Pinbot FAQ
Pinbot - copyrighted by Rare 1988
Dates Written July 20th to 22nd, 2002
Written By - Brian P. Sulpher
Version 2.1
E-mail - [email protected]

This dedication goes to my parents who bought me this incredible game for
the Christmas of awesomeness (7 games in one year for me and my bro).  I
have always enjoyed this game, and only recently did I beat it, which put to
rest the game which has plagued me the longest as unfinished.  Thanks Mom
and Dad!  I appreciate it!

Also, for Cougar.  I miss you, and I hope you are living it up in the
afterlife as you did in this world.  You will always be in my memories, and
you will never be forgotten.

-----------
Version 1.0
-----------

-submitted guide

-----------
Version 1.1
-----------

-added previously unknown way to pause the game

-----------
Version 1.3
-----------

-added in info on level 6
-added info on level looping
-added in info on level five monsters
-thanks to John A. Packey for contribution of above three points.  Any
inquiries for him can be sent to [email protected].

-----------
Version 1.5
-----------

-corrected info on pausing the game.
-added in info on an options menu.
-Thanks to Mathieu Tremblay for the above two points.

-----------
Version 2.0
-----------

-Corrected Advanced Techniques Part f) to containt he absolute proper
information
-Corrected Enemy Patterns & Solutions
-Added in Advanced Technique Part h), which is something I forgot about!
-Thanks to tst4eko for all of the above contributions, as well as Julia West
who sent an e-mail about the Enemy Patterns & Solutions hours after
tst4eko.
-Next update should be the final one, as I feel this game has little left to
reveal

-----------
Version 2.1
-----------

-Submitted guide on 16th of October, 2005
-I added in Retronintendo and Honestgamers as sites allowed to use my FAQs
-Altered the format to make it easier on the eyes of the reader

----------------------------------------------------------------------------
------------------------------Table of Contents-----------------------------
----------------------------------------------------------------------------

1) Introduction
2) Controls
3) Points
4) Advanced Techniques
5) Planet Hopping
6) Game Map
7) Enemy Patterns & Solutions
8) High Scores
9) Final Word

----------------------------------------------------------------------------
--------------------------------Introduction--------------------------------
----------------------------------------------------------------------------

1) This is a game of pinball, but it is unlike any pinball game I have ever
  seen.  The main goal of the game is to break the high score in the game
  so you can have bragging rights over your friends, and to see the ending.
  This FAQ will review all aspects of the game, and give some techniques
  for winning a better finishing high score.  This game is made by RARE,
  and it has a couple of fellows you may heard of before worked on it by
  the names of Chris Stamper and Tim Stamper.

----------------------------------------------------------------------------
---------------------------------Controls-----------------------------------
----------------------------------------------------------------------------

2) This section will look at the controls of the game.  Refer to these when
  looking at how pull special tricks off in the Advanced Techniques
  section.

  D-Pad ====> moves left flipper
  A Button => moves right flipper
  B Button => powers plunger
  SELECT ===> shakes machine to the right
  START ====> shakes machine to the left

  B Button => on controller 2, this will pause the game during play.  This
              will allow you to remove sound/music in an options menu.

----------------------------------------------------------------------------
---------------------------------Points-------------------------------------
----------------------------------------------------------------------------

3) This section will view points for every action, and will explain how to
  collect the compound totals as well as how points are decided on the
  playing field.


  Any score with an asterisk adds 1,000 points (up to 99,000) towards
  the end of round bonus.  The Solar Ramp adds another multiplier (up to
  x5) for the end of round bonus.

________________ ____________________________________________________
|      Name      |                       Points                       |
|________________|____________________________________________________|
|Bumpers         |10                                                  |
|________________|____________________________________________________|
|Inside Slots    |*5,000 (x2 with double ball)                        |
|________________|____________________________________________________|
|Outside Slots   |*10,000 (x2 with double ball)                       |
|________________|____________________________________________________|
|Planet          |10,000 (x2 with double ball)                        |
|________________|____________________________________________________|
|Planet Slot     |*5,000 (x2 with double ball)                        |
|________________|____________________________________________________|
|Planet Targets  |*1,000 per target                                   |
|________________|____________________________________________________|
|Bonus           |*25,000 => 50,000 => 75,000 => Extra Ball => 75,000 |
|________________|____________________________________________________|
|Vortex Hole #1  |5,000 (multiplied by plunger shots awarded)         |
|________________|____________________________________________________|
|Vortex Hole #2  |100,000 (multiplied by plunger shots awarded)       |
|________________|____________________________________________________|
|Vortex Hole #3  |20,000 (multiplied by plunger shots awarded)        |
|________________|____________________________________________________|
|Solar Bumpers   |2,000 per hit                                       |
|________________|____________________________________________________|
|Solar Value Cave|Solar Bumpers build the value (up to 500,000)       |
|________________|____________________________________________________|
|Solar Ramp      |100,000 + (50,000 x number of ramp shots) before    |
|                |double ball shot on solar ramp (move to next level) |
|________________|____________________________________________________|


   This may seem like a small amount of scoring opportunities, but your
   score can go up very fast.  The ramp is the most important part of
   scoring because of: bonus multipliers, vortex multipliers, solar value
   cave, and solar ramp.

----------------------------------------------------------------------------
------------------------------Advanced Techniques---------------------------
----------------------------------------------------------------------------

4) This section will deal with ways of increasing your score, prolonging
  your play, and gaining extra balls.


a) Using SELECT and START to shake the table can allow for better bounces,
  save the ball from loss, and prolong time the ball is in a scoring spot.
  The best example of a scoring spot yielding more points than usual is in
  the slots by the flippers.  If the ball is slowed sufficiently by the
  shifting of the table, instead of one score, a player can get as many as
  four (1 x 5,000 or 4 x 5,000?).  This also will allow a slower roll to
  the flippers for an easier time moving the ball where you want it to be.
  The real danger in this strategy is utilizing at the wrong time, so it
  will cause more damage than help.  Also, tilting the table is a distinct
  possibility.


b) When a ball goes down the right slot (by the right flipper), a bonus will
  light up near the solar ramp.  The original value is 25,000, and after
  re-activating it again, 50,000.  The cycle continues (going to value of
  75,000, and then an extra ball light-up).  This will put a yellow circle
  over the 4 slots at the bottom of the machine (near the flippers).  You
  can change the position of the extra ball light by pressing a flipper
  button (moves one to the right per press).  The cycle then reverts to
  $75,000 prize each time.  This can make for a large source of points
  very easily.


c) The planets score you 10,000 for every one you collect in game play, and
  20,000 for every one counted as visited on the current visit of the
  path in this galaxy (it starts out on Pluto and goes to the Sun).  The
  first time through the rotation of the planets, there will be a flashing
  planet in the middle that is a target (when reached, an extra ball
  light).  From there, when the sun is reached, another extra ball light.
  When the sun is reached again, another extra ball light, plus a prize
  that will help protect your ball form being lost (random piece).  The
  very next planet reached will change your ball to a triangle (two more
  full trips will make them cubes).  The result with each change makes a
  faster moving ball that bounces slightly different than the others.
  There are two methods to get a new planet: hitting the green light above
  the right slots (triggered by the left slot), and the three targets on
  the left side also garner a planet.  Planets are important to your
  success in this game, mainly because they are the best source of extra
  balls.


d) The Vortex is the spiral that the plunger shoots the ball at.  There are
  three different values on the vortex, and the one the player should be
  aiming for is the second of three holes (as you know, it is worth 100,000
  points), so the key is to hit the ball hard enough you make it past
  5,000, but not far enough to go past to the 20,000.  This can really
  take off in value if you keep getting balls back to the plunger by use of
  the ramp, and getting a second ball in play.


e) The Solar Ramp starts at a value of 100,000, and each time a player
  shoots the ramp, it adds another 50,000 to the value.  It is collected
  by getting two balls in play, and then returning one to the ball hold.
  Then, the player must shoot the ramp (while the ball is contained), and
  it will award the value to your score, and reset to 100,000 stock value.
  An interesting note is if you build the value up during a game, but do
  not collect, then on the next game (provided the game is not reset/turned
  off) the value remains!  This means if you are going to score high as you
  can, you might want to spend a few games just shooting the ramp to build
  the value for your real attempt at a large score.  Shooting the ramp also
  gives a multiplier for your bonus (up to x5), and when it lands on the
  plunger, the vortex multiplier value increases by x1.  This is a very
  important part of scoring well, so practice shooting the ramp!


f) The Solar Value starts at around 80,000 and can build to a maximum value
  of 500,000.  It is built up by hitting the bumpers directly below the
  Vortex.  To collect the value, you must hit 1 or 2 of the planet targets
  on the left.  This will cause the ramp to rise, and the cave will be lit
  so you can shoot in for the collect.  This value goes up fairly fast, so
  it can help your score greatly.


g) Getting two balls in play, is not too hard, putting one away for a bit is
  even easier, but keeping both out is hard.  However, keeping both in play
  allows for a very high score, since the double ball means every board
  value (except the right slot bonus light) is doubled.  With two balls in
  play means a x4 scoring!  Plus, with both balls out, shooting the ramp
  can still be done, and might lead to many vortex shots (many
  multipliers).


h) Once a fresh board of lights is empty, you will see that the lights are
  moving in lines, left to right, and bottom to top.  If you mabage to hit
  a trigger that is connected to that line at the same moment, all the
  lights will be turned on, revealing the eye sockets!  This is a "skill
  shot", which will get the Double Ball that much sooner for you!

----------------------------------------------------------------------------
-------------------------------Planet Hopping-------------------------------
----------------------------------------------------------------------------

5) This games begins with your planet counter sitting as just beyond our
  galaxy.  Each time you collect a planet, you move closer to the Sun.  The
  Planet Order Is:


  Pluto => Neptune => Uranus => Saturn => Jupiter => Mars => Earth =>
  Venus => Mercury => Sun => back to outside solar system.


  This fun little ride scores good points, and gives many extra balls
  (usually at the end of a circuit).  It is good to try to get them
  whenever possible.

----------------------------------------------------------------------------
-----------------------------------Game Map---------------------------------
----------------------------------------------------------------------------

6) First off, I apologize for this map, I will fix it in the future, but it
  should give you an idea of what to expect when utilizing the above listed
  strategies.


R => solar ramp                  X => plunger
P => pathways                    V => vortex
F => flippers                    S => slots
T => targets                     G => green planet target
DB => double ball field         SB => Solar bumpers
NP => not part of game           O => planets
W => walls                       B => bumper
L => sun                         C => rocket
BS => ball storage





+-------------------------------------------------------------------------+
|NP NP NP NP R NP NP NP NP NP NP NP NP NP NP NP NP NP NP RRRRRRRRRRRR     |
|NP NP NP  RRR NP NP NP NP NP NP NP NP NP NP NP NP NP NP     RRRRRRRRR NP |
|NP NP NP RRRR    NP NP NP NP NP NP NP NP NP NP NP NP         VVVVVRRRRR  |
|NP NP   RRRR     NP NP NP NP NP NP NP NP NP NP NP NP        VVVVVVVRRRRR |
|NP NP  RRRR         NP NP NP NP NP NP NP NP NP NP          VVVVVVVVVRRRRR|
|NP NP  RRRR         NP NP NP NP NP NP NP NP NP NP          VVVVVVVVVRRRRR|
|NP NP RRRR             NP NP NP NP NP NP NP NP              VVVVVVVRRRRRR|
|NP NP RRRR             NP NP NP NP NP NP NP NP               VVVVVVV  WPP|
|NP   RRRR                 BS BS       BS BS                       SB  WPP|
|NP   RRRR                                                      SB SB  WPP|
|NP  RRRR                                                    SB SB SB  WPP|
|NP  RRRR                                                 SB SB SB SB  WPP|
|NP RRRR                                               SB SB SB SB SB  WPP|
|NP RRRR             DB DB DB DB DB DB DB DB DB DB  SB SB SB SB SB SB  WPP|
|NP RRR              DB DB DB DB DB DB DB DB DB DB WW  SB SB SB SB SB  WPP|
|NP RRRR             DB DB DB DB DB DB DB DB DB DB  WW SB SB SB SB SB  WPP|
|NP  RRRR            DB DB DB DB DB DB DB DB DB DB   W SB SB SB SB SB  WPP|
|NP NP RRR           DB DB DB DB DB DB DB DB DB DB    WW  SB SB SB SB  WPP|
|NP NP RRRR          DB DB DB DB DB DB DB DB DB DB     WW SB SB SB SB  WPP|
|NP NP NP            DB DB DB DB DB DB DB DB DB DB        SB SB SB SB  WPP|
|NP NP   T           DB DB DB DB DB DB DB DB DB DB           SB SB SB  WPP|
|NP NP  T            DB DB DB DB DB DB DB DB DB DB           SB SB SB  WPP|
|NP NP T             DB DB DB DB DB DB DB DB DB DB                     WPP|
|NP                                                                    WPP|
|NP NP                                                          G      WPP|
|NP NP                    O                                    GGG     WPP|
|NP NP NP        O                     O                       GGG     WPP|
|NP NP                                                          G      WPP|
|                                LLL          O  CCC                   WPP|
|                            O  LLLLL           CCC                    WPP|
|                        O     LLLLLLL        CCCC                     WPP|
|                               LLLLL        CCCC                      WPP|
|        B                  O    LLL        CCCC             B         WPP|
|   W    B                               O                   B    W    WPP|
|   W    BB                        O                        BB    W    WPP|
|   W    BB                                                 BB    W    WPP|
|   W    BBB                                               BBB    W    WPP|
|   W    BBB                                               BBB    W    WPP|
|   WW   BBBB                                             BBBB   WW    WPP|
|   WW   BBBB                                             BBBB   WW    WPP|
|   WW    BBB                                             BBB    WW    WPP|
|   WWW    BB                                             BB    WWW    WPP|
|    WWW    B                                             B    WWW     WPP|
|      WWW                                                   WWW       WPP|
|        WWW                                               WWW         WPP|
|NP        FFFFFF                                     FFFFFF     NP NP WPP|
|NP NP         FFFFFF                             FFFFFF      NP NP NP WPP|
|NP NP NP          FFFFFF                     FFFFFF       NP NP NP NP WPP|
|NP NP NP NP          FFFFFF               FFFFFF       NP NP NP NP NP WPP|
|NP NP NP NP NP          FFFFF           FFFFF       NP NP NP NP NP NP WPP|
|NP NP NP NP NP NP         FFFFF       FFFFF      NP NP NP NP NP NP NP WPP|
|NP NP NP NP NP NP NP        FFFF     FFFF     NP NP NP NP NP NP NP NP WPP|
|NP NP NP NP NP NP NP NP       FF     FF       NP NP NP NP NP NP NP NP WXX|
|NP NP NP NP NP NP NP NP NP                 NP NP NP NP NP NP NP NP NP WXX|
|NP NP NP NP NP NP NP NP NP NP           NP NP NP NP NP NP NP NP NP NP WXX|
+-------------------------------------------------------------------------+

----------------------------------------------------------------------------
--------------------------Enemy Patterns & Solutions------------------------
----------------------------------------------------------------------------

7) This section is going to view what monsters threaten you, and how to deal
  with these incredibly nasty characters in a level by level guide.


Level 1 => There are no monsters here, so be glad and frolic totally unaware
          of the terrible dangers that lie ahead of you!


Level 2 => There is a ball muncher on this level.  He starts way out on
          Pluto, but moves fairly quickly around the planet order until he
          gets to the Sun, when he starts to try to grab your ball with his
          incredible vacuum mouth.  When he does grab your ball, he will
          rapidly chew your ball, and then spit it down the middle and your
          turn will end (unless you have double ball, and he will retreat
          to a planet farther down the orbital order).  To get your ball
          back, you must rapidly press SELECT/START to shake the ball
          loose, and the monster will go to a planet farther back.  Be
          careful to not be too fast on the shaking or the table can TILT.


Level 3 => There are flies on this level, which harmlessly fly around.
          However, some of these "harmless" flies drop missiles when hit,
          or when they make an exit from the level.  If these missiles hit
          your flipper, the flipper turns grey, which will slow the
          movement response of your flipper.  If a missile hits a grey
          flipper, it will explode.  To beat the flies, just hit them with
          your ball.  The same rule applies to the bombs, but they are
          quite hard to hit.  If you have grey flippers, moving to the next
          level will repair the damage.


Level 4 => Same guys, same rules apply.  There is one exception though, and
          that is the flies with no missiles grab your ball in an attempt
          to take it off the board.  Use SELECT/START to shake it loose,
          and keep in mind it is quite easy to TILT when doing this.


Level 5 => Snakes appear on the right and left slots, trying to eat your
          ball.  You can shake your way loose from their grip, but it
          requires an immense amount of shaking in an extremely short
          amount of time.  You will likely be unable to do so properly.


Level 6 => Snakes appear on the right and left slots, trying to eat your
          ball.  You can shake your way loose from their grip, but it
          requires an immense amount of shaking in an extremely short
          amount of time.  You will likely be unable to do so properly,
          and it is that much harder on this more advanced level.


  From this point on, you will revert back o the start of the list (you
  will have level one situation of no monsters).  As you progress through
  the levels, you will see the same order of enemies.  Use this to your
  advantage so you can get to a level that you play rather well.

----------------------------------------------------------------------------
---------------------------------High Scores--------------------------------
----------------------------------------------------------------------------

8) This section will list the high scores that are programmed into the game,
  and it will explain the significance of this.

                            ________ _________
                           | Name   |  Score  |
                           |________|_________|
                           | 1. TDJ |9,983,270|
                           |________|_________|
                           | 2. CLS |8,236,120|
                           |________|_________|
                           | 3. PP  |6,741,930|
                           |________|_________|
                           | 4. KEV |3,482,140|
                           |________|_________|
                           | 5. CTJ |2,149,700|
                           |________|_________|
                           | 6. SMS |1,973,320|
                           |________|_________|
                           | 7. HUW |  993,450|
                           |________|_________|
                           | 8. MB  |  357,840|
                           |________|_________|
                           | 9. SAM |  282,230|
                           |________|_________|
                           |10. SIM |   87,450|
                           |________|_________|


  The purpose of beating the high scores is that whenever you top the
  first place score, you have won the game.  You get the credits of this
  game form a then modest little gaming company.  Names such as
  Chris Stamper, Tim Stamper, and Ken Lobb are all contained within.  A
  truly mind-blowing experience for any new age gamer (the youngins I like
  to call 'em) or someone who grew up never playing this and knows about
  RARE's more famous NES game Battletoads.

----------------------------------------------------------------------------
----------------------------------Final Words-------------------------------
----------------------------------------------------------------------------

9) As is the usual, this walkthrough is copyright property of Brian P.
  Sulpher, 2003.  The only website, group, person, etc. to have access to
  post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
  www.honestgamers.com.  You must ask for permission before posting this,
  as doing so without consent is a violation of international copyright
  law.

  If you liked it, hated it, have anything to add, then please E-mail me at
  [email protected].  You can also contact me through MSN messenger
  through the same E-mail address.

  Hopefully this helped you, and have a good day now!  Seriously, that is
  it... time to go... now, I really mena it this time, so get going! ;)