Source: The Pinball Archive
Rules: Black Knight 2000
Black Knight 2000
From: firstname.lastname@example.org (Mark Phaedrus)
Subject: Re: Request: BK2000 Rules
Date: 26 May 1993 12:58:17 -0700
Okay, you asked for it! Gape in horror as Phaedrus attempts a rule
sheet entirely from memory! :)
ObLegalStuff: Black Knight and Black Knight 2000 are undoubtedly
trademarks of Williams Co. As far as I know, "Give me your money!" is not
Object of the game: Batter down the door and storm the Drawbridge to the
Black Knight's castle. Climb the Skyway for points and extra balls. Take the
Knight's Challenge for millions. Collect the King's Ransom. You get the
- Dual Playfield
- Black Knight 2000 is a double-level-playfield design. The
ball starts out on the upper level, and can drain to the lower through the WAR
lanes; from there it can drain out of play or reach the upper playfield again
through the Skyway or the Lightning lane.
- The long ramp up the left side of the machine, that leads from
the lower to the upper playfield. Can be lit for the Hurry-Up bonus by the
WAR lanes, for the Skyway Million by the KNIGHT targets, and/or for Extra Ball
by repeated loops. It also sets up the loop for Ramp-Loop Combo. Strongly-
hit balls going up the Skyway will go around the Loop to the upper flipper;
less-strongly-hit-balls will go down the WIN lanes, and the occasional very
weak shot may drop down into the bowels of the machine, winding up in the
Lightning hole, which counts as if you'd hit it normally.
- KNIGHT targets
- There are six drop targets in the lower playfield,
arranged in two banks of three; K-N-I on the far left below the Skyway
entrance, and G-H-T right in the middle. The targets are on a timer; when you
first hit one, the next letter in BLACK starts flashing, with the flash rate
increasing as the timer runs down; all six targets are reset when the timer
expires. Clearing all six targets resets them all, spots a letter in BLACK
and relights Kickback and Magna-Save. To make this easier, the two banks
(K-N-I and G-H-T) are scored separately; so, for example, if you clear K-N-I
before the timer expires, you are given credit for that, and even if the
timer then expires, you need only clear G-H-T after that to get the BLACK
letter and the relights. If you lose a ball while some targets are down,
you still have credit for those targets being down at the start of your
next ball, and the timer does not start until you actually hit a drop target
on the new ball. Spotting the final letter in BLACK lights the Skyway for
an extra 1M.
- U-Turn lane
- A lane whose two entrances are on either side of the G-H-T
targets. Hitting this lane scores 25K (and adds to your bonus); subsequent
hits score increasing values, eventually going all the way to 250K. The
lane is on a timer, with the flashing rate of the U-Turn lights increasing as
the timer runs down; when it runs out, the U-Turn value resets to 25K.
U-Turn shots also light the Challenge Lane for the Double Knights Challenge.
- The left outlane has a kickback, which is relit by clearing
the KNIGHT targets.
- The right outlane is protected by the Magna-Save magnet,
which is positioned right above the right inlane. When Magna-Save is lit (by
the KNIGHT targets), hitting the button just above the right flipper button
turns on the Magna-Save magnet for five seconds; if your timing is quick
enough, the magnet will snare the ball before it can make it down the outlane,
hold it in place for a few seconds, then drop it down the right inlane.
- Lightning Lane/Wheel
- This lane is just to the right of the U-Turn lane,
and is marked by the "SPIN" light. Hitting it will cause the ball to be
kicked out onto the upper playfield. When the "SPIN" light is lit (it starts
the game lit, goes out when the lane is hit, and is relit for a few seconds
by the left inlane), hitting this lane spins the Lightning Wheel, which gives
one of the following pseudo-random awards:
- Anything between 20K and 250K, depending on the wheel slot.
Expect a lot of 20K's when your score is high...
- Extra Ball, Special
- Pretty self-explanatory.
- Lower Drawbridge
- Opens up the door to the Drawbridge ramp.
- Knights Challenge
- Starts the Double Knights Challenge round.
- Spot RANSOM
- Adds a letter to RANSOM.
- Challenge Lane
- The lane at the far right of the lower playfield, to the
right of the Lightning Lane. Hitting this lane when it's unlit earns you a
derogatory remark and spits the ball out again; hitting it when it's lit (by
the U-Turn lane) starts the Double Knights Challenge round.
- The upper playfield is constructed so that a ball hit low and strong
from the upper flipper will go all the way around the field and back to the
upper flipper again. The first loop shot scores 25K (and adds to the bonus);
consecutive loop shots after that score 50K, 75K, and so on. There are
additional rewards for consecutive shots. Two loop shots in a row hold the
bonus multiplier for the ball. Also, two loop shots in a row light Extra Ball
on the Skyway for a few seconds; if you collect it, then three loop shots in
a row will be required to light Extra Ball again, and so on.
- WIN lanes
- the three lanes just above the pop bumpers; the plunger feeds
to this area. Clearing all three lanes advances the bonus multiplier, and
lights RANSOM on the Drawbridge for a few seconds.
- the ramp on the upper playfield, which leads up to the lock
area. At the start of the game, the drawbridge is closed (the door blocks the
ramp); you must hit each of the three parts of the drawbridge, marked by the
1-2-3 lights (though you don't have to hit them in that order), to open the
bridge. After that, shooting a ball up the Drawbridge locks it. Depending
on the difficulty settings of the machine, and whether or not you've already
scored a Jackpot this game, the Drawbridge may or may not close again at
this point; if it does close, you'll have to hit 1-2-3 again to open it.
Locking the third ball starts Multiball. (Note that many BK2K machines have
a slight flaw, which causes balls to occasionally not be read when they
go into the lock; to prevent this, it doesn't hurt to gently shake the
machine side-to-side for a second or two when the ball enters the lock,
to make sure it contacts the sensor.) For a few seconds after the WIN lanes
are cleared, locking a ball in the Drawbridge spots a letter in RANSOM.
- WAR lanes
- the three rollover lanes just to the left of the upper
playfield's flipper. If the ball actually goes through one of these lanes,
it drains to the lower playfield; however, in practice, the ball often
rattles around the entrance to one of these lanes, triggering the sensor,
then bounces back out into the upper playfield again. Clearing the WAR
lanes lights Hurry-Up on the Skyway; during Double Knights Challenge,
clearing the WAR lanes scores 1 million.
- Last Chance
- On the final ball of the game, if exactly two balls are
in the lock, the outlanes light for Last Chance. Losing a ball down the
outlane immediately kicks the two locked balls into play. This can only
be used once per player per game.
Special Scoring Modes
- This is indicated by the Hurry-Up light on the Skyway. It's
lit by clearing the WAR lanes on the upper playfield. The Hurry-Up value
starts at 200K, stays there for a second or two, then counts down by 10K
intervals to 0; hitting the Skyway awards the Hurry-Up value. Even if the
value is very low, it's still worth collecting it, because if you do, the
next Hurry-Up starts at 500K, then 750K, then 1M, then 1.5M.
- Double Knights Challenge
- This is indicated by the green light on the
Challenge lane to the right of the lower playfield. It's lit by making
U-Turns, and started by hitting the Challenge lane. This is a 2-ball
multiball (so it's unavailable when there are two balls already in the
lock); another ball is served to the plunger, and the ball in the Challenge
lane is ejected as soon as the second ball hits a playfield switch. The
Drawbridge closes at the start of Double Knights Challenge, and will not
open during it. During the Challenge, clearing the WAR lanes scores 1M.
When a ball drains, you return to normal play, but the Drawbridge is still
- This is started by locking the third ball up the Drawbridge;
note that in a multi-player game, the game doesn't distinguish among balls
locked by different players, so whoever locks the third ball gets the
multiball, and the players who locked the other two balls are out of luck.
The object of Multiball is to shoot a ball up the Drawbridge to score the
Jackpot. Depending on the difficulty settings of the machine, and whether
or not you have already scored a Jackpot, you may or may not have to
open the Drawbridge by hitting 1-2-3 first. I can't remember whether or
not you can collect multiple Jackpots during one Multiball; if you can,
you must reopen the Drawbridge between Jackpots, and the Jackpot value
resets to 1M each time it is collected (it has a maximum value of 4M).
- King's Ransom
- The six letters in R-A-N-S-O-M are displayed on the
backglass. Shooting a ball up the Drawbridge within a few seconds after
clearing the WIN lanes, or hitting Spot RANSOM on the Lightning Wheel,
lights an additional letter in RANSOM. Lit RANSOM letters carry over
from game to game; I can't remember whether they carry over from player
to player in a multi-player game. Lighting the final letter in RANSOM
awards the King's Ransom. The bonus multiplier goes to its maximum (5x)
and is held. For twenty seconds, all three balls are in play, balls are
fed back to the plunger as fast as they drain, Jackpot is lit, clearing
the WAR lanes score 1M, all U-Turns score 250K, and the Skyway scores
1M and an extra ball the first time it is hit.
The simplest strategy for BK2K can be summed up in four 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.
I recommend _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 five 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.
Internet: email@example.com (Seattle, WA Public Access Unix)
"How'd you like to move a few steps down the food chain, pal?"
If you enjoy fantasy/SF stories with transformation themes, email me
for a copy of the Transformation Stories List.
From: firstname.lastname@example.org (Hm, what was my name again?)
Subject: Re: Black Knight
Date: 2 Dec 90 19:18:17 GMT
In article <0bKETZ600Uh700rJs3@andrew.cmu.edu> email@example.com (Lui Sieh)
I guess you mean Black Knight 2000? I seem to be in a distinct minority.
The first time I saw the game I knew it would be a dud. This is your
classic one shot game. The only way to get points is not to play on the
bottom letter but to get it on the upper level. So, that means that the
shot one needs to master would be that shot that puts in back up. Yeah
There are at least five important shots in BK: the bridge, the loop,
the u-turn, the skyway, and the lock hole.
The bridge (when down) makes locks, advances/collects ransom, and
scores jackpot. The loop accumulates bonus and lites extra ball and
bonus hold, not to mention racks up points. The u-turn enables the
lock hole, racks up bonus, and scores lots of points (250K max). The
skyway, in addition to putting the ball back into the upper
playfields, as you mention, also awards hurry-ups (1.5M max), the
skyway bonus (1M) and extra ball. The lock hole starts double
knight's challenge, which is an unlimited million for the skilled
player (i've collected 4 millions during one challenge before). It
also keeps one ball out of the way for a bit during jackpot multi.
How can you call this machine a one-shot machine? Your "one shot"
accounts for a very small amount of scoring (no points at all, unless
you enable it by spelling out BLACK, starting a hurryup, or lighting
extra ball by making consecutive loops). You don't get any points for
just hitting the skyway.
Also the lightning wheel is a good way to get the ball back upstairs
even when spin isn't lit.
Help stamp out vi in our lifetime!
Firefoot (Warrant) (a.k.a. Scott Goehring)
I can be reached at firstname.lastname@example.org, for the moment
From: email@example.com (Sheats)
Subject: In defense of Black Knight 2000
Date: 4 Dec 90 16:25:26 GMT
>From: bgribble@jarthur.Claremont.EDU (Bill Gribble)
>Subject: Re: Black Knight
>Date: 3 Dec 90 23:20:09 GMT
>I beg to differ. Black Knight 2000 *is* a one-shot game, or if it's not it's
> close enough that it doesn't matter. I *have* spent some time playing it
> (my high is ~40M on a five-ball game, not stellar but pretty good).
>Not to mention the complete lack of balance - the left flipper is basically
> a doorstop. There's nothing worthwhile to do with it (ok, spin, but
> how often is that worth squat, and 2ball multiball, but that's active
> usually just a few times a game.)
I disagree with your assumption that the left flipper is a doorstop. I've
used the left flipper many times to snatch a RANSOM letter from the jaws of
defeat. With the drawbridge DOWN (duh, really?), complete the WIN (the advance
RANSOM bolt will start to flash). If the ball drops through (you were unable
to get the top flipper on it), let the ball bounce off the right flipper and
on over to the left flipper. Then shoot the ball up the Lightning Wheel. The
ball should kick out onto your top flipper (usually giving you the perfect
angle for a shot at the lock). If all went quickly, the RANSOM bolt will still
be flashing and the shot for advance RANSOM is an easy one.
The result: 1-3 RANSOMs a game (if the machine I'm playing is in good shape).
My best ever score (using BOTH flippers): 110M in 1h45m (quit the game on ball
ball 3 of 5). Give this game a chance - and look beyond the obvious.
- My Champion -
From: firstname.lastname@example.org (D Howat)
Subject: Re: Black Knight
Date: 4 Dec 90 14:17:44 GMT
In article email@example.com writes:
>In article firstname.lastname@example.org (Lui Sieh)
> >There are at least five important shots in BK: the bridge, the loop,
> >the u-turn, the skyway, and the lock hole.
> >The bridge (when down) makes locks, advances/collects ransom, and
> >scores jackpot. The loop accumulates bonus and lites extra ball and
> >bonus hold, not to mention racks up points. The u-turn enables the
> >[other instructions deleted]
> Sure and where are they? On the top playfield. The fact that there is
> comparatively very little on the bottom playfield (yes, the Uturn etc)
> makes BK2000 a one shot game. I haven't seen a single person play the
> top play field exclusively.
>Yes, you can't keep it in the upper playfield all the time. However,
>there *are* shots worth making on the lower playfield besides the
>skyway (in fact, i frequently go after the multiball shot).
One way of getting huge scores on BK2000 is to "cheat" the multi ball.
**(I suppose this counts as a **SPOILER** so dont read on if you dont
want to know how to cheat)**
When the first ball is locked and the second ball released onto the
plunger, hitting the machine (not too hard) makes the machine 'think'
that the second ball is in play and releases the locked ball. Thus all
you have to do is repeat over and over again the one shot up the left
ramp until war is lit and you get a million - and you just keep on
going. This is incredibly easy with only one ball to look after and I
dont think it was just an idiosyncracy of our machine.
While I am here I might as well give my all time favorites. At the
moment it would have to be DINER but that is only cos it is the best
maintained machine in our Union and the newest. I think Swords of Fury
has got to be the best I have ever played. The problem in this country
is though that only student unions seem to have machines. All pubs have
Fruit Machines cos they make a _lot_ more money (we dont have
restrictions on gambling like America) or perhaps the odd Video game.
Even privately owned arcades do not seem to see the possible profits in
having Pinball machines - a shame really. Perhaps it is cheaper to run a
video game than it is to run a pinball machine. Throughout Edinburgh I
know of only 10 machines (In varying states of repair) and they are all
in student unions - which is a problem as I have graduated and cant get
into the unions at night cos I dont have a Matric Card :-(
ps My vote for most annoying soundtrack - DINER - Babs "Really! I havent
got all day!" - aaaaaaaaaaaaaaaaaargh
From: email@example.com (Don Hosek)
Subject: Black Knight (was Re: Playing tips (was Re: Cyclone))
Date: 28 Nov 90 21:51:38 GMT
In article <firstname.lastname@example.org>, email@example.com (David Levine)
> In article <firstname.lastname@example.org> arensb@cvl.UUCP (Andrew Arensburger) writes:
>>One example that
>>springs to mind is 'Black Knight 2000' (my personal favorite), whose info-
>>sheet says, "Making W-A-R starts Knight's Challenge."
>> Great. I can spell W-A-R easily enough, whereupon that wonderful
>>etherial arthurian chorus starts up, and the bimbos in the background
>>start chanting "You can do it! You can do it!" Of course I can do 'it,'
>>but what is 'it?'
> I think the "Double Knights' Challenge" is just having two balls in play at
> once. I'm sure that "It" in the song is just "Beat[ing] the Black Knight;"
> the song is simply encouragement, not specific instructions.
> What I want to know is: what is "Hurry Up" mode? This is something you
> can get on the Lightning Wheel; it seems to last about 30 seconds. I
> assume it's something like "double points for all targets" while it's
> active, but it's hard to be sure. (Naturally, whenever I get in "Hurry Up"
> mode the ball winds up bouncing slowly around the lower playfield, not
> coming near the flippers...)
Hurry-up is linked to spelling WAR; you need to make the ramp
shot on the left side and you'll get a bonus. If you notice,
during hurry-up, there's a score that decreases on the backplane
which is the amount of the bonus. My strategy is to catch the
pinball as it comes down from the top with the right flipper than
take the ramp shot. The bonus rotates through a cycle of 200K,
500K, 750K, 1M. I typically get from 60-100% of that depending on
how much spin the ball has when it comes down.
The same shot is worth an extra ball if you make several loops in
combo; this is actually a bit of a bribe shot. You get very
little time to make the shot and you need to be quite good to get
it. I usually keep up a run of loops and only try for the extra
ball if the ball drops on its own. Making additional loops keeps
the extra ball light on while you're doing it and the loops are
Double Knight's challenge is activated by making a turn-around
then trapping the ball in the lower right (where it says "No
way", most of the time). You then get a second ball and if you
spell WAR before one of the balls drain, you get a million
points. The secret here is to keep the second ball on top and
send the first up via the lightening wheel path (alternatively,
the trap for starting Double Knight's challenge will hold the
ball for about five seconds).