PC cheats, codes, and hints. This software is BRAND NEW. Framework 3.5 Minimum Processor: Intel Core 2 Duo 1.8Ghz, AMD Athlon X2 64 2.4Ghz Memory: 1.5GB Free Hard Drive Space: 16GB Video Card: 256MB NVidia 7900 / 256MB ATI X1900 DirectX 9 compatible Stereo Sound Card Keyboard Mouse Recommended.

This is still a great deal for Timeshock and Big Race USA but despite the earlier review be warned that there is apparently no cd music (or any music at all) on The Web. It DOES have a great soundtrack as I had this on the Mac some time ago but according to Interplay there are no music tracks offered in this version. Pro pinball timeshock patch 1.07. I don't understand this but no explanation was given. It is the weakest table in any case but without music it makes a good coaster. I don't think it is a "tease" either as the game seems unavailable by itself. This seems to be a trend as Timeshock (https://foodprocessingtechasia.com/serial-code/?file=716) was also offered in "pinball madness 2" and it too turned out to be a stripped-down, no-music affair. In both cases this was never mentioned in the game description.

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Disconnected Wave of emulation Part One: home computers A touchy subject this month. Emulation, or those little programs that run games from other systems on your PC. Charlie Brooker blows the whole thing open. Time waits for no man, and it pisses in the face of old computer systems. The continual evolution of the microprocessor means that today's systems are almost immeasurably powerful compared to the hop-a- long clunk-boxes of yesteryear, and as such it's a piece of piss for your Pentium to effectively emulate, say, a Sinclair Spectrum - and to do it in a resizable window at that. The renewed interest in 'retro-gaming' has created a small but dedicated band of enthusiasts swapping emulators and olde worlde games across the Internet, and here at PC Zone we've decided it's high time we paid some attention to the issue. We've split our report into two parts and are kicking off proceedings here with home computer emulation; consoles and arcade games will have their turn next month. Like any on-line 'scene', the world of emulation has developed its own convoluted lingo that can seem utterly bewildering to the newbie. On visiting a site, your first port of call should be the FAQ which will usually define terms and clear up a few of the more baffling references. Do bear in mind that emulation is very much a 'geek' hobby - much of the software you'll find is defiantly user-unfriendly and requires a brief investment of knowledge and patience to get it working. In other words, if you're so pampered by Windows 95 that you don't know what a DOS command line is, you're going to have to learn.

The video mode ends when you hit 5 mines in one level. All awards score 1M, except in level three where they are worth 2M. The last award in level one is worth 10M, in level two 20 M and in level three 80M. Collecting all awards in level one scores 25M, in level two 50M and in level three 150M.


Midnight madness is a 10-ball-multiball with a very long ballsaver (240 seconds). All switches score 10. All lights are unlit, so it's hard to tell which features are available during midnight madness. At least, you can score S-C-A-N, W-A-R-P, Droptargets and bonus multipliers.

One of the orbits or the left or the right ramp is the cow target for the rest of this ball. There is no way to see which one. Hitting it scores 5M * Number of hits to a maximum of 25M. The cow target changes each time you collect it.


You need to collect every award to get to the next level. You can't play more than 2 levels in one videomode. Achieving a perfect level (collect all awards and get not hit) scores twice the score. If you collect all awards in a level, every time you get video mode again, you start in the next level.

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If you look at the original Keeper, there aren't any real kick-arse spells in there, especially compared to something like Populous, where they cause massive destruction. We're going to bring in Mana on land, so it forces the player to build his dungeon. The original Keeper maps are 85x85 squares in size - we're going to have huge maps of up to 1000x1000, so you can fit 16 to 32 players on it. PCZ: Are we going to see more polygons this time around? SC: Yeah, polygon characters - that's all in the R&D stage at the moment, so we may end up using a mixture of the two, but there'll be polygon characters for the first-person mode. PCZ: What other changes are there? SC: Well, this time round we're really going to empliasise trie fact that you're evil. And we're really working on the combat which isn't particularly enforced in the first one. There it's a case of 'one fight and it's all over'. We want a fight, then another fight then another fight, and so on, so you've got a constant battle lur troops f^^ -nrH SC: Maybe. But that's not what we do it for.

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In the operator's menu, go to 2/2.1 and set starting time zone to RANDOM. Without leaving the menu, go directly to 3/1.47 and hold both flipper buttons for a couple seconds.


Depends on how many continents are already lit. Very useful if you reach 12 continents when selecting this option.

Which is a bit naughty, wouldn't you agree? Just say no After refusing their offer on general principle, the game kicks in and reveals itself to be an in-depth simulation of IndyCar Racing, a sport familiar only to Americans and seasoned observers of the late-night ITV schedule. Based on the 1997 season, the official CART tracks have apparently been modelled from source data and are accurate to within 10cm. Furthermore, they include visual landmarks such as trees, billboards and buildings that are true to the real-life tracks, although it has to be said that one interminable oval looks much the same as any other. After just a couple of laps though, it soon becomes apparent that this is no laugh-a-minute buggy race, and anyone with a penchant for power-ups and novelty weapons would be advised to seek their driving thrills elsewhere. CART Precision Racing is a no-holds -p Into 1/ i^^^^Bkr ■ - J L»f> Tim* aOGOO^^^^L ^^HHHS^^^f^S M Cha«c Near £^911 12 13 14 15, 5 CTlB^ffi While the graphics are best described as sparse, it's a pretty clean and speedy affair, although the cars do tend to look as though they sit slightly above the track. O barred simulation with little concession given to the fact that sitting in front of a monitor is an entirely different experience to grappling with the wheel of a high-speed vehicle. Designed and tested by real drivers and race engineers, the vehicle models are so realistic that it's not long before you're bored. The controls may feel extremely rigid, but the slightest oversteer causes the car to career off the track or embark on an infuriating spin, followed by the traditional outburst of foul and abusive language. No fun In the days before technology went mad, games used to be fun.


Graphics settings are set to whatever I feel comfortable with playing on this PC. They are usually not set to the highest settings. All screenshots are taken with my settings.

Try this is at the start of a ball, when the ball is still in the plunger lane. Make sure that there is a difference in the behaviour of the ball between nudging to a side and nudging up and to a side.


Two continents in each time zone contain an exploration. If you hit the upper ramp and the flashing continent does not contain an exploration, the continent becomes lit and you score one continent. If it contains one, the explorations starts. If you complete the exploration, the continent becomes lit and you score one continent.

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PC Zone recently spent some time playing the forthcoming PC version of Final Fantasy VII at Squaresoft's Costa Mesa offices in California. Here we had a lengthy chat with Randall Fujimoto (vice president of development) and Son Ton (senior software engineer) about the various pros and cons of inter-platform porting. PC Zone: When did development of the PC version actually begin? Son Ton: I came on board last October. I was brought in to deputy the lead programmer, so there were three of us in total. The original PlayStation code, which at the time was still in development and being tweaked, made its first official move to PC around then. PCZ: Were you part off the original team? ST^ The original PlayStation team? No. the original PlayStation coding was all done in Japan. PCZ: iff our sources are correct, H was the biggest team ever assembled to produce a single game.

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This is a 3-ball-multiball, but the flipper buttons are exchanged: The button for the left flipper controls the right flipper and vice versa. The upper flipper is still controlled by the right button.

After spotting all seven continents, Atlantis starts flashing (between North-America and South-America). Shoot the upper ramp again to start global domination. You can't spot the last continent and start global domination with a middle orbit - upper ramp combination. Starting global domination scores one continent.


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Shoot the middle scoop to open the door for 25M. If you fail to do so before you have 53 seconds left, the middle scoop becomes lit and you don't have to hit it any more. Shoot all orbits, the left ramp and the right ramp to collect the tachyonium.

That's why we've basically rewritten everything: the ball physics, the whole flipper thing. That's something we're really proud of now. Previously, the flippers would affect the ball; now the ball actually affects the flippers as well. As far as we can tell this is unique. It's all a lot more subtle now, which means you can do all sorts of different tricks and shots. The balls now spin and actually roll -they can even bounce and hit the glass.


You start in a random timezone and all empty continents are spotted. Thus, every hit of the upper ramp starts an exploration.

This option is very good, because you can collect an extra ball during videomode. Even if you can't collect any more extra balls, this option is good, because you can get up to 300M + Big points without risking to loose the ball.


Hold the right flipper up and release it at the moment the ball touches the flipper. Doing this in the right way, the ball comes to a stop at the right flipper and starts to roll down towards the center drain. Now you can easily aim for the left orbit or ramp. This technique is very hard to handle.

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The first time you get this it always lights extra ball at the middle scoop. Any other time it starts super spinner if collected during multiballs or any mode (exept quickshots, which is not really a mode).

If you do not succeed in collecting the crystal fragment when it is lit and you lose all balls but one, you have about 15 seconds to do so now. This timer pauses, if the ball is in the bumpers. If you fail to collect it even now, you are able to do that right at the beginning of the next time machine frenzy in the same timezone.


Time warp frenzy starts as a 2-ball-multiball (If you already are in a multiball, time warp frenzy adds one ball, except you already have four balls). The dotmatrix displays the add-a-ball-time. Complete W-A-R-P in random order or shoot the upper ramp to bring one more ball into play. You can have up to four balls in play.

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Again, you only get awards that make sense. The awards are not only randomly selected. For example, you often get spot empty continents when you have no continents lit. You always get ramp rampage at the first superscan after you powered the timedrive. You never get ramp rampage, if the timedrive is not powered.


Then lock three balls for time machine frenzy. Now you have to select the new time zone with the flipper buttons and the launch button. If you select the actual zone, a normal time machine frenzy starts, and the time drive remains powered.

At the start of time machine frenzy, you can hold both flippers up when the balls are ejected from the magno lock to catch a ball on the right flipper. I usually do the following: Catch the first ball on the right flipper and try to hit the left ramp immediately. Catch the second ball on the right flipper. Try to hit the right ramp with the first ball, which should be coming down the left inlane, or the third ball. Shoot the left ramp with the second ball, which is still held on the right flipper.


Complete W-A-R-P or shoot the upper ramp to increase the jackpot multiplier by one. Hitting the upper ramp resets W-A-R-P. Hitting any W-A-R-P-target - lit or unlit - adds 500K*(balls in play) to the jackpot and scores 500K*(balls in play).

We've already seen a playable version showing new, previously unrevealed courses and vehicles. You can now see some of it for yourself as there's a playable version of the 'Border Dash' level on this month's cover CD - you'll find the rest (Monument Rush, Rain Forest City Run and, ahem. Docklands) in the full version which is due out in March. Judging by what we've seen so far. Inner Workings are set to deliver a stunning-looking, speed-freak racing game of a seriously challenging nature - there'll be no time to admire the gorgeous scenery as you duck and dive to stay alive in some of the most deviously designed and danger-fraught races ever. Keep 'em peeled for a full review of Plane Crazy next issue. If L Motorhead (Digital illusions/Gremlin) One thing's for sure. Digital Illusions' forthcoming Motorhead (no relation to the band, by the way) certainly loves Zone's new P233s. With 64Mb RAM and a zillion-speed CD-ROM drive it glides along at a silky 30-plus frames a second - and that's just the software version. This futuristic racing game is already proving popular in the office over a network, and that's with only three of the eight available courses in any sort of playable form.


Shoot the left orbit then the right orbit. The orbits start to flash alternately.

As you can see, you have to collect awards and quickshots for the most EBs. I think that it is not necessary to care much about awards, since most of the time I collect them during multiballs and most often, I collect 5 awards before finishing the quickshots. Probably the best way is to wait until a few quickshot lights are flashing, so you need less right orbits and get more points. For the extra ball quickshot and the secret video mode it seems to be best to collect the 2nd souvenir in the present and travel to the future as soon as possible. There you can collect the 4th souvenir, finish the quickshot mania and collect the 2nd souvenir. Now you should have enough tachyonium to travel to the prehistoric age and collect the 5th souvenir.


Lighting lock after the first time machine frenzy allows to lock only one ball. One has to light lock and lock one ball three times to start the frenzy again.

If you start this exploration during a quickshot, you can collect the quickshot although the right orbit does not feed to the top scoop normally during this exploration. Try to do a combo in this exploration.


In version 1/00 it took 40 to 50 hours pure playing time. In newer versions, this time is reduced, but I don't know how long it will take there. Some of the settings will be accessible earlier than others.

GSGregg, even the slowest of rigs by todays standards should have no problem at all maxing out these games. If you can't, maybe you have other issues going on, or your rig is 15+ years old.

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It's ridiculous that this pinball title only has one board. Granted, if it were the best pinball (https://foodprocessingtechasia.com/serial-code/?file=8727) board on Earth, I might let it slide, but unfortunately, that's not the case. Displayed as a scrolling, prerendered 3D environment, the sole board in Pro Pinball is bland. It has a monochrome light display and small objectives littered throughout the field of play, but those do tittle to keep the game from being incredibly shallow and boring.


Cheat mode: When you are asked to choose between novice and normal mode at the beginning of the game, press BOTH flipper buttons. You will start in normal mode but in a randomly choosen time zone. Additionally, all empty continents are lit. Helps to learn the explorations in the other time zones.

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Secret video mode does not end if you fail to complete a level. There is no extraball after level 2, but after level 3 there is one. There is no level 4 in secret video mode.


Its user interface is divided into three main parts: tabs for selecting the type of assistance required on the top and performing other. My time machine is crude the best I could do in the circumstances but it needs two to pilot and navigate. This will be added soon, but in the meantime, you can change the controls manually by editing the settings file. From Encyclopedia Gamia Archive Wiki, your source for walkthroughs, games, guides, and more! Barnstorm Games is raising funds for Pro Pinball: Timeshock - The ULTRA Edition on Kickstarter! For those of you not familiar with DOSBox, it is the leading open source DOS emulator.

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The bumpers switch the flashing continent. That means it is possible to choose which continent will be spotted next by disabling the bumpers at the right moment.

The current version of the game does not support changing the default key assignments using the GUI. The second manual explains the rules of the table, what options there are for the table and also has a. The order in this selection is not absolute, but the best games tends to be up in the list. James Bond - Legends 2 Modern First-Person Shooter 007 James Bond - Quantum of Solace 2 100ft Robot Golf 1 Sports 1953 KGB Unleashed 1 Historic Action Adventure 1954 Alcatraz 1 Miscellaneous 3D Paraglider 1 Simulation 3D Pool Billiards and Snooker 1 35MM 1 Indie 303 Squadron Battle of Britain 2 Simulation 100 Puzzle Games Pack 1 Puzzle 15 Days 1 Adventure 18 Wheels of Steel Extreme Trucker. Pro Pinball Timeshock Free Download for PC is a 1997 pinballcomputer game developed byCunning Development and published by Empire Interactive. Click the Tools menu, and then click Folder Options.


Hold the right flipper up and nudge to the left at the moment the ball hits the flipper. This is very easy to master and the ball will almost always stay on the right flipper, but you risk getting a tilt warning. Only do this if you desperately need the ball on the right flipper fast.

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T is reduced by 1 (but never below 1) every 5 seconds. Hitting a ramp scores x million*T and increases T and x by 1 (T up to the limit of 5).


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Shoot all three ramps and then the middle orbit. Each hit gives you 25% The scores are 5M,15M,30M,50M, totalling 100M. Shooting the middle orbit when it is lit sends the ball to the magno lock. The ball is immediately ejected from there; hold both flippers up to catch the ball on the right flipper.

Much the same as videomode except that all awards are cows. You start in level 1. You can play level 1-3 if you hit not more than 5 mines all together. The number of hits is taken over to the next level.


Each target awards 5M. Hitting all seven targets the first time lights the reverse extra ball at the middle scoop. Hitting all seven targets again rewards very big points (100M/150M/200M). At the end of reverse frenzy there is a brief ballsaver to prevent loosing the ball. Hit targets are not taken over to the next reverse frenzy.

Shoot the top scoop through the left orbit to collect the next lit award. Shoot M-A-G to light the next award. Scan or superscan can also light awards. More than one award can be lit at a time, but only one can be collected next. The awards stay lit until quickshot mania is started.


Shoot N-E-T to light the next quickshot. Scan or superscan can also light quickshots. The first quickshot starts with 10M. The second one starts with 20M, etc. More than one quickshot can be lit at a time, but only one can be started next. If you collect a quickshot and the next is already lit, you start the next one immediately with the double quickshot score. When every award is collected and every quickshot started, both orbits are lit for quickshot mania and after that the awards and quickshots reset (the next quickshot starts again with 10M).

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Light all continents including Atlantis to start global domination. The continent-lights now show the score, that You get for any hit. All switches score 500K * lit continents for one minute. Europe is already lit at the start. Shoot upper ramp to light a continent or middle orbit - upper ramp for two continents. If you light all continents, all switches score 5M.


If you complete the timeshock frenzy, you have the oportunity to time-travel to a timezone of your choice. Timeshock (https://foodprocessingtechasia.com/serial-code/?file=2887) frenzy does not reset the continents or tachyoniums, so everything you have to do to start the next timeshock frenzy after a completed one is to lock the four crystal fragments again.

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Easy to hit through the left or right orbit. It normally feeds to the bumpers except during quickshot mania, 'Channel Tunnel', 'Volcano', 'Stampede', 'Chariot'- and 'Pyramid'-exploration and at the beginning of the 'Antimatter plant'-exploration and quickshots. Here, the ball comes out of the left orbit. Scores awards and starts and scores quickshots.


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Hello, I'm Chriss from germany, bavaria and I found pinsims like VP or FP just a few weeks ago. The ultimate pinball physics engine! There is a credit system where you can use credits to buy-in extra balls to continue a game, but there is actually no way of adding credits like inserting coins. Prosoniq Ambisone VST 1.07 - plugin. Re: Pro Pinball Timeshock Pinball Kickstarter re-launched to Fri Aug 16, 2020 10: 01 pm 1600x1200 is supported at the old version of timeshock, that was the ONE AND ONLY reason why I bought a 1920x1200 monitor instead of a 1920x1080 monitor 2 years ago! I think it is my best game to this day.

As soon as you collected all four crystal fragments, you can start timeshock frenzy in which you have to put them together to save the world. If you succeed in this and collected all eight pieces of tachyonium (you only need three to save the world), you can start the wizard mode, which is the most challenging award in Timeshock.


In time machine frenzy, time warp frenzy and super time warp frenzy, the droptargets do not reset. After the first quickshot mania, completing a drop target bank becomes more difficult (This is not valid for multiballs). If you hit a target, you have to complete the whole bank within about 30s, otherwise the targets reset. Hitting any droptarget resets the timer. MagnoSave(TM) becomes lit when all six drop targets were hit once.

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After shooting the left ramp or the right ramp, the other one briefly flashes for a way. Shoot x alternating ramps to get a x-way.


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Light both bonus rollover lanes to increase the bonus multiplier by 1. The flipper buttons switch the lit lane. The multiplier is set to 1 at the beginning of each ball unless you had multiplier held at the previous ball. The first time you reach a bonus multiplier of 25, extra ball is lit.

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Complete S-C-A-N to light the scanner. Hit the middle scoop to activate it. The scanner gives you a random award.


Both orbits feed to the bumpers. At 98% you have to hit the left orbit to get the tachyonium. You can get more than 100M in this mission if you get the 29% when you already have more than 69%.

If you fail in collecting the ultra jackpot, the super jackpot gets lit. Collect a triple jackpot to light ultra jackpot again.


Unfortunately, none of the viewing angles work too well (it's just the nature of trying to fit a whole pinball (important site) table on a TV screen). The visual problem is made worse with the overly colorful and cluttered playing field. I also find it difficult to recommend paying money for a one-table console pinball game.

Can be hit through the middle scoop if you succeed in collecting a crystal fragment in time machine frenzy. Cycles to feed the balls to the time zone lock points.


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If you are lucky, the ball comes up to the right flipper. If not, the ball most likely hits the tip of the right flipper or the center post. Nudge up and to the right at the moment the ball hits the metal under the left flipper again. Don't do this if you already got the last tilt warning to prevent getting a tilt and loosing the bonus.

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The super time warp frenzy starts when you collect the 4th award. It is pretty much the same as the above except that it is a 4-ball-multiball and it is not possible to add additional balls.

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Hitting Ctrl F11 did make the ball skip around a lot more, but hitting ctrl F12 could only make it as good as I've seen it before. More Pro Pinball TimeShock! View and Download Games PC SHADOW OPS-RED MERCURY instruction manual online. Pro Pinball - Timeshock is the best of four Pro Pinball tables in my eyes. Your name (Login to post using username, leave blank to post as Anonymous) Your name. Dosbox on Rpi3 Please do not.

Keith Johnson for providing a lot of additional information (esp. Timeshockfrenzy and wizard frenzy).


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Not quite so easy to hit because of the A-target and the R-target. Can be lit for scan, superscan, time warp frenzy, videomode, extra-ball and lock (crystal-lock, not the normal one). Sends balls directly to the right flipper.

Free timeshock pinball download software at UpdateStar - Pinball FX2 is a pinball video game developed by Zen Studios and published by Microsoft Studios. PATCH/ Panzer Campaigns: Smolensk '41 version online help. Side Note: I was able to run Timeshock (a Pinball game) in Wine as. Like the title suggests, it's a collection of games related to the Bomberman series. Prosoniq Roomulator VST 1.07 - 5 plugins. I'll repeat my subjective opinion: I'm always pleasantly surprised by the physics whenever I come back to Timeshock after playing stuff like Pinball FX.


Pops = The in-built PSX emulator for the. Download Pro Pinball Timeshock - Free PC Game - Full Version Game Pro Pinball Timeshock Size: 577 MB Language: English Platform: PC Release Date: 2020 Genre: Puzzle Download Links. With only one table, variety is definitely not a strong point with Pro Pinball Timeshock. Last of all, it is important to use the newest version of Timeshock! I just bought a new Samsung TFT with 1920x1200 resolution. You only have to set the dot matrix to intelligent opaque to display the table correctly.

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Easily hit from the left flipper. Balls going here hit the top scoop if a quickshot is available or active or if the 'Antimatter Plant'-exploration is active, otherwise they come out of the left orbit.


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At the start of time machine frenzy the ballsaver is activated for 30s. It is possible to start a time warp frenzy during a time machine frenzy. This will add another ball into play (up to four), start a new ballsaver and a add-a-ball-time if you do not have four balls in play. It is possible to start super time warp frenzy during time machine frenzy.

Links LS has to be the only choice for the serious simulation fan. It may prove a bit too fiddly for anyone used to the PGA Tour series, but if you like 'em tough or want to go up another level, you'll fmd nowt better. Codemasters' Pete Sampras Tennis 97 rounds off this sporting trio nicely. It's simple to play but suitably hard to master. However, the motion-captured players are beginning to look a little plain, even though it hasn't been that long since the game was released. That said though, thanks to all the different camera angles, it does ooze atmosphere. There may be a couple of new tennis titles on the horizon, but this is the best you'll find right now. For an introduction to sports games, you would be hard-pushed indeed to fmd a compilation better than this. M»\07 Reviewed: 4() flH links IS IVtr Sdinprds Tennis 97 Reviewed: 53 which now seems a little dated when compared to its sequel International Rally Championship. However, if you take away the younger brother's 3D accelerated graphics, there's probably little between them.


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Meanwhile, a glut of new material from more accomplished artistes has meant that those purveyors of spurious euro-pop, Aqua, have once more managed to sneak into the charts. Similarly, we were making ready to endure the usual post-Christmas avalanche of mediocrity as far as new games are concerned. If it's January, it must be RPGs, strategy games and flight sims. When we were planning this issue in early January, things looked bleak. The late arrival of the Quake //engine has meant that SiN, Daikatana and Duke Nukem 4 Ever have slipped until May, or even as far off as autumn, as the respective developers struggle to implement the new code. Quite what Blizzard's excuse as far as StarCraft is concerned is anyone's guess. It was originally due for release towards the end of last year and yet we're still waiting for some reviewable code. Let's just hope it's worth the wait. It seemed that no one was releasing any new software until the spring. But then pretty much out of the blue came Warhammer: Dark Omen.


Quickshot mania starts with a time limit of 30 seconds. Hitting drop targets at the left bank lights the left orbit for quickshot. Hitting drop targets at the right bank lights the right orbit for quickshot. Each time a drop target gets hit, 5 seconds are added to a maximum of 33/33 seconds.

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Make sure that you collect the 5th award when you are not in a multiball mode. If you are in a multiball mode, you get superspinner where you can get a lot of points, but no extra ball. This is not valid for the first time you collect the fifth award because you always get light extraball there.

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Try to keep the multiplier and the jets held as long as possible. I once had a super jets value of nearly 1B and a bonus of over 500M. Never collect jets held or multiplier held twice with one ball.

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Easily hit from the right flipper. Most balls going here hit the top scoop. Contains two switches so the machine knows in which direction the ball moves through the orbit. See awards, reverse combo and paradox award.


The flipper should not move at all. Doing this in the right way, the ball comes to a total stop at the point where it touches the flipper. You can do this in any situation the ball heads towards any flipper in a similar way even if it is much slower.

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Each unit represents a brigade or regiment, which is fme if you want to recreate complete battles such as Gettysburg, but as far as realism goes it's a no-no. The closest game to CWGII 'is probably good old Fantasy General. You move a unit up, attack, move up another, attack again and so on. Yes, you've got long-range artillery bombardments and specialist sharpshooters, but the overall appearance is wickedly unrealistic when compared to the definitive ACW games of Talonsoft's Battleground scnes. This is a real crying shame, because most of the game mechanics are superb. Leaders and other units have several factors such as morale, health, experience, that affect both combat results and behaviour under fire. You can rally units, rest them, swap leaders and generally take a lot of time getting the command and control right. But why bother when the battlefield is such a comic-book affair? The point of victory The most innovative feature is the 'dynamic' victory point allocation. Fight over a hex and it becomes even more valuable to each side, so the battle really hots up where the fighting takes place rather than on obscure victory point locations that nobody cares about. The more you fight over an insignificant hillock, the more victory points you get for holding it. The campaign is superbly thought out too - you need to conserve troops and yet win your battles, so there are endless decisions and strategies to try.

This is where the ball comes from at the start. VERY hard to hit intentionally, but you never need to. No score.