Accepted [+] [X] Black Tiger Update submitted by Guy
Black Tiger (c) 1987 Romstar, Inc.
North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Black Dragon".
- TRIVIA -
Black Tiger was released on August 01, 1987 in the USA.
Although they are similar in nature, there are also significant differences between the export version, Black Tiger, and the original version, Black Dragon. Globally, the export version is an easier game. Below are some of the more apparent differences found in these Export versions:
* Items less expensive.
* Less pitfalls (rocks).
* Less and easiest enemies.
* Bosses easiest.
* Points given by the Red Dragon, Red Demon Warrior, and Black Dragon are differents (see scoring section).
* The bonuses are changed (different value and position).
* The secret item locations are the same but the symbols for them are different.
A bootleg of this game was released by Dragon with the same name.
Isiah Johnson holds the official record for this game with 2344150 points on May 31, 2008.
- SCORING -
Scoring is exactly the same as in the original Japanese version except for the following bosses :
Dragon (red): 10,000 points
Demon Warrior (red): 150,000 points
Dragon (black): 10,000 points.
- PORTS -
This is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Black Dragon".
* CONSOLES:
Nintendo NES: Unreleased prototype.
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] [AU] Nintendo Wii [Virtual Console Arcade] (jan.21, 2011)
[US] Nintendo Wii [Virtual Console Arcade] (jan.24, 2011)
[US] Sony PlayStation 3 [PSN] (feb.19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
[EU] Sony PlayStation 3 [PSN] (feb.20, 2013) "Capcom Arcade Cabinet"
[US] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
[EU] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet"
[AU] Microsoft XBOX 360 [XBLA] (feb.21, 2013) "Capcom Arcade Cabinet"
[US] Sony PlayStation 3 [PSN] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
[US] Microsoft XBOX 360 [XBLA] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
* COMPUTERS:
[US] Commodore C64 [EU] (1988)
[EU] Amstrad CPC (1989)
[EU] Atari ST (1989)
[US] Commodore Amiga (1990)
[EU] Sinclair ZX Spectrum (1990)
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Black Knight 2000 Update submitted by Guy
Black Knight 2000 (c) 1989 Williams Electronics Games, Incorporated.
He rides again!
- TECHNICAL -
Williams System 11B
Model Number : 563
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516
- TRIVIA -
Released on April 28, 1989. This game was the first game to implement two features that would become common in modern pinballs : the 'Hurry Up' mode, and the 'Wizard Mode' (a special high scoring mode).
Approximately 5,700 units were produced.
Game has two different plastic artwork versions for the upper play-field : 'futuristic-style' and 'stone castle-style'. These differing plastics appear around the lock assembly, near the 'W.A.R' lanes, as the upper ramp cover, and as the 'Magna-save ready' sign. Reportedly, the futuristic artwork may be the earlier design.
- SCORING -
UPPER PLAYFIELD
* W-I-N Lanes : Increases the bonus multiplier and lights 'Ransom' at the drawbridge.
* W-A-R Lanes : Starts 'Hurry Up' (countdown timer) when completed; shoot the ball up the Skyway ramp to collect it. Also, during Double Knights Challenge, scores a million points if completed.
* Drawbridge : Hit the three-bank stand-ups to lower the drawbridge, and then shoot the ball up the bridge to lock a ball. If the 'Ransom' light is lit, shoot the ball up the bridge to spot a letter for 'RANSOM' (shown on the backglass). Also collects the Jackpot during multiball.
* Upper Loop : Shoot the ball around the loop to increase the loop bonus; consecutive shots earn different awards (extra ball, hold bonus, etc.).
LOWER PLAYFIELD
* Skyway Ramp : Scores the 'Hurry Up' and the Skyway Bonus, as well as an Extra Ball, if any of them is lit.
* K-N-I-G-H-T Targets : If all the targets are hit within a set amount of time, a letter in B-L-A-C-K is spotted and the kickback and the Magna-Save is re-lit. Lighting all the letters in B-L-A-C-K lights the 1 million-point Skyway Bonus (which is collected at the ramp).
* U-Turn Loop : Scores 25,000 points for the first loop, and increases for each consecutive loop, maxing out at 250,000 points. Also lights the Challenge Lane for 'Double Knights Challenge'.
* Lightning Lane : Spins the Lightning Wheel for a random award (when lit); the ball is kicked to the upper playfield.
* Challenge Lane : When lit, it starts the two-ball 'Double Knights Challenge', in which completing the W-A-R Lanes score 1 million points, and lasts until you lose one ball.
* Magna-Save : Prevents right outlane drains; activated with a separate button.
SPECIAL SCORING MODES
* Multiball : After locking the third ball in the Drawbridge, Multiball starts. During this mode, hitting the K-N-I-G-H-T targets increases the Jackpot. Shooting a ball in the Drawbridge awards the Jackpot. If you lose two balls, a countdown begins to lock the remaining ball in the Drawbridge to collect the Jackpot.
* The King's Ransom : The game's 'Wizard Mode'. It starts after all six letters of R-A-N-S-O-M is collected (as shown on the backglass). In this mode, EVERYTHING is lit for a limited amount of time : Unlimited balls, 3-ball Multiball, the Bonus Multiplier is maxed out and held, Jackpot is lit at the drawbridge, 'Double Knights Challenge' is lit, Extra Ball and Skyway Bonus are lit at the ramp, and the U-Turn Loops are maxed out at 250,000 points!
- TIPS AND TRICKS -
The simplest strategy for BK2K can be summed up in 4 words : avoid the lower playfield. Most of the big points are on the upper playfield, and while the ball is on the upper playfield, you can't lose it!
The most important shot to learn is the Skyway. You should practice it to the point where you can nearly always one-touch a ball draining off the upper playfield right back up into the Skyway off the right flipper, preferably without trapping it first. This one shot will make your score skyrocket, since it prevents draining and sets you up for big points from Hurry-Up and extra balls galore from the Loop.
On the upper playfield, learn to make Loop shots; they're the key to extra balls, and with practice you can also learn to drop the ball into the WIN lanes to light Ransom. When Hurry-Up or Extra Ball lights on the Skyway, don't be afraid to let the ball drain to the lower playfield to collect it; once you've practiced the Skyway shot sufficiently, the reward is well worth the minor risk. Also, it's vital to learn the art of nudging the ball around the WAR lanes; a good player can nearly always make the ball dribble its way across the tops of the lanes to the upper flipper, keeping it on the upper playfield, and probably getting credit for at least one of the lanes in the process, even on a machine with pretty tight tilt settings.
During Multiballs, you pretty well have no choice but to learn to deal with the lower playfield. The Challenge Lane will hold onto a ball going into it for about ten seconds before letting it go, which is a good way of getting a ball out of the way. Also, don't forget the Lightning Lane; even if it's not lit, it still gets the ball back to the upper playfield. Multiballs are also a good time to shoot for the KNIGHT targets, if you need to relight the Kickback or Magna-Save; with all the balls bouncing around, you'll hit your share of drop targets anyway. It's recommended to NOT shooting at the drop targets unless you need to relight something; every time you clear them, the timer accelerates, so it gets that much harder to clear them when you actually need them. And the bonus for completing BLACK is pretty paltry; you can get much greater rewards by concentrating on the upper playfield and making your Hurry-Ups.
During King's Ransom, concentrate on making the Skyway and Drawbridge shots at least once each, since that's where the big points are. Don't mess up your shots with the balls already on the playfield just to plunge a new ball in (unless you're going to use the new ball to shoot for the Jackpot); in particular, if a ball pops into the plunger lane with less than 5 seconds left in King's Ransom, and you're confident that you're not going to lose one of the balls in play in the next few seconds, leave it there! It's effectively an extra ball; when King's Ransom ends, just leave the other ball in the plunger lane, and plunge it out when you finally lose the last ball in play.
- SERIES -
1. Black Knight (1980)
2. Black Knight 2000 (1989)
- STAFF -
Design, Concept, & Direction : Steve Ritchie (SSR)
Software, Effects, & Magic : Ed Boon (EJB)
Mechanical Excellence : Joe Joos Jr. (JJJ)
Artiste Extraordinaire : Doug Watson (DTW)
Music, Speech, & Sounds : Brian Schmidt (BLS), Dan Forden, Steve Ritchie
Supertechs : Butch Ortega, Zofia Bil, Jose Delgado, Tony Kraemer, Dick Valosek, Mark Johnson, Elaine Johnson, Paul Johnson, Al Cardenas, Manu Jayswal, Greg Freres, Art Clafford
VOICES :
Black Knight : Steve Ritchie
Chori of Angels : Stephanie Rogers, Glo Van Vlack
- SOURCES -
Game's ROM.
Game's playfield.
Interview with Steve Ritchie, This Old Pinball's TOPCast, 9 May 2007
Accepted [+] [X] Black Knight Update submitted by Guy
Black Knight (c) 1980 Williams.
- TECHNICAL -
Williams System 7
Model Number : 500
Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516
- TRIVIA -
Released on October 31, 1980.
Black Knight introduced 'Magna-Save' and the Bonus Ball concept where the player with the highest score won additional seconds of free play. BK was also the first game ever that had a split level or 'two level' playfield. Magna-Save was a feature where a user could press a button on either side and magnets would prevent the ball from draining via that outlane. It would stop and hold the ball and drop it into the inlane. The user had to perform some task to re-enable Magna-Save.
Comments from the designer : Black Knight was the first game ever to employ faceted inserts (the transparent inlaid plastic windows) in the playfield. My design was a simple eight-sided 'Jewel Look', but insert texturing progressed from there to many different designs, finally settling on refracting radial lines originating at the center of round and rectangular inserts and from points of arrows and lightning bolts, etc.
13,075 units were produced.
A Black Knight unit appears in the 1987 movie, 'Superman IV - The Quest for Peace'.
- TIPS AND TRICKS -
* Multiball : Multiball play on Black Knight involves 2 or 3 balls. Balls are locked on the upper playfield, behind the left drop target bank. Balls are released for Multiball play by locking three balls on upper playfield, or by locking one or two balls on upper playfield, and another ball in the kickout hole on the lower playfield (behind the right drop target bank).
There is no time limit for locking balls for Multiball play. The game can be adjusted to allow lit 'LOCK' lights to remain lit from ball to ball, or will reset with each new ball played (default). The latter is the more difficult setting, and requires the player to lock 2 or 3 balls on the upper playfield during the course of one ball-in-play, in order to achieve Multiball play. See the game's adjustments in the Instruction Booklet for more details.
During Multiball, all scoring is multiplied by the number of balls on the playfield (2X, or 3X).
* Drop Targets : There are 2 banks of drop targets on each playfield level. Targets on the left side of the playfield are denoted by blue lights in front of them, and targets on the right side are denoted by orange lights.
The drop target banks are timed, so after hitting one or more targets in a bank, you have only a limited amount of time to hit the rest of the targets in that bank, before the bank is reset.
Completing a bank of drop targets activates a Magna-Save on the lower playfield, if one or both are not lit (See Magna-Save below).
Completing a bank of drop targets also lights one of the three arrow lights in front of the bank. Completing each bank of drop targets on either playfield level three times each, lights the Extra Ball on the upper playfield (see Extra Ball below).
The amount of time allowed to the player to complete a bank of drop targets before they reset, is adjustable. See the Instruction Manual for more information.
* Extra Ball : There are 2 possible ways to achieve an Extra Ball : one on the upper playfield, and one on the lower.
To light the first Extra Ball light (upper playfield), the player must complete the upper or lower playfield drop target banks three time each. Then shoot the ball through the left ramp u-turn on the upper playfield to score the Extra Ball.
The second Extra Ball is lit by completing all four drop target banks (upper and lower playfields) three times each. This lights the Extra Ball in the turn-around on the lower playfield.
One arrow in front of a drop target bank is lit each time the bank is completed.
* Mystery Score : When the ball goes through the left flipper return lane (which may be assisted by Magna-Save), the center ramp is lit for a short time for Mystery Score. The Mystery Score is awarded upon completion of the center ramp when lit, and awards a random value of 20,000 to 99,000 points (Contrary to today's hyper-inflated-score games, this is a significant award).
* Spinner : When the ball goes through the right flipper return lane (which may also be assisted by Magna-Save), the spinner is lit for a short time for 5,000 points per spin. A well-placed shot through the spinner can award as much as 100,000 points!
* Bonus Multipliers : The turn-around on the lower playfield awards bonus multipliers. When all bonus multipliers have been attained (2X, 3X, 4X, 5X), and bonus value is at maximum, the bonus lights in the 'sword' on the lower playfield will animate and 'scroll'. The bell will ring each time additional bonus-awarding targets are made after this point (flipper return lanes, outlanes, and drop target bank completion).
* Magna-Save : Magna-Save features are activated by completing a bank of three drop targets. The right Magna-Save will always become activated before the left. Pressing the red button above the white flipper button will activate the Magna-Save feature for the corresponding side of the playfield. The Magna-Save feature is used to attempt to 'grab' the ball, and drop it down the flipper return lane, to allow it to continue in play. Magna-Save features must be re-activated after being used by completing a drop target bank again.
The amount of time that the Magna-Save feature is on, when activated by the player, is adjustable. See game adjustments in the Instruction Manual.
* Bonus Ball : If 2 or more players are in the game, the player with the higher score at the end of the game gets a 30 second Bonus Ball (this feature, and it's time limit are adjustable- see Instruction Manual). 'Bonus Ball' is actually an unlimited number of balls available to the player, but only for the 30-second period. So you can lose the ball as often as you wish during Bonus Ball, and it will be replenished, until the 30 seconds has expired.
The goal during Bonus Ball is to complete all 4 drop target banks in the 30-second Bonus Ball time, in order to light the turn-around for Special. The turn-around must be completed to obtain the Special.
* Strategies :
1. Go for the Extra Ball. It is easiest to complete the drop target banks on the upper playfield to light the first Extra Ball (upper playfield). And drop targets can be completed much faster during Multiball.
2. If center ramp is lit for Mystery Score, and you miss the shot from the lower left flipper, but manage to get the ball up to the upper playfield anyway, allow it to drain back down the center ramp, if possible. This will award the Mystery Score if you can do it before the Mystery Score light goes out.
3. During Multiball, focus your concentration on the playfield level that has the most balls on it. That is, if more balls (2 or more) are in play on the upper playfield, focus your attention on the flippers there. Or if more balls are on the lower playfield, focus your attention there. The playfield with more balls on it will be the source of more scored points during Multiball.
4. During Multiball, concentrate on making the Mystery Score and Spinner shots when lit, as described above. This is where the big points come in, especially with the Multiball playfield score multipliers lit.
5. Biggest points are awarded during Multiball. To get bigger scores, focus on locking balls for Multiball play, and on personal strategies and skills for keeping balls in play longer during Multiball.
- SERIES -
1. Black Knight (1980)
2. Black Knight 2000 (1989)
- STAFF -
Design by : Steve Ritchie
Art by : Tony Ramunni
Software by : Larry DeMar
- PORTS -
* CONSOLES:
Nintendo Wii (2008) "Pinball Hall of Fame: The Williams Collection"
Sony PlayStation 2 (2008) "Pinball Hall of Fame: The Williams Collection"
Sony PlayStation Portable (2008) "Pinball Hall of Fame: The Williams Collection"
- SOURCES -
Game's ROM.