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Crystal Caliburn – Mac Manual – English

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LittleWing PINBALL

®

Crystal Caliburn
Playerʼs Guide
©1993-2003 LittleWing Co. LTD.
All Rights Reserved.

1

Contents
Credits ...................................................................................... 4
1. Preface ................................................................................. 5
2. Pinball Basic Techniques...................................................... 6
2.1 General ......................................................................... 6
2.2 How to Defence ............................................................ 6
2.3 Deflect Pass.................................................................. 7
2.4 Reverse Pass Flip......................................................... 7
2.5 Holding.......................................................................... 7
2.6 Dead Flipper Bounce .................................................... 8
2.7 Deflection Post Transfer ............................................... 8
2.8 Intercept........................................................................ 8
2.9 Tips ............................................................................... 8
2.10 Holding Lift.................................................................. 9
2.11 Trapping ...................................................................... 9
2.12 Tapping ....................................................................... 9
2.13 Slide and Hit ............................................................... 9
2.14 Power Shot ................................................................. 9
3. Rules of the Game ............................................................. 10
3.1 About Crystal Caliburn Features................................. 10
3.2 Play Field Overview .....................................................11
3.3 Features...................................................................... 13
Basic Scores of Ramps and Lane .................................... 13
QuickMove........................................................................ 14
Multi Battle........................................................................ 15
2

Spot Target Features ........................................................ 17
Knights ............................................................................. 19
Holly Grail ......................................................................... 20
Excalibur Field Multiplier .................................................. 21
Merlinʼs Spell .................................................................... 21
Shield ............................................................................... 22
Advance Bonus Multiplier ................................................. 22
Dragon Million .................................................................. 22

3

Credits
Game design & Programming .
... Yoshikatsu Fujita ( LittleWing Co.LTD. )
Visual & Audio Design and Artwork
... Reiko Fujita ( LittleWing Co. LTD. )
Back Ground Music
.... Ryuichi Sato, Mio Kumamoto ( BIOPHOTON )
Sound Effects
.... Ryuichi Sato, Mio Kumamoto ( BIOPHOTON )
Manual & Script
... LittleWing Co. LTD.
Solid State pinball Crystal Caliburn (R)
Designed and developed by LittleWing Co. LTD.
Copyright © 1993-2003 LittleWing Co. LTD. All rights reserved.
Crystal Caliburn (R) is a registered trademark of LittleWing CO. LTD. LittleWing (R)
and its logo mark are the registered trademarks of LittleWing Co. LTD. Other product
names or company names are trademarks or
registered trademarks of respective companies.
You may not sell, rent or lease the software
“Crystal Caliburn” or this manual to others,
nor reproduce the software “Crystal Caliburn” or this manual, without prior written
permission of LittleWing Co. LTD.

4

1. Preface
Crystal Caliburn was designed to be a ʼ80s style pinball.
The main features of ʼ80s style pinball are three dimensional
ramps and speedy ball movement. As its slope became steeper flippers became stronger. In DATA EAST catalogs, they
put a picture of a ball breaking a walnut. The DATA EAST
flippers are very strong when they are new.
We paid much attention to implement “real ramps” in Crystal
Caliburn. We tried to reproduce the feelings of a ball rolling fast on the ramps. Also Crystal Caliburn was the first one which implemented the Three-Ball-Multiball play.
Since Crystal Caliburn was first released in 1993, it has been considered as the hardest
game in LittleWing Pinball Series. There are so many features and a player is required to
judge which combination of features is most effective at every respect according to the
status of the game play.
Crystal Caliburn is based on the Arthurian Legend. The story is continued and you will
see further exploration of the Knights of the Round Table in “Golden Logres”, our 6th
title in this LittleWing Pinball series.
We are very happy to release the official new edition of Crystal Caliburn. We hope you
will enjoy this monumental digital pinball.
Fujita & Reiko
LittleWing Co.LTD.
We are happy to receive your comments on Crystal Caliburn.
Also visit our website for further infomation of LittleWing pinball series.
LittleWing Co. LTD.
P.O. box 30 Toyama-Minami, Toyama City 939-8691 Japan
http://www.littlewingPinball.com/

5

2. Pinball Basic Techniques
2.1 General
Pinball is not a luck testing game but a game in which you can test your “Technique”. Because LittleWing Pinball seiries is a real time simulation which calculates the ball movement in accordance with the physical law, a ball rolling on the playfield tells the playerʼs
skill accurately. When you get familiar with the basic techniques introduced in this chapter you will be able to enjoy another charm of pinball.
A player can control a ball by three methods that are; 1) Plunger shot, 2) Flippers, 3)
Nudging ( shaking the playfield). The flipper techniques which introduced in this chapter
are actual techniques that are used for arcade pinball. When you master these techniques
in LittleWing Pinball Series, we hope you to try your techniques with arcade machines.
You will be surprised that the arcade pinball machine responds so differently with your
“improved” techniques. Also we recommend you to watch a “pinball wizard” play in an
arcade from his back. Maybe he will pretend as if he is unaware of you watching. But he
will be pleased to show you his super techniques as he finds you watching in the back
glass. Pinball is also a game to watch.

2.2 How to Defence
“Double Flip” is a typical flipper operation of novices. It is
to flip up both flippers at the same time ( fig. above). With
Double Flip, a big gap appears in center. Please compare
the gap with the one made by flipping one flipper ( fig. below). Double Flip doesnʼt do any good. Only considering
this should make the score much higher.

6

2.3 Deflect Pass
When a ball is rolling downwards in a dangerous course,
you can save the ball by Deflect Pass. Letʼs hold a flipper
up to touch the ball to change its course and shoot it by
the another flipper. If there will not be enough force by the
touch, you should flip the right flipper ( for instance of fig.
Left) at the very moment of the touch to give it more force.
The point of this technique is to flip down as quickly as
possible at the moment of the touch. Otherwise, the ball
may be shot down to the out hole by the flipper shown as
fig. Left ( Beat down ).

2.4 Reverse Pass Flip
When a ball is not close enough to touch the flipper, you
can shoot the ball lightly by another flipper to pass the ball
to it to shoot. It is a high technique which needs precise
judgment.

2.5 Holding
It is called “Holding” to keep a ball with a flipper as fig.
Left. It is a basis of attack. Please practice to aim at targets
from this position.

7

2.6 Dead Flipper Bounce
“Dead Flipper Bounce” is a technique to pass a ball to
another flipper with a flipper held down to bounce a ball
on it. It may need a little courage not to do anything but
watching the ball bouncing. But it is a quite strong weapon once mastered. You should arrange it as the situation
changes, for example, to bounce a ball on the left flipper
and hold it with the right flipper.

2.7 Deflection Post Transfer
Passing the held ball to another flipper is called “Deflection
Post Transfer”. It can be done by flipping a flipper which
holds a ball down and up very quickly. If you Miss the
timing to flip may cause loosing the ball between the flippers. To avoid it, you should just “practice”.

2.8 Intercept
This is a defensive technique for multiball play. When a
ball is going out of the reach of flippers, you can change its
course by hitting it by another ball.

2.9 Tips
When you are aiming at targets in the left direction and a
ball comes from the left return lane, it is not possible to aim
at the targets with an ordinary shot. In this case, you should
shoot to the right sling shot to bounce to bring the ball to the
left targets.

8

2.10 Holding Lift
When a ball is returning to the flippers with certain directions, you can catch it by a flipper held up to bring the
ball back to the return lane.

2.11 Trapping
This is a technique to stop the movement of a ball which roles down to a flipper with
much force. You should wait the ball with a flipper up and flip it down at the very moment of the impact. To make it is very difficult but it is very impressive to see the success
because the ball looks like “sticking” to a flipper as it is trapped. It is not very effective
for slow balls. It is called “Stop Shot” to shoot the trapped ball.

2.12 Tapping
You can “float” a ball by continuous quick flipping. The timing is critical. In LittleWing
Pinball series, this technique is effective when you want to shoot a ball from the right side
by the left flipper.

2.13 Slide and Hit
When a ball is dropping so close to the reach of a flipper, timely nudging can bring the
ball to the reach of flippers. It is very effective using this technique with other techniques
such as Pass Flip. In arcade pinball, sometimes a ball is slid over six inches.

2.14 Power Shot
You can give a ball more force by nudging at the very moment of a shot. It is called
Power Shot.

9

3. Rules of the Game
3.1 About Crystal Caliburn Features
Multi-Battle

Three- Ball Multi Battle ( Multi Ball ) starts by shooting a ball into Dragon Cave after
completing Devil Dragon Spot Target.
During Multi Battle, get chance of Jackpot at Castle Camelot ramp or ExtaBall at the top
kickout hole.
Maximum Jackpot value is 5 Million. With the combination of the field multiplier ( up to
X5 ) or the Magic Spear ( up to X 10 0, it raises up to 25 Million or 75 Million !
QuickMove

It is a feature for pinball experts. Shooting lanes or ramps within a time limit awards
200,000.
Holly Grail

The ultimate feature ʻHolly Grailʼ hidden in the Glass Island Lane. It is not easy to
get. First, player should accorade a knight by shooting Castle Camelot Ramp again and
again.
when all the Knights of the Round Table are accoraded, a Knight shall go for the quest
for the Holy Grail. The chance will come only when one ball is on the playfield. This is
a lonely battle. The Knight must go to the Glass Island to get the Holly Grail and bring it
back to Camelot within the time limit. Only one who succeed to get the Holy Grail can
see the power.
Magic Spot Target

Completing either of the Left or Right Spot targets give a chance on Glass Island to get
various features; such as, Million points, Extra Ball, Surprise Attack (Instant Multi Battle)
and other features. Even more, collecting all features lites extra ball lights at out lanes.
Merlin Magic

Shooting a ball into Merlin Hole after completing Glass Island Spot Target awards
mystery features such as “Revive Shield”, “Auto Battle” and etc. Get the Merlin Magic!
10

3.2 Play Field Overview

11

Lights

Ramps and Lanes

A: Top Lane
B1-B3: Lock
C1-C3: Extra Ball
D: Dragon Million
E:Devil Dragon Spot Target indicator
F: Merlin Spell
G: Grass Island Spot Target indicator
H: Accolade Knight
I: Jackpot
J: Bring Grail to Castle
K1,K2: Ramp score indicator
L: Get Flashing Award
M: Get Powered Excalibur
N: Get Holy Grail
O: Flashing Award(Left)
P: Magic Shield
Q: Flashing Award(Right)
R: Magic Spear
S: Flashing Award Spot Target indicators
T1,T2: Lite Shield
U: Bonus Hold
V: Auto Battle
W: Shoot Again
X: Field Multiplier
Y1,Y2: Shield
Z: Turn Over
I- XII: Knight Value indicator (Round
Table)

1: Top Lane
2: Dragon Cave Underground Lane
3: Top Hole
4: Turn Over Lane
5: Glass Island Ramp
6: Glass Island Spot Target Bank
7: Bumper
8: Devil Dragon Spot Target Bank
9: Left Spot Target Bank
10:Right Spot Target Bank
11: Camelot Castle Ramp
12: Merlin Hole
13: Sling Shot
14: Left Out Lane
15: Left Return Lane
16: Left Shield KickBack
17: Right Out Lane
18: Right Return Lane
19: Right Shield KickBack
20: Flipper
21: Out Hole
22: Plunger Lane

12

3.3 Features
Basic Scores of Ramps and Lane

Shooting Turn Over lane(4) scores 10,000 points each time. If non of the Spot Target
Feature Lights (Flashing Award Lights ( O and Q ), Magic Shield Light (P), and Magic
Spear Light (R)) is Flashing, 25,000 bonus is awarded.
Shooting the Glass Island Ramp(5) scores 25,000, 50,000 or 150,000 according to the
Glass Island Score Indicator(K1). The Indicator(K1) increases its value by 1 each time
shooting a ball to the Ramp(5) and decreases by 1 each 15 second after shooting.
Shooting the Camelot Castle Ramp(11) scores 25,000, 50,000 or 150,000
according to the Camelot Castle Score Indicator(K2). The Indicator(K2) increases its
value by 1 each time shooting a ball to the Ramp(11) and decreases by 1 each 15 second
after shooting.
Shooting the Dragon Cave Underground Lane(2) scores 20,000 points.
13

QuickMove
QuickMove has a time limit. Completing any of the following conditions

awards 200,000 points.
1. Shooting the Lane(4) twice within 4 seconds.
2. Shooting the Ramp(5) after shooting the Ramp(11) within 2 seconds.
3. Shooting the Ramp(5) after shooting the Lane(I8) within 3 seconds.
4. Shooting the Ramp(11) after shooting any of the Ramp(5), Lane(2) or Lane(15) within 3 seconds.
Turn Over Light(Z) will be Flashing during there is a chance at Lane(4).
All Glass Island Score Indicators(K1) will be lit during there is a chance at Ramp(5).
All Camelot Castle Score Indicators(K2) will be lit during there is a chance at
Ramp(11).

14

Multi Battle

Multi Battle is a two ball or three ball Multi-Ball play.
Completing the Devil Dragon Spot Target bank(8) turns on the Dragon Cave Lock
light(B1), Top Hole Lock Light(B2) or Merlin Hole Lock Light(B3) in turn.
.Locking three balls at each of those starts Multi Battle.
During a three ball Multi Battle, completing the Devil Dragon Spot Target bank(8) turns
on the Top Hole ExtraBall light(C1). Shooting a ball into the hole during a three ball
Multi Battle awards an ExtraBall.
During the Jackpot Light(I) is lit shooting the Camelot Castle Ramp(11) awards Jackpot.
The value of Jackpot starts from one million and increases during Multi Battle. The Max
value of Jackpot is five million.
Completing the Devil Dragon Spot Target bank(8) lites Jackpot Light(I) again.
15

If you are back to a single ball play within 40 seconds from the start of a Multi Battle, all
lock lights will flush for 20 seconds. Locking a ball again during they are flashing restarts
Multi Battle.
If one or two ball(s) is(are) locked in a kickout hole(s) when a ball is lost, all balls in
kickout holes will be ejected and the game will be continued.
Shooting the Dragon Cave Underground Lane(2) or Turn Over Lane(4) with a ball locked
in the Top Hole(3) releases the locked Ball and starts two ball Multi Battle.
The Camelot Castle Ramp(11) and Dragon Cave Underground Lane(2) lite the Devil
Dragon light(E) when Multi Battle has not been awarded yet by the ball in play.

16

Spot Target Features

Shooting the Glass Island Ramp(5) after completing the Left(9) or Right(10) Spot Target
Bank awards special features.
One of the Left Spot Feature Lights(O) starts flashing when completing the Left Spot Target Bank(9). One of the Right Spot Feature Lights(Q) starts flashing when completing the
Right Spot Target Bank(10). Completing the other side bank turns off the flashing lights
on the other side.
The Magic Shield Light(P) and the ExtraBall Light(C2) will turn on after all of the Left
Spot Target Feature have been awarded. The Magic Spear Light(R) and the ExtraBall
Light(C3) will turn on after all of the Right Spot Target Feature have been awarded.
Shooting the Glass Island Ramp(5) During the Get Flashing Award Light(L) is lit awards
the flashing feature. The Get Flashing Award Light(L) turns off when three minutes have
passed.
17

Shooting the Turn Over Lane(4) while the Flashing Award Light(L) is lit will randomly
change the spot target feature to a new one in the same bank.
Battle Bumper : Bumpers score 20K until the end of ball in play.
Bonus Hold : Bonus score carries over to the next ball.
Surprise Attack : Instant Multi Battle (3 ball).
Million : Scores one million points.
Magic Shield : Shields automatically revive for one minute.
Bonus Multi : Advances the bonus multiplier.
Extra Ball : Awards ExtraBall.
Auto Battle : Lost balls are replayed automatically for 40 seconds.
Max Powered Excalibur : Field multiplier is set to 5X for 40 seconds.
Magic Spear Fields 10X+ : Field multiplier is set to 10X plus the current multiplication
factor for 40 seconds.

18

Knights

In Middle Ages, “Accolade” was the ceremony by which a King bestowed Knighthood
upon his men. In Crystal Caliburn, you accolade Knights by shooting the Camelot Castle
Ramp(11) when the Accolade Knight Light(H) is lit to make them become the Knights of
the Round Table.
Accolade Knight light(H) will turn on when;
1. Any Spot Target Bank is completed.
2. Top Lane is completed.
3. Ball enters Return Lane
Shooting the Camelot Castle Ramp(11) when Accolade Knight Light(H) is lit advances
the Knight Value. The Knight Value is indicated by the Knight Value Indicator( I - XII ).
The Knight Value indicates the number of the Knights accoladed.

19

Holly Grail

The Get Holly Grail Light(N) will turn on when the Knight Value gets twelve and the
game is a single ball play. Shooting the Glass Island Ramp(5) during the Get Holly Grail
Light(N) is lit awards the Holly Grail bonus of 500K. By shooting the Camelot Castle
lamp(11) within 5 seconds ( during the Bring Grail to Castle Light (J) is lit ) just after
that, you will received the Grail Power.
The Grail Power awards all features shown below ( Everything Lit ) and The Last Battle (
Multi Ball ) will take place.
1.
2.
3.
4.
5.

Battle Bumper
Bound Hold
Million points
Magic Shield
Bonus Multiplier 5X

6.
7.
8.
9.

Extra Ball
Auto Battle
Field Multiplier 5X
Magic Spear

20

Excalibur Field Multiplier

Completing the Glass Island Spot Target Bank(6) turns on the Get Powered Excalibur
Light(M). Shooting the Glass Island Ramp(5) during the Get Powered Excalibur
Light(M) is lit advances the Field Multiplier. The Field Multiplier Lights(X) turn on according to it. Also shooting the Glass Island Ramp(5) lites one of the Glass Island Spot
Target Indicator(G).

Merlinʼs Spell
Completing the Glass Island Spot Target Bank(6) lites the Merlin Spell Light(F).
Shooting a ball into the Merlin Hole(12) during the Merlin Spell Light(F) is lit awards
one of the following “mystery spells”.
1.
2.
3.
4.
5.

One Million points
Lock Enable
Advance Field Multiplier
Advance Bonus Multiplier
Auto Battle

6.
7.
8.
9.
10.

Battle Bumper
Surprise Attack
Light ExtraBall
Revive Shield
100K to 500K
21

Shield

When the left or right Shield Light(Y1 or Y2) is lit, balls will be automatically kicked
back out of the left or right Out Lanes. Entering the Left or Right Return Lane when Lite
Shield Light(T1 or T2) is lit revives the Shield of that side.
Shooting the Glass Island Ramp(5) turns on the Lite Shield Light(T2) on the right side.
And shooting the Camelot Castle Ramp(11) turns on the Lite Shield Light(T1) on the left
side.

Advance Bonus Multiplier
Completing the Top Lane(1) advance the bonus multiplier. Entering any of the Top Lane
turns on the light(A) of the lane. You can use the flipper buttons to change which Top
Lane Light is lit.

Dragon Million
Completing the Top lane(1) lites the Dragon Million Light(D). Shooting the Dragon Cave
Underground Lane(2) during the Dragon Million Light(D) is lit awards one million
points.
22

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