PEGGLE™ NIGHTS DELUXE
Version 1.0
Release Date: September 16, 2008
Build Date: September 16, 2008

Developed and published by PopCap Games, Inc.
www.popcap.com

Thanks for downloading Peggle Nights Deluxe. We hope you enjoy the game!

TABLE OF CONTENTS

SYSTEM REQUIREMENTS [back to top]

OS*: Windows 2000/XP/Vista
Processor: 700MHz (minimum); 1+GHz (recommended)
Memory (RAM): 256MB (minimum); 512+MB (recommended)
Free Hard Drive Space: 50+MB
DirectX Version: 8 (minimum); 9.0c+ (recommended)
Sound: DirectX-compatible
Video: DirectX-compatible; 16MB (minimum), 32+MB (recommended)
Color Quality: 16-bit or 32-bit color mode (256 colors may not work)
Controls: Keyboard and mouse
Internet: Internet connection is required to register/unlock game trials - including those delivered via CD-ROM

*You must be an administrator to install this game.

TROUBLESHOOTING / COMPATIBILITY [back to top]

For updates to this list go to www.popcap.com/help.php.

Bug Reporting

Though we've tried our best to squash all the bugs, every once in a while something we didn't expect pops up...

If you should come across a bug in Peggle Nights, please report it.

If for some reason the program crashes, it will try to capture any pertinent data and give you instructions on how to send that data to PopCap. This is very helpful for tracking down problems!

TECHNICAL SUPPORT [back to top]

If you are experiencing problems with Peggle Nights Deluxe, you can contact us at: http://www.popcap.com/help.php.

If you can, including the following information along with a description of your problem will help us to help you!

  • Title of game
  • Computer manufacturer
  • Operating System (Windows Vista, Windows XP, etc.)
  • CPU type and speed in MHz
  • Amount of RAM
  • Sound card type
  • Video card

REGISTRATION [back to top]

If you enjoy playing the trial version of Peggle Nights Deluxe, sooner or later you'll need to register!

Benefits of Registering

When you register, you will receive unlimited gameplay for a simple one-time fee. Plus, you support PopCap and help us to create more games in the future!

How to Register

Click the Buy Now link that appears when you first launch the game. Your game will be permanently unlocked once you register... there's no need for a CD-ROM or any further downloads.

Buying the Game

Once you decide to register, follow the onscreen prompts to complete your purchase. An internet connection will be required to register the game, but will not be necessary to play after you have registered.

You will receive an email receipt after purchasing the game. Save this information in case you need to reinstall the game later.

Problems?

Hopefully this will answer all your questions, but if you're still having difficulties, feel free to contact us at http://www.popcap.com/help.php. Include as much information as you can about the problem you're having, and we'll get back to you as quickly as we can!

GETTING STARTED [back to top]

Create Your Profile

When you first launch Peggle Nights, you will be asked to enter your name on the Peggle Institute Certificate of Admission. Your progress and high scores will be saved when you quit. If there are several people playing on one computer, you will want to create separate profiles for each. To do this, click on the link in Bjorn Unicorn's word balloon that reads, "If this is not you, click here." A dialog will appear allowing you to select another identity, or create a new one.

Game Selection

Peggle Nights has four modes: a sequential story mode (Adventure), a free-select arcade mode (Quick Play), a two-player competitive mode (Duel) and a special Challenge mode (Challenge). At the beginning of the game only Adventure Mode is available; other modes are unlocked as you proceed through the game.

Options

The Options are accessible from the Main Menu screen, or by clicking the Menu button while playing the game. They are:

  • Music Volume, Fever Volume and Sound Effects: "Music Volume" sets the volume of in-game music, "Fever Volume" sets the volume of the "Ode to Joy" music that plays during Fever, and "Sound Effects" sets the volume of all non-music sounds. These sliders can be adjusted separately to fit your preference.
  • Fullscreen: If this is checked, Peggle Nights will use your entire computer screen. If it is not checked, Peggle Nights will be played in a window.
  • Custom Cursors: If this box is checked, you will see special custom Peggle Nights cursors in the game rather than Windows standard cursors. If you have a special theme installed that changes your Windows cursors, you may need to activate this option to see the cursor properly in the game.
  • 3D Acceleration: This box can be checked to improve performance for computers with supported video cards.
  • Colorblind Mode: This box can be checked to help colorblind players distinguish the different colored pegs.
  • Demo: This activates the demonstration mode, in which the computer plays random levels with random Peggle Masters.
  • Help: This will show you a series of instruction screens on how to play Peggle Nights.

PLAYING THE GAME [back to top]

Goal

Peggle Nights is a game where you try to hit 25 orange pegs with 10 metal balls. You are visiting the Peggle Institute and are invited to partake in the Peggle Masters' dreams and secret ambitions. Your goal is to complete the entire night's worth of dreams and usher in a new day.

The Basics

Peggle Nights is played on a Peggle board. The majority of the board is taken up by an array of pegs. At the top of the board is a Launcher, which you control. You aim the Launcher by moving the mouse cursor, and you fire it by clicking the left mouse button. Firing the Launcher shoots a Peggle ball that bounces around the board lighting up each peg it hits until falling off the bottom of the board. The lit pegs then disappear and you can take another shot.

You begin each level with ten balls. Light up the 25 orange pegs scattered randomly around the board to complete the level and achieve Extreme Fever.

Controls

The controls for Peggle Nights are simple: move your mouse cursor to the point where you want the ball to go. The Launcher will automatically aim to follow your mouse cursor.

Click the left mouse button to fire a Peggle ball. The ball will head to where the tip of the cursor was when you clicked.

You can hold down the right mouse button any time the ball is not in play to speed up the motion of the Free Ball Bucket and any moving pegs. This is helpful when waiting for moving objects.

You can also use the mouse wheel or the left and right arrow keys to make small angle adjustments. This is useful for getting the exact shot that you want. Hitting the Enter key will fire the ball.

Pegs

Pegs can be round or rectangular. If rectangular, they are sometimes called bricks.

Pegs come in four colors:

  • Blue (Standard peg): These make up the vast majority of the pegs on the board.
    Base value: 10 points.
  • Orange (Goal peg): There are 25 orange pegs per level, and they must all be lit in order to complete the level.
    Base value: 100 points (10x blue).
  • Purple (Point peg): The purple peg is worth 50x the value of the blue pegs. There is one purple peg per turn and its location changes every shot. Purple pegs appear for the first time on the fourth level.
    Base value: 500 points (50x blue).
  • Green (Magic peg): Hitting a green peg activates a Peggle Magic Power, either immediately or on the next shot (see Peggle Masters and Magic Powers, below). There are two green pegs per level. Green pegs appear for the first time on the third level.
    Base value: 10 points (1x blue).

Ball-o-Tron

On the left side of the Peggle board is the Ball-o-Tron. The number at the top of the Ball-o-Tron shows how many balls you have left, and the balls themselves sit in the hopper underneath. You begin each level with 10 balls: 9 in the Ball-o-Tron and one pre-loaded in the Launcher at the top of the screen.

Fevermeter

On the right side of the Peggle board is the Fevermeter. As you eliminate orange pegs, the Fevermeter lights up. As you hit certain points on the Fevermeter, a score multiplier takes effect that increases the point value of your pegs. For a more detailed description of the score multiplier, see Shot Scores in the Scoring section below.

Free Balls

Though you begin each level with 10 balls, there are several ways to earn Free Balls during play.

  • Free Ball Bucket: The Free Ball Bucket moves back and forth across the bottom of the screen. If your ball lands in the Bucket it will be returned to the Ball-o-Tron for another shot.
    You can speed up the Free Ball Bucket's motion while the ball is not in play by holding down the right mouse button, but once you've taken your shot you cannot directly control the Free Ball Bucket. You can, however, time your shot so that it has a greater chance of hitting the Free Ball Bucket. This is a key skill.
    It is also possible to time your shot so that it hits the side of the Free Ball Bucket and bounces back into play. This is an essential skill for hitting hard to reach pegs.
  • 25k Shot Score: As the ball bounces down the board it earns points for the shot (see Scoring, below). As the shot score rises the glass tubes on the sides of the Ball-o-Tron begin to fill up with green light. The green light reaches the top once the shot score reaches 25,000 points, and you are awarded a Free Ball.
  • 75k Shot Score: If a shot score reaches 25,000 points and continues to climb, the Ball-o-Tron tubes will begin to fill with purple light. If the shot score reaches 75,000 points, you will be awarded a second Free Ball.
  • 125k Shot Score: If a shot score reaches 75,000 points and continues to climb (it's possible!), the Ball-o-Tron tubes will begin to fill with yellow light. If the shot score reaches 125,000 points, you will be awarded a third Free Ball.
  • Coin Flip: If you don't hit any pegs on a shot, the Free Ball coin spins and you may be awarded a Free Ball.

Extreme Fever

Hitting the last orange peg on a level completes the level and activates Extreme Fever. The screen zooms in on the ball, time slows down, and the words "Extreme Fever" zestfully appear. You can click the left mouse button to end slow-motion mode and return to normal speed.

Blue and green pegs struck after Fever has been activated earn 1000 points each. Hitting a purple peg after Fever earns 10,000 points.

After activating Fever, the ball will continue on its way until falling into one of five bonus point areas that appear on the bottom of the board; from left to right their values are 10,000, 50,000, 100,000, 50,000 and 10,000 points.

Ultra Extreme Fever

If you clear all the pegs on a level you will activate Ultra Extreme Fever. In that case all the five bonus point areas will award 100,000 points, and you will win a special All Pegs Cleared ribbon for that level. Rumor has it that a secret rank of Peggle Mastery awaits one who can get All Pegs Cleared ribbons for every Peggle board.

Peggle Masters and Magic Powers

The Masters watch your play from above the Launcher, and each of them has a special Magic Power that is activated when you hit the green peg. Some Magic Powers activate immediately, while others take effect on your next shot. The number above the Peggle Master's head shows how many shots remain on the Magic Power.

Super Guide

  • Master: Bjorn Unicorn
  • Effect: The Super Guide greatly extends the aiming line to show the path the ball will take through one bounce. Note that the ball does not travel in a straight line; instead, its path is curved as a result of the effect of gravity on the ball's motion. Use the Super Guide to get a sense of exactly how you should place your mouse cursor to get a specific shot. Though not as flashy as some of the later Magic Powers, mastering the Super Guide is the foundation of all Peggle skills.
  • Activation: Takes effect on next shot.
  • Duration: Three shots.

Multiball

  • Master: Jimmy Lightning
  • Effect: The Multiball Magic Power spawns a second ball from the green peg. If the green peg is hit on the right side then the Multiball will pop out on the left side, and vice versa. Both balls continue to bounce around the board and both contribute to the shot score. Skillful (or lucky) use of the Multiball can add up to big points as well as two chances to land a ball in the Free Ball Bucket.
  • Activation: Takes effect immediately.
  • Duration: Lasts the length of the shot.

Spooky Ball

  • Master: Renfield Pumpkin
  • Effect: When the Spooky Ball is activated the ball will drop out of the bottom of the board and reappear at the top for a second pass through the Peggle board. The Spooky Ball reappears at the same spot at the top as it left the bottom. Any pegs hit on the ball's second pass are added to the shot score. Used skillfully, the Spooky Ball can be one of the most effective point-earning Magic Powers in the game.
  • Activation: Takes effect immediately. Upon activation the Free Ball Bucket is capped; the cap is removed once the Spooky Ball does its disappearing-reappearing act.
  • Duration: Lasts the length of the shot.

Pyramid Power

  • Master: Kat Tut
  • Effect: The Pyramid Power adds pyramid-like bumpers to the sides of the Free Ball Bucket. This dramatically increases the chance that a ball will bounce back up into play or fall into the bucket.
  • Activation: Take effect immediately.
  • Duration: Five shots, including the activating shot.

Space Blast

  • Master: Splork
  • Effect: The Space Blast creates an explosion that lights up all pegs within slightly more than a four peg-width radius from the green peg. This is useful for clearing whole areas of the board, and you can boost your shot score by waiting until you can catch the purple peg in a Space Blast.
  • Activation: Takes effect immediately.
  • Duration: Instant.

Flippers

  • Master: Claude Lobster
  • Effect: Hitting the green peg causes two claw-like Flippers to appear at the lower left and right corners of the board. Flippers are used to pop the ball back up into play. Flip the Flippers by clicking the left mouse button. You can hold the Flippers in the flipped-up position by holding down the left mouse button; this is useful for trapping the ball with the Flippers to set up a good flip.
  • Activation: Takes effect immediately.
  • Duration: Three shots, including the activating shot.

Flower Power

  • Master: Tula Sunflower
  • Effect: The Flower Power will light up the closest one fifth (rounded up) of the remaining orange pegs (and never fewer than two) whenever the green peg is hit. This is effective at clearing large numbers of orange pegs at once and helps to push up the point multiplier on the Fevermeter. Use the Flower Power early to maximize its effect, or hold off until the end of the level to light up particularly hard-to-reach orange pegs.
  • Activation: Takes effect immediately.
  • Duration: Instant.

Fireball

  • Master: Lord Cinderbottom
  • Effect: When the Fireball is activated, the Peggle ball is replaced by a large burning sphere. The Fireball does not bounce when it hits a peg; instead it burns a path through the board, lighting up and instantly eliminating any pegs it touches. The Free Ball Bucket is capped while the Fireball is active, allowing you to bounce the Fireball off it to hit more pegs. The Free Ball Bucket cap disappears if the Fireball hits it.
  • Activation: Takes effect on the next shot.
  • Duration: Lasts for one shot.

Lucky Spin

  • Master: Warren Rabbit
  • Effect: Hitting the green peg drops down the Lucky Spin wheel and gives it a spin. The wheel has three outcomes: Triple Score, Magic Hat and a randomly chosen Magic Power.
    If the spinner lands on Triple Score, then the shot score will be tripled at the end of the shot, and the next shot will also have its shot score tripled.
    If the spinner lands on the Magic Hat, then the ball instantly acquires a top hat that bounces with the ball and lights up any pegs that it touches.
    If the spinner lands on the random Magic Power, then that power takes effect as it would normally, either instantly or on the next shot.
    If you click on the Lucky Spin wheel while the spin is in motion, the spinner will instantly arrive at the spot it was going to reach; this will not necessarily be the spot on the wheel where you clicked.
  • Activation: Takes effect immediately.
  • Duration: Variable. The Triple Score lasts for two shots, including the activating shot. The Magic Hat lasts for two shots, including the activating shot. The randomly chosen Magic Power lasts for as long as it normally would.

Zen Ball

  • Master: Master Hu
  • Effect: When the Zen Ball is activated, Master Hu will consider a range of possible paths the ball could take on that shot and will nudge the ball to select the highest-scoring path, with additional weighting on dropping the ball in the Free Ball Bucket and lighting up orange pegs. Once you take the shot, Zen Ball will tell you how much it has improved your shot. "No improvement" means Zen Ball has not improved your shot. "Zen achieved" means your shot has been improved (by dropping the ball in the Free Ball Bucket, for instance) but not for additional points. "(Some Percentage) More Zen" means that your shot has been improved by the given percentage. "Maximum Zen" means your shot has been improved by more than 500% over the original shot.
  • Activation: Takes effect on the next shot.
  • Duration: Lasts one shot.

Electrobolt

  • Master: Marina
  • Effect: When the Electrobolt is activated, the ball crackles with energy and a grounding rod appears above the Free Ball Bucket. When the shot is taken, a bolt of lightning zaps from the first peg hit down to the grounding rod, lighting up pegs in between. Before the shot is taken, a moving shine of light on the pegs shows the rough path of the Electrobolt.
  • Activation: Takes effect on the next shot.
  • Duration: Lasts one shot.

Style Shots

Certain kinds of cool shots will earn special recognition and bonus points. These bonus points add to your overall level score but do not add directly to your shot score (and thus do not help in earning a Free Ball). However, they do contribute to your score in Duel Mode as well as towards the scoring Challenges. All style shots require that you hit at least one peg.

  • Free Ball Skills: Bounce ball directly from one (and only one) peg into the Free Ball Bucket.
    Points: 5,000 (2,500 in Duel Mode)
  • Long Shot: Hit a non-blue peg, travel approximately 1/3 the width of the screen, hit another non-blue peg next or almost-next.
    Points: 25,000 (5,000 in Duel Mode)
  • Double Long Shot: Hit a non-blue peg, travel approximately 1/3 the width of the screen, hit another non-blue peg next or almost-next, then travel approximately 1/3 the width of the screen to hit a third non-blue peg next or almost-next.
    Points: 25,000 (10,000 in Duel Mode)
  • Super Long Shot: Hit a non-blue peg, travel approximately 2/3 the width of the screen, hit another non-blue peg next or almost-next.
    Points: 50,000 (10,000 in Duel Mode)
  • Off the Wall: Bounce the ball off of the wall, travel approximately 1/5 the width of the screen, and hit a non-blue peg.
    Points: 25,000 (5,000 in Duel Mode)
  • Kick the Bucket: Bounce the ball off the Free Ball Bucket and hit the final orange peg for Fever.
    Points: 25,000 (5,000 in Duel Mode)
  • Lucky Bounce: Bounce the ball off the Free Ball Bucket for a certain amount of time or 1/4 the height of the screen, then catch the ball in the Free Ball Bucket.
    Points: 25,000 (2,500 in Duel Mode)
  • Mad Skillz: Have 5 balls in a row fall in the Free Ball Bucket.
    Points: 25,000 (5,000 in Duel Mode)
  • Crazy Mad Skillz: Have 10 balls in a row fall in the Free Ball Bucket.
    Points: 100,000
  • Extreme Slide: Slide for 12 pegs.
    Points: 50,000 (5,000 in Duel Mode)
  • Orange Attack: Given a number of orange pegs remaining, hit a certain number of orange pegs in a shot:
    Orange RemainingPegs to Hit
    4 or fewerno Orange Attack
    54
    6 or 75
    86
    97
    10 to 158
    16 to 209
    21 to 2510
    25 to 3010 (only in extra-orange peg challenges)
    31 or more15 (only in extra-orange peg challenges)
    Points: 50,000 (5,000 in Duel Mode)
  • Cool Clear: Get Ultra Extreme Fever (100% pegs cleared) on a shot that hits at least two pegs.
    Points: 50,000
  • Bucket Bonus: Have a ball fall into the Free Ball Bucket (Duel Mode only).
    Points: 2,500 for first drop, increases by 2,500 each time
  • Mega Shot Bonus: Reach 25,000, 75,000 or 125,000 points on a shot (Duel Mode only).
    Points: 2,500 at each tier

In addition to these general style shots, there are also style shots that are specific to each Magic Power:

Super Guide
  • Double Guide: Hit both green pegs in the same shot, resulting in the Super Guide being active for the next six shots.
    Points: 25,000
Multiball
  • Triple Play: Hit both green pegs in the same shot, resulting in a three-ball shot.
    Points: 25,000
  • Multiball Madness: Get the Multiball after hitting the final orange peg for fever.
    Points: 25,000 (5,000 in Duel Mode)
  • Free Ball Frenzy: Have more than one ball go into the Free Ball Bucket in one shot.
    Points: 100,000 (10,000 in Duel Mode)
Spooky Ball
  • Spooktacular: Hit both green pegs in the same shot, resulting in the Spooky Ball going around the screen twice.
    Points: 25,000
Pyramid Power
  • Pyramid Pileup: Hit both green pegs in the same shot, resulting in the Pyramid being active for the next nine shots.
    Points: 25,000
  • Pyramid Pickup: Bounce a ball off the Pyramid bumpers and into the Free Ball Bucket.
    Points: 10,000 (5,000 in Duel Mode)
  • Eye of the Pyramid: Land the ball in a Pyramid-activated Free Ball Bucket without touching the Pyramid bumpers.
    Points: 10,000 (5,000 in Duel Mode)
Space Blast
  • Big Bang: Light up both green pegs in the same shot, either by hitting them both with the ball or by catching one green peg in the Space Blast of the other.
    Points: 25,000
Flippers
  • Flip Out: Hit both green pegs in the same shot, resulting in Flippers being active for the next 5 shots.
    Points: 25,000
  • Flipper Maniac: Bounce off a Flipper and hit at least one peg; do this four times.
    Points: 25,000 (5,000 in Duel Mode)
Flower Power
  • Petal to the Metal: Hit two green pegs in the same shot, resulting in one-fifth of the remaining orange pegs lighting up each time.
    Points: 25,000
Fireball
  • Great Balls of Fire: Hit both green pegs in the same shot, resulting in the Fireball being active for the next two shots.
    Points: 25,000
  • Hot Stuff: Bounce a Fireball off the cap on the Free Ball Bucket, then have the Fireball land in the Free Ball Bucket.
    Points: 25,000 (5,000 in Duel Mode)
Lucky Spin
  • Spin Again: Hit both green pegs in the same shot, resulting in two spins of the Lucky Spin wheel.
    Points: 25,000
  • Hat Trick: Have a ball wearing the Magic Hat fall into the Free Ball Bucket.
    Points: 10,000 (2,500 in Duel Mode)
Zen Ball
  • Zen Maniac: Hit both green pegs in the same shot, resulting in Zen Ball being active for the next two shots.
    Points: 25,000
Electrobolt
  • Power Surge: Hit both green pegs in the same shot, resulting in Electrobolt being active for the next two shots.
    Points: 25,000
  • Shock it to Me: Light up 12 or more pegs with a single Electrobolt shot.
    Points: 25,000 (5,000 in Duel Mode)

For some style shots there is a chance that Jimmy Lightning will be so impressed he'll pop in on the lower left or right side of the board to say either "Extreme!", "Tubular!", "Radical!", Awesome!", "Insane!", "Freak Out!", "Whoa...", "Wicked!", "Mad Skills", "Excellent!", "Rock On!" or "Toasty!"

Replays

Instant replays are useful for reliving your favorite shots and showing them to your friends and family over and over again.

Click the Instant Replay button on the bottom right of the screen to see a replay of your last shot. Right-click the Instant Replay button to enable an advanced mode in which you can replay all shots for a game.

During a replay you can hold down the left mouse button in the play area to activate slow motion. Holding down the right mouse button will activate fast forward.

You can save replays and view them later. During the replay, click the Save button on the lower right side of the screen. This will bring up a dialog box that allows you to enter a name for the shot. When you're done watching your replay, click the Done button on the lower right corner of the screen. To view saved replays, click the Replay button on the Main Menu.

You can e-mail friends your saved shots and receive saved shots from your friends. To view them, open the Replays and then click the Open Folder Button. This will open a folder and will show you the replay installation location. You can attach replays to e-mails from this folder, and you can drop replays from your friends into this folder. View them by clicking the Replay button on the Main Menu.

Replays can also be activated by double-clicking them on your desktop, or by dragging-and-dropping them into an open Peggle Nights window.

GAME MODES [back to top]

Adventure Mode

Adventure Mode is the primary mode, and it allows you to train with all the Peggle Masters. Progress through all the levels to become a Peggle Master yourself. Adventure Mode is divided into 12 stages made up of five levels (or boards) each. The first 11 stages are presided over by specific Peggle Masters; the final stage is a set of five extra-tricky Master Levels in which you may select and use any Peggle Master's Magic Power that you wish. The stages and levels are:

Stage 1 - Bjorn Unicorn (Super Guide)

  • 1.1 - Crimewave
  • 1.2 - Call for Help
  • 1.3 - Horsepower
  • 1.4 - Just Desserts
  • 1.5 - Bjorn Identity

Stage 2 - Jimmy Lightning (Multiball)

  • 2.1 - Experiment X
  • 2.2 - Brrrzap!
  • 2.3 - Antitoxic
  • 2.4 - Breakthrough
  • 2.5 - Smartiness

Stage 3 - Renfield (Spooky Ball)

  • 3.1 - Scary Night
  • 3.2 - Seasick
  • 3.3 - NOOOOO!!!
  • 3.4 - Twitching Hour
  • 3.5 - Nowhere Stairs

Stage 4 - Kat Tut (Pyramid)

  • 4.1 - Step Right Up
  • 4.2 - Parade!
  • 4.3 - Me-YOWWWW!
  • 4.4 - Jump the Squid
  • 4.5 - Death Defying

Stage 5 - Splork (Space Blast)

  • 5.5 - Bowl of Drome
  • 5.2 - Arrivance
  • 4.3 - Last Ball
  • 4.4 - Explodious
  • 4.5 - Perfectified

Stage 6 - Claude Lobster (Flippers)

  • 6.1 - Pollution Picnic
  • 6.2 - Vast Visitor
  • 6.3 - Eiffel Power
  • 6.4 - Old Friends
  • 6.5 - Au Revoir

Stage 7 - Tula Sunflower (Flower Power)

  • 7.1 - Founding Fathers
  • 7.2 - The Henge
  • 7.3 - Many Minarets
  • 7.4 - It's a Dry Heat
  • 7.5 - Wall Flower

Stage 8 - Lord Cinderbottom (Fireball)

  • 8.1 - Inferno
  • 8.2 - Water Wings
  • 8.3 - Steppin' Out
  • 8.4 - Fire Eater
  • 8.5 - Letting Off Steam

Stage 9 - Warren Rabbit (Lucky Spin)

  • 9.1 - X Marks the Loot
  • 9.2 - Beats Driving
  • 9.3 - Tomb of Doom
  • 9.4 - I Love Carats
  • 9.5 - Great Ball of Ire

Stage 10 - Master Hu (Zen Ball)

  • 10.1 - Pick One
  • 10.2 - Turn it to Zen
  • 10.3 - Wild Thing
  • 10.4 - We Will Rock You
  • 10.5 - Feel the Noize

Stage 11 - Marina (Electrobolt)

  • 11.1 - Jelly Jeopardy
  • 11.2 - Ouroboros
  • 11.3 - The Deep
  • 11.4 - Water Whirled
  • 11.5 - Diploma, See?

Stage 12 - Master Levels

  • 12.1 - Psyclone
  • 12.2 - Why You Buggin'?
  • 12.3 - Wyrm Sign
  • 12.4 - The Rising
  • 12.5 - Shadowshine

Once you have completed Adventure Mode you may replay it at any time, and you will be allowed to use any Peggle Master on any level. Try to beat your high score!

Quick Play Mode

Quick Play Mode lets you select individual levels to play. You can also hit the Random button in the lower right corner of the screen to have an individual level selected for you. You may only play levels that you have completed in Adventure Mode, and you may only use Peggle Masters that you have unlocked in Adventure Mode. However, unlike in Adventure Mode, you are free to use any Peggle Master that you have unlocked and not just the one associated with a particular level.

Duel Mode

Duel Mode is unlocked once you have completed Stage 1 of Adventure Mode. Duel Mode allows you to compete in a two-player version of Peggle Nights on any board you have completed in Adventure Mode. You can play against the computer or another person. The computer opponent has four difficulty settings: Easy (good for beginners); Normal (a well-rounded Duel Mode experience); Hard (for some extra challenge); and Master (the ultimate test for ultimate Peggle Masters).

Duel Mode has slightly different rules than the single player modes. In Duel Mode, two players take turns shooting the ball. You must hit at least one orange peg on a shot; if you don't then you are penalized by losing 25% of your level score.

Each player starts the game with 6 balls. Generally, there are no Free Balls in Duel Mode. If you get a ball in the Free Ball Bucket you will not receive a Free Ball; instead, you will receive a point award in the form of a Bucket Bonus style shot. Each time a player gets this style shot, the point value of this shot will increase for the next player to get it. Scoring 25,000, 75,000 or 125,000 points on a shot, while awesome, will also not award you a Free Ball in Duel Mode, but will award a modest point bonus to recognize achieving one of the three point thresholds. Furthermore, players are also not awarded a coin flip Free Ball in Duel Mode.

The two green pegs appear one at a time rather than both together. When one is hit, the other will appear randomly on the board on the next shot.

The game ends either when a player eliminates the last orange peg or when both players run out of balls. The player with the most points at the end of the game wins.

Challenge Mode

The first page of Challenge Mode is unlocked once you have completed the third stage of Adventure Mode (Renfield's "Nowhere Stairs"); the rest are unlocked once you complete Adventure mode. Challenge Mode presents you with extra difficult Peggle feats. There are 60 challenges, broken into 12 stages of 5 challenges each. They are:

Initiate Challenges : Earn bragging rights amongst fellow Peggle initiates.

  • 1.1 - There and Back (beat Crimewave board with only 5 balls)
  • 1.2 - 35 Formulas (beat Breakthrough board with 35 orange pegs)
  • 1.3 - On the Seven Seas (beat Seasick board with 200,000 points and only 7 balls)
  • 1.4 - Duel and Duality (beat Jimmy in a Normal difficulty duel on Experiment X board)
  • 1.5 - Mini-Marathon (beat Bjorn Identity, Smartiness and Scary Night boards all in a row)

Orange Crush : Beat levels that have more orange pegs than the normal 25.

  • 2.1 - 35 Power Naps (Brrrzap! board, 35 orange pegs)
  • 2.2 - 40 Sleepwalkers (Eiffel Power board, 40 orange pegs)
  • 2.3 - 45 Dreamscapes (Ouroboros board, 45 orange pegs)
  • 2.4 - 50 Daydreams (Letting Off Steam board, 50 orange pegs)
  • 2.5 - 55 Nightmares (Death Defying board, 55 orange pegs)

Lucky Number 7: Start with 7 shots to score the required points.

  • 3.1 - Worldly Wonders (The Henge board, 225,000 points)
  • 3.2 - Deadly Sins (X Marks the Loot board, 250,000 points)
  • 3.3 - Heavenly Virtues (Vast Visitor board, 275,000 points)
  • 3.4 - ROY G. BIV (Bowl of Drome board, 300,000 points)
  • 3.5 - S M T W T F S (Just Desserts board, 325,000 points)

Power Plays: Use Magic Powers in unique ways.

  • 4.1 - Fire With Fire (beat Water Wings board with 6 Fireballs)
  • 4.2 - Hu's Your Daddy? (score 100,000 points on the Wild Thing board with 3 Zen Shots)
  • 4.3 - 150,000 Pyramid (score 150,000 points on the It's a Dry Heat board with 5 balls and the Pyramid)
  • 4.4 - Zapped! (beat Jelly Jeopardy board with 3 Electrobolts)
  • 4.5 - Show Me the Bunny (get 200,000 points on Great Ball of Ire board with 5 Magic Hat shots and a capped Bucket)

Stylistic Challenges: Weird themed challenges to test your skills.

  • 5.1 - Back in Style (score 200,000 style points on Parade board)
  • 5.2 - Long Distance Call (get 5 Long Shot, Super Long Shot or Double Long Shot style shots on Horsepower board)
  • 5.3 - Peggle Lifestyle (get 6 unique style shots on Tomb of Doom board)
  • 5.4 - Strike! (clear 10 orange pegs starting with one ball on Explodious board)
  • 5.5 - Scientastic! (beat Experiment X, Brrrzap! and Breakthrough boards starting with only 15 balls)

The Duelists: Defeat Hard computer opponents in Duel Mode.

  • 6.1 - The Unicorn Cave (beat Bjorn on Call For Help board)
  • 6.2 - Pumpkin Gallery (beat Renfield on Nowhere Stairs board)
  • 6.3 - Big Top Kitty (beat Kat Tut on Me-YOWWWW! board)
  • 6.4 - The Space Lanes (beat Splork on Arrivance board)
  • 6.5 - Claude's Villa (beat Claude on Old Friends board)

Duel of the Greats: Beat Master computer opponents in Duel Mode.

  • 7.1 - Tula's Travels (beat Tula on Founding Fathers board)
  • 7.2 - Cinder's Hydrant (beat Lord Cinderbottom on Inferno board)
  • 7.3 - Warren's Traps (beat Warren on I Love Carats board)
  • 7.4 - Hu's Jam Session (beat Master Hu on Turn it to Zen board)
  • 7.5 - Marina's Grotto (beat Marina on Diploma, See? board)

Multilevel Challenge: Beat multiple levels in a row.

  • 8.1 - Perchance 2 Dream (two random boards)
  • 8.2 - 3, 2, 1! Go! (three random boards)
  • 8.3 - 4 Score And... (four random boards)
  • 8.4 - ...5 Levels Ago (five random boards)
  • 8.5 - 6 Feet, I Fathom (six random boards)

Mutlilevel Score Challenge: Beat a target total score over three levels.

  • 9.1 - 750,000 Points (Vast Visitor, It's a Dry Heat and I Love Carats boards)
  • 9.2 - 800,000 Points (X Marks the Loot, Water Wings and Au Revoir boards)
  • 9.3 - 850,000 Points (Last Ball, Great Ball of Ire and Eiffel Power boards)
  • 9.4 - 900,000 Points (Parade, Explodious and Pick One boards)
  • 9.5 - 1,000,000 Points (Steppin' Out, Feel the Noize and Ouroboros boards)

Pinball and Low Ball: Try Peggle-style pinball or try to keep your score low.

  • 10.1 - Flipper Magic (score over 500,000 points with Flippers, Pyramid, 3 Fireballs and no Free Balls on The Rising board)
  • 10.2 - Flipped Out! (score over 400,000 points with Flippers, Pyramid, one Fireball and no Free Balls on Scary Night board)
  • 10.3 - Pinball Wizard (beat We Will Rock You board with Flippers, Pyramid, 3 Fireballs and no Free Balls)
  • 10.4 - Under Where? (beat Many Minarets board scoring under 150,000 points)
  • 10.5 - Undercover (beat Call For Help board scoring under 125,000 points)

Fewer Balls Challenge: Beat levels starting with fewer balls.

  • 11.1 - Seventh Heaven (beat Jump the Squid board with 7 balls)
  • 11.2 - Sixth Sense (beat Pick One board with 6 balls)
  • 11.3 - Fifth Avenue (beat Wall Flower Board with 5 balls)
  • 11.4 - Fourth Dimension (beat Twitching Hour board with 4 balls)
  • 11.5 - Third Time's A...? (beat Antitoxic board with 3 balls)

Insane Challenges: Grab bag of extremely difficult challenges.

  • 12.1 - 2 Balls Left (beat Bjorn Identity board starting with only 2 balls)
  • 12.2 - Last Ball (beat NOOOOO!!! board starting with only 1 ball)
  • 12.3 - 15 Ball Trial (beat Crimewave, Seasick and Jump the Squid boards starting with only 15 balls)
  • 12.4 - 750,000? (score over 750,000 points on a level of your choice)
  • 12.5 - The Decathlon (beat 10 random levels in a row)

Every challenge you beat earns you a special Peggle Master wreath. Beat all of the challenges to boost your Peggle Master rank and win a trophy.

SCORING [back to top]

Shot Score

The base value for a blue peg is 10 points.
The base value for an orange peg is 100 points.
The base value for a purple peg is 500 points.
The base value for a green peg is 10 points.

Every peg you hit on a shot adds to a subtotal score. The shot score is the subtotal score multiplied by the number of pegs hit. It doesn't matter in which order the pegs are hit.

Example 1: On your first shot you hit blue (10), orange (100), blue (10), blue (10), orange (100), orange (100), green (10), purple (500) and blue (10). Your subtotal score would be 850 points (10 + 100 + 10 + 10 + 100 + 100 + 10 + 500 + 10). You hit 9 pegs, so your shot score would be 7,650 points (850 points x 9 pegs).

The value of all pegs goes up as orange pegs are eliminated. The Fevermeter on the right side of the board shows the current score multiplier.

Orange Pegs Hit Orange Pegs Remaining Multiplier
0 25 1x
10 15 2x
15 10 3x
19 16 5x
22 3 10x

Example 2: You've already hit 13 orange pegs and there are 12 remaining. You shoot and hit blue, blue, orange, orange, orange, purple, orange, blue, blue and orange. The second orange peg you hit would bump the multiplier up from 2x to 3x, so the subtotal score would be 20 (blue @ 2x) + 20 (blue @ 2x) + 200 (orange @ 2x) + 300 (orange @ 3x) + 300 (orange @ 3x) + 1500 (purple @ 3x)+ 300 (orange @ 3x) + 30 (blue @ 3x) + 30 (blue @ 3x) + 300 (orange @ 3x) for a subtotal of 3,000 points. You hit ten pegs, so your final shot score would be 30,000 points (3,000 points x 10 pegs).

Fever Score (Points earned on last shot)
Final shot points + Bonus Hole points + Extra Ball Bonus

  • Shot points: Hitting the final orange peg sets off Extreme Fever. Scoring for the last shot taken is calculated the same way as other shot points (subtotaled value of pegs hit x number of pegs hit). Blue or green pegs hit after Fever are worth 1,000 points each; the purple peg is worth 10,000 points.
  • Bonus Holes: At the end of Fever, the ball drops into one of five Bonus Holes on the bottom of the screen. The Bonus Holes are worth, from left to right, 10k, 50k, 100k, 50k and 10k points.
    If you achieve Ultra Extreme Fever by clearing all pegs, the bonus holes will all award 100,000 points.
  • Extra Balls: You receive 10,000 points per extra ball left over.

Note: Magic Powers can be active or activated during Fever (e.g. if Multiball is active, both balls will score points for landing in Bonus Holes).

Style Points

As previously mentioned in the Style Shots section above, certain cool shots earn additional points. These points do not contribute to earning Free Balls, but they do add to your level score. Style shots score differently in Duel Mode than in the other modes, and some style shots cannot be done in Duel Mode.

Style ShotPointsDuel Mode points
Free Ball Skills5,0002,500
Long Shot25,0005,000
Double Long Shot25,00010,000
Super Long Shot50,00010,000
Off the Wall25,0005,000
Lucky Bounce25,0002,500
Kick the Bucket25,0005,000
Mad Skillz25,0005,000
Crazy Mad Skillz100,000N/A
Extreme Slide50,0005,000
Orange Attack50,0005,000
Cool Clear50,000N/A
Multiball Madness25,0005,000
Free Ball Frenzy100,00010,000
Pyramid Pickup10,0005,000
Eye of the Pyramid10,0005,000
Flipper Maniac25,0005,000
Hat Trick10,0002,500
Hot Stuff25,0005,000
Shock it to Me25,0005,000
Bucket Bonus(Duel Mode only)2,500 (increases by 2,500 each time)
Mega Shot Bonus(Duel Mode only)2,500 at each tier
Double Guide25,000N/A
Triple Play25,000N/A
Spooktacular25,000N/A
Pyramid Pileup25,000N/A
Big Bang25,000N/A
Flip Out25,000N/A
Petal to the Metal25,000N/A
Great Balls of Fire25,000N/A
Spin Again25,000N/A
Zen Maniac25,000N/A
Power Surge25,000N/A

Level Score

The level score is all shot scores + Fever score + style points, and it is displayed in the score bar to the upper left of the Ball Launcher.

Total Score

The total score is a running tally of your level scores, and it is displayed in the score bar to the upper right of the Ball Launcher.

In Adventure Mode, if you finish a level on your first try, you get 100,000 additional points added to your total score; on your 2nd try, 50,000 points; on your 3rd try, 25,000 points; on your 4th or more tries, no bonus points.

In addition, you receive a 10,000,000 point bonus if you complete Adventure Mode without losing a level. This end-of-mode bonus is reduced by 200,000 points each time you require an additional attempt to complete a level.

Duel Mode Scoring

The peg values in Duel Mode are the same as in Adventure Mode, as is the point multiplier and the method of calculating shot scores (subtotaled value of pegs x number of pegs hit).

Unlike in Adventure or Quick Play, the Bonus Holes in Duel are worth, from left to right, 5,000, 25,000, 50,000, 25,000 and 5,000 points. There is no Ultra Extreme Fever in Duel Mode, and the bonus for extra balls left over is 5,000 points instead of 10,000.

Ace Scores

Each board has an associated Ace Score. Beating this score in Adventure or Quick Play modes earns an Ace Score ribbon on that board in the Quick Play menu. Achieving Ace Scores in all the boards earns an Ace Score Trophy.

Stats and Trophies

Clicking the Stats button on the Main Menu accesses a Stats screen.

The High Scores section lists 10 all-time high scores in Adventure mode over all profiles, with preset scores to beat.

The Your Best Scores section lists the 10 best Adventure scores for the current profile.

The Your All-Time Stats section lists the number of shots, Free Balls and Style Shots for the current profile, the Best Shot and Best Fever scores for the current profile, the number of Challenges finished for the current profile, the number of levels 100% cleared for the current profile and the number of Ace Scores achieved for the current profile.

The Current Adventure Stats section lists the number of shots, Free Balls and Style Shots for the current Adventure of the current profile; the Best Shot, Best Fever and total scores for the current Adventure of the current profile; the number of retried levels for the current Adventure of the current profile and the number of Loading Screen fairies clicked for the current profile.

Clicking the Trophies button on the Stats Screen takes you to the Trophy room, which displays portraits of unlocked Peggle Masters and all collected Trophies for the current profile. There are four Trophies to be won, and they are awarded for: completing Adventure, achieving Ace Scores on all levels, achieving All Clears on all levels, and completing all of the Challenges.

GAMEPLAY TIPS [back to top]

Basic Tips
The ball will head to the exact position of the tip of your mouse cursor when you fire.
Use the mouse wheel or arrow keys to aim more precisely.
Hold down the right mouse button to speed up time. This is helpful when waiting for a specific shot.
Peg values go up as the number of orange pegs decreases. The Fevermeter on the right indicates the current point multiplier.
When pegs are worth 10x, you can score over 25,000 points by hitting the purple peg and at least four other pegs.
Clear all of the pegs on a level to get Ultra Extreme Fever!

General Tips
Aiming for a higher orange peg is usually a good strategy since you might hit the lower ones later on in the shot.
Sometimes you can get a hard-to-reach peg by bouncing off the wall.
You can try to get a Free Ball on every turn by estimating where the ball will land and timing your shot with the Free Ball Bucket accordingly. You won't get it every time, but it can't hurt!
Clear blue pegs out of the way to get to orange pegs. If you have enough balls left, it's easier to spend a shot clearing a blue peg rather than trying a crazy bank shot.
The purple peg is great for a point boost, but don't get too distracted by it. Points are good, but not as good as clearing the level.
If you have extra balls left near the end of a level, try some crazy shots to improve your Peggle skills!
If you're having trouble with the Challenge levels, try using different Peggle Masters. Some Magic Powers are dramatically more effective for certain challenges than others.
For advanced players, try to keep as many blue pegs on screen as you can until you’ve got only a couple of orange pegs left; then combo a purple peg with as many blue pegs as you can for BIG point bonuses.
Practice with Bjorn, practice with Bjorn, practice with Bjorn.

Master-Specific Tips

Bjorn (Super Guide)
Use the mouse wheel or arrow keys to more precisely aim the Super Guide.
Use Bjorn's Super Guide to build familiarity with how the ball bounces and the path it takes. Ideally you should be able to imagine the Super Guide without it even being there.
Use the Super Guide to pick out and practice useful shots like the Long Shot, the Super Long Shot and the Free Ball Skills shot.
Use the Super Guide to hit the purple peg after getting Fever.
Use the Super Guide to aim for the 100,000 point hole during Fever.
The Super Guide tends to be more useful later in the level when the board's not so crowded.

Jimmy Lightning (Multiball)
With careful timing you can drop both Multiballs in the Free Ball bucket for a Free Ball Frenzy.
Get the Multiball and the purple peg on the same turn for massive point possibilities.

Renfield (Spooky Ball)
Spooky Ball's twice-around ability allows for extremely high-scoring shots.
For monstrous points tag lots of pegs with the Spooky Ball before it wraps around.
Try to get the Spooky Ball to exit at an angle so it re-enters the top going a different way. This way, it'll go someplace different instead of just falling through all of the pegs that you just cleared.

Kat Tut (Pyramid Power)
The Pyramid Power is great for extra Free Balls or as a platform for tricky bank shots.

Splork (Space Blast)
Tag the purple point peg with the Space Blast for extra points.
Try leaving a cluster of pegs near the green peg alone, then hit it with the Space Blast when your multiplier is up.
Claude (Flippers)
Use the Flippers to bounce shots back against the wall for tricky angles.

Tula (Flower Power)
Use the Flower Power early in a level to push up the Fevermeter and increase the point multiplier.

Lord Cinderbottom (Fireball)
Bounce the Fireball off the Free Ball Bucket for extra burnination and points.

Warren (Lucky Spin)
The Triple Score makes Lucky Spin one of the most effective point-scoring Magic Powers.
Try to hold off at least one Lucky Spin until late in the level; that way the Triple Score (if you get it) will be tripling an already point-multiplied shot score.
If you get the Magic Hat, try shooting it into clumps of pegs or under arcs for maximum peg light-up.

Master Hu (Zen Ball)
The Zen Ball works best when it has lots of alternate angles to consider. Aim at a peg or the corner of a brick for maximum Zen magic.
Shoot the Zen Ball at pegs high up on the screen to get as many other pegs on the way down as possible.

Marina (Electrobolt)
Shoot high to maximize the Electrobolt's effectiveness.
Try to tag the purple point peg with Marina's Electrobolt for extra points.
The glowlight on the pegs shows which peg will be first hit. Use this to your advantage to calculate shots off of walls and bumpers.
Try leaving an area with a lot of pegs for later, then hit it with an Electrobolt once your mulitplier is up.

VERSION HISTORY [back to top]

  
1.0Initial release!

CREDITS [back to top]

Peggle Nights Deluxe was created by PopCap Games, Inc.

Producers:Sukhbir Sidhu
Matthew Lee Johnston
Programmers:Brian Rothstein
Eric Tams
Jeremy Bilas
Artists:Walter Wilson
Matt Holmberg
James Abraham
Background Art:Matt Holmberg
Present Creative
Level Design:Stephen Notley
Scott Lantz
Ed Miller
Isaac Aubrey
Eric Tams
Writing:Stephen Notley
PopCap Framework:Brian Fiete
Brian Rothstein
David Parton
Music and Sounds:Somatone Interactive Audio
Matthew Lee Johnston
Ludwig van Beethoven
"Clair de Lune" composed by Claude Debussey; arranged and orchestrated by Stan LePard; performed by the Slovak Symphony Orchestra
QA Lead:Isaac Aubrey
QA Testers:Shawn Conard
Ed Miller
Adam MacDonnell
Michael Racioppi
Michael Guillory
Chad Zoellner
Release Management:Rocky Fry
Sophia Hohing
Daniel Landeck
Nick Tomlinson
Irene Cheung
Special Thanks:John Vechey
Jason Kapalka
Eric Pitcock
Chris Hargrove
Beta Testers:DixieWriter
Kasandra
shersheri
AimeeLyn
ms conduct
Inkmei
SyrinxH
krosenlo
NPGinWPG
hrach18
Meatboy
REBA10
Panther
rambobear
Vexrm
snarkcake
Funfetti
deb1013
Wolfpackmama
Susie
Kiergi
ArdentRogue
pajol
darrylo
jael
The Shadow
Danicaeoin
Fiction
jb1939
MattyV
dwl
swarters
ogrechow
faeremoon
wuggies
Keythacker
Phanatic
jebksb1977
littleamyshort
hiwayman
MrsDbolt
Lovedog
Vern
danarenay
wendigowolf
33njamin
Lexi
tresser
ang1669
Sean71570
ereich
Iceman
gemini2264jt
Fire
gslagel
WildKitten
badger
monkeyboy
Z3R05UM
L82lalaland
Spaggie
cerebus
jakeaidan
catzen
onidavin
Illyria
tigerlynn
tonyawinter
Allena
Beautifully Chaotic
neosurfer2695
Lindsay
badtzmaru
llamatkrause
alskms
lunanoir
Adam1304
jahroni
davedude77

Thanks to all our beta testers and players on PopCap.com for their valuable feedback!

LICENSE AGREEMENT WITH WARRANTY [back to top]

Please see the End User License Agreement applicable to this game.

LEGAL INFORMATION [back to top]

©2008 PopCap Games, Inc. All rights reserved. The PopCap logo and all other trademarks used herein that are listed at www.popcap.com/trademarks are owned by PopCap Games, Inc. or its licensors and may be registered in some countries. Other company and product names used herein may be trademarks of their respective owners and are used for the benefit of those owners.


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