StallTurn Readme - 1st Release 11/15/2001 (Destruk and Zaphod)

If you do not have the DMC2 control installed, unzip the DMC2.zip and run the install for it.  The .MOD file and .VPT file both should be placed into the same directory - the dmc2 file can go wherever you desire.

Feel free to mod this if you want - After 4 nearly complete ruleset changes, I've gotten confused and frustrated with it.  Anyway, this is how it plays best to me.  Some sounds are not mapped/used.

The real game didn't use credits - none of these did from Pinball Dreams 2 - nor did they have replays.  I left them in because I like them. ;)  The real game also didn't have a bangback feature - just nudging.  The real thing won't run under windows 2000, nor did it have as accurate ball physics as visual pinball employs.  There are other variations to the rules in the real thing - Zaphod has played the real game a whole lot this last week and has been extremely helpful.  The rules were almost completely different before I started talking with him about it.  He sent me a customized mod file for this, and well, I don't want to spend the time to make it perfect in every detail - just lack of motivation and time is what it comes down to.

So on to the rules for how this file plays -- note the nudge power has been decreased, and the tilt sensor timeout has been extended from the previous two tables released from this series.  There are no tilt warnings - when you tilt, you will know.  There is the standard cheat code the previous tables had.

Standard ingame keys -
Press F to toggle Free Play or Credit mode - you don't get replays in free play mode
Press 5 for a 5-player game in free play mode
Press 5 in Credit mode to add a credit
Press 1-4 for a 1 to 4 player game
Press 6-8 for a 6 to 8 player game
Press F1-F8 for a 1-8 player game
Press T for a bangback (which has twice the nudge power straight up)
Press B to toggle the number of balls 3 or 5
Press R to reset the high scores

Game Layout from bottom-left to bottom-right, clockwise:

Left Outlane - 20,000 points

FLY Targets - 10,000 points each lit or not. Completing Fly does all of the following:  Extra 50,000 points, +100,000 to jackpot, lights StallTurn Letter, and increases center bonus series.

Left Inlane - 10,000 points.  If PullUp is lit, starts DIVE! Hurryup mode (see below).

Left Slingshot - 5 points

Left Loop - Worth the flashing amount and raises to the next value.  Values are 200,000/550,000/750,000/1,000,000.  If the Purple arrow is flashing when this is hit, you get a 1,000,000 combo bonus in addition to the list value.
If DIVE! is lit, collects current DIVE! value in addition to the above.  I never figured out what the yellow arrow does - it seems to flash constantly with no purpose whatsoever.

Left Ramp - If a number is flashing, raises altitude - getting altitude to 12 starts DIVE! Hurryup mode.  Combo shots are also available on this ramp if you hit ramps or the loop fast enough - worth another million.  If not flashing, adds 100,000 to jackpot

Left Scoop - if spin is lit, gives a random spin award.  Valid awards are:
	Hold Bonus - Bonus count is run twice when you lose your ball
	Double Bonus - Doubles your current bonus
	Score Bonus - Adds 1/10th your current ball bonus
	Extra Bonus - Adds 1/5th your current ball bonus
	Jackpot - awards current jackpot and resets jackpot to 5,000,000
	Extra Ball - Instantly gives you an extra ball
	DIVE! - Instantly starts DIVE! Hurryup mode
	Return Lanes Lit - Lights Extra Ball and Pull Up!
	Adding Highest Player's Score To Your Own
	1,000,000/5,000,000/3,000,000/500,000/250,000/100,000
		If Lock is Lit, locks the ball

Rollover Lanes on upper playfield - worth 2500 points, completing raises multiplier
				If Multiplier is 10x, lights double bonus at right scoop

ACE Targets - Worth 10,000 points - completing all three does the following:
	Additional 50,000 points, enables SPIN, Adds StallTurn Letter, Raises jackpot by 
	100,000 points

Top Hole - If Dive is active, awards 5,000 points
	If Dive is inactive, awards 5,000 points, in addition to the following awards when lit:
	Super (Top-right plane) is 50,000,000 - this is lit for only 5 seconds, so be fast!
	Jackpot (Top-Left plane) - awards the jackpot x 1 if no balls are locked
				jackpot x 2 if one ball is locked
				jackpot x 3 if two balls are locked
				and then kicks out any locked balls and lights Super
	Score Bonus (middle-right plane) - awards 1/10th of your bonus
	INIT - 1st hit with no planes lit, flashes INIT.  Second hit makes it solid, third hit
		lights locks and Jackpot
	XB (bottom-right plane) - Awards extra ball

Top Target - 30,000 points - this is located abobe the pop bumpers, to the right of the top hole

Pop Bumpers - 1,000 points

Right Scoop - If Dive! is enabled, this does nothing.  If lock is enabled, locks the ball.
		If Double Bonus is lit and lock isn't, doubles your score
		In most cases this awards one center bonus and increases jackpot by
		100,000 - as follows:
		Extra Bonus - increases altitude on both ramps and adds 1/5th your
				current bonus
		Hold Bonus - bounus count is run twice
		Score Bonus - Adds 1/10th your current bonus
		8X - Increases bonus multiplier to 8X
		10,000,000 - 10 million points

WINGS Targets - 10,000 points per hit, completing all 5 does the following:
	100,000 points, increases jackpot by 100,000 points, lights score bonus plane at
	the top hole.

Right Ramp - Increases Altitude when flashing, otherwise increases jackpot by 100,000.
	Combo shots are also valid on this ramp.  Careful though - if the ball falls into the
	hole it doesn't award anything.

Right Slingshot - 5 points.

Right Inlane - 10,000 points.  If Extra Ball is lit in the right inlane, lights extra ball award at the
	top hole (Bottom-right plane)

Right Outlane - 20,000 points.

StallTurn Letters - Completing all of these doubles your score.

If you have balls locked, and lose your ball, locks are unlit and the last ball you locked is kicked out first.  If you lose that ball, the other ball is kicked out if it was locked.

Destruk@hotmail.com