Rules Sheet: Jack*Bot
Last Modified: October 21, 1995
Written by Mark Phaedrus

Jack*Bot, Multiball, and most of the other capitalized words I use are probably trademarks or registered trademarks of Williams Electronics, Inc., who disavow any knowledge of my existence.

Under Construction (yeah, and what Web page isn't?)

This document was written from memory in a poorly-lit room smelling slightly of damp paper and containing no pinball machines whatsoever. The facts and opinions contained in this document should be considered fictional, and any resemblance to actual facts and opinions is purely coincidental. (Of course, if you insist on mailing corrections to phaedrus@halcyon.com so they can be included in the next release, I don't suppose I can stop you.)


This version was written by me, Mark Phaedrus. Nobody else was any help at all. Scientists have speculated that this may be because this is the first version and nobody else knew about it. Further research is needed.

Recent Changes
10/17/95: In the beginning the document was void and without content. And the Writer said "Let there be text." And there was, and it was good, or at least passable.

10/21/95: Tried a revolutionary new technique; brought pencil and paper to the arcade, and wrote things down. (I find that kneeling down and writing things on a paper on the floor during Casino Run adds an extra element of tension to the game.) Revised the Keno card rules, the MK3 Hint and More Time awards during Casino Run, the Multiball Jack*bot values, the Poker awards, and the bonus count rules. Added more bugs; added Neat Stuff section.


The object is Jack*Bot is to score points. Simple as that. Next section.

Well, okay, there are a few more things that can go here. There are two key ways to rack up points. You can do it the slow-and-methodical way, by opening the visor, starting Multiball, and racking up the jackpots--er, Jack*bots. Or you can do it the quick-and-adventurous way, by playing the four casino games, preferably cheating on as many as possible, then playing the Casino Run for big points (or no points, as the case may be). Personally, my advice is "all of the above".


If you've played Pinbot, you'll know your way around this playfield; it's almost exactly the same as the original Pinbot playfield--it's the rules that stir things up. As usual, we'll start from the lower right and work our way around clockwise. It may help to look at the playfield picture on the Pinball Archive at pinball.cc.cmu.edu.

  • Plunger
    • An old-fashioned manual plunger. Balls shot up the ramp can wind up here. Leads to the Vortex.
  • Hit Me
    • A touch target just above the right inlane/outlane area; shoot it from the tip of the left flipper, or hit it with a lucky bounce off the slingshots. Each hit of this target deals a card into your blackjack hand (don't confuse these with the cards in your poker hand). Normal blackjack rules apply (face cards count as ten, Aces count as one or eleven, etc.). Hit Me hits score 1M for each point in your blackjack hand; for example, if you already have an Ace in your hand (11 points), and you shoot Hit Me and get dealt a six (bringing your hand to 17 points), you get 17M. If you hit 21 exactly, you score 50M, and your hand starts over the next time. If you "bust" (go over 21), you get nothing, and your hand still starts over next time.
      Hit Me also lights for Jack*bots during Multiball, and for up to 75M points during Hurry Up.
  • Inlanes/Outlanes
    • Talk about a trip down memory lane... Inlanes and outlanes the same size, with actual rubber on the post between them. Neat. Any or all of the inlanes/outlanes can be lit for Extra Ball; the flipper buttons move the lit lanes around.
  • Flippers
    • The usual two, in the usual places. There's a center post, though the gap between the flippers is narrow enough that it's usually possible to save the ball without the center post anyway.
  • Slingshots
    • Standard, just like the flippers.
  • Poker Targets
    • A bank of three drop targets, on the left side of the machine, below the ramp entrance. During regular play, one of these three targets is lit (the lit target changes every few seconds); hitting that lit target, without hitting either of the others first, advances the bonus multiplier. (If you hit an unlit target first, you lose the chance to advance the bonus until the targets reset--see below.)
      About five seconds after you hit a target, the target bank resets. If you can hit the other two targets before this happens, a poker card is spotted, and the target bank resets immediately.
      A rebound from here to the row targets is a 15M "BANKSHOT".
  • Cashier Target
  • Ramp
    • The ramp entrance is on the upper-left. The ramp is not always available, since the ramp entrance can flip up to reveal the Cashier target. Starts lots of modes; relights the Game Saucer. Lots of interesting things happen on the ramp. See the rules section for more info.
  • Game Saucer
    • A narrow lane between the ramp and the Visor, at the upper left. Starts Games, as you could probably guess from the name. Also relights Jack*bots during Multiball, and spins the wheels during Casino Run.
  • Visor
    • A bank of 5 touch targets, dead center at the top of the playfield. It can be lowered to reveal the Eyes. Hitting Visor targets lights the Keno Lights to open the Visor and eventually start Multiball. Visor targets can also be lit for Keno awards.
  • Eyes
    • Two locks, normally blocked off by the Visor. Balls are locked here to start Multiball, and they score Jack*bots during it. Shots here also spin the wheels during Casino Run.
  • Keno Lights
    • A 5x5 grid of lights, just below the Visor. Each target on the Visor corresponds to one column of Keno lights; each target on the other bank corresponds to one row.
      These lights are lit by Visor and row target hits. They open the Visor to start Multiball; they can also light Extra Ball.
      In addition to these lights, there are five arrow-shaped lights, one for each column on the Keno card; these give Keno Awards while filling the Visor.
  • Row Targets
    • Another bank of five targets, just below and to the right of the Visor. This bank doesn't move, though, unless the game is badly out of order.
      Hitting these targets lights Keno lights.
  • Vortex
    • The plunger leads to this spiral, with three holes. At the start of the game, the first and third holes are worth 10M; the second hole is worth triple this amount, permanently raises future skill shot values by 5M, and advances the bonus multiplier.
      Hitting the ramp, or collecting "Vortex at Max" as a Keno award or during Casino Run, can raise the skill shot value; "Add Vortex X" awards from these same sources can raise the Vortex multiplier. The second hole is always worth 2x more than the first and third holes; so advancing the multiplier changes the awards from 1x-3x-1x to 2x-4x-2x, then 3x-5x-3x, and so on.
      Unless you get the "Vortex Value Held" award, the Vortex value resets to 10M between balls; the only increase that does not reset is the +5M increases from made skill shots. The Vortex value can never be higher than 50M.
      These skill shot awards change during Multiball and Casino Run.
      Whether or not you make this shot, it leads to the Solar Jets.
  • Solar Jets


The usual pinball rules apply; one to four players, three balls per player by default, hit the start button once for each player, try not to slam-tilt, etc., etc. See the Funhouse rules sheet for more info. :-)

Each ball starts with a skill shot. A ballsaver activates for about 6 seconds at the start of each ball. Bought extra balls have a ballsaver for about 30 seconds.

There are basically two tracks to follow in this game (though both can be pursued at once); going for Multiball, and going for Casino Run.

Going for Multiball
To start Multiball, you first have to complete your Keno card to open the Visor, then lock two balls in the Eyes behind it.

Filling the Keno Card

At the start of the game, and each time you finish Multiball, the 25 Keno lights are unlit. (Actually, the game flashes them in pretty patterns, but if a Keno light isn't lit solidly, it doesn't count.) To advance towards Multiball, you have to light all 25 lights to open the Visor.

The first time through (before starting Multiball in a game), the rules here are very simple. Hitting one of the five Visor targets lights that target's entire column on the Keno card; so only five target hits are needed to complete the card. The five row targets are ignored. If you hit two Visor targets at once, the game will only credit you for one of them; on the brighter side, if you hit a Visor target you've already hit (so its column is already complete), but you haven't hit one of the targets next to it, the game will light one of those columns instead. So you can only "waste" a Visor shot at this stage if the target you hit and both adjacent targets are already completed.

The second time through (after starting Multiball the first time), things get a bit more complicated. Now, both the Visor targets and the row targets are used. Hitting a Visor target lights the bottommost two unlit Keno lights in its column; hitting a row target lights the two leftmost unlit Keno lights in its row. Hitting a target whose row or column is already filled is a waste. So somewhere between thirteen and fifteen target hits are needed to finish the card. On the bright side, the game will count multiple target hits this time. The best approach is to bank balls from the left flipper off the row targets and into the Visor targets; this can get the ball ricocheting around the targets, racking up seven or eight of them before falling back out--I've seen the card filled with as few as three shots from the flippers this way.

Sounds hard? Well, there's a way out. At the start of each Keno card (when you haven't hit any of the targets yet), the game flashes one row or column of lights at a time--first the rows from the bottom up, then the columns from the left to the right, then back to the rows. Hitting the flashing row of column's target immediately completes the card, opens the Visor, and awards 50M for a job well done. (But there's a catch to this too: when the game starts requiring you to fill the card once for each ball [after the second Multiball], there is no flashing row/column for the second card--you have to do it the hard way.)

Keno Awards
While you're filling the Visor, one of the arrow-shaped lights just below the Visor will usually be lit; the light works its way from left to right, then skips back to the left. Hitting the Visor target that's lit gives a "Keno Award". The award is displayed on the scoreboard, and some of them are announced through the speaker as well; it's a pity the rest of them aren't, because the moment when a ball is rebounding off the Visor is a bad time to be looking at the scoreboard. :-)

The Keno awards I've seen are: 25M; Add Vortex X; Vortex At Max; Vortex Held; Add Poker Card. Before you start Multiball the first time, if the Game Saucer is unlit, the Keno award will always be "Game Saucer Lit". If your score is below 300M on ball 3, head for the Keno awards; the first one you get will nearly always be "Extra Ball".

Locking Balls
Once you complete the Keno Card, the Visor will open, exposing the two Eye locks. For the first two Multiballs, all you have to do then is to lock a ball in each Eye to start Multiball. From then on, things get harder; locking the first ball closes the Visor, requiring you to fill another Keno card to reopen the Visor to lock the second ball.

In multi-player games, the rules can get a bit more complicated. If you're trying to lock your first ball, but another player has already locked one, you have to lock yours in the Eye he didn't use; the ball in the other Eye will then be kicked out, and you need to lock that one as well to start Multiball. If you lock one ball, then another player "uses it up" by starting Multiball or Casino Run, the game still remembers that you had one locked, and Multiball will start when you lock another ball in either Eye. (This still may not be the best thing for you, though, since 3-ball Multiballs are impossible this way.)

While you're trying to lock balls, hits to the row targets will still fill in two lights at a time in their rows on the Keno card. If you actually manage to fill in the Keno card a second time this way before starting Multiball, you light one of the more tedious Extra Balls in pinball history. :-) (Fifteen hits are needed--or ten if you take advantage of the Keno game.)

Completing the Visor, then locking two balls in the Eyes, starts Multiball.

The first Multiball is a two-ball affair; the two balls in the Eyes are kicked out. If only one ball is locked when you start Multiball, because another player stole one from you, the second ball is served to the plunger instead; this is a bonus for you, since it lets you start the Multiball with a skill shot instead. Making the skill shot, by hitting the second hole on the Vortex, awards a Jack*bot instead of the usual skill shot value.

The second and subsequent Multiballs are three-ball affairs (unless another player stole a ball from you); a ball is always served to the plunger for a skill shot to start the Multiball.

During Multiball, Jack*bots are lit at the Eyes, at the Cashier target, and at Hit Me. The first Jack*Bot you score in a game is 50M; future Jack*bots increase in value by 25M each time, so that the eleventh Jack*bot is 300M. Then the value starts advancing by 50M for each Jack*bot, so that the fifteenth and final Jack*bot is 500M.

Collecting a Jack*bot unlights that location; at least one location will always be lit--if you collect at all four places, the Cashier target will be relit, and the lit location will move from left-to-right (to the left Eye, then the right, then Hit Me, then back to Cashier) each time it's collected.

Hitting the Game Saucer relights all four Jack*bot locations. If you hit it when all four are already lit, it scores a Jack*bot instead.

Collecting Jack*bot at one of the Eyes, then hitting the other Eye (lit or not) within a second, scores a Super Jack*bot instead--this triples the points (so a Super Jack*bot can be as high as 1.5B).

Multiball ends when you're down to one ball in play; there's about a three-second grace period during which a Jack*bot can still be scored. If you lose a Multiball without scoring any Jack*bots at all, there's a 10-second restart period; hitting the Eyes or the Game Saucer before the time runs out restarts a two-ball Multiball with a skill shot at the plunger. Sorry, only one restart per Multiball.

After Multiball is over, the Visor will remain open until the game satisfies itself that the ball's in a place where it won't get caught behind the Visor when it closes. The ramp, the Cashier target, the Game Saucer, the rubber below the Game Saucer, the Poker Targets, and the Solar Jets will all trigger the Visor to close. As soon as the Visor starts closing, the Keno card will reset (with a row or column flashing for an instant Visor re-open), ready for you to start refilling it.

Mega Visor
Once you score 15 Jack*bots, with Multiball still in progress, you enter the Mega Visor round. The Visor closes; the object now is to re-open it. The row targets are ignored; only the Visor targets themselves count, and each hit spots one light in the column you hit, with 50M awarded for each light spotted. Twenty-five hits are needed to complete the card--on the bright side, that means 1.5B points scored along the way.

What happens when you fill the Keno card again and re-open the Visor? I don't know, okay? I had to drive thirty miles uphill both ways to the nearest arcade with a Jack*Bot just to write this rules sheet, and between the gas money and the leg braces for little Bobby, I just haven't been able to afford to get the darn thing open, all right? Fine, leave me wallowing in my shame. Geez.

Going for Casino Run
To get a Casino Run, you first need to play all four Casino games. You start games by hitting the Game Saucer when it's lit during single-ball play; if it's not lit, hitting the ramp or Cashier target will relight it, as will the Keno awards the first time through. Before you get your first Casino Run, the Game Saucer will always be lit at the start of each ball; for your second and subsequent ones, you'll always need to hit the ramp or Cashier to relight it. (Also, the Cashier target stops relighting the Game Saucer; you need to make actual ramp shots.)

The Games
There are four games to play. The left flipper changes which one is lit, so if you can trap the ball on the right flipper, you can choose the game you want before hitting the saucer to collect it.

Being the resourceful and morally corrupt robot that you are, you can cheat at all of these games (or at least try), by repeatedly hitting the Extra Ball button during the game's title screen. The results vary from game to game. The quotes when the cheat succeeds are worth the price of admission. "LOOK--HALLEY'S COMET." "Where?" "FOUR ACES." "I saaaw thaaaat..."

Many game awards can be doubled. After the game's score is determined, the "Double or Nothing" screen is displayed. Hitting the left flipper, or sitting there frozen in the headlights for ten seconds, lets you keep the current game score; hitting the right flipper instead gives you about 20 seconds (a slow count of 10) to hit the Cashier target to score double the game's value--you get nothing if you miss. Starting Multiball before the timer runs out will also award the doubled value.

  • Pinbot Poker
    • This game uses the poker hand displayed at the center of the playfield. The Poker Targets, Keno awards, Casino Run, and Slot Machine can all light cards in this hand. (Completing the hand the first time lights an Extra Ball.) Points are awarded based on the value of the hand--10M for a measly single deuce, 15M for an ace or ace-deuce, 20M for one pair, 30M for two pair or three of a kind, or 50M for a full house (all five cards). In addition, a flat 50M is scored for each hand that you've already filled. The resulting total can be doubled.
    • This game is one of the easiest to cheat at; Pinbot pulls an extra Ace from his sleeve. ("Ace of Clubs?") This can give you the normally- impossible four Aces, worth 149M! (Yes, you can still double this to 298M.)
  • Slot Machine
    • This one is about as straightforward as it gets; the slot machine reels spin and spit out a random (or is it?) award, which is what you get. Awards I've seen include: Multiball; Add 10 Cards (adds two complete hands to your Poker total); Hurry Up (shoot Hit Me for 75M, with the value counting down to a minimum of 15M); Collect Bonus (exactly as it would be at the end of the ball, including cheating); Vortex at Max; Hold Vortex Value.
      Occasionally, the Slot Machine decides to screw you, and generates a random "big points" award, generally between 25M and 40M. At least you can double these.
    • This is the hardest game to cheat at, for reasons that should be obvious when you see what the cheat does. The initial spin brings up a lame award (usually Add Vortex X; occasionally Hurry-Up or a big-points value); Pinbot slams the reels, and they jump to Extra Ball Lit. It's extremely rare for Extra Ball Lit to come up without cheating.
  • Roll the Dice
    • This game revolves around your "Dice Game Wager", which starts each game at 3M, and goes up by 100K for each hit of the Solar Jets. Two dice are rolled; the laws of mathematics being what they are, this gives a number from 2 to 12. This number is multiplied by your Dice Game Wager, and that's how many points the game is worth. This value can be doubled.
    • This game is the easiest to cheat at; Pinbot simply flicks the dice to 12 ("BOXCARS...").
  • Keno
    • This game revolves around your Keno card. Six random squares are picked; you get 5M for each of those squares that you have lit, plus 5M just because you're you. If all six squares are lit, you get 50M. 25M is added for each card you've previously filled.
      If you have five or fewer squares filled in when you start Keno, the game spots the entire center column, to give you a reasonable chance at some matches. (However, Keno still isn't a good mode to shoot for if your Keno card is empty; not only will you not get many matches, but the spotting of the center column will eliminate your chance to hit a flashing row/column to fill the card immediately. On the brighter side, Keno is a great game to play if you're actually trying to get the extra ball from filling the Keno card while the Visor is already open; if you play Keno while the card is still nearly empty, the center-column spot reduces the number of hits you need to fill each row from three to two, saving you five hits.)
    • This game is moderately difficult to cheat at. If you cheat, Pinbot simply slams the entire card, resulting in "25 MATCHES--99M", plus 25M for each filled card. (This does not actually spot all the Keno lights...)

Casino Run
As soon as you play the fourth Casino game, the Game Saucer lights for Casino Run; you do not need to relight it. Hit the Game Saucer to start the Run.

A pretty impressive animation sequence starts the Run off. The Extra Ball button "lights for cheating" during the entire sequence, but the only effect I've noticed is that the cow moos if you hit the button enough times at the start of the animation--pressing the button after that does not seem to have an effect.

Casino Run is a 1-ball timed mode, lasting for 45 seconds (more or less). The object is to build your Casino Run bank as high as possible before cashing it in, without letting time run out and without being bombed out of the mode.

Your Casino Run bank starts at 100M. An extra 4M is added for every switch hit during the Run. (So those Solar Jets can actually be pretty lucrative--but don't forget, the timer is running...)

During the Run, the ramp is flipped up; the Cashier target doesn't do anything unusual. The object is to hit the holes (the Eyes, or the Game Saucer); each hole shot, including the shot to the Game Saucer that starts the Run in the first place, gives you a spin of the wheels. (If you've ever watched The Joker's Wild, you'll feel right at home here...) After each spin, you have the option of taking the current contents of your bank (which ends the Run), or risking it and letting the Run continue. (Don't sit there too long and think about it; if you take more than 10 seconds or so, the game will automatically choose the "Collect Bank" option for you, and the Run will be over.)

If you lose a ball during the Run, or even within a couple of seconds after the clock hits zero, don't panic. You'll get the ball back at the plunger, for the low price of 5 seconds off the Run timer. If there's at least 10 seconds still on the timer, making the skill shot adds another 10 seconds; if there's 9 seconds or less, making the skill shot collects your bank and ends the Run.

Having a ball already locked in an Eye when the Run starts is a double-edged sword. On the one hand, as long as it's there, it blocks a potential shot to make a spin. On the other hand, if you drain with a ball in the lock, you don't take the usual 5-second penalty; instead, you automatically get another spin, and then the ball is kicked out of the Eye to continue play.

In addition to the normal high scores, there's a single high score for "Casino Run Champion"; it defaults to 1B. Being the Casino Run Champion awards an extra credit; so know the Casino Run Champ value, and when your bank reaches it, mentally add a special to the bank. (Generally, this translates into "Take the bank, you fool!")

Casino Run Spin Awards

Unlike the Slot Machine game, each of the three reels gives its own award on each spin during the Run. Possible values of each reel are:

  • Points--anywhere from 15M to 50M (in 5M increments), or 75M, or 100M, 125M, or the occasional 150M. The points are added to your bank.
  • Light Extra Ball--this goes into your bank too.
  • Special--this also goes into your bank.
  • Vortex X--adds a skill shot multiplier immediately.
  • Bonus X--increases your bonus multiplier immediately.
  • Vortex at Max--raises the skill shot value to 50M immediately.
  • Poker Card--adds a card to your poker hand (which can wind up lighting the extra ball as well).
  • Jack*Bot--The points are scored immediately; they don't go in your bank.
  • More Time--adds 15 seconds to the Casino Run clock. Will not raise it above 45.
  • Cow!--yes, an actual Super Stunt Cow is added to your bank, shipped straight to you from the Williams dairy. (Actually, this promotion was found to violate certain federal laws concerning shipments of assault cattle across state lines, so you'll have to settle for an automatic Special instead. Sorry.)
  • This Award Intentionally Left Blank--blank spaces often come up on one or two reels. Very little excitement potential here.
  • No Bomb--A bucket of water. No cash value. Just like those adventure games, you'd better pick it up; it's bound to come in handy sometime.
  • Bomb--This kills your Casino Bank, ends the Run, spits in your face and laughs at your car. Well, unless you happen to have one of those buckets of water lying around (see? Told you it would come in handy), in which case the Bomb and No Bomb cancel each other out and leave you with no damage beyond a vaguely nervous feeling. Or unless you were prudent enough to hit the Extra Ball button like there was no tomorrow while the reels were spinning, in which case Pinbot will reach out and thwack the offending bomb into another award. Be careful! Cheaters do occasionally fail to prosper--only bombs on the center reel can be bonked away (though that's where the vast majority of them turn up), and I've never seen it work more than once during a run. If you hear "I'M BUSTED..." or "Oh no..." while the wheels are spinning, you'll know that you've worn out your welcome...
  • MK3 Hint--This award may only come up if you hold down both flipper buttons while the wheels are spinning. (There's a code in MK3 that displays the text "HOLD FLIPPERS DURING CASINO RUN", and I never got the MK3 Hints until I started doing this. Actually, I hit the Extra Ball button until just before the first wheel stops, then switch to holding down the flippers.) Immediately after the spin completes, the display briefly shows a single position from a MK3 code, which is probably for the upcoming Ultimate version; so far I've only seen two positions: blank--Raiden--blank--blank--Yin Yang--blank. Those of you (like me) who barely recognize the characters in MK3 will still want to root for these hints to show up; in addition to showing the hint, it also awards an automatic Extra Ball. So I guess an MK3 Hint is like a Cow, but not quite as valuable. :-)

More Rules

Ramp Rules
The ramp leads to a maze of posts. While the ball is in these posts, the skill shot value goes up by 1M every 2 seconds, with a maximum increase of 8M per trip through the posts, and a maximum skill shot value of 50M.
From the post maze, the ball can go one of three places (not counting the occasional unlucky bounce back out onto the playfield without hitting anything):

  • Solar Jets hole
    • If the ball falls through this hole and into the bumpers, it triggers Solar Jets mode. The ramp flips up; you have about 20 seconds (a slow count of 10) to hit the Cashier target to score the Solar Jets value, which starts at 40M and goes up by 4M for each bumper hit. Starting Multiball before the timer runs out will also score the Solar Jets award.
  • Plunger lane
  • Return lane
    • This track returns the ball to the right inlane. It gives one of four awards, whichever award is lit at the time the ball hits the right inlane switch. The first lit award is normally Light Extra Ball, and the lit award normally changes every two seconds; since the ball usually takes somewhere between three and five seconds to clear the maze, this makes 25M and Cashier the most likely awards, with Mega Ramp less likely, and Light Extra Ball least of all. However, if you're doing badly on ball 3, the machine may start with Cashier lit instead, making Mega Ramp and Light Extra Ball the most likely awards.
      • Light Extra Ball
        • Pretty self-explanatory; lights one of the inlanes/outlanes for Extra Ball.
      • 25 Million
        • Again, pretty self-explanatory.
      • Cashier
        • Lights the Cashier target to collect 2x your current bonus value. (This 2x replaces the bonus multiplier; it doesn't add onto it--so your bonus multiplier doesn't factor into the Cashier award at all.) You have about 20 seconds (a slow count of 10) to collect; starting Multiball before the timer runs out also collects.
      • Mega Ramp
        • Lights the ramp. Shooting it within five seconds or so awards 50M. The return lane award is automatically frozen at Mega Ramp again; if you collect it again and shoot the ramp again, you get 75M, then 100M, and so on.

At the end of every ball, you get bonus from three areas:

  • Cards--3M for each Poker and Hit Me card you've collected during the game.
  • Vortex Value--whatever the current skill shot value is (without the multiplier), that's what you get. This will be between 10M and 50M.
  • Dice Game Wager--whatever your current wager is, you get.
The entire bonus then gets multiplied by the bonus multiplier; this will be between 1x and 5x. (Remember, the bonus multiplier is raised at the Poker targets.)
If you press Extra Ball repeatedly during the bonus count, Pinbot may cheat on the bonus multiplier; this gives you an extra bonus X. (Yes, you can go to 6X this way. Yes, you can cheat here on the Collect Bonus award from the Slot Machine too.) Your bonus multiplier must be at least 2x for cheating to have a chance to work; if it's 1x, you just lose.

Extra Balls
Extra balls abound on this machine. With two exceptions, all of these light an inlane/outlane for Extra Ball; use the flipper buttons to move the light to where the ball is.

  • Completing the first Poker hand.
  • Completing the Keno Lights with the Visor already open.
  • Collecting one on the Slot Machine, usually by cheating.
  • Collecting "Light Extra Ball" in your bank in Casino Run.
  • Collecting an MK3 Hint during Casino Run. (This one is automatic; it doesn't light an inlane/outlane.)
  • Pity Extra Ball: Collecting the first Keno Award of ball 3 with your score under 300M. (This is automatic too.)
  • Collecting "Light Extra Ball" from the return lane on the ramp. (The Return of Pity Extra Ball: This is much easier on ball 3 with a score under 300M.)


The software I've seen for this machine is extremely solid. There's only a few minor glitches I've run into:

  • If you start Multiball while the animation for an Extra Ball is in progress, the Multiball animation is never displayed, and Multiball starts immediately. If this is the second Multiball, this isn't so bad; but if it's the first, if you've stepped away from the machine to watch the show, your first sign that something is amiss may be the sight of the balls streaking towards the drain...
  • If you cheat on a Casino game, and take the resulting points (without doubling), and make replay as a result, the Replay animation is sometimes skipped, and the ball winds up just sitting in the Game Saucer for ten seconds or so--presumably waiting for the nonexistent Replay animation to finish.
  • If you get Collect Bonus on the Slot Machine, and you successfully cheat during the bonus count to get the extra multiplier, the ball sometimes kicks out of the game saucer a few seconds early--as if it were kicking it out at the time the bonus count would have been over if you hadn't cheated. It doesn't sound the usual "here it comes" effect when it does this, so it can catch you off-guard.
  • If you hit the Poker Targets just after they've been reset after a time-out, the game will assume that the target reset failed and just reset them again, without awarding any points (or any bonus multiplier increase, if you hit the lit target). This happens even if the target you hit wasn't one of the targets that needed to be reset.
  • A few people on the net (myself included) were complaining that the buy-in screen doesn't show you the information you really need to know--the replay score, or the high score you're shooting at. Someone at Williams was obviously listening; the buy-in screen now shows that. Unfortunately, it doesn't show it until there's 1 second left on the buy-in clock. If there's no credits in the machine, this isn't as much of a problem (you can just hit the Extra Ball button without inserting any money first, to reset the clock); but if there are credits there, you just have to read the replay/high score, compare it to your current score, and make the decision of whether or not to buy-in in the 0.8 seconds you have left. :-)
  • Normally, if a ball drains without hitting any scoring switches, you get it back. On most machines, it's easy to tell--if your score is flashing, you haven't hit any switches yet, so you can let it drain safely. Unfortunately, on Jack*bot, the screen is filled by the skill shot graphics, and you can't see your score. So you can plunge a ball, have it come up short of the Vortex hole, dribble back through the Solar Jets while only hitting the rubber below the Jets (which doesn't end the skill shot or remove its graphics), drain, and go straight from skill shot graphics to Fun with Bonus. Disconcerting.

Neat Stuff

Here's some neat things to try.

  • During the attract mode (which tells you about cheating--"REPEATEDLY PRESS EXTRA BALL WHEN FLASHING"), wait for the "IN MEMORY OF JIM JOOS JR." screen (it can take a few minutes). Notice that the Extra Ball button is flashing. Press it. Watch. Very classy.
  • Get a high score. Wait for the initial entry screen to come up. Watch the Keno card as you enter your initials. Very nice. Reminds me of the old Stop-and-Score days. :-)

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