**** Black Knight (Beta1) ReadMe File ****
                by lio

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table name:	Black Knight
version:	Beta1, 20.03.2001
conversion by:	lio
script by:	lio
Web site:	http://members.tripod.de/voku/vp/
E-mail:		bdlio@gmx.de

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Disclaimer: (makes everyting look more important;))

This conversion of Black Knight is ment for use with Visual Pinball (by Randy Davis) only.
Visit the official Visual Pinball Page at http://www.visualpinball.com .
Black Knight, Magna-Save and other expressions used on this table as well as the 
images and sounds (once they are in) are probably copyrighted material so it would not 
be a good idea for someone to try making money of my conversion ;)
This table is ment to be a tribute to the vp community and therefore free of charge.
You may not sell or make profit out of my converion in any way !
You may not release changed versions of this table without my express permission.
You may however take it as an example and learn from the script - if you can find anything usefull ;) 
I donīt mind if you re-use parts of my script in other tables...go ahead !


Game Keys:
c           : Insert Coin
s           : Start Game
tab         : Left Magna-Save
Backspace   : Right Magna-Save
Left Shift  : Left Flippers
Right Shift : Right Flippers
Space       : Nudge Up
y           : Nudge Left
-           : Nudge Right


p.s.
I warn you...donīt look at the game code as most of it is a total undocumented mess ;)
if you stumble across stuff like "blank table game code" then
thatīs not because i ripped someoneīs code but because i start my tables of off a
"blank table" i created for myself to have basic features already in when starting.
There might still be some unneeded lines of code in there but i just didnīt find 
the time to remove all of them without screwing up something ;)



Version History:

Beta1 - 13.03.2001 - first public release

*Table-layout needs some more tweaks, so does the texture.
*All lights are in place (and partially working).
*Most of the rules (i know) are done.

*Whatīs in and hopefully working:
-2ball & 3ball Multi-ball modes with correct scoring
-Most of the score system (with double and triple scoring)
-Both Magna-Saves (not perfect though)
-All Targets and their timers
-Extra-Balls
-Last Chance (not perfect)

*Whatīs left to do:
-Randomise Mystery Score.
-Add Bonus scoring (lights are there but there is no bonus yet)
-Light sequences (if someone tells me what they are like...)
-Sounds (if someone has them and is kind enough to share them with me...)
-Tilt code
-4 player code with bonus ball feature (very very low on my to-do-list)
-some other stuff 

known bugs:

none that would make the game crash ;)


e-mail bugs, feedback, comments suggestions to:

bdlio@gmx.de

thanx to all the people on the visual pinball forum for helping out !
special thanx to randy for creating and sharing this awesome software !!

have fun !


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Game-Info:

Black Knight (BK)/ No. 310 Williams Electronics, Inc. November 1980, 4 players

Model number: 500

Production run: 13075

Theme: Historical - Knights

Design: Steve Richie

Art: Tony Ramunni

Software: Larry DeMar

* CPU Board *
Revision level 7 CPU Board (or later)

* Driver Board *
Either earlier model D7997 or later model D8341 boards my be used

* Sound Board *
D8224 required for speech

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This is an overview of the Black Knight rules - it is also a collection
of all the information i could get from the manual, FAQs and game flyers...
if you know something that is not listed below please e-mail me at bdlio@gmx.de

i really need feedback as iīve never played the original machine...
i donīt even know the correct end anlges of the flippers - nor do i know
if my flipper, bumper, slingshot strenght are ok...the Turnaround and 
multiball modes also make me wonder whether i did them the right way...
as for the multiball:
i know the machine defaults to "no memory" on saved balls...but i donīt know
how it handles it in detail...does it release locked balls before a new ball
comes into play ?! does it keep them in the lock and release one by one when
you would "re-lock" them ?!...

Not all but most of the stuff below is included in beta1

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Game Over Mode:
-turn Game ON
-player 1 score schows 00
-all player scores alternate the high score to date
-Game Over lights
-all playfield lamps cycle in attract mode

Credit Posting:
-Insert Coin
-sound produced
-number of credits displayed
 if maximum credits (def. 30) exeeded by coin or high score to date,
 credits are posted correctly, coin lockout de-energizes until
 remaining credits are below maximum. No credits may be won and coins
 are rejected while lockout is de-energized.

Game Start:
-Three balls must be resting on ball ramp, locking mechanism, or ball
 shooter switches (max. of one ball in ball shooter trough) before
 game will start.
-push credit button
 *startup tune played
 *ball served
 *credit display reduces by 1
 *player 1 score flashed 00 until first scoring switch is made
 *ball in play shows 1
-pushing credit button before ball 2 displayed alows additional players.
-game start, add players 2,3 and 4 produces one of these phrases (random):
 *Defend thysel, Knight.
 *I challenge thee to fight me.
 *You cannot fight and win.
 *Iwill slay you, my enemy.
 *The Black Knight will win again.
 *The Black Knight will slay you.
 *Fight against me, the Black Knight.
 *I will slay thee, Knight.
-other phrases produced during game:
 *Fight against 2 enemies     (on 2-ball Multi-Ball)
 *Fight against 3 enemies     (on 3-ball Multi-Ball)
 *Laughter                    (on Magna-Save drain)
 *I cannot slay you. You win. (on Free Game won)
 *Fight me again, Knight      (on Extra-Ball won)
 *One enemy cannot fight the 
  Black Knight again.         (after last regular ball in 1-player game)
 *You win the right to fight
  the Black Knight again.     (after last regular ball in multi-player game)
 *You win one fight.
  I challenge thee again.     (on High Score to Date)
 *The Black Knight will 
  win again.                  (on Match)
 *Will you challenge the
  Black Knight again ?        (on Game Over)

Bonus Advance:
-the bonus is advanced (from 1,000 to 49,000)
 *one time by making left ramp rollover
 *twice by making left and right inside rollovers or outlanes
 *three times by completing a bank of drop targets
 *five times by making left or right inside rollover as a result of 
  Magna-Save feature
-with bonus at maximum and multipliers at 5x
 *completing a bank of drop targets or
 *making one of the advance switches
  ->scores 5,000
-bonus multipliers are advanced from 2x to 5x by making the turnaround

Magna-Save:
-completing a drop target 3-bank while associated lamp is still flashing
 *scores 10,000
 *lights a target arrow
 *ligts a magnet
-if the associated lamp goes out before the bank is completed,
 the bank is reset.
-with a magnet lamp lit, operating the corresponding Magna-Save button
 on the side of the cabinet energizes the magnet for a few (def. 5)
 seconds and a ball held stationary by the magnet will tend to go
 through the inside rollover.

Mystery and Spinner:
-making the left inside rollover 
 *flashes the right ramp (def. for 3 sec.) rollunder fo a mystery value
  Making the rollunder while still flashing awards the mystery value 
  (random score between 20,000 and 99,000)  which will be indicated on 
  other player display(s).
-making the right inside rollover flashes the spinner (def. for 3 sec.)

Multi-Ball Play:
-Making a ball in the lock mechanism when a lock arrow is flashing
 *lights a lock arrow steadily
 *lights the lower playfield eject hole
-locking three balls in the mechanism or making the eject hole when lit
 releases balls from mechanism
-all scoring and mystery values are tripled while three balls are in play
 and doubled while two balls are in play
-lock arrows do not flash until turnaround is made

Extra Ball:
-a maximum of four (def) Extra Balls may be accumulated at one time.
-spotting 3-bank arrows for both top and / or bottom banks lights the left
 ramp rollover for first possible extra ball
-spotting all 3-bank arrows lights the Turnaround for the scond possible Extra Ball
-spotting all 3-bank arrows alternately lights the left rollover and Turnaround for
 additional Extra Balls
-making left ramp rollover or urnaround when lit awards an Extra Ball

Last Cance: 
-with locked balls on the last ball of the game
 *the left and right outside rollovers are lit for a "last chance"
-making the rollover when lit releases any locked balls (no Multi-Ball scoring)
-if Extra-Ball(s) is won during "last chance", the rollovers are not relit

Bonus Ball:
-with 2 or more players, the player with the highest score is awared a bonus ball
-all three balls are released and play is allowed for 30 (def) seconds with both
 magnet lamps lit
-there is no Multi-Ball, mystery scoring or playfield Extra Ball feature during the 
 bonus balls

Special:
-completing all four drop target 3-banks during bonus ball
 *lights the Turnaround for a possible special
-making the Turnaround when lit awards a special (Award Credit [def], Extra-Ball or points)

Memory:
-3-bank drop target arrows
-locked balls
-magnet lamps
-Extra-Ball lamps

Tilt:
-ball in play tilted on first closure of ball roll tilt and third(def) closure
 of Plumb Bob and playfield tilts
-slam tilt return game to game over

End of Game:
-Match Digits appears in ball in play display
 *credit awarded for match
 *highscore to date awards 3(def) credits
 *Match, High Score to Date, and Game Over sounds made as appropriate
-a new game cannot be started with more than one ball resting in the ball shooter trough:
 *execss balls must be returned to the playfield and rest on ball ramp switches


Factoy Settings:

-Backup High Score to Date : 2,500,000
-Replay 1 Score [Times exeeded] : 1,000,000
-Replay 2 Score [Times exeeded] : 2,000,000
-max. Credits : 30
-Match : ON
-Special : Award Credit (can be set to Extra-Ball or Award Points as well)
-Replay Scores : Award Credit (can be set to Extra Ball or Bonus Ball as well)
-max. Plumb Bob Tilts : 0
-Number of Balls : 3 (can be set to 5)
-Magna-Save Time : 5 seconds (can be set to a value between 3 and 9 seconds)
-Attrack Mode Sound : ON
-Drop Target Timing : 9 seconds (can be set to a value between 6 and 15 seconds)
-"Bonus Ball" Time : 30 seconds (can be set to a value between 01 and 99 seconds) [00 = not allowed]
-Bell : Bell On (whatīs that good for ?)
-Extra Ball Difficulty : 1st Eb from pair of drop targets 
                         (can be set to all EBs from four target banks)
-Multi-Ball Difficulty : Liberal (can be set to moderate - donīt know whereīs the difference) 
-Locked Ball lamps : NO Memory 
                     (requires player to lock all balls for Multi-Ball with one regular ball)
                     (can be set to "Memory")
-Background Sound : ON
-High Score Credits : 3
-Max. Extra-Balls at one time : 4


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--------------------------------------------Score Values----------------------------------------------
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scores x2 on 2 ball multi-ball , x3 on 3 ball multi-ball

drop targets: 1000 each (10,000 for complete bank)
Left / Right Outlane: 5000 each
Right / Left Inside Rollover: 2000 / 10000**
Spinner: 100 / 2500*
Right Ramp Rollunder: 500 / Mystery
Left / Right Kicker (SlingShot): 10
Turnaround: 5000
Lower Playfield Eject Hole: 5000
Lockup Trough, Bottom: 5000++
Lockup Trough, Center: 5000++
Lockup Trough, Top: 5000++
Jet Bumper: 500

Note:
-Second value is LIT or FLASHING value
*Spinner lit for interval (def 3 sec.) after making right inside rollover
-mystery is 20,000 - 99,000 and lit for interval (def 3 sec.) after making left inside rollover
**Inside rollovers light when made after using magna-save feature
++Only one lockup trough switch scores for each locked ball


 