Yellow Submarine - Version 1.0 - August 2001
REQUIRES VISUAL PINBALL TB4 ... IT WILL NOT WORK WITH TB3

Contents
========

- Intro
- Rules/Scoring
- Q & A
- To Do List
- Contact Info
- Revision History


Intro
=====

My second VP table :) Still only a one player game, but it's my first to use multiball.
The theme of the table is base on the movie Yellow Submarine (MGM 1968).


Rules/Scoring
=============

- '5' key inserts a quarter and '1' key starts the game.

- 5 Balls per game.

- Replay at 400,000 and 800,000.

- Pop Bumpers score 500 points.

- Left/Right Inlanes score 500 points.

- Left/Right Outlanes score 1000 points.

- Slingshots score 10 points.

- Drop Targets score 500 points and add one to the bonus count.

- Extra Ball light lights when Extra Ball is awarded. Limit 1 extra ball per ball in play.

- White Credit Light lights when credits >= 1.

- Match Last 2 digits of score for replay.

- Replay awarded for beating high score.

- Center hole scores 1000 points plus 5000 points for each completed Beatle.

- Left/Right holes grant random awards when not holding locked balls.

- Complete John, Paul, George, and Ringo drop target sets to light center hole. Shoot center hole
  to light lock. Shoot lit lock to lock a ball. Lock 4 balls to start multiball.

- Top hole awards flashing letter in L-O-V-E when not holding a locked ball. Complete L-O-V-E
  to advance end of ball bonus multiplier.

- During multiball all holes score 5000 points and all drop targets score 1000 points.

- White sub lights indicate completed Beatles. Green sub lights indicate locked balls.

- Ramdom Awards (upper right of backglass):
   1k: 1000 points
   5k: 5000 points
   Bonus: Advances bonus count by one
   Love: Awards flashing letter in L-O-V-E
   Extra Ball: Awards an extra ball
   Special: Awards one credit
   Gate: Opens the gate in the right outlane
   Zero: Does not award anything

Q & A
=====

Q1: Only 1 player mode?
A1: Yup. My next project is multi-player though.

Q2: I had the gate open and locked a ball. When I got a new ball the gate closed.
A2: That's how it is suppose to work.

Q3: The targets don't drop during multiball.
A3: They're not suppose to.

Q4: Hey!! The table won't load / doesn't work / crashes!! What's wrong??
A4: This table requires the use of Visual Pinball TB4. It will not work with TB3.

Q5: HEY!! The ball went THROUGH the flipper!! What's up with that??
A5: That's a known problem with VP, not this game.

Q6: When are you going to release an update?
A6: I'm pretty happy with this table as it is so don't expect an update anytime soon.

Q7: Why did you do your own table instead of one of the many classic tables that haven't been
    done yet?
A7: I'm still learning VP and tinkering with different things. However, I have started a 'real'
    table.

Q8: Working on any other projects?
A8: Yup :) I have a mid 70's table I just started as well as my previous two releases to update.

To Do List
==========

 - Fix Bugs (if any remain)
 - Table and light cleanup.

Contact Info
============

Send any questions, comments, concerns, bug reports, things for the Q&A section, etc to:
 tneuhausen@hotmail.com
I may or may not respond to _everything_ but I will read and consider everything.


Revision History
================

Version 1.0 - First public release.

Spike - August 2001
"Quicksand, fumes, toxic waste ... it's all ours." - TAF
