Rules Sheet: Jack*Bot
Last Modified: October 21, 1995
Written by Mark Phaedrus
(phaedrus@halcyon.com)

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.)

Credits

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.

Summary

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".

Playfield

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.

Rules

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.)

Multiball
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.

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:

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):

Bonus
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.)
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.

Bugs/Misfeatures

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

Neat Stuff

Here's some neat things to try.