From: jduffy@ms.uky.edu (Jerry Duffy)
Subject: CBW revised rules sheet
Organization: University Of Kentucky, Dept. of Math Sciences
Distribution: usa
Date: Wed, 27 Jan 1993 15:48:44 GMT

I have revised the rules sheet for CBW. Thanks to all who sent corrections
and additions to the sheet! The names of contributors are listed at
the end of the file. 

This file is also available via ftp at
ftp.ipl.rpi.edu in /sigma/pinball directory or I can email it to anyone
who does not have ftp access. Enjoy!

-----


			  ===========================
			  Cue Ball Wizard Rules Sheet
			  ===========================

If you see any mistakes, or want to add anything to this rules sheet,
please let me know at jduffy@ms.uky.edu.

People who helped contribute to this sheet are listed at the end.

CBW is probably a registered trademark of Premier Pinball, and all that jazz.

Disclaimer: This sheet is written based on the machine I play. Im not sure
            which features can be disabled, or exactly how to play if
            the operator of your machine does not put in the 8 ball or
            the cue ball. No flames, please, if your machine plays
            radically different then what I've described. :-)

			     ===============
			     Important Stuff
			     ===============

This section describes locations and shots on the playfield that will be
referred to in the discussion.

THE RAMP - This is pretty obvious! :-) This is the key shot of the whole
	   game. Hitting the ramp while the two red lights are blinking will
           award various things.

CORNER POCKET - This is the eject hole on the left side of the machine above
		the left outlane.

SIDE POCKET - The two green targets attached to the upper platform where
	      the 8 ball rests. You must hit cue ball into these targets
	      for various awards.

HORSESHOE - The two holes underneath the side pocket. Sort of a 'Tunnel'
	    where hitting the ball in one side will allow the ball to 
	    exit out the opposite side (If hit hard enough).

BANK SHOT - Two eject holes on the top of the machine, one on the left and
	    one on the right.

POOL LANES - One letter of POOL appears in each outlane and inlane. Either
    	     flipper button will change which lanes are lit, so a letter
	     should never be repeated.

STRIPES/SOLIDS - These are the drop targets on the upper left and upper right
	         sides of the machine. The ones on the left are the 'Solids'
		 numbered 1-7. The targets on the right are the 'Stripes'
		 numbered 9-15.

SWEET SPOT - The white target located in between the two bank shots. This 
	     target gets lit after spelling POOL.

HURRY UP SPECIAL/
HURRY UP 10,000,000
HURRY UP  5,000,000 - The yellow target just above the Corner Pocket on the
		      left side of the machine.

CHANGE/HURRY UP
EXTRA BALL - A target just above the right outline. It has a picture of a
	     wagon wheel on it. Hitting this will change the Wagon Wheel
	     award, or if lit, will award an extra ball.

NO WAY TARGET - The white target below the side pocket, in between the two
		entrances to the horseshoe. 

DOUBLE/
WIZARD - These are lights on the bottom of the table. These keep track of
         how far along each word is spelled. These are cumulative between
         games, but a Slam Tilt or Power Cycle will reset them both.

			      =========
			      The Rules
			      =========

The ramp is the most important shot in the game. The ramp has to be hit once
to light it for the wagon wheel award. This means after you initially plung
the ball, the ramp will be lit for the first wagon wheel award. Hitting
the Corner Pocket will also light the Wagon Wheel, if it's not already lit.
Hitting the ramp after it is lit will start one of the following timed rounds:
(The current round to be awarded will be flashing in the Wheel above the
 flippers.)

ROWDY RAMP - Hit the ball up the ramp as many times as you can in the
             given amount of time. The awards are 2 million for the
             first shot, then 5 million, 10 million, 20 million and
             finally 40 million.

HORSESHOE
EXTRA BALL - After this round starts, hit the ball in either side of the
             horseshoe to get an extra ball.

NO WAY - When this round starts, you have to try to hit the NO WAY target
         in between the horseshoe entrances. Each hit scores 30 million.
         The hard part of this shot it that the Cue Ball is in the way,
         and you must develop various shots to hit the target, or knock
         the cue ball out of the way long enough to get a clear shot.

SPELL DOUBLE - This round is used to add letters to DOUBLE. The first shot
               to hit is the Corner Pocket. If letters remain after this
               first shot, hit the Ramp to add additional letters until
               time expires. Completing the word DOUBLE doubles every score,
               every extra ball, and every special you hit during that ball.
               The double rounds ends when your ball drains. 

COMBO SHOTS - This is a series of 'Countdown' shots. The first is the ramp
              shot, which counts down from 10 million. After hitting the ramp,
              you must hit either Bank Shot, which starts at 20 million.
              After the Bank Shot, hit the Corner Pocket shot, which
              counts down from 40 million. This round ends after all three
              shots are made, or if one of the countdown scores reaches 0.

SIDE POCKET - Your aim in this round is to hit the Side Pocket as many times
              as you can before time runs out. Every successful shot scores
              10 million, and advances your RACKS (Explained later).

If you are successful in completing all the above Wagon Wheel rounds, the
Ramp is automatically lit for POOL BALL MANIA. Pool ball mania is a 3 ball
multiball round, where every target is worth 5 million points. The round ends
when 2 out of 3 balls drain.

WARNING--You do NOT collect the pool ball mania bonus until all you balls
	 have drained. This means DON'T TILT or you will forfeit all the
         pool ball mania points!

After pool ball mania is over, the ramp is lit for NINE BALL PLAY. After
starting this round, your object is knock down the 1-7 drop targets, then
hit the 8 ball (Side Pocket). This lights the 9 ball drop target for 
500 million points (or a BILLION if you're in DOUBLE!). After the 9 ball
target is lit, you have about 15 seconds to hit it. After time ends, or you
hit the 9 ball, the wagon wheel resets, and you begin all over again.
Note that if your ball drains before you can start Nine Ball Play, the
ramp will be reset at the start of your next ball.

2 BALL MULTIBALL:
To light the ramp for 2 ball play, you must first knock down one set of the
drop targets. (SOLIDS or STRIPES). You will know which side you need, because
the lights above this particular set of targets will be flashing. (Hitting
the opposite set of targets will award 500,000 points a piece.)
After completing the targets, the Side Pocket will begin flashing '8 Ball'.
Hitting the Side Pocket will light the ramp for multiball.
After multiball begins, the object is to hit the Side Pocket and knock the
8 ball into all three color sets on the upper platform for the jackpots.
The jackpots start out at 5 million a piece, but hitting any of the drop
targets will add 1 million to each remaining jackpot. If all three jackpots
are hit, the ramp is lit for a Super Jackpot, which scores 100 million. If
you hit the Super Jackpot, the whole process resets until one of your
balls drains. Note that all Wagon Wheel awards can still be collected while
2 ball is in progress.

Other Scoring
-------------
The Skill Shot: Before you plunge the ball, the 8 ball on the platform will
turn back and forth. The object of the skill shot is to plunge the ball
so that the 8 ball will hit the BLUE targets on the platform for 5 million.
This takes a couple of shot to get used to, because you have to lead the
shot a little bit.

Completing the word POOL lights the ramp for VIDEO MODE. There are two video
modes that the machine alternates between.
CATCH THE POOL BALLS: Pool balls will fall from the top of the display, and
you must use the flipper buttons to control the pocket to catch them. The 
scoring is 2 million for the first ball caught is 2 million, then 5 million,
10 million and 20 million. 4 balls will be dropped. 

WHERE'S THE KING: You are presented with 3 curtains, and must choose one
and hope you find 'The King'. Use the flippers to choose a curtain. You
get 0 points for finding a Cow Pie, 5 million for the cactus, 10 million
for the moose, and 20 million for 'The King'. It has been noted on rgp that
no matter what curtain you pick, you will get the same award, so this video
mode is a good time to rest your hands and get another sip of your favorite
beverage. :-]

The SWEET SPOT is lit after POOL is spelled. Hitting the SWEET SPOT awards
50 million points, and stays lit until the current ball drains. The SWEET 
SPOT can be lit multiple times during a ball.

The Bank Shot: This is a good way to rack up some points and light some
special things on the playfield. Most bank shots will award some points, then
another award. These awards range from advancing the multiplier, advancing
racks, awarding EVERYTHING, lighting the hurry up special/extra ball, 
completing DOUBLE, giving an extra ball, lighting the ramp for wagon wheel
award, starting the current wagon wheel round, starting video mode, and others.

There are two types of bank shots:

The clean Bank Shot is when you make it in to the Bank Shot eject hole
without hitting any bumpers. The clean Bank Shot awards points, plus a
random award. The points are 1 million, 2 million, 5 million, 7 million,
10 million, 15 million and finally 20 million. It has been my experience
that you will recieve a clean Bank Shot extra ball in between 5 and 7
million points, but your mileage may vary. You can tell whn clean bank shot
is on because the bank shot lights will be flashing.

The regular Bank Shot only gives the random award. You can tell it will
be a regular bank shot when the Bank Shot lights are not flashing.

Neither bank shot is lit during Multiball or any Wagon Wheel round.

RACKS and MULTIPLIER: You advance your multiplier with shots to the Corner 
Pocket, or, sometimes, the bank shot. You advance racks during the SIDE
POCKET round, and sometimes with the bank shot. When your racks have advanced
to 4, the hurry up extra ball will light. Your bonus after your ball drains
is calculated as follows:
     500,000 X Racks X Multiplier
Example: You have 4 racks, and a multiplier of 2: Your bonus will be
         4 million.
Note that a Tilt will forfeit your bonus and any POOL BALL MANIA points you  
have, but you will not lose any extra balls you have earned.

Spell WIZARD: Completing WIZARD lights the NO WAY target for 10 million 
points a shot until the current ball drains. You add letters to WIZARD
by hitting the NO WAY target while the red Spell Wizard light is lit behind
the Cue Ball. The bank shot will sometimes award letters as well. 

HorseShoe points: The lights leading into either side of the horseshoe
are 2 million, 5 million, 10 million, and 20 million. If any of these lights
are flashing, hitting the ball into that side of the horseshoe will award
those points and advance to the next point value on the opposite side. 

SPECIAL targets: There are two red SPECIAL targets on the top left and 
right corners of the machine. I THINK these are lit after a certain number
of bank shots, but I'M not sure. (Anyone know for sure?) You can tell these
are lit by the white strobe that will flash above either target. Only one
will be lit at a time, and it switches sides everytime a bumper is hit.


STRATEGIES for CBW
------------------
-Hit the bank shot A LOT. This will result in huge scores, and, if you get
 lucky, it will award a special or an extra ball.

-Hit the ramp while multiball is lit and the wagon wheel award is Rowdy Ramp. 
 First, Rowdy Ramp will start, then, the multiball sequence will begin.
 Plunging the second ball will award 2 million automatically. After this,
 keep both balls going through the ramp for huge Rowdy Ramp scores. (The
 ramp maxes out at 40 million, but you can collect this multiple times.)

-A shot that hits the NO WAY target pretty consistently is as follows:
 The ball will return to the left flipper after the ramp shot to start
 NO WAY. Let the ball get to the tip of the flipper, then flip HARD. The
 ball should hit off the right slingshot, and (hopefully) into the NO WAY
 target for 30 million.

-Be careful when hitting the Cue Ball into the Side Pocket. It's a drain shot. 

-Start the Side Pocket round and multiball at the same time. This way, you can
 collect jackpots and the Side Pocket bonus at the same time. 

-Do NOT hit the ramp if Pool Ball Mania is lit and you are in 2 ball
 multiball. It will not give you your third ball as it normally would.

-During Horseshoe extra ball round: If you follow the first successful
 shot by a VERY fast second, you can get 2 extra balls. (This tip
 is untested by me.)

Some Machine quotes:
--------------------
"Another coin, please." - After inserting your first quarter.
"Quit talkin' and start chalkin'" - Pressing the start button
"Chalk up, partner." - If more than one person joins in the game.
"What kinda cow pie shot was that?" - A failed ramp shot
"Hurry, get the extra ball!" - When the hurry up extra ball is lit
"Extra ball's there, starin' ya right in the face." - Hurry up extra ball 
"Yee-Ha, what a shot." - Hitting a jackpot, or a NO WAY shot
"YEEEEEEEE-HAAA!" - Hitting a ramp during Rowdy Ramp
"Anyone seen my horse?" - Hitting the Sweet Spot when it's not lit.
"Make my day." - Hitting the ball through the horseshoe. (Sometimes)
"Thats what ya call the bank shot." - On some clean bank shots.
"Nice bank shot." - On some clean bank shots.
"Eight ball, side pocket." - Hitting the eight ball to light multiball.
"You found the King, baby." - Finding the King during video mode.
"You sure need that ramp shot." - When the ramp is lit.
"Go for the ramp!" - When the ramp is lit.
"Looks like the game's over, partner." - When the game is over.
"You ain't thinkin' of leavin' now, are ya?" - When the game is over.

-----

People who helped in the writing of this rules sheet, by pointing out
mistakes and suggesting new things to add:

dmnewm00@ukpr.uky.edu      (Deena Newman)
kcantrel@nyx.cs.du.edu     (Ken Cantrell)
bowen@lelan.standford.edu
sigma@ipl.rpi.edu          (Kevin Martin)
aa382@freenet.carleton.ca  (Marc Sira)


-- 

Jerry Duffy                   |   "Quit talkin' and start chalkin'."
jduffy@s.ms.uky.edu           |               
duffy@mik.uky.edu (NeXT Mail) |                      -Cue Ball Wizard