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    FAQ/Walkthrough by LBriggs / DeeBlackthorne

    Version: 1.5 | Updated: 05/07/04 | Search Guide | Bookmark Guide

    Pong                                               Specifications
    Walkthrough                                          File Size:  90.5K
    Dee Hill                                             Version:  1.5
      deeblackthorne@blogasm.net                         Courier New [10pt]
      http://deeblackthorne.blogasm.net                  MS Word, Notepad/Wordpad
    The Intro! \
    Hey gamers, Dee here with our premiere FAQ for Pong, the newly revamped
    PlayStation version of the classic Atari hit.  Of course we want everyone to
    enjoy this FAQ, probably because the other ones like it don't really give a good
    strategy on how to beat the levels.  Is this too much of a spoiler?  Well, if
    you want to make it through all the levels, you can take our advice or find your
    own strategies - no love lost either way.  We don't care who uses our FAQ -
    GameFAQs got the first dibs, and personal copies are cool, but IF this goes on
    the web, you need to get express permission first!!  NO EXCEPTIONS.  E-mail me
    at deeblackthorne@blogasm.net with something about Pong in the subject line and
    we'll get back to you pronto!  As you can already guess, this FAQ is copyrighted
    by us for personal use only (unless we make arrangements with you PERSONALLY,
    later on).
    Version History  \
    1.0	Our premiere FAQ!  We drafted it while playing, actually.
    1.5     Updated contact info.  Refined spacing and pagination.  Slight edits.
    Memory Card and Game Play Information  \
    The Pong game file takes only one space on your memory card, and unless you have
    more than one memory card, you can only record one adventure at a time.  As you
    open up more levels, you can play more Pong games with your friends.  You can
    save at any point on the Game Menu, even if you don't complete all of the stages
    with a particular Guardian or in a particular Zone.
    As long as you beat one stage with every Guardian, you won't have any trouble
    making it through Pong.  (Then again, you won't discover any secrets and,
    obviously, you won't complete the entire game.  It's your call.)
    Controls  \
    D-Pad         "UP" moves the Pong up.  "DOWN" moves it down.  "LEFT" and
                  "RIGHT" lean the Pong upward and downward with specific power-
                  ups.  The D-PAD also maneuvers through game menus.
    Triangle      Moves you back one screen on game menus.
    X             Use power-ups during the game.
    L1 or R1      Switches between multiple power-ups.
    Start	      Continues for game menus.
    Power-Ups  \
    To excel in Pong, you have to master the use of Power-Ups.  They drop randomly
    from the top of the screen.  When one appears on the playing field, your Pong
    will have to hit the ball so that it hits the Power-Up.  If successful, it'll
    squeak and start heading toward you.  To collect it, simply run your Pong into
    it as it approaches you.  But watch out, your opponent can hit it to steal it
    back from you!
    Here is a list of Power-Ups, how many you get (ST = "for a short time", UL =
    "unlimited"), and what they do.  Most are unique to the Guardian's stage.
    (And of course you know, the names for the Power-Ups are made; the Secrets'
    section of Pong will refer to them as different names, but you'll get the
    Hard Smack        x3          Pong will reel back and use momentum to deliver
                                  a fierce blow at the opponent.
    Finger Grab       x1, UL      Pong can grab the ball, aim it up or down, and
                                  fire it at a different angle.
    Slingshot         UL          Works like Finger Grab except with more force
                                  and less control.
    Aftertouch        x1          Pong thrusts back and gives a "pelvic bump" to
                                  the ball from center.
    Seal              ST[1]       A seal will join your Pong and help defend your
    Polar Bear        ST[1]       A polar bear will tip your side of the table
                                  upward, cutting field in half for a short time.
    Log Roll          ST[1]       Spins logs toward your opponent, making return
                                  shots fly faster at him.
    Table Tip         ST[2]       Leans playing field sharply toward opponent.
    Hill / Dip        ST[2]       Causes changes in terrain, making the ground
                                  raise or lower and affecting the trajectory on
                                  a hit.
    Fan               ST[3]       Activates the fan mechanism to blow a strong
                                  wind.  Equally useful for offense and defense.
    Turbo! (skull)    ST[3]      Dangerous Power-Up that doubles game speed for a
                                 short while.  Concentrate!
    Spikes (skull)    ST[4]      Spikes emerge from the ground to bump your ball
                                 all over the field.
    King Kong (skull) ST[4]      Summons a huge gorilla to distract the players
                                 and annihilate the terrain.  A real 7.5 on the
                                 Richter scale!
    Anti-Pong (skull) ST[4]      Stages an all-out attack on the Pong players,
                                 leaving them defenseless.  Very useful when used
    Wind Generator    ST[5]      Activates fan turbine to blow ball around.
    Gold Bars and the World Menu  \
    To maneuver successfully through the game of Pong, you must collect Gold Bars
    for each round you defeat the computer.  There are three stages in each area and
    several areas within a particular Zone.  The easiest games are worth 3 Bars;
    the average-difficulty games are worth 2; and the hardest games earn 1 Bar.
    (Doesn't make much sense, does it?)  Each stage will have a "Guardian" in front
    of it, which is sort of like the "theme" for the games you play in that area.
    Beneath the Guardian is the number of Gold Bars required to enter the zone.
    Tip:  If a stage is simply too hard to play, try going to a different stage,
    playing through those levels, then returning - or just skipping past it and
    on to the next Zone.
    Difficulty System  \
    I will assign difficulties for each table to help give you all an idea of what
    you're getting yourselves into.  We rate the boards on a scale of 1 to 5 with 1
    being easy and 5 being difficult.
          1:  Piece of cake.  And if you can't get it, well, maybe you should
              stick to checkers.
          2:  Easy.  You can't sleep through these boards, but you won't lose any
              sleep either.  Just keep your eyes on the ball and watch the CPU
              player for any sudden moves.
          3:  Moderate difficulty.  It's a board that you probably will repeat
              several times despite your best efforts.  Warm up your fingers and
              a prayer or two couldn't hurt either.
          4:  Difficult enough to provide a serious challenge.  You might have to
              try several different strategies and keep your timing PRECISE.
          5:  Yes, the makers of Pong decided to throw in some IMPOSSIBLE-caliber
              levels.  Just be thankful there's only one of these.
    The Levels!!  \
    (STAGE GUARDIAN) [(# of Gold Bars needed to enter)]
    Basic Description
          STAGE LEVEL(s), DIFFICULTY (x of 5, 5 is hardest) and STRATEGIES
          **SUPER STRATEGIES**
    {Got it?  Good!}
    ZONE ONE:  The Lobby
    Pack your thermal underwear!  Your journey begins on an ice flow occupied by the
     arctic's friendliest creatures.  As it turns out, the penguins will "lay" another
     ball into play if you hit them.
          SEAL SAVER:  (1 of 5)
          Play is very simple here.  Hit the ball back and forth dodging or
          aiming for) the penguins as you will.  The "Seal" Power-Up will fall in
          the center.  If you get it, hit the X button to make a seal appear on
          your side of the playing field - he'll bump balls back into play if you
          miss them.  (It's not 100% effective, but it works pretty well.  Just
          keep your eyes on the ball.)
          POLAR POWER:  (1 of 5)
          It's the same premise as before except you'll have the "Polar Bear"
          Power-Up.  Activating it will summon a polar bear on your side of the
          board.  He'll nudge the playing field up beneath you, cutting the field
          in half and keeping all the balls in play on the other side.  To score
          an easy win, get several balls in play hit back to your opponent
          followed up with the Polar Bear - big victory for you!
          SNOW STORM (1 of 5)
          No penguins, but the coming cold front is causing some serious gusts.
          The wind (indicated by the direction of the snowflakes) will blow in a
          random direction.  Just be on your guard when the wind blows toward
          your Pong and you'll be fine.
    You've made it to the Pong World Cup!  You get to play two Pongs in the soccer
    levels - the lighter-colored Pong is your "goalie" and the darker Pong is the
    "forward" - and both go up and down simultaneously.
          PLAIN PITCH:  (1 of 5)
          A simple game of soccer and it doesn't take very long to get adjusted
          to the two Pong style.  Try to aim the ball and hit it toward your
          "forward" guy.  Sticking to the ball tightly after that will score some
          easy goals.
          MOLE HILLS:  (1 of 5)
          Moles will pop up in the field and dig holes, which can knock the ball
          a little off-course.  Not a big deal, just stay on the ball as before.
          MOLE HOLES:  (1.5 of 5)
          Instead of knocking your ball off-course, the mole's holes will
          teleport your ball to a different hole on the field.  (Don't worry, the
          ball won't randomly change DIRECTION... just position.)  If you don't
          like the teleporting, try banking the soccer ball off of the field's
          walls and into the goal.
                **SUPER STRATEGY:  The Art of Faking**
                Move your Pong up and down the field quickly to trick your
                opponent - and it usually works in a pinch.
    You'll find yourself stranded in a Mayan-looking jungle playing field.  The
    wild exotic play and the logs may make things a little tense.  Stick to
    defensive playing for this game and make use of the Power-Ups.
          ONE WAY:  (2 of 5)
          You have to guard two goals behind you.  With luck, the computer will
          end up banking the ball off of the corners or the stone strip in the
          middle.  I recommend grabbing the Log Roll Power-Ups (Mystery) instead
          of the "Hard Smack" - doing so will spin the logs in the middle toward
          the computer, making the ball fly toward him on the roll back! and
          giving you the victory!
          CUTS BOTH WAYS: (2 of 5)
          You see the saw blade cutting through the logs during countdown?  The
          Log Roll Power-Ups come in two colors, light blue (which controls the
          top set of logs) and purple (for the bottom set).  Again, try to aim
          your shots at the Power-Ups to get momentum on your side.
          SAW POINT:  (2.5 of 5)
          SAW POINT keeps the saw running during the game.  If you hit the saw on
          the flat side, the ball will bounce off.  If you hit the blades, you'll
          "cut" the ball - two appear!  Just keep your focus and get those Power-
          Ups, and you'll do fine.
                **SUPER STRATEGY:  Using Hard Smack!**
                The "Hard Smack" Power-Up requires some timing.  To put it to the
                greatest use, hold the X button and the Pong will waver back a
                little bit.  When the ball comes close to the Pong's "head", let
                go and Pong will smack the ball.  For a harder hit, make sure the
                ball is a little farther back (will require some practice) and
                then release; Pong will spin a turn and smack the ball even
                harder - the red streak will let you know afterward.  Just be
                careful though; if you wait too long, the Pong will knock the
                ball off-course!
    If it's any consolation, I don't like clowns very much either, especially not
    after this board.  The Clown Guardian puts your game play on his tilting board
    and you'll have to use your wits a little more to beat these levels.
          TWO TONE:  (2 of 5)
          The clown will spit out balls from the top of the field and you get
          three chances to make a mistake.  Once a ball fills a crate, the crate
          shuts and you can't use it anymore.  Use your Pong to tilt the table to
          the left and right.  You can also hit the ball back upfield to keep it
          in play instead of letting it fall off.
          COLOR MATCH:  (2.5 of 5)
          You'll have four different color bins to work with.  The first four
          balls are easy:  rebound the yellow one back up toward the left, then
          gently ease the red ball after in to the bottom left bin.  Blue follows
          green - you can just leave the screen tilted full to left and they'll
          drop in.  The next blue is easier.  To get the red then green, ease
          them down slowly (Pong in center) until you GENTLY bump the red back to
          its bin - the green will hopefully roll back in.  Straighten up for the
          final yellow ball.
          MULTICOLOR:  (3 of 5)
          This is most definitely a headache!  The red balls are fine, but the
          others will come out in doubles.  There isn't really a "perfect" way to
          get them in their bins.  Simply bump one of the balls as far to the
          side of your Pong as possible to ease it in a direction - tilt to get
          it in one side, then tilt hard the other way to keep the other ball in
          play.  Keep your cool and you'll get it.
          **You have to use the Zone's exits to move on to the NEXT zone,
          in case if you were wondering.
    ZONE TWO:  The Parlor Room
    You find your Pong(s) floating in the ocean water alongside a beach.  The game
    introduces you to the Finger Grab feature in these levels, and it can get pretty
    difficult to control.
          PLAIN SAILING: (2.5-3 of 5)
          After grabbing the ball, aim up or down and fling the ball away by
          releasing the X button.  Try to maneuver up and down and sneak in shots
          when the computer heads the other direction.
          ICED OVER: (2 of 5)
          Why is this one easier?  If you can catch the ball with your RIGHT Pong
          paddle, take him ALL the way down and hold right to aim downward with
          your shot.  Your computer will MISS all the shots guaranteed!!  (I
          think it was a fluke, but hey, nothing wrong with getting 2 GBs for
          free, right?)
                **SUPER STRATEGY:  Extra Control on Ice**
                It's hard to keep from sliding on this course, but to make things
                easier, try tapping up and down on the D-Pad instead of holding
                the buttons down.  You won't slide out of control, and your Pong
                won't lock up - yeah, if you're not careful with the controls,
                not only will you slide but also you cannot turnaround as quickly
          LIGHTHOUSE: (3.5 of 5)
          Although there is no ice in this level, the lighthouse will only focus
          your field of vision on the ball.  Of course the level requires VERY
          careful maneuvering; however, you can use another fake tactic to make
          things easier.  When your right Pong gets the ball, bounce him once
          against the bottom and as he comes back up, fire it downward - the
          computer can't grab it that way.
    If you're a fan of air hockey games, you'll like this stage as well as the music
    track - it's a little more excited than usual.  The turf has hidden "air jets"
    which make the ball and Pong move at a significantly higher speed than normal.
          TABLE TIPS: (2 of 5)
          Because the Power-Ups will tip the table toward your opponent, wait
          until the ball speeds up a little and then let it go.  With luck, you
          might score twice just off of one tipping.  If the computer uses them
          against you, slow the ball down by hitting it as dead center on your
          Pong as possible.
                **SUPER STRATEGY:  Counter Power-Ups**
                The computer has a knack for placing shots to secure these
                Power-Ups.  To make things a little easier on you, activate the
                same Power-Up right after the computer uses its own (if you've
                got it).  This "Counter" move is a great way to get out of a
                sticky situation AND possibly score some points.
          UP AND OVER: (3-3.5 of 5)
          The Guardian adds the Hill Power-Up, which creates a huge hill in the
          middle of the playfield.  If properly timed, it could prevent the ball
          from reaching you.  For some strange reason, the computer has a little
          more AI on this field, so just stick to the table-tipping Power-Up
          (gray) and focus when the game speeds up.
          TOTAL TILT:  (3.5-4 of 5)
          There's now a Power-Up that makes a big dip in the field - which may or
          may not come in handy.  Stick to defensive tactics; watch the speed.
          Don't rely too heavily on the Hill and Dip Power-Ups, again.  And trust
          me, the computer's AI is playing for keeps!
    We return to the arctic again, and the seals love playing with the Pong!  Seal
    Juggle is a much more inviting course in this Zone, so enjoy it while the
    competition isn't so rough.
          SIMPLE SEALS:  (1 of 5)
          The goal is to hit the ball toward the three seals using the Aftertouch
          technique.  Just keep the ball in control and time your hits.  The seal
          will pick up the ball you aim at him with, but he'll also drop it if
          you fire another ball his way.
          TRAINED SEALS:  (1 of 5)
          Four seals come out to play.
          SEAL SKILL:  (1 of 5)
          Five seals, no big deal.
    ZONE THREE:  The Boiler Room
    LEVEL ONE:  IN A SPIN (21 GBs)
    The Guardian reminds us of the earlier jungle stage in Zone Two.
          SLING SHOT:  (2 of 5)
          Your Pong is granted the Slingshot ability for the round.  Hold the X
          button and your Pong will catch the ball; how fast you move when you
          release determines the direction, but the control is a little tougher.
          Aim for the goals when they light up - you'll get a Defensive Barrier
          that will help tremendously!
          TURNTABLE:  (2.5 of 5)
          If the ball happens to hit the lime green panel at the top of the
          field, it will flash red and the turntable spins - affecting the
          direction of the ball if you shoot across it.   Just aim your shots
          carefully and try to get the Barriers.  Faking is an effective maneuver
          TOOTHLESS:  (4 of 5)
          You have to defend FOUR goals (the two past your Pong as well as the
          two right above and below) and the computer suddenly develops accuracy
          on this stage.  Banking shots off of the centerpiece and activating the
          monkeys' turntable will confuse your opponent if timed correctly.
          (Crossing your fingers couldn't hurt either.)
    All the action takes place on the Pong Ice Hockey Arena.  Okay, so there won't
    be any flying teeth, but you've got some competition waiting on the
    rink.  Go team go!
          PUCK POWER:  (2 of 5)
          Go to the ball receptacles above and below you and hit the X button to
          retrieve the ball.  Fire up against the puck and knock it toward your
          opponent - it will change from green to flashing red to indicate how
          close you are to scoring.  For best results, hold X during the match to
          grab a ball in mid-flight then hit the puck straight on.  This way your
          shots are more accurate and you won't be stuck without "ammo" during
          the match.
                **SUPER STRATEGY:  Patience on the Ice**
                Just take one ball out of the storage.  You can make shots at the
                puck, and you can use the other ball in case the other three are
                veering toward your opponent (or he's firing them back)."
          PUCK FANS:  (2 of 5)
          PUCK FANS adds a "Fan" Power-Up that will blow a rush of wind at the
          puck.  This, of course, will help you score easier (or get you out of a
          pinch if you have no ammo).  Because the puck destroys the Power-Ups if
          it comes in contact with them, don't pay too much attention to them.
          Just focus on getting the goal.
          PUCK FRENZY:  (2.5 of 5)
          The Power-Ups that resemble Skulls will double the game play speed
          regardless of who retrieves them.  It won't overly complicate anything
          as long as you just stick it to the puck.
    As the name implies, you and your Pong will spend some quality time at the local
    swamp's fishin' hole.  Don't forget your worms!
          CROC ALERT:  (1.5 of 5)
          Pong can move up and down on the pier.  X button casts; hold the button
          down longer to go farther.  Dragging your ball over the fish will reel
          them in.  Once you get the hang of fishing, accuracy won't be much of a
          FOOLISH FISH:  (2 of 5)
          You'll have to fish the little suckers out one-at-a-time, and they move
          a little faster (and strangely enough, toward the croc).  It's not
          really difficult.
          FAST FISHING:  (3-3.5 of 5)
          The fish are even faster and less intelligent.  It makes you wonder
          whether or not suicide is the issue here, so there's really not a lot
          of room for error.  You'll definitely want to make for the farthest
          fish if the croc is circling quickly.
    ZONE FOUR:  The Rock Garden
    The Incans are nowhere in sight and it seems like the local residents have taken
    over the fortress.  Although this Guardian isn't half the pain in the neck as
    the one in Zone Three, monkeys are definitely in the mood to toy around with your
    Pong buddy.
          JUNGLE SPIKES:  (2 of 5)
          For having to defend four goals, this stage isn't terribly difficult.
          You have an infinite Finger Grab Power-Up to make some slick shots.
          The Hard Smack Power-Ups are the best retaliation for your opponent's
          Grab - good timing usually results in a goal.  If you get the skull
          Power-Up, spikes will appear to misguide your shots and bounce the ball
          all around.
                **SUPER STRATEGY:  The Power of Green!**
                If it's possible, try to score a point in each goal area.  If you
                can turn all of your opponent's goals green, the Guardian will
                give you Defensive Spikes for a short time.  (They aren't 100%
                foolproof against a goal, but they're pretty damn close!)
          KONG KHAOS:  (3 of 5)
          The Skull Power-Up will summon a huge gorilla to not only distract you
          in game play, but also wreck the playing terrain (making shots fly in
          almost any direction).  To spare yourself some trouble and earn an easy
          win, grab the ball and go down to the third (from top) goal, aim up all
          the way, and release - he'll miss every time!
          MONKEY BUSINESS:  (2.5 of 5)
          This level is cake if you make use of the unique Power-Up.  If a skull
          drops down, get it on your side.  It will summon a monkey that will
          beat up your opponent, flattening him and leaving him vulnerable to
          score upon.  (Watch out, he'll come back to attack you too.)  Aim for
          your opponent's goals when the monkey appears.  With luck, you'll get
          Defensive Spikes to secure the win.
    You're the star of the Big Top, you're a mile high over the cheering crowd,
    and guess who forgot to check the safety wall?!  Seems like the hired help has
    gone seriously downhill.
          BALLOON BUSTERS:  (1.5 of 5)
          The circular motion is a little tricky at first.  Right equals
          counterclockwise and left equals clockwise.  Rotate around the circle,
          striking the ball to knock the balloons loose.  If your ball hits the
          wall, a segment of it will come loose - and you'll lose if it falls out
          of the ring.  Take your time.
          DOUBLE WHAMMY:  (2 of 5)
          First whammy:  You have to hit the balloons twice to knock them loose
          (they will flash if already hit).  Second whammy:  If the ball hits the
          wall, you knock THREE segments loose.  Try to hit the ball in the
          center of your Pong to get enough time to maneuver around the circle.
          WEAK WALLS:  (2.5 of 5)
          Same as DOUBLE WHAMMY except you'll lose the entire wall in one stroke.
          Same strategy as before - try to follow the ball as closely as possible
          and you'll get it eventually.
    Whose bright idea was it to have a flock of sheep atop a plateau surrounded by
    water?!  And furthermore, who in the hell thought Pong would make a decent
    shepherd?!  Little Bo Peep needs to get back to the sheep already!!
          NOT BAAAAAD:  (3 of 5)
          Three sheep are on the plateau and your job is to get them all inside
          the red circle in the center.  Use the ball to divert the sheep away
          from the edge of the cliff.  Use your actual Pong to block them from
          falling off.  I didn't understand why, but sometimes baby sheep will
          appear to add difficulty.  The trick is, you must keep the ball in play
          at all times and hit the sheep in the butt so they'll go back to the
          center.  If you lose the ball (even if the sheep are already in the
          center - and glowing), they will turn idiotic and start playing suicide
          games again.  (Yeah, I hated this level too.)
          EWE LOSER:  (3.5 of 5)
          Same as before, but you start out with five sheep.
          CRY WOLF:  (3.5-4 of 5)
          Sheep won't go near the wolf, so you'll have to divert him away from
          the sheep before you start sending them to the center.  It's a real
          pain in the ass, but try to keep your eye on the ball at all times.
    ZONE FIVE:  The Sky Tower
    DERVISH plays much like the air-hockey stage toward the bottom of the Pong
    Tower.  Please note the conveyor belts and wind generators.  Let's just say
    these levels will play with some serious excitement!
          VORTEX:  (2.5 of 5)
          Activating the funny-looking Power-Ups in this level will start up the
          Wind Generators located on the ends of the field.  If you activate
          another one while they are running, they'll run faster.  Simply keep
          your eye on the ball and follow it around while rotating in the wind
          field - they're easy to recover from and, more often than not, the
          computer cannot handle getting it spun back at him.
          ROBOT WARS:  (2 of 5)
          A Robot will dart randomly around the course during gameplay.  If you
          can, try to nail him with the ball when hitting it back to the
          computer.  He'll fire two smart bombs - they will appear the color of
          the target, and in a few seconds it'll shoot off two fiery projectiles.
          If they hit the Pong, it will burn him to a crisp, reducing movement by
          75%.  Even though you can get charred as well, chances are the Robot
          plays more on your side.
          BELT UP:  (3.5 of 5)
          There are two orange sensors midway between the goals on either side of
          your Pong.  If the computer nails 'em in a shot, your belt will move up
          or down (depending on which one was hit) and it will make maneuvering
          increasingly difficult.  While we don't recommend leaving them wide
          open, it's better to just focus on the Wind Generator Power-Ups and
          trying to aim for the goal.
    Evidently the Pong must have committed some serious sins in life, 'cause he's
    stuck in Dante's Inferno (called a Pinball Machine).  Start saying your prayers
                **Super Strategy:  Tilting**
                You can tilt the pinball machine on these levels by repeatedly
                slamming your Pong along either side of the machine and holding
                the D-Pad.  I personally don't trust this technique, though.
                Tilting too much will take your ball out of play and it's FAR
                from reliable.
                **Super Strategy:  Hard Hitting!**
                Instead of trying to bump the ball with your Pong, hold the X
                button and then let the ball bump.  The Pong will hit it harder.
                If possible, try to collide with the Pong tensed and the ball
                coming it at an angle.  It will fly through the machine and
                (hopefully!) hit more targets.
                **Super Strategy:  Sheer Luck!!**
                Please be warned.  These levels are incredibly difficult because
                of the luck factor.  The balls will drop in AT RANDOM and, more
                often than not, you will lose the ball from the sides.
          WARM:  (3 of 5)
          Three important things you need to worry about.  One:  you have to hit
          the plungers in sequence (the one glowing bright is the one that will
          fall in after hitting it).  Two:  it takes four hits to make a plunger
          drop.  Three:  knocking the pedestal with the gold bars on it isn't
          enough; you have to connect the ball to the bar to retrieve it.  The
          switches on the side drop in after three hits and you can restore a hit
          if you hit the red spaces on the top.
          HOTTER:  (4 of 5)
          Plays like WARM except your side plungers are good for only two hits.
          ON FIRE:  (5 of 5!)
          The most difficult level in the entire game, ON FIRE will only give you
          a single hit on the side plungers.  Not only that, but you have to hit
          all the plungers TWICE!  (This was the last level I could complete and
          it was really a stroke of luck!)
    Pong's playing Huck Finn again and he's sharing a raft with some devilish
    amphibians.  Mother Nature's not willing to play with kid gloves this time
          FOOL'S GOLD:  (1.5 of 5)
          Four Pong players sit on adjacent sides of the floating raft.  Steer
          the beach ball toward the Gold Bars by maneuvering around with the D-
          Pad.  To win the Gold Bars on this level, simply maneuver the ball
          around the hopping frogs (they will hop back and forth in three
          directions) and the GBs are yours.
          RICKETY RAFT:  (2.5 of 5)
          To make things more difficult, wear and tear on your raft will make it
          more difficult to navigate the ball toward the Gold Bars.  The frogs
          repeat their hops within the same few spaces, so just keep your eyes
          out for their patterns and proceed with caution.
          HOPPING MAD:  (3 of 5)
          Same game as RICKETY RAFT, but you'll have to circumnavigate the entire
          raft almost.  Keep trying with the stop-and-go technique and you'll
          secure the win.
    ZONE SIX:  The Hangar
    At least you're not toying around with sheep...
          EGG ON YOUR FACE:  (2.5 of 5)
          Somehow the chickens can't get the knack of laying the correctly
          colored egg in the appropriate basket, so you have to help out.  The
          difficulty is when two eggs come out one after another.  To make things
          a little easier, try to "juggle" the eggs for the first few hits (hit
          them almost dead-center on your paddle and they'll go straight up) then
          lightly tap your paddle in the opposite direction to make them head
          toward the bin.
          EGG-CELLENT:  (3.5 of 5)
          The chickens will shoot the eggs out faster and you can't afford to
          have too many ill-placed hits.  Again, all it really takes is some
          concentration and solid timing - juggling helps so you don't lose
          EGG-STREME:  (4 of 5)
          Plays like the previous level except the farmer thinks its funny to
          shut the bins on you.  Needless to say, if you try to get the egg in
          when the container is shut, it'll break.  Although the first ten points
          are decent (and the 8th, a green one, is actually a GIVEAWAY!), the
          farmer will continuously open and shut the yellow door and you've got
          to juggle two with EXCELLENT timing.
    One more romp on the ice before the final challenge!
          PENGUIN PARADE:  (1.5 of 5)
          Another circular level, you'll have to lean your Pong along the edge of
          the ice to get the snowball to collide into the penguins.  Three bumps
          will knock them off into the water.  No sweat.
          PENGUIN PANIC:  (2 of 5)
          The Penguins will at random make a short hop and speed along in the
          opposite direction.  It won't affect game play too much; three hits
          will still do them in.
          PICK A PENGUIN:  (3 of 5)
          Much trickier level.  The only way you'll make progress in PICK is if
          you actually aim your snowball at one penguin at a time.  To aid in
          your goal, rotate your Pong 180 degrees from the first collision; when
          the penguin hops after getting hit, cut a sharp angle in the direction
          to make a second, quick hit.  Then you simply "juggle" the ball on the
          ice edge until you connect the last time.
    ZONE SEVEN:  Atari Mountain
    LEVEL ONE:  Game One (3 of 5)
          Playing on the western face of the Atari symbol.  Balls will drop above
          the small playing area and you have to match up the ball with the color
          beneath your Pong.  Match all three colors to ascend a level.  Be
          warned; if you lose control of your ball, it will drop down the
          mountain until it hits a color pad - and well, if it doesn't,  you
          lose!  Also, the incline slightly increases as you climb, so take note
          of your shots.  6 points to win.
    LEVEL TWO:  Game Two (3 of 5)
          Playing on the eastern face of the Atari symbol.  Plays exactly like
          Game One except there's a new Green ball and color pad.
    LEVEL THREE:  Game Three (4 of 5)
          Playing on the central face of the Atari face.  The incline is steeper
          on this face and it takes 12 points to win.  Just watch your shots.
    Like the manual says, you will discover secrets in Pong that are accessible
    after completely finishing certain levels and earning enough Gold Bars.  The
    game will flash "Secret Found" on the bottom of the screen after you win
    certain levels and collecting GBs and completing stages in their entirety.
    For instance, after earning 20 GBs, "Aftertouch" appeared in the Secrets Menu.
    If you complete all the first-level stages, you'll get to play Classic
    Pong.  Completing all the second-level stages, you'll get to play Football
    Pong.  The third-level stages will grant you Hockey Pong.  Why Football
    Pong and Hockey Pong play so similarly, I never understood.
    The Secrets menu during gameplay will unlock more codes and options for play.
    The first-level completion will grant you the toggling of the Power-Ups -
    Hard Smack, Grab, etc.  The second-level completion will alter Pong Size and
    Pong Speed.  The third-level completion will alter Ball Speed.

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