of the letters to collect a random score 50,000 and 100,000 points.
The fourth fime you collect the set you are awarded an extra ball.

HORSESHOE PASSAGE
Shoot the ball clockwise around the horseshoe to select the next roulette
colour and collect 750,000 points. Shoot the ball anti-clockwise around the
ramp to gain access to the roulette ball trap.


Pinball Mania ©1995 21st Century Entertainment ©1995 GameTek UK. Ltd.
Gametek is a registered trademark of I.J.E. All rights reserved
Published by GameTek UK. Ltd. 258 Bath Road, Berks SL1 4DX United Kingdom

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