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
firstname.lastname@example.org 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
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
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.
An old-fashioned manual plunger. Balls shot up the
ramp can wind up here. Leads to the
- 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
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.
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.
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
A rebound from here to the row targets
is a 15M "BANKSHOT".
- Cashier Target
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
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.
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
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.
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
Whether or not you make this shot, it leads to the
- 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 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.)
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".
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
Completing the Visor, then locking two balls in the Eyes, starts
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
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.)
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
- 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
- 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...").
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
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
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
- Light Extra Ball--this goes into your
- 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
- 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
- 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
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
- 25 Million
Again, pretty self-explanatory.
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:
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.)
- 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.
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 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
- Collecting one on the Slot Machine,
usually by cheating.
- Collecting "Light Extra Ball" in your bank in
- 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.
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. :-)