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Pinball Jam - Atari - Atari Lynx     HTML Manual   


There's nothing like pinball.  The ball bounces from bumper to bumper,
hitting bonus buzzers and lighting Specials.  The bells ring 
and the points mount up.  Total concentration is the name of the 
game.  You must follow the ball as it speeds all over the table. 
Pinball Jam is realistic, high-speed, heart pounding pinball 
action at its best.  So give the plunger a pull and see if you 
can handle it!

Getting Started:

1. Insert the Lynx Pinball Jam game card in the Lynx Machine. 

2. Press ON. 

3. At the title screen, press A or B. The Elvira and the Party Monsters 
title screen appears. To play Elvira and the Party Monsters, press 
A for an easy game or B for a hard game. 

4. If you would rather play Police Force, press left or right on 
the joypad, the press A for an easy game or B for a hard game. 

Playing the Game:

Pinball Jam offers an exciting pair of realistic video pinball games. 
In the first game, Elvira and the Party Monsters, the Mistress 
of the Dark invites you to a party with her ghoulish friends. 
In Police Force, you are a cop in search of dangerous criminals. 
Best of all, in both games you have the chance to become an expert 
pinball player.  Bounce the ball off bumpers, ring buzzers and 
bells, collect large bonuses.  There are even times when you can 
play more than one ball at once!  If you think it will help, you 
can shake the machine, but if you shake it too much it will tilt.

The controls for both games are the same.  To pull back on the plunger,
press OPTION 2. Release OPTION 2 to let go of the plunger and 
put the ball in play. The longer you press OPTION 2, the harder 
you will shoot the ball.

When the ball is in play, press A or B to use the right flipper and 
press any direction on the joypad to use the left flipper. If 
you flip the screen, then the buttons activate the left flipper 
and the joypad activates the right flipper. OPTION 1 shakes the 
machine.  If you shake the machine too much, the machine will 
tilt and you won't be able to use the flippers or score any points.

In both games, a message box and you current score appear at the 
top of the table (Screens 1 and 2).  The flippers are at the bottom 
of the table, on either side of the ball drain (Screens 3 and 
4).  (See the game screens shown at the end of this manual.

You can hold down the left flipper for a current ball count, or hold 
down the right flipper for an extra ball count.

The best way to learn about these two exciting pinball games is to play
them.  However, the following sections provide hints for each game.

Elvira and the Party Monsters:

Elvira and the Party Monsters does not, at first, seem to award as 
many points as Police Force.  However, if you keep the ball in 
play and light up the right bonus options, you will start to rack 
up millions of points.

Backboard Dead Heads--Light all three Dead heads and you will also 
light Million on the Boogie Eject Hole.  Then hit the Boogie Eject 
for a million point bonus.  Light all three Dead Heads a second 
time and all the special lights will come on.

BAT Lanes--If you light all three BAT lanes, the bonus multiplier 
increases and the Spot Elvira light on the Monster Slide comes 
on.  When all BAT lanes are lit, the Ball Lock on the Skull Passage 
is also enabled.

Monster Slide Ramp--Hit the ball directly into the Monster Slide 
Ramp for bonus points.  Consecutive shots into the Monster Slide 
Ramp increase the points to a maximum 1,000,000 point bonus.  
If the Spot Elvira light is on, hitting the ball into the Monster 
Slide Ramp spots an Elvira letter.  Putting the ball in this ramp 
also lights the Hold Bonus on the Boogie Eject Hole.  If the special 
light is lit, the Monster Slide Ramp will award three extra balls.

Party Punch Ramp-- Putting the ball in the Party Punch Ramp awards 
the current Potion value, then increases the Potion value.

Boogie Eject Hole-- (Awards 1,000,000 points when lit).  If the 
Boogie Bonus is lit, hitting the ball into the Boogie Eject Hole 
awards the Boogie bonus.  If the BBQ Bonus is lit when you  hit 
the ball into the Boogie Eject Hole, the pinball machine randomly 
awards one of the following bonuses: 

Increases Bonus Multiplier 
Awards another Elvira letter 
Awards a mystery score from 10,000 to 80,000 points 
Awards a Special 

Jumper Bumpers--Hit the Jumper Bumpers when lit and the Boogie 
bonus increases.

BBQ Coffins--Open both BBQ Coffins to light the BBQ Bonus on the 
Boogie Eject Hole.

Skull Passage-- Put the ball throught the Skull Passage to lock 
a ball.  If a ball is locked and you put another ball into the 
Skull Passage, both balls are released and you must play both 
at the same time.  This gives you a chance to really rack up some 
points, but you will really have to concentrate.  If the Skull 
Passage is lit when you hit it, you receive a 3,000,000 point bonus.

JAM Targets--Complete the JAM targets to enable the Ball Lock and 
light the Boogie bonus on the Boogie Eject Hole.  After lighting 
the Boogie Bonus, use the Jumper Bumpers to build up the Boogie 
Bonus.  When the Boogie Bonus is built up, hit the ball into the 
Boogie Eject Hole to collect the bonus.

Pizza Passage--The number of points you get the Pizza Passage depends 
on which Pizza light is lit.  If the Headcheese Pizza light is 
lit, you will earn 50,000 points.  The Eye of Newt Pizza awards 
75,000 points.  The Lizard Tongue Pizza is worth 100,000 points. 
Completing the Pizza Targets advances the Pizza Passage value 
to the next amount and lights 25,000 on the right Flipper Lane.

Wake the Deah Head Targets--Completing the Wake the Dead Head Targets 
lights an additional Deah Head at the top of the board, the Spot 
Elvira light on the Monster Slide, and the 25,000 bonus on the 
left flipper lane.

Elvira Letters--If all the Elvira Letters are lit, the 3,000,000 
point bonus light on the Skull Passage comes on.  When the bonus 
is on, you will collect 3,000,000 points by putting the ball into 
the Skull Passage.

Drain Lanes--When lit, the Drain Lanes award three extra balls.

Flipper Lanes--When lit, the Flipper Lanes award 25,000 points.

Drain--If the ball goes down the drain, you lose that ball.  When 
you lose a ball, you receive the bonus for that ball multiplied 
by the Bonus Multiplier.  If you are playing an Easy game, all 
lights remain on.  In a Hard game, losing a ball in the drain 
turns off all lights.

Police Force:

Police Force has all the action and intensity of a high-speed car 
chase in a cop movie.  The combination of ramps, bumpers, spinners,
holes and targets provide a seemingly endless stream of points. 
Hit the bonuses and you'll see your points skyrocket.

Firing Range Spinner--When you first hit the ball into action in 
Police Force, the ball hits the Firing Range Spinner.  Each revolution 
of the spinner advances the Firing Range value.  The Firing Range 
value starts at 10,000 points, works its way up to 100,000 points,
then starts over at 10,000.  Hit the 75,000 value and you will also
receive a Police letter.  After the Firing Range value is awarded,
the ball is ejected onto the pinball table and the action begins.

Police Letters--Collect all the Police letters and the Top Cop 
Bullseye lights.

Top Cop Bullseye--When lit, hit the bullseye for 3,000,000 points.

GUN Lanes--Complete the GUN lanes to increase the Bonus Multiplier. 
When the Bonus Multiplier reaches 6, complete the GUN Lanes for 
special bonuses.

Machine Gun Croc Hole--Hit the ball into this hole to put Machine 
Gun Croc in jail.  If the hole is lit, you will receive one of 
the following Hot Sheet bonuses: 

Spot Police Letter 
100,000 Hot Score 
One extra ball 
Forced Multi-ball 
Fifteen extra balls 

City Jail--Put all four crooks in jail to enable the jackpot on 
the Right Ramp.

Right Ramp--If the Right Ramp Jackpot is lit and you hit the ball 
into the ramp, you receive a 4,000,000 point bonus.  If the Police 
Letter light is lit, you will receive one Police Letter.  If the 
Ball Lock is enabled, the ball is locked in the jail.  Put a second 
ball in jail and both will be released at the same time for exciting 
multiball action.  If Ball Lock is not lit, the ball passes by 
the jail and continues in play.

Center Ramp--Hit the ball through this ramp for the Center Ramp 
Bonus. This bonus starts at 10,000.  Hit the ball repeatedly through 
the ramp to increase the bonus until it reaches Unlimited Million. 
At Unlimited Million the Top Cop Extra Ball light comes on.

Drug Rat, Diamond Weasel, and Loan Shark Targets--Hit all these 
targets to put Drug Rat, Loan Shark or Diamond Weasel in the jail 
and light Spot Police on the Right Ramp.

Handcuff Bonus Eject Hole--When the ball goes into this hole, you 
receive the Handcuff Bonus.  Each time you hit this bonus, it 
is worth more points.

Extra Ball Lights--The four Extra Ball lights along the bottom 
of the pinball machine come on if your score goes above 2,000,
000 points and you are on your last ball.  Going through the Flipper 
Lanes or Drain Lanes awards an extra ball if the ball hits one 
of these lights.

Drain--If the ball goes down the drain, you lose that ball.  When 
you lose a ball, you receive the bonus for that ball multiplied 
by the Bonus Multiplier.  If you are playing an Easy game, all 
lights remain on.  In a Hard game, losing a ball in the drain 
turns off all lights.

High Score Screen--If your score is one of the three highest scores 
for this session of the game you are playing, you will make it 
to the High Score screen.  To enter your name, move the white 
box over the desired letter and press A or B.

When you have entered your name, put the box over the word "End" 
and press A or B.  If your name is 7 letters long, the game automatically 
takes you back to the title screen.

You can view the high scores from any title screen by pressing up 
on the joypad.


Learn each pinball game.  If you know where to hit the ball, your 
points will pile up.

Understand the flippers.  You must know how to use the paddles to 
hit the ball to specific targets.  How you aim depends on the 
angle of the ball and the ball's location on the flipper when 
you hit the ball.

Don't always pull the plunger all the way back.  It is not always 
in your best interest to hit the ball as hard as you can.

Practice.  The more you play, the better you will get.

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