Fight Night Readme 1/31/2002 - celamantia@home.com

FIGHT NIGHT
An original Visual Pinball table by Chris La Mantia

REQUIRED TO RUN THIS TABLE:
- Visual Pinball DF5 
- VBScript Engine 5.5 or higher (can be found at http://www.microsoft.com/msdownload/vbscript/scripting.asp).

This is the first release candidate.

1 to 4 players may play.  3 balls per game.  For Amusement Only.  Hold flipper during game for status report.

SPECIAL KEYS:
5 - Add Credit
1 - Start

OBJECTIVE:

The objective is to win boxing matches.  Before you may enter a boxing match, you must have a Promoter, a Trainer, an Opponent, and sufficient Training.

The Trainer is the round target between the ramp and the left loop.  One hit on this target will collect the Trainer.

The Promoter is the kicker hole below the left loop entrance; the plastic over the hole has an image of Don King on it.  One shot into the Promoter will collect the Promoter.

An Opponent cannot be attracted until you have a Trainer and a Promoter.  Once you have both of these, spelling F-I-G-H-T via the drop targets will collect an Opponent.

Training may not be collected until you have a Trainer.  Once you have a Trainer, training is available via jogging the loops, spinning the spinners (Heavy Bag), or entering the Gym (Speed bag).  The Gym is located underneath the Boxing Arena, and may be entered through the front door behind the Jet Bumper, or via the back door hidden behind the Boxing Arena.  A minimum Training level of 50% (as shown on the Training bargraph) is necessary to enter a boxing match.

Once the necessary Trainer, Promoter, Opponent, and Training are collected, you may enter a boxing match.  Knock on the Arena Door to open it, and shoot through the door to enter the Boxing match.  The Arena Door is just to the left of the right loop spinner.


HOW TO FIGHT

After the introductions, the bell will ring and your opponent will emerge from the far corner; you will emerge from the near corner.  Use the Arena flippers to punch your bal into the opponent, sending him to the ropes.  The Alphanumeric Display will show your strength and your opponent's strength.  Your opponent will move around to avoid your punches and throw punches of his own; later opponents will move faster and absorb more punishment than earlier opponents.

You score punches when you knock your opponent back into his corner.  Your opponent scores punches against you when he contacts either of the center two retaining posts, or if your ball drains from the ring.  If your ball drains while you have strength remaining, you will be launched back into the ring, and a plunger will briefly protect you from immediately draining again.  

Knockdowns
----------

If you drain when you are at a minimum strength level, you will be knocked down and your opponent will return to his corner.  If you knock your opponent back into his corner when he is at a minimum strength level, he will be knocked down and your Arena flippers will be disabled to force you to return to your corner.  The referee will count to 10 while the downed boxer struggles to his feet; a boxer's ability to recover depends on his training level and how many punches he's taken.  If the boxer gets back on his feet, both boxers will re-enter the ring and keep fighting.  If the count gets to 10, the fight is over!

If you win the boxing match, you will receive the Bout Purse.  If you lose the match, you will receive only 25% of the Bout Purse.

Fighting Again
--------------

After the fight, your ball will be ejected from the Boxing Arena and the Arena Door will close.  You will keep your Promoter and Trainer, but you must attract a new Opponent (again by spelling F-I-G-H-T) and replenish your training (especially if you lost the previous fight).

OTHER RULES

Upper Playfield
---------------

Upper Saucer - Scores 10,000 points and lights the Jet Bumper.

Upper Lanes - Each lane scores 500 if not already lit, or 250 if lit.  Spelling B-O-X with the upper lanes increases the bonus multiplier.  Either flipper button will rotate the lit letters.

Gym - Each Speed Bag hit scores 500. If the Trainer has been collected, training is increased.

Jet Bumper - Scores 500 if not lit, 5000 when lit.

Slingshots - All three slingshots score 10 points and toggle the inlane lights.

Mini Jet Bumper - This is the red bumper to the left of the large Jet Bumper.  Scores 100.

Spinners - Score 100. If the Trainer has been collected, training is increased.

Loops - Each rollover in the Loops scores 50.  If the Trainer has been collected, training is increased and the rollovers score 250.  Scoring 4 Loops sets the Weigh-In Award level to 1; 8 Loops spots Level 2; 15 Loops spots Level 3.

Box Office Target - This is the narrow red target at the front of the Boxing Arena, surrounded by a starburst.  Increases bonus.  If an Opponent has been collected, the Box Office increases the Bout Purse.

Boxing Arena Door - Increases bonus.  When a Boxing Match is available, the Arena Door drops to allow access to the Boxing Ring.

Boxing Arena Entrance - Behind the Door is the Entrance to the Arena.  During regular play, hitting the Entrance will start a Boxing Match.  In Multiball play, the Entrans scores the Jackpot value.

Lower Playfield
---------------

Ramp - Scores 5000.  The Ramp Diverter is toggled by either flipper button.  Scoring 8 Left Ramps lights Extra ball; scoring 8 Right Ramps lights ball locks for Multiball.  Each player begins the game with two ramps toward lighting the extra ball.  After each ball, player receives an additional ramp toward extra ball and ball locks.

Ramp Spinner - Scores 10.  Every 5th spin adds to bonus.

Drop Targets - Score 1000.  If both the Trainer and Promoter have been collected, scores 1500 and spots a letter in F-I-G-H-T.

Trainer Target - When flashing, scores 1000 and collects the Trainer.  When lit, scores 5000.

Promoter Hole - If Promoter light is flashing, scores 1000 and collects Promoter.  If Kickback arrow is flashing, scores 5000 and collects the Kickback.  If the Kickback arrow is lit, scores 10,000.  If the Hype arrow is flashing, increases the Bout Purse.

Runaround - The curved lane to the left of the Promoter.  Increases bonus.

Weigh-In Kicker - This is the right kicker, covered by a plastic with a picture of a scale. Scores 10X the weigh-in value, which starts at 150 and increases randomly with each hit.  Various awards in three levels may also be awarded.  Caution... the ball may be kicked from the Weigh-In kicker to the Runaround or the Ramp, or the ball may emerge from the Promoter!

Target Without An interesting name - this is the red round target below the Runaround.  Increases bonus.

Inlane Rollovers - When not lit, score 250.  When lit, increases bonus.

Outlane Rollovers - Score 500.

The Bell - The Bell sits in the right outlane.  It is possible to bounce off this bell through a gate and back into play.  When this happens, you have been Saved By The Bell and are awarded 10,000 points.  Striking the Bell scores no points if the ball does not return to play.

Kickback - The Kickback sits in the left outlane.  Score 5000 and kicks the ball back into play when lit.

Outhole - Scores bonus, multiplied by the bonus multiplier, and an additional 50,000 points for each Bout won.


WEIGH-IN AWARDS
===============

The following awards are awarded randomly at the Weigh-In Kicker:

Default:
- Score 10x current weight

Award Level 1 (4 ramps):
- Score 30x current weight
- Collect Trainer
- Collect Promoter
- Add 15,000 to Bonus

Award Level 2 (8 ramps):
- Score 100x current weight
- Collect Opponent
- Add 25,000 to Bonus
- Set Training to maximum (100%)
- Light Extra Ball (shoot Trainer to collect)
- Quick 2-Ball Multiball

Award Level 3 (15 ramps):
- Score 500x current weight
- Collect Special
- Collect Extra Ball



ACKNOWLEDGEMENTS
----------------

The left and right slingshots were copied from The Addams' Family.
The apron is a heavily modified version of the apron from Back To the Future.
Pseudo-reflecting ball inspired by Boomerang, by Christian Oliver.
Backglass paintings taken from "The Winner" and "Knockdown", by Leslie Parke (http://www.leslieparke.com/box.html)
Special thanks to Randy Davis for Visual Pinball

--Chris
