|
|
|
||
|
For Palm and PocketPC Digital sound for PocketPC! |
Free trail downloads! |
v1.70
Trial is limited to 100,000 points, you may play as many times as you like, and it will never expire.
Use the palm's buttons to control the flippers and launch the ball
Datebook and Memopad for flippers
Phone and Todo to launch ball and nudge the table
Page Up/Down to adjust plunger strength |
|
|
|
Purchase full version only $4.95!
|
||
|
|
Support for COLOR and Greyscale PalmOS 3.0 or above and PocketPC 2002/2003
|
TuCows.com Top Pick
|
|
Game Features
Table nudge / Tilt
High Score Table
Autosave / Resume function
Volume High / Low / Silent
Various graphic and speed settings
Digital sound for PocketPC! (digital sound will be ready for Palm OS5 in a few days!)
Version 1.58a (3/29/02) - changed the Grey16 graphics back to the original for higher contrast.
![]()
|
Here's a quick tour around the table...
There are three sets of drop targets (red, blue, green) located around the table. Each has a arrowhead light which will indicate which set of drop targets to hit to advance the score multiplier. Knocking down the drop targets will light the multiplier light display in the center of the table. The left and right drop targets will light the left and right lights (blue and green) Remember, you must hit the targets with the arrowhead lights lit to advance the multiplier. After knocking down the drop targets hit the round bull's-eye targets to reset them. The left target resets the red drops, the rear target resets the green, and the right target resets the blue. The right target also features a strongman bell, the harder it is hit, the more points it gives - ring the bell to bring out the inchworm! Hit the inchworm to reverse his direction - keep him out as long as you can, he's worth big points. Each hit will light up a letter on the PINBALLZ light display - once all PINBALLZ lights are lit, the level lights (round and purple, to each side of the multiplier display) will light - these increase the kicker score to huge levels, and when all are lit, the bumper forest will appear - and will remain for the rest of the game!
The central bumpers feature two globes which will rise a bit each time they are hit until reaching the top and lighting. Hit them while lit to reset them (and get big points :)
|
Here are all the scoring details...
All scores shown will be affected by the score multiplier (x2 - x5)
|
Bumper |
500 |
| Bumper with Extra Ball lit | 5,000 |
| Worm (lights PINBALLZ) | 10,000 |
| Lighting entire PINBALLZ (lights purple lights) | 10,000 |
| Lighting entire PINBALLZ with all 6 purple lights lit | 100,000 |
| Triangle bumpers | 100 |
| Triangle bumpers with 2 purples lit | 500 |
| Triangle bumpers with 4 purples lit | 1,000 |
| Triangle bumpers with 6 purples lit (locks bumper forest) | 1,500 |
| Right and Left lower Ball Kicker channels | 500 |
| Drop Target | 500 |
| Cycle drop targets (raises score multiplier) | 10,000 |
| Cycle drop targets when multiplier is already 5 | 100,000 |
| Red round target | 100 |
| Red round target (to reset the red drop targets) | 1,000 |
| Blue round target | 100 |
| Blue round target (to reset the blue drop targets) | 1,000 |
| Green round target | 100 |
| Green round target (to reset the green drop targets) | 3,000 |
| Light all 10 red strip lights (by cycling the red drops) | 50,000 |
| Lighting a rollover light | 100 |
| Light all rollover lights (gives extra ball) | 5,000 |
| Light all rollover lights when extra ball is already lit | 10,000 |
| Hoop target | 1,000 |
| Raise ball poles to top (raises bumper forest) | 2,500 |
| Hit the strongman bell softest | 100 |
| Hit the strongman bell hardest | 800 |
| Ring the strongman bell (brings worm) | 2,000 |
![]()