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Judge Dredd Pinball
INDEX
1. Epilepsy warning
2. Background to Judge Dredd
3. Guided tour of the menus
4. The Table – full instructions
5. Trouble shooting
6. Credits
© Pin-ball Games Ltd
1. EPILEPSY WARNING
PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT.
Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or
light patterns in everyday life.
Such people may have a seizure while watching television images or playing certain video games. This may happen
even if the person has no medical history of epilepsy or has never had any epileptic seizures.
If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when
exposed to flashing lights, consult your doctor prior to playing.
We advise that parents should monitor the use of video games by their children. If you or your child experience any of
the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any
involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your
doctor.
Precautions To Take During Use
•
•
•
•
•
Do not stand too close to the screen. Sit a good distance away from the television screen, as far away as the length
of the cable allows.
Preferably play the game on a small screen
Avoid playing if you are tired or have not had much sleep
Make sure that the room in which you are playing is well lit.
Rest for at least 10 to 15 minutes per hour while playing a video game.
2. BACKGROUND TO DREDD
THE WORLD OF DREDD
The time is the 22nd Century. The place is Planet Earth. Most of the world’s population is concentrated in vast Megacities. Outside, danger lurks, aliens and muties prowl… and worse, much worse!
Within the cities there are no police, no trials, no juries … only the Judges! Vested with the power of instant sentence,
a Judge’s court is the streets, a Judge’s word is the Law.
There duty, to seek out lawbreakers wherever they may be found. To administer instant justice without favour, without
mercy!
This is the World of Judge Dredd!
THE BIRTHPLACE OF DREDD – 2000AD.
1977: the birth of punk culture and the launch of 2000 AD! A weekly comic featuring gritty heroes of the far future,
2000 AD’s first issue made front page news.
Issue two saw the introduction of the character soon to become 2000 AD’s most popular hero. That man was Judge
Dredd, guardian of the 22nd futropolis known as Mega-City One. With his highly distinctive uniform, awesome
Lawmaster patrol bike and deadly Lawgiver gun, Judge Dredd is the Law!
Today, Judge Dredd is recognised as one of Britain’s most famous comics’ characters and star’s in a variety of titles
published by Fleetway Editions Limited for the U.K. and his exploits are also syndicated across the world. Later a
major motion picture, starring Sylvester Stallone, was released. Now, we are proud to present the latest and greatest
addition to the Judge Dredd phenomenon, Judge Dredd Pinball.
BACKGROUND
By the early years of the 22nd Century, the face of the Earth has been scarred by a number of nuclear exchanges know
as the Atomic Wars. Because of this devastation, and other disasters, much of the world’s population is concentrated in
safe havens known as Mega-cities. In most cities, a version of the Mega-City One Judge system has developed.
Citizens venturing beyond the protective walls of Mega-city do so at their own risk; muties, monsters and worse prowl
the radioactive wastelands outside!
Despite the physical effects of the Atomic Wars, technology in Dredd’s world has progressed far beyond what was
deemed possible in the late 20th Century. The sciences of cryogenics and cloning have been perfected, and high-power,
ceramic computers are widely used. Face-Change Parlours and Sleep Machine Centres abound and some cities possess
weather control, theoretically capable of producing any weather effect in a localised area.
JUDGE DREDD: ONLY THOSE WHO BREAK THE LAW NEED FEAR HIM!
Judge Dredd is one of a select group of Mega-City One Judges cloned from the genetic material of earlier Judge heroes
– in his case, Fargo, the first Chief Judge.
In character Dredd is two dimensional and machine-like. Fifteen years in the Academy of Law, the toughest school on
Earth., saw to that. Dredd has no social life, no outside interests and very few feelings not linked to his devotion to the
Law.
Food holds no attraction for Dredd except to maintain his body in full operational condition. Music, art, film, literature
(law books aside) are of no interest unless of a seditious and banable nature. Sleep is a necessary evil to be got out of
the way as quickly as possible (usually ten minutes in a sleep machine).
He lives alone in Rowdy Yates Block and has an office in the Grand hall of Justice, but he is seldom there, preferring to
spend his time patrolling the streets of Mega-City One on his Lawmaster motorcycle.
Friendship is a concept Dredd does not recognise. Rather, he feels a kinship, notably to Judges such as Hershey –
Judges who share the same spartan values as himself.
Dredd never smiles. Though he is capable of a very black sense of humour, we can never be sure if he thinks his
remarks are funny.
One of the most important aspects of Dredd’s appeal is the fact that his both public hero and public villain. Public
defender – and bogeyman. There’s no-one a mugging victim is happier to see arriving than Judge Dredd – until Dredd
turns round and books the victim for “incitement to mug”!
3. GUIDED TOUR OF THE MENUS
MOVING AROUND THE MENUS
The best way to navigate around the menus is to use the mouse. We have very user friendly button and slider controls
which you operate with the mouse and the left mouse button.
If you do prefer to use the keyboard then the following keys also allow you to select your desired options.
TAB
ENTER
çè
G
Q
N
P / ESCAPE
Use this to cycle through the various buttons and sliders
To select and option
To move the sliders left or right
Go
Quit
New Game
To pause during a game
To help you with which options to select work, through the following pages which will help you get the best out of
Judge Dredd Pin-ball.
LANGUAGE SELECT SCREEN
This is the first screen which you will be presented with. Simply select the flag relating to the language you desire and
click on the ‘go’ button.
TABLE SELECT SCREEN
SELECTING A TABLE
If this is the first Pin-ball Games table you have bought, and being our first title it probably is, then you won’t see this
menu. However as your collection grows you will be able to use this menu to select any available tables on your
computer. Don’t worry, this will all be done automatically for you!
To cycle through your tables just click either of the 2 arrow buttons on either side of the Title Bar at the top of the
screen.
THE GALLERY
To allow you to fully appreciate the attention to detail we have put into our tables we have put together a collection of
views of the table at different angles which we have called the Gallery. Again, to cycle through the images just click on
the 2 arrow button on either side of the Gallery Title Bar.
When you have selected the table you desire, click on the GO button to continue.
We have included a QUIT button on the left-hand side but I’m sure you will have no use for that.
MAIN MENU
Now comes the Main Menu. This also includes the Gallery, as on the last menu, plus a selection of option buttons on
the right-hand side which are explained below.
OPTIONS AVAILABLE
Resolution (640,800,1024 buttons – hotkeys: 6, 8 & 0 respectively) – The main thing you need to know here is the
higher the level of resolution you select the higher the image quality you will get However, the higher the image
quality you choose the more resources (main and video RAM) the game will require. If you find that the game is
running slowly try selecting a lower resolution.
You may find that your computer doesn’t support the highest resolution of 1024 by 768 in which case the game will
detect this and grey the particular button out.
The Colour Depth (8 bit, 16 bit, 24 bit – hotkeys: 1, 2 & 3 respectively). Note that 24 bit gives higher quality images,
8 bit is lower quality – remember higher quality means slower game play. Again if your computer doesn’t support a
particular colour depth the game will grey out the button (see the above picture which shows the 24 bit button greyed
out).
Please note that in 640 resolution the game only supports 8 bit colour depth.
Music quality (11Khz and 22Khz are the options – hotkeys: L & H respectively) Higher sampling rate means higher
quality sounds with the usual effect on gameplay.
If, like most people, you haven’t got the top of the range computer you will have to play around with the above settings
to get the best combination between picture quality and the optimum speed at which the game runs. It shouldn’t take
you long to sort this out.
As before, press the GO button to continue or if the thought of entering Mega City One is getting too much for you,
press the QUIT button to exit the game.
OPTIONS MENU
This menu allows you to select the number of players, change the brightness level of your monitor, adjust the volumes
and to configure your keyboard or joypad.
You will get this menu before you start the game and it is also available during a game by pressing the pause key
[ESCAPE].
USING THE MOUSE.
As explained before, this is by far the easiest way of selecting your desired options.
For the buttons – move the mouse pointer over the button and click on the left button to select it
For the sliders – move the mouse pointer over the slider, hold down the left mouse button and move it to the desired
position.
USING THE KEYBOARD
For any die-hard keyboard users the following Hot Keys are also available:
1,2,3,4
B
V
C
K
J
S
+ [Enter]
+ [Enter] ç è
+ [Enter] ç è
+ [Enter] ç è
+ [Enter]
+ [Enter]
+ [Enter]
to select the number of players
brightness control
Sound Effects Volume level
Music CD Volume level
Keyboard
Joypad
Setup
This screen is split into four sections, starting from the top right and working clockwise, as follows:
•
•
•
•
No. of players –
choose between 1 to 4 players by clicking the relevant button
Brightness Level – adjust the slider to your own taste.
Keyboard / Joystick – this allows you to select and configure your keyboard and joystick settings.
See next section for an explanation for the setup menu. If the joypad option is not available
see troubleshooting section
Volume levels:
Top Slider – move this to change the Sound Effects Volume
Bottom Slider – move this to change the CD Music Volume
KEYBOARD/JOYPAD CONFIG MENU
USING THE MOUSE
To alter the default setting click on the key you would like to change, a white box will appear round the selection, and
type in the key or joypad button you would like to use.
USING THE KEYBOARD
Use the tab key to select the key you would like to change, a white box will appear round the selection, and type in the
new key or joypad button you would like to use.
Note the program doesn’t allow the ALT, CTRL and \ keys to be used as part of the keyboard configuration.
4. THE TABLE
DREDD PINBALL
The future conjures up many powerful images of both hope and terror. As we near the 23rd Century AD, the science
fiction seeds of our past are blooming. On our horizon, the streets of Mega-City One are looming.
The aim of Judge Dredd Pinball is to clear our future streets of vermin. As Dredd, you must patrol the Mega-City’s vast
lanes and freeways to ensure the law-abiding citizens (a rare and diminishing race) are protected from the vast throngs
of vicious and disillusioned criminals (Perps).
Even more terrifying is the fact that technology has now unleashed the power of inter-dimensional travel.
From these new realms comes the added unforeseen horror of a new type of evil. A remorseless vengeance-hungry evil
in the shape of the Dark Judges. A mockery of hope and life.
With the help of the PSI-Judges you must battle these beings, and contain them within inescapable bubbles to be
jettisoned from Earth, like the trash they are, for eternity.
Do this.
Arrest or kill the Perps and save the streets.
YOU ARE THE LAW.
Aim for the highest score in the world, for the world may be watching…
BALL LAUNCH
A variable power launch. An indication of power to the
plunger is on display as there is a skill shot option.
The skill shot is positioned to the upper right of the
MEGA SPIRAL and is achieved by approx 75% power
of the plunger. When the player makes the skill shot, a
5 million skill shot bonus is awarded. The ball then
pops out into the MEGACITY LOOP and into play via
the right spinner.
If 100% power is applied to the plunger, the ball will
overshoot the skill shot and enter play via the
SURFER CHASE LOOP. A non-return gate will close
entry to the LAUNCH LANE when the ball is in play.
A ten second ball saver (indicated by a flashing lamp)
will be active after the launch of every ball.
MEGACITY LIGHTS
The eight drop targets positioned around the table
must be hit to light the letters of the word MEGACITY.
Each target scores 100,000 and when completed start
MEGACITY MILLIONS. During this mode every shot
to the MEGACITY LOOP scores 5 million for 20
seconds. After 20 seconds, the drop targets lights
reset and the player must hit them all again to restart
MEGACITY MILLIONS.
MEGACITY LOOP
Shots around this loop score 1 million and can be
made from the left or right side. 3 shots in a row,
around this loop scores an additional MEGACITY
MADNESS award of 5 million. Shots to the
MEGACITY LOOP followed by a shot to the PATROL
RAMP awards a MEGACITY PATROL bonus of 3
million. This award can also be made by shooting the
PATROL RAMP followed by the MEGACITY LOOP.
Shots that do not go all the way around the ramp (ball
falls into the KNOCKABOUT ALLEY) will not award 1
million.
KNOCKABOUT ALLEY
The KNOCKABOUT ALLEY is the area of 3 jet
bumpers at the top left of the table. There are 3
entrances to this area; at the top via the MEGACITY
LOOP, and two entrances below the KNOCKABOUT
ALLEY. Hits to the jet bumpers score 300,000. Every
50 hits to these jet bumpers starts SUPER
KNOCKABOUT which scores 2 million per hit and
lasts 20 seconds.
SURFER CHASE LOOP
This loop is positioned to the right of the JUSTICE
LOCK and joins onto the MEGACITY LOOP. This
loop will toggle the ramp that lowers and covers the
JUSTICE LOCK so that a shot can be made into the
TOWER OF JUSTICE.
SPINNERS
There are two SPINNERS in Judge Dredd. They are
located on the entrance to the KNOCKABOUT
ALLEY and on the right side of the MEGACITY
LOOP. Each complete revolution scores 10,000
during normal play.
MEGA SPIRAL
The MEGA SPIRAL starts at the bottom entrance and
feeds the JUSTICE RAMP (Highest), DARK
JUDGES’ RAMP (next down), ANDERSON’S RAMP
(3rd from top) and BIKE UPGRADE RAMP (4th from
top). In normal play, a shot into the bottom entrance
of the spiral will reach ANDERSON’S RAMP. The
ball will exit the spiral based on the power of the shot
into it (ie if the ball goes past the BIKE UPGRADE
RAMP but does not quite reach ANDERSON’S
RAMP, it will spiral backwards onto the BIKE
UPGRADE RAMP). Shots at full power will leave the
spiral by one of the three exits in turn. First shot by
BIKE UPGRADE RAMP, second by ANDERSON’S
RAMP and third by DARK JUDGES’ RAMP. The
JUSTICE RAMP can only be reached with POWER
FLIPPERS.
The spiral is capable of holding 4 locked balls inside
at the top. The balls are locked in a sequence from
the bottom up through the middle of the spiral. These
locked balls when released are each launched down
individual ramps. The locked ball at the top is
released down the top JUSTICE RAMP, 2nd ball to
the DARK JUDGES’ RAMP, 3rd to the ANDERSON’S
RAMP, and finally the 4th to the BIKE UPGRADE
RAMP. The locked balls must be locked in order, 1st
nd
ball ALWAYS from the BIKE WORKSHOP, 2 from Andersons PSI Division building, 3rd from the top of the
DARK JUDGES’ RAMP and 4th from the TOWER OF JUSTICE.
CHOPPER’S RAMP
Every shot to CHOPPER’S RAMP awards 2 million
and adds 2 million to the DARK JUDGE BONUS. This
ramp will also advance the mode, unless a mode is
currently enabled. Shooting this ramp followed by the
PATROL RAMP (or other way round) will award a
‘RAMP COMBO BONUS’ of 5 million.
PATROL RAMP
Each shot to the PATROL RAMP awards 1 million
and adds 1 to the PATROL COUNTER. The counter
awards a random feature picked from this list below at
10 point intervals:
1.
2.
3.
4.
5.
Activate Ball Saver (20%)
10 million
(40%)
Light Extra Ball
(10%)
Bonus Multiplier
(20%)
30 Million
(10%)
BIKE UPGRADE RAMP (LEADING TO
BIKE WORKSHOP)
This ramp is positioned on the 4th exit down from the
top of the MEGA SPIRAL and spans across the table
to the building on the left. This building is the BIKE
WORKSHOP and will upgrade your bike in the
following steps:
1.
2.
3.
4.
5.
6.
Armour Upgrade - 5 million.
Engine Upgrade Fitted - 10 million.
Security Upgrade Fitted - 15 million.
Super Tyres Fitted - 20 million.
Hover Unit Fitted - 25 million.
Lock Ball in the MEGA SPIRAL, and 30
million.
When the ‘Lock Ball’ is reached, the ball from the
BIKE WORKSHOP will be launched back along the
BIKE UPGRADE RAMP and into the middle of the
MEGA SPIRAL. This is always the first ball to be
locked (although other features on the table will force
this ball to be locked premature of the final upgrade).
A new ball then appears in the LAUNCH LANE ready
for play. If this ball is already locked in the MEGA
SPIRAL, ‘1st Ball Already Locked’ will display in the
dotmation and the ball in the workshop drops into the
MEGACITY LOOP and back into play.
When the last upgrade is fitted and the ball is locked
in the MEGA SPIRAL, there are no more upgrades
and 35 million points are awarded, which increments
by 5 million per shot. The ball is held for 2 seconds
while the dotmation displays the upgrade and award,
unless there are no more upgrades, and the ball is
dropped after 1 second. When dropped, the ball falls
into the MEGACITY LOOP and back into play.
ANDERSON’S RAMP (LEADING TO PSI
DIVISION)
This ramp is positioned on the 3rd exit down from the
top of the spiral and loops around into a building on
the right of the spiral. This is PSI division and Judge
Anderson will tell you where a Dark Judge has just
teleported. This place must be shot with the ball, to
teleport the Dark Judge out. The following locations
are picked at random:
1. Judge Death at DREDD’S LOCK (Mode
Start disabled at this point).
2. Judge Fear at TOWER OF JUSTICE
(ramp comes down to cover JUSTICE
LOCK for this shot).
3. Judge Fire at JUSTICE LOCK.
4. Judge Mortis at BIKE WORKSHOP.
Each Judge found scores 15 million. When all the
judges are found, a completion bonus of 25 million is
awarded and the 2nd ball is locked into MEGA
SPIRAL by firing the ball back up ANDERSON’S
RAMP. All the buildings with locks have a ball store,
this way if the feature is completed with the ball fired
at the Dark judge at the JUSTICE LOCK, the ball in
the JUSTICE LOCK is ejected and a ball in the PSI
division building is launched for the spiral. If this ball
is already locked in the MEGA SPIRAL, ‘2nd Ball
Already Locked’ will display in the dotmation. This
feature resets on completion.
DARK JUDGES’ RAMP
This ramp is positioned on the 2nd exit down from the
top of the spiral and spans around the back to a
building on the left. The four Dark Judges must be
destroyed, and a video mode will show all four with a
moving gun sight which you must fire at one of the
judges. Each Judge will award 10 million, then 15
million, 20 million and finally 25 million for the last
one. You only get one shot per visit. When all the
Judges are killed, a completion bonus is awarded.
This bonus starts at 30 million but can be added to by
shooting CHOPPER’S RAMP. The ball is held until
the dotmation is finished. The 3rd Ball is also locked
on completion of this feature, and like the other
ramps, this ball is fired back out of the Dark Judges
building in into the MEGA SPIRAL. If this ball is
already locked in the MEGA SPIRAL, ‘3rd Ball Already
Locked’ will display in the dotmation and the ball in
the Judges building is ejected below near
‘KNOCKABOUT ALLEY’. A new ball then appears in
the LAUNCH LANE ready for play. This feature
resets when all the judges are killed.
JUSTICE RAMP (LEADING TO BACK OF
TOWER OF JUSTICE )
This ramp is positioned at the top of the spiral and
curls round to the back of the TOWER OF JUSTICE.
This ramp can only be reached with Power Flippers,
and is therefore a high scoring feature. A random
commendation award is selected:
1. ‘SUPER DOUBLER’ - Double scores
ALL table features for 20 seconds.
2. ‘LOCK ALL BALLS’ - Locks all or any
remaining balls needed for Judge Dredd
Multiball (note, to release them for
Multiball JUSTICE LOCK must be hit)
3. 50 million commendation award.
4. Extra Ball.
When the award has been made, the JUSTICE
RAMP lowers to cover the JUSTICE LOCK at the
front and the ball rolls down into play. If the ‘LOCK
ALL BALLS’ is selected, the balls in the ball store of
each building that have not yet locked a ball, will eject
one towards the spiral.
JUSTICE RAMP (LEADING TO FRONT OF
TOWER OF JUSTICE )
This Ramp is positioned above the JUSTICE LOCK
and is toggled with the SURFER CHASE LOOP. This
shot can only be made with the ramp lowered over
the JUSTICE LOCK. The front lock of the TOWER
OF JUSTICE starts ‘SHOOT THE PERP’ video
mode. In this mode, the player must shoot the
Perpetrator who will be showing through one of four
windows.
The ‘Perp’ will go from one window to another, and
the player must quickly adjust the sights with the
flippers to shoot him. There are 4 ‘Perps’ in total and
only one can be shot at a time. 15 million is awarded
per ‘Perp’ successfully shot and on completion of all 4
‘Perp’s, 25 million is awarded. At this time, the 4th and
final ball will fire out of the back of the tower and lock
into place in the MEGA SPIRAL. A new ball then
appears in the LAUNCH LANE ready for play. If this
ball is already locked in the MEGA SPIRAL, ‘Final
Ball Already Locked’ will display in the dotmation and
the ball in the JUSTICE RAMP ejects back into play.
This feature resets when all the ‘Perps’ are killed.
JUSTICE LOCK
The JUSTICE LOCK is positioned just below the
TOWER OF JUSTICE and can only be made when
the JUSTICE RAMP above it is raised. In normal
mode, the ball is held while a random selection is
made:
1.
2.
3.
4.
5.
Extra Ball
Lock Next Ball
Quick Multiball
10 Million
Power Flippers
(10%)
(20%)
(20%)
(30%)
(20%)
The is ball then released back into the playfield. If all
4 balls are locked in the MEGA SPIRAL, the Multiball
light will flash below the JUSTICE LOCK and a shot
at this time will launch the JUDGE DREDD
MULTIBALL MODE. The JUSTICE LOCK will also
collect any extra balls awarded provided the ‘XB’ is lit.
If ‘Lock Next Ball’ is selected, the next ball in the
spiral sequence will be launched from the relevant
building into the spiral: ie if 3 balls are locked, the final
ball will come from the TOWER OF JUSTICE ball
store and fire along the ramp towards the spiral and
lock in place. An additional shot to the JUSTICE
LOCK would then be needed to start the multiball.
POWER FLIPPERS
Power flippers can be awarded from the JUSTICE
LOCK or from the ‘POWER FLIPPERS’ mode start.
The flippers are double power during this mode.
SPINNERS will spin faster, giving more revolutions
and thus more points. The shot to the back of the
TOWER OF JUSTICE can be made from the bottom
of the spiral. Shots into the front of the TOWER OF
JUSTICE (when the ramp covers the JUSTICE
LOCK) will NOT start the ‘SHOOT THE PERP’ video
mode, but will go through the TOWER OF JUSTICE
and out of the other side along the ramp that leads to
the spiral. When this happens a special ‘Power of
Justice’ award is given of 20 million. The ball will then
continue around the spiral at high speed and eject at
the bottom, awarding a ‘Mega Spiral Bonus’ of 20
million. Power Flippers lasts for 20 seconds.
JUDGE DREDD MULTIBALL
This is difficult to achieve but worth it. All four balls
must be locked in the MEGA SPIRAL and the
Multiball light will flash on the JUSTICE LOCK. When
the JUSTICE LOCK is hit, the locked balls are
released down individual ramps. The locked ball at
the top is released down the top JUSTICE RAMP
(ramp will cover JUSTICE LOCK), 2nd ball to the
DARK JUDGES’ RAMP, 3rd to the ANDERSON’S
RAMP, and finally the 4th to the BIKE UPGRADE
RAMP. An additional ball will be auto-launched from
the LAUNCH LANE into play. This is a 5 ball multiball
mode. Dredd’s Jackpot is collected by shooting the
JUSTICE LOCK again, but a shot to the SURFER
CHASE LOOP will be needed first to raise the ramp
covering the JUSTICE LOCK. If Dredd’s jackpot is
awarded, the player gets 200 million points.
MODES
There are several modes in Judge Dredd, each mode
is advanced by shooting the PATROL RAMP. The
default start mode is SUPER SPINNERS, but will not
be enabled until DREDD’S LOCK is hit. When a
mode is completed, the mode must be advanced by
shooting the PATROL RAMP before the next mode
can be enabled. The modes in Judge Dredd are:
1.
2.
3.
4.
5.
SUPER SPINNERS
RAMP MILLIONS
POWER FLIPPERS
QUICK MULTIBALL
SUPER SPIRAL
These cycle in this order. An indicator light on the
table will flash to show current mode to be enabled,
and flashing will stop when mode is started.
DREDD’S LOCK (MODE START)
Shooting this starts the lit mode on the playfield.
Modes will only be started during normal play; if any
other feature is active (ie Multiball) then the ball will
simply be ejected.
QUICK MULTIBALL
Shooting the ‘Mode Start’ lock will start Quick
Multiball when active. The ball in the lock will be
returned to play and an additional ball will be
launched from the LAUNCH LANE with maximum
power. The jackpot in this mode is enabled by
shooting the MEGACITY LOOP. If the player enables
the jackpot, the light is lit on CHOPPER’S RAMP.
Shooting the lit ramp will award a jackpot of 50 million
which grows by 10 million for every SURFER CHASE
LOOP shot. This mode ends when one of the balls is
drained.
RAMP MILLIONS
This mode will make all the ramps score 5 million
each, the standard features of these ramps will be
disabled during this mode. The ramps that exit from
the spiral are also included, and features of the
buildings are disabled. This mode lasts 20 seconds
and a final score for ramp millions will be printed in
the dotmation.
SUPER SPINNERS
This mode will make the SPINNERS worth 10 times
their normal value. This feature, on a rare occasion
can be held with Power Flippers for a high scoring
combination (assuming Power Flippers are selected
from a shot to the JUSTICE LOCK). All other features
around the table will remain active during this mode
including the mode advance (PATROL RAMP). A
light near the SPINNERS will show ‘Super Spinners’
is still active, even when the mode has been
advanced. This mode ends after 20 seconds or when
the mode has changed (by advancing it, and hitting
mode start).
SUPER SPIRAL
When this mode is started, the spiral becomes the
only feature active. A shot to the spiral will send the
ball around it to the top (even without Power
Flippers). When the ball reaches the top, a second
ball is launched from the LAUNCH LANE into play. A
‘Super Spiral’ award of 20 million is made which
increments by 5 million per shot and the ball spirals
down back into play. This can be repeated and more
balls collected by shooting the spiral again. This
feature lasts for 20 seconds, and any remaining
multiballs can now be used around the table.
BOING MULTIBALL
After you have shot all the Dark Judges from the PSI
Division (on the MEGA SPIRAL) the BOING
MULTIBALL is activated. First shoot Dredd’s Lock to
open the Portal which is situated underneath the ramp in
the Tower of Justice. Next shoot the SURFER CHASE
LOOP to raise the ramp. Once the ramp is raised you have
to shoot the lock at the Tower of Justice. This procedure
needs to completed 4x to capture all 4 Judges in Boing (a
substance which traps their souls).
5. TROUBLESHOOTING
JOYPAD PROBLEMS
Q:
“The joypad option is not available when I try to select it”
A:
The joypad may not be installed properly in Direct X. Go into the control panel, double-click on the Direct X
icon, choose the Direct Imput tab and add your joypad here.
Q:
“The joypad is working but not as it should”
A:
The joypad may not be calibrated properly in Direct X. Go into the control panel, double-click on the Direct X
icon, choose the Direct Imput tab and click on joystick button, properties, calibrate.
GAME SPEED
Q:
“The game is running too slowly”
A:
Try lowering the colour depth or/and resolution until you find a combination which runs the game smoothly.
6. CREDITS
Concept and Design – Ian Margetts & Steve Beverley
3D Artwork – Ian Margetts & Steve Beverley
2D Artwork – Oliver Hatton & Phil Irving
Dotmations Artwork – Phil Irving, Oliver Hatton, & Sean Bastick
Intro Art – Sean Bastick, Oliver Hatton & Phil Irving
Lead Programmer - PP
Support Programmers – Mike Fox & Richard Howells
Music and Sound Effects – Chris Brightmore & Mark Cooksey
Producer – Jon Gregson
Management – Paul Tresise & Richard Chappells
Admin Support – Dorothy Duddell & Samantha Jones