
			Cookie's Guide to Black Rose
			============================
				16/1/94

This rule compilation and tips sheet is, to the extent possible (in light
of the subject matter being the property of Bally/Williams), public domain.

Questions, corrections, additions or insults should be sent to me at
<maubl@csv.warwick.ac.uk>.

All the information here is based only on one machine, so I have no idea which
parts are settings-dependant. Scores, times etc may vary.

				The Playfield
				=============

Black Rose has two normal length lower flippers in the usual place, a full
length upper-right flipper, two normal slingshots, a proper plunger with a
spring, a big red button marked "Fire!" and, from lower left:

Pirates Cove:	  A very short orbit shot at the left side of the machine,
		turning sharply inwards to sit on a kickout. This is the lock
		shot.

Left Ramp:	  A long straight ramp starting right next to the Pirate's
		Cove, near the flippers, and feeding to the upper flipper.
		The jackpot is collected here when lit, and this is the first
		shot in the three way combo.

Torch Targets:	  A bank of three yellow standup targets, facing right. The
		skill shot is to hit these, and completing all three sets of
		standups opens the locker.

Upper Ramp:	  A looping ramp, shot from the upper flipper and feeding back
		to it. Looping it a few times will cause it to lift, opening...

Locker:		  Underneath the upper ramp, shooting this shot puts the ball
		in the cannon, from which you then shoot what you're told for
		a variety of interesting awards.

Back Loop:	  Shot from the upper flipper, this loop feeds down the left
		orbit. It's the second shot in the three-way combo, and the
		source of one of the two cows in the game.

Bomb Targets:	  A bank of three red standup targets, facing down and slightly
		to the right. See torch targets.

Broadside:	  A hole in the centre of the top of the machine. More later!

Gap:		  A little gap the ball can slip through to get in or out of
		the pop bumpers. Kinda like the one on Dr Who.
		
Gunpowder :	  A bank of three green standup targets, facing left and
Targets   :	slightly downwards. See torch targets.

Right Ramp:	  (also known as the whirlpool) A spiralling ramp which feeds
		to the left inlane for repeat shots. Slow shots	around here
		will fall into the...

Pop bumpers:	  These are quite well hidden, you could play the game and not
		realise it had any (I did). The score from these depends on...

Right orbit:	  Up past the upper right flipper and into the pops. Shots up
		here add 1000 to the value of the pops, which start at 1000.
		Real big points ;) The game also has a bad habit of not
		counting these points until the display has finished showing
		other sequences.

Broadside:	  A single yellow standup target, facing to the right. Works
Target   :	towards lighting broadside (more later) or spots a standup if
		the broadside is already lit.

In/Outlanes:	  The word LOCK is written across them, one letter per lane.
		Rolling over the relevant rollover lights the letter, and the
		lit letters can be cycled either way with the flippers.

The cannon:	  That thing badly set into the playfield just above the
		flippers. The ball ends up here and you get to shoot things
		with it.

The big metal:	  This is the feed from the broadside shot back to the right
thing in the :	flipper, and works very well. The ball comes screaming down
middle       :	here, hits the bit of metal at the end and lands on the
		flipper slow enough that you simply have to hold it up and
		it's caught.

				The Whirlpool
				=============

	The first shot up the right ramp on a ball is worth 100K, the second
200K, the third 300K, the fourth 400K, the fifth an extra ball and the sixth
and later shots are worth a million. It's possible the extra ball shot is also
worth a million.
	Actually, that's not quite true. There's a timer. Before the million is
lit, the awards step down one at a time, pretty slowly. After you get to
the million, they all time out at once. After a multiball, they'll all be
reset. But you can't collect more than one extra ball from here on a ball.

				Random Awards
				=============

	Throughout, if I refer to a random award without further information,
it's chosen from this list.

Extra Ball
Light Jackpot
2 Million
1 Million
1/2 Million
Spot letter
Open locker

and possibly others. The only one that isn't obvious is spot letter, and this
spots a letter in "Sink Ship" (more later) and not in LOCK.

				The Broadside
				=============

	There are seven awards available from here in normal play, and they're
written up the middle of the playfield. Which one you'll get changes quite
quickly (about 4 times a second). Once you've collected an award, it'll stay
lit and won't be available again until you've collected them all. The awards,
in the order they cycle, are

Polly Says:		  A random award.

Knife Throw:		  One of the three video modes in the game. You'll be
			offered	a random award if you can hit the barrel with
			the knife, and you have to press the "Fire!" button at
			the right moment.

Instant Multiball:	  Gee, what does this one do?

Walk the Plank:		  Another video mode. Hammer the fire button as fast as
			you can to outrun the shark and win a random award.
			Like the other video modes, you're told what you'll win
			before you play.

Treasure:		  Awards a random number of points, which seems to be
			between .5M and 2.5M.

Rigging Swing:		  The third video mode. Press "Fire!" at the right time
			to land on the ship and win a random award.

Millions +:		  All ramp shots score million plus. Note that you
			don't have to concentrate on a single ramp, they all
			go up a million whichever one you hit.

	Once you've shot the broadside and gotten the ball back, there's a
two million point hurry-up award for shooting it again, which relights it.
This hurry up bottoms out at 500K and times out after a while, after which
point you'll have to shoot the broadside once to restart the countdown and
again to get the points and actually relight it.

	Whenever the broadside isn't lit for an award, hitting the broadside
target counts as shooting the broadside - it will start the countdown, or
collect the points and light the broadside, or, if you hit it twice, do both.

	Once all seven awards have been collected, the broadside is lit for
light jackpot. It stays lit until you shoot it or the end of the ball, and then
the broadside resets unlit.

				The Jackpot
				===========

	The jackpot lives on the left ramp, and it's worth 5 million plus
additions for various things which carry over between games. It can get as
high as 15 million or so, but I always seem to collect it before then, so I
don't know how high it can go.
	It also has an annoying habit of obscuring everything else the game
would normally display with the value of the jackpot, so even when it's worth
very little it's worth getting it out of the way.

				The Cannon
				==========

	The cannon is loaded by shooting the ball into the open locker. You
can open the locker three ways - the skillshot, completing the three sets of
standup targets, or looping the upper ramp a few times. Once the ball is in
the locker, it'll roll down under the table, and once it's sitting on the
kicker, the cannon will light up and turn from side to side. Some of the shots
on the table will be lit, and you'll be offered an award for hitting a lit
shot. You press the fire button to fire ;)

	If you miss, the locker will reopen, and you get a countdown (about
ten seconds I think) for an "instant reload." Whether you make the timer or
have to reopen the locker, I believe you shoot for the same award until you
manage to collect it.

	If you hit your shot, or rebound onto a set of standups that also
happened to be lit ;), you get the award you were promised plus a letter in
"Sink Ship" - more about that later.

	The first three awards, in order, are "Double Broadside", video mode
and 5 Million. They continue to follow the same pattern, but I can't remember
where it goes next.

Double Broadside:	  If you're accurate, this is the most lucrative
			scoring round in the game. You get a 30 second timer,
			and the broadside shot is lit for a million points.
			Once you collect that, it's lit for 2 million, then 4
			million, 8 million, 16 million, then 32 million. It
			maxes out at 32 million, and you can collect this
			multiple times.

Video Mode:		  Starts one of the three modes at random.

5 Million:		  Gee, I dunno.

				Multiball
				=========

	You can start multiball in two ways. Get awarded "Instant Multiball"
or complete the LOCK letters and shoot the lock. Yes, as soon as you lock ball
one, you start two ball multiball.

	During two ball multiball, all three ramps are worth a million points
plus a "Sink Ship" letter, and the lock shot is lit. Shooting one ball into
the lock starts a timer, and shooting the other in there before the timer runs
out serves up a third ball at the plunger for three ball multiball. I have no
idea if anything is different in three-ball, or if the lock awards anything.

	And that leads us on to...

				Sinking Ships
				=============

	As you may have guessed already, sinking ships has more than a little
to do with those "Sink Ship" letters written across the playfield. You can
collect your letters in many ways, and as soon as you're in single ball play
with "Sink Ship" all lit, the locker will be open to load the cannon to sink
a ship.

	Shooting the locker loads the cannon, gives a quote "Send 'em to Davy
Jones!" and lights the broadside shot, which isn't trivial from the cannon.
Hitting sinks a ship, missing puts you back a step to trying to shoot the
locker.

	For your first ship, 4 "Sink Ship" letters are spotted, and then one
less letter is spotted after each ship sunk. Letters can be collected in
advance and will be held over, so with one good multiball you can light two
or even more ships to be sunk at once.

	The first ship is worth 20 million, the second 30 and the third 40. I
imagine this trend continues to a point and then maxes out, but I don't know
where.

	Sinking some number of ships will light special on the left (Pirate's
Cove) and right orbits. On the local machine, this is currently two, but I
wouldn't be suprised if it reflexed.

	There is a position on the high score table for most ships sunk, and
sinking the same number of ships as the previous holder will win it.

				Cows
				====

	There are two cows I've found in Black Rose, and I don't actually know
how to make either of them appear reliably.

	Sometimes a shot around the back orbit will generate a whole herd of
cows all over the screen and a nice mooing noise, and sometimes, instead of
men fencing while the ball is in the pops, you get cows.

				Bragging
				========

	My personal best so far is 288 million, with three ships and 95 million
from Double Broadside. My most ships is three, my best Double Broadside is
159 million.

				Credits
				=======

Kevin Martin <sigma@rahul.net> for the disclaimer at the top and the general
format, both of which I blatantly stole without permission ;)

