_____ _____ _ _ _____ _____
| _ | | _ | | | | | | ___| | _ |
| |_| | | | | | | | | | | |__ | |_| |
| _| | | | | | | | | | __| | _|
| |\ \ | |_| | | |____ | |____ | |___ | |\ \
|_| \_\ |_____| |______| |______| |_____| |_| \_\
_____ _____ _ _
| _ | | _ | | | | |
| |_| | | |_| | | | | |
| _ < | _ | | | | |
| |_| | | | | | | |____ | |____
|_____| |_| |_| |______| |______|
Copyright Hal 1988
Written By Brian P. Sulpher
E-mail:
[email protected]
Version 1.1
Dates Written: July 30th to AUgust 1st, 2004
I dedicate this to the NES fans out there, as this one is part of the NES
FAQ completion Project of 2004, courtesy of the FAQ Contributor Board. We
honour the most truly awesome and great system... the Nintendo Entertainment
System! Never mind about Atari, Commodore 64, Colecovision, Sega Master
System, Super Nintendo Entertainment System, Sega Genesis, or any of the
newer systems, we all know that the good old NES is where true gaming is at!
Also, for Cougar, Howler, and Koonce. 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 on August 1st, 2004
-----------
Version 1.1
-----------
-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) Entrance Section
4) Middle Section
5) Bottom Section
6) Bonus Section
7) Codes
8) Final Word
----------------------------------------------------------------------------
-------------------------------Introduction---------------------------------
----------------------------------------------------------------------------
1) Welcome to one of the greatest pinball games ever to grace a home console
video game system! Released in the middle of the NES lifespan, it
revolutionized in music and design for home console video games, offering
up very unique areas of the four screen machine!
This is a game that any true NES fan could not resist the great gaming
value of one of the two main premier pinabll titles to ever grace the
system! So grab a controller, launch your ball, and go for the high
score as you challenge the skyscraper!
----------------------------------------------------------------------------
---------------------------------Controls-----------------------------------
----------------------------------------------------------------------------
2) This section will look at the controls needed to rack up the big scores.
D-Pad...: Moves all of the left flippers in the pinball machine.
START...: Pauses/unpauses the game.
SELECT..: No apparent use.
B Button: Moves all of the right flippers in the pinball machine.
A Button: Moves all of the right flippers in the pinball machine.
----------------------------------------------------------------------------
-----------------------------Entrance Section-------------------------------
----------------------------------------------------------------------------
3) This section will look at the top portion of the Skyscraper... the
Rooftop!
o-------------o
| H-A-L Slots |
o-------------o
single slot = 500
Located right by the entrance spot for the ball, these three slots will
start out dark. However, once a ball passes through a slot, it will light
up, and once all three are lit up, you will gain a bonus score. Note that
you can not move these lights by moving a flipper.
When you get all three of them lit up, you will collect the entire potential
Bonus Score you have built up to that point, meaning the later on in a run
you do this the higher the points you will recieve.
o---------o
| Spinner |
o---------o
each rotation = 100
Located right beside the H-A-L Slots, this little doorway will spin around
after a ball passes through it, blessing your score with several hundred
points per pass.
o------------o
| Rebounders |
o------------o
each hit = 10
Your basic set of rebounders, they will throw your ball around the area in
fast movements.
o-----------------o
| Rebounder Slots |
o-----------------o
each pass = 500
Right beside the Rebounders, these two slots will yield good points as the
ball moves down towards your flippers.
o-------------o
| Hole Savers |
o-------------o
each entrance = 3000
On the right side of the area there are two, one on the left side (more on
this one in the next paragraph). They are the only thing that can stop your
ball from falling down to the next screen. If your ball enters into either
one, the ball will be launched back into the central area where it becomes
playable once again.
The hole on the left side will continually switch between pointing up and
then down, switching each time your ball enters the hole. Whichever way the
arrow points will determine where the ball will be launched, so be ready for
this spot to launch your ball down a screen sometime. However, if you have
triggered three Cherries in the Slot Machine in this area, it will make this
hole ALWAYS shoot the ball upwards!
o-----------o
| Exit Slot |
o-----------o
each pass = 1000
Located on the left side, it is above the Hole Saver on the left side where
it is worth more due to the inherent loss of position represented by the
Hole Saver.
o--------------o
| Corner Holes |
o--------------o
each entrance = 5000
In the top right corner are these two holes. This paragraph will cover the
lower one, with the second paragraph covering the more complicated higher
hole. The lower hole is nothing more than a launching spot, sending the
ball upwards towards the higher hole and the Bumper that is located up
there.
The higher hole has a myriad of functions once entered, which are:
Single Ball.: locks your ball in the compartment on the right side of the
Bonus Screen above, sneding you back to the plunger to get
your second ball in play to try and unlock the first one (more
on that in the Bonus Section).
Second Ball.: Since a ball is already locked into the hole mentioned in the
last point, it will just be launched back out.
Double Ball.: With both balls in play, the effect will depend if the gate is
open or not in the hole on the right in the Bonus Section. If
the gate is closed, the ball will just be launched back out of
the hole. If the gate is open, the ball will be launched
from the aforementioned hole on the right in the Bonus
Section.
o--------o
| Bumper |
o--------o
each hit = 1000
Found between the two Corner Holes, this object will send your ball
careening away every time it makes contact, though it can be an excellent
point source if the ball gets pinned between it and a wall.
o--------------o
| Slot Machine |
o--------------o
each entrance = 3000
This is the small lane located right at the top and center spot in th area,
every time it is entered, the three reels will spin, trying to match three
of a kind symbols up to have a special effect. These effects are:
Cherries.: These three lovlies will unleash EVERY helpful bonus the pinball
machine has to offer. This includes some that are only
accessible by getting this bonus!
Bells....: The ringing of the three bells will increase your Bonus Score
Multiplier, making your end of ball score much higher than it
would be without it.
Eggplants: These gross, purple things will cause ALL helpful bonuses to be
revoked.
For every successful grouping of three (even nasty Eggplants), you will be
rewarded with a very nice 10000 points!
----------------------------------------------------------------------------
------------------------------Middle Section--------------------------------
----------------------------------------------------------------------------
4) This section will look at the middle portion of the Skyscraper... the
Office District!
o--------------o
| Letter Slots |
o--------------o
each pass through non-lett slot = 1000
You will see three slots near the top-centre of the screen, one of which
will have the letter "A" on the slot. Each time you press the A Button, the
light will moive to the right. The reason you would want to move the light
is that you will be able to collect more points than if the slot is not lit
up.
You can increase the value of the Lit slot (base value is 3000) by hitting
the trio of targets spread through out the area, but only the one with the
green light behind it will add onto the base score (after collecting a lit
slot point value, it resets to 3000). The following is the scoring chain
for each successive point value for the lit slot:
3000 -> 5000 -> 10000 -> 30000 -> 50000
o----------------o
| Letter Targets |
o----------------o
each hit = 300
Each set of targets (three in all) spread out over the area are used to
increase the value of Letter slot, but only if the green light is behind the
set of targets you knock down. However, you do get another tick of Bonus
Points for hitting a set of targets, regardless of where the green light is
located.
o-------------o
| Hole Savers |
o-------------o
each entrance = 3000
The hole on the left side will continually switch between pointing up and
then down, switching each time your ball enters the hole. Whichever way the
arrow points will determine where the ball will be launched, so be ready for
this spot to launch your ball down a screen sometime. However, if you have
triggered three Cherries in the Slot Machine in this area, it will make this
hole ALWAYS shoot the ball upwards!
o-----------o
| Side Slot |
o-----------o
each pass = 3000
Found on the right side, your ball will pass through here usually when your
ball got past the Hole Savers on the screen above.
o------------o
| Rebounders |
o------------o
each hit = 10
Your basic set of rebounders, they will throw your ball around the area in
fast movements.
o-----------------o
| Rebounder Slots |
o-----------------o
each pass = 500
Right beside the Rebounders, these two slots will yield good points as the
ball moves down towards your flippers.
o--------o
| Bumper |
o--------o
each hit = 1000
Found above the left flipper, this object will send your ball careening away
every time it makes contact, though it can be an excellent point source if
the ball gets pinned between it and a wall.
----------------------------------------------------------------------------
------------------------------Bottom Section--------------------------------
----------------------------------------------------------------------------
5) This section will look at the lowest portion of the Skyscraper... the
Dead End!
o-----------o
| Exit Hole |
o-----------o
each entrance = 3000
When the hole is not marked, it acts like your typical launcher hole in the
game, sending the ball flying. However, if you have lit the Exit Hole Bonus
(see the Bonus Light sub-section within this section for details on how to
do that), you will get a free pass to the plunger while collecting a cool
5000 points!
o--------------------o
| Saver Post Targets |
o--------------------o
each hit = 300
The three targets are located just below the Exit Hole, where they wait to
be pegged off. If you manage to get all three to go down, you will gain a
Bonus Score Point as well as a Saver Post that sets up between the two
flippers.
o------------o
| Rebounders |
o------------o
each hit = 10
Your basic set of rebounders, they will throw your ball around the area in
fast movements.
o-----------------o
| Rebounder Slots |
o-----------------o
each pass = 1000
Right beside the Rebounders, these two slots will yield good points as the
ball moves down towards your flippers.
o--------------o
| Outside Slot |
o--------------o
each pass = 3000
FOund on the far left side of the area, you do not want to be collecting
this one unless the gate is open on the saver. Otherwise, this will be the
LAST points you collect before you start totalling your Bonus Points as the
end of play Bonus.
o--------o
| Bumper |
o--------o
each hit = 1000
Found above the two flippers, this object will send your ball careening away
every time it makes contact, though it can be an excellent point source if
the ball gets pinned between it and a peg located above.
o-------------o
| A-B-C Slots |
o-------------o
each pass = 500
Three little slots exist above the Bumper, lighting up every time the ball
passes through an unlit slot. You can move the lights by moving the right
flipper, allowing for manipulation of the lights to complete the set quicker
than luck would allow.
Every time that you complete the set you will gain a Bonus Point spot as
well as opening up the gate in th ebottom left to make the saver work to
stop balls from going out of play.
o---------o
| Spinner |
o---------o
each rotation = 100
Located right by the Bonus Light, this little doorway will spin around
after a ball passes through it, blessing your score with several hundred
points per pass.
The added effect of this Spinner is that it changes the effect of the Bonus
Light when it is active.
o--------------o
| Bonus Button |
o--------------o
each hit = 1000
When this is hit, the Bonus Light will become lit up for 15 seconds. This
allows you to shoot for an extra bonus effect if you can hit the Bonus
Light.
o-------------o
| Bonus Light |
o-------------o
each hit = 1000
When this has been lit by the Bonus Button, you will be able to run this
light over, gaining a Bonus effect. The Bonus effect is determined by the
Spinner, which spins through all the various effects it can have on the
playing field. These are the possible Bonuses that can be achieved:
50000 Points.: You will gain an extra 50000 points for triggering this
Bonus.
Bumper.......: The Bumper will begin to flashm yielding 10000 per hit for
the brief time this Bonus is in effect.
Exit Hole....: One time path to plunger through the Exit Hole, it is the
best way to climb the Skyscraper.
Saver Post...: Post between flipper raises, making it tougher to lose your
ball.
You will also reap the reward of a Bonus Point spot in addition to whichever
reward you triggered.
o---------------------------o
| Bonus Score & Multipliers |
o---------------------------o
The Bonus Score is earned through various methods (noted through out the
guide), adding up as you play. With each step you take on the Bonus Ladder,
the more lights and plateaus you will reach for your Bonus Score.
The ladder goes as follows: 1K-1K-1K-1K5K-10K-10K-1OK-1OK-50K-100K.
Each spot fills the next light in line, BUT it will hit plateaus where all
the lights in a row will light the next one before you have to start fresh
to build to the highest light.
These plateaus are:
10K.: You will need to build back up to 5K to make the 10K light appear.
50K.: You will need to light up the four 10K lights as well as the four 1K's
and the 5K to make the 50K light go on.
100K: Light up every single light by repeating the steps for the 50K
plateau.
So, the maximum Bonus Score is when you light up all the lights, meaning
your maximum Bonnus Score can be 199000 per ball!
However, you can actually get more points than that through getting Bonus
Multipliers. The counter is located just to the left of the plunger that is
used to launch the ball when you start a new ball.
To gain a new multiplier, you have two possible methods:
i) After completing the Bonus Bumpers (see the Bonus Section for details)
once, you will then be able to complete it as many times to increase the
Bonus Multipler.
ii) Using the Slot Machine found in the Entrance Area of the pinball
machine, get three Bells to make the Bonus Multiplier increase.
The counter begins on x1 (it is not visible), every time you gain a spot,
you will move through the following set: x2-> x3-> x4-> x5. The maximum is
at x5, so feel proud if you can get it this far and enjoy the Bonus Winfall
you will get once your turn finally ends!
----------------------------------------------------------------------------
-------------------------------Bonus Section--------------------------------
----------------------------------------------------------------------------
6) This section will look at the highest portion of the Skyscraper... the
Air Up There!
o------------o
| Rebounders |
o------------o
each hit = 10
Your basic set of rebounders, they will throw your ball around the area in
fast movements.
o---------------o
| Outside Slots |
o---------------o
each pass = 3000
These passages will reward you with a decent scoring chance, but they also
lead down to the Entrance Area of the pinball machine. However, the Target
Sets here can be used to block off these routes however.
o-------------o
| Target Sets |
o-------------o
each hit = 500
COming in sets of four, the four arrows indicating each target will begin
in a flashing mode, indicating that they are untapped. Every time one is
hit, it will solidify, meaning once all four are lit, you will get a 10000
Bonus (as well as a Bonus Score spot advancement) and a reward, depending
on which set of Targets you downed.
The Left side will raise a Saver post, which can block the ball four times
before coming transparent, with the fifth block making it disappear
completely.
The Right side will open the saver gate, making th elauncher there shoot
your ball back into play. However, if you do not have double ball yet, it
will contain your ball and send you back to the plunger to set off a new
ball. Also, if it holds a ball and you trigger this side, the gate will not
open for you.
o-----------------------o
| S-K-Y-H-I-G-H Buttons |
o-----------------------o
The S-K-Y-H-I-G-H Letters are the meat of the Bonus Section of the pinball
machine, as they are where the majority of the points in the game can be
collected. Running over a Letter is how they first yeild points, but the
condition of the Letter will dictate the point value recieved:
Unlit Letter : 100
Lit Letter : 500
Flashing Letter : 1000
Note that if a Letter is flashing, that is the one you must light up by
hitting the ball over it. After it is hit, it will be lit as a new one
starts flashing. Continue this till the entire set is lit, meaning the next
phase of the Bonus Section can begin.
o------------o
| Bonus Hole |
o------------o
each entrance = 3000
If you enter this before the S-K-Y-H-I-G-H Letters are all lit, your ball
will be launched back down into play. However, if the seven Letters are all
brightly lit, your ball will be launched back into play with a twist...
Also note that if you have a ball stored away on the right side of the area,
it will be launched out at this point to give you double ball!
After you have completed the Bonus Bumper portion of the Bonus Section,
launch a ball back into the hole to complete the Bonus, gaining a prize
(Shoot Again is the first prize, then it is the upping of the Bonus
Multiplier every time there after).
o---------------o
| Bonus Bumpers |
o---------------o
each hit = 1000
When these big, bumping beauties come out, prepare for your ball(s) to be
ricocheted all over the play area! Each Bumper can take 9 hits, but the
tenth hit will cause the Bumper to explode, scoring you a sweet 10000
points! Destroy all seven Bumpers to make the Hole at the top the target
again, putting the finish line on your Bonus Round appear. Then you start
again from the S-K-Y-H-I-G-H Letters step of the Bonus.
Note that each exploded Bonus Bumper will add one more spot to your Bonus
Score counter.
----------------------------------------------------------------------------
--------------------------------Multiplayer---------------------------------
----------------------------------------------------------------------------
7) This section will look into the Multiplayer, revealing all you will need
to know to whip your opposition.
o-----------o
| Objective |
o-----------o
Before starting, set the point total from which both sides will begin at
(choose between 500, 1000, 3000, or 5000), meaning that is the score that
will be counted down from. The goal is to outlast your opponent by hitting
targets on their side of the board and outlasting them so they hit 0 before
you do.
Note that it does not matter which ball hits a target, just what side that
the ball hits something on. If it hits on your half, you lose points while
anything hit on your opponent's side will remove his points.
o---------o
| Spinner |
o---------o
each rotation = 1
Located in both corners above the Flower Bumpers, this little doorway will
spin around after a ball passes through it, removing several points from
your score with each pass.
o------------o
| Rebounders |
o------------o
each hit = 1
Your basic set of rebounders, they will throw your ball around the area in
fast movements.
o-----------------o
| Rebounder Slots |
o-----------------o
each pass = 10
Right beside the Rebounders, these two slots will steal good points as the
ball moves down towards your flippers.
o----------------o
| Flower Bumpers |
o----------------o
each hit = 30
Found in the two top corners, this object will send your ball careening away
every time it makes contact, though it can be a terrible point drain if
the ball gets pinned between it and the wall.
o-------------------o
| Roullette Buttons |
o-------------------o
Whenever one of these are hit (located below the Flower Bumpers and just
above the holes), the effect of the Roullette Targets located near the top
of the area will be changed to whatever the effect window stops on.
o-------------------o
| Roullette Targets |
o-------------------o
These two buttons will trigger the effect that the effect window shows. The
following are the possible effects:
-10 Points....: Each hit will remove 10 points from your score.
-20 Points....: Each hit will remove 20 points from your score.
+50 Points....: Each hit will add 50 points from your score.
Gravity Anvil.: Makes the balls react as if Gravity has increased (move
slower).
o---------------------o
| Passed Ball Penalty |
o---------------------o
each time = 100
If you let a ball pass through your flippers, you will be penalized with a
stiff 100 point penalty for your lax playing effort.
o-----------------o
| Score Switching |
o-----------------o
You will see four Buttons in the floor that will switch each time a ball
passes over them. If four full faces are produced, then the two scores will
be switched, which can really screw one guy while saving the other from a
rather hurting loss!
----------------------------------------------------------------------------
-----------------------------------Codes------------------------------------
----------------------------------------------------------------------------
8) This section will look at some of the secrets contained within the game.
o---------o
| Credits |
o---------o
Score at least 1,000,000 points in a game, then return to the main menu area
to let the story float on by. Once that has occurred, the credits will
start to roll instead of the game just resetting the introduction!
----------------------------------------------------------------------------
--------------------------------Final Word----------------------------------
----------------------------------------------------------------------------
9) As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2004. 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.
Quite the decent pinball game, it has good music, great areas of the
machine that differ quite a bit from one another, and a fun set bonuses
and scoring mechanisms that put it above all but Pinbot for this writer
on the NES!