What Does Hl Mean On The Flipper Slot Machine

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Thanks for Watching HUGE WINS! I PLAY EVERY QUICK HIT SLOT MACHINE IN THE CASINO! Winning W/ SDGuy1234!

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Wizard
Administrator
I've been asked for 14 years to update my Las Vegas slot machine survey. Now the big boss is asking about it.
As you may know, I used par sheets to do the 2002 survey. The games I surveyed are very hard to find any longer. It would be almost out of the question to repeat the survey the way I did it before.
So, what I'm thinking of doing is taking a blend of video poker and video keno to gauge how loose the 'slots' are at any given casino. For those not familiar with the terminology, in the business the word a 'slot' refers to just about anything that plugs in. If you want to refer to things with spinning reels, you would say 'reels.'
I also feel very strongly in the correlation between how loose/tight a casino sets its video poker and video keno to its reels. In other words, I can say with a straight face that a survey based on video keno and video poker would be about as accurate as the 2002 survey.
My question is would you respect a survey like my 2002 one if it were based on video keno and video poker but presented as a ranking of machines in general? Keep in mind the survey is not meant for extremely skilled players but the recreational player who will plop down anywhere and play anything.
I welcome all questions and comments. Thank you.
It's not whether you win or lose; it's whether or not you had a good bet.
blackhole
If the survey is for the recreational player who will plop down anywhere and play anything; why would they need any survey about any game? Couldn't a concerned player about percentage holds just read the monthly listings in magazines like Casino Player?
Wizard
Administrator

If the survey is for the recreational player who will plop down anywhere and play anything; why would they need any survey about any game? Couldn't a concerned player about percentage holds just read the monthly listings in magazines like Casino Player?


Maybe such a player would at least appreciate a general list. For example, I don't shop around for cheap gas, but I would be interested to know any generalizations, like Shell tends to be cheaper than Exxon.
Casino Player publishes only groupings for Nevada, like the Strip, downtown, and 'balance of county.'
It's not whether you win or lose; it's whether or not you had a good bet.
JohnnyQ
I think a smaller but very accurate survey of $ 1 slots on selected properties along the Strip would be very enlightening. As far as getting 'par' sheets, I have no idea how you got them before and how you might be able to get them again.
All around me are familiar faces / Worn out places, worn out faces / Bright and early for their daily races / Going nowhere, going nowhere - https://www.youtube.com/watch?v=kdCLnwIkkps
gamerfreak
Generalizations like you mentioned sound good.
For example, I'd like to know how much tighter a brand new game like Game of Thrones compares to a generic 3-5 reel of the same denomination.
vegas
How do you know a casino that offered good VP and keno pay tables would also offer good slots? Maybe they use slots to get the revenue lost by VP and Keno. It could be misleading to say the slots are loose just because the other games are loose.
50-50-90 Rule: Anytime you have a 50-50 chance of getting something right, there is a 90% probability you'll get it wrong
Wizard
Administrator

I'd like to know how much tighter a brand new game like Game of Thrones compares to a generic 3-5 reel of the same denomination.


Slots tied to a TV show or movie tend to pay around 85%, regardless of where the casino is. Generic slots tend to pay anywhere from 87% to 92%. So the difference will vary, but you're almost always better off to play a generic game.
It's not whether you win or lose; it's whether or not you had a good bet.
Wizard
Administrator

How do you know a casino that offered good VP and keno pay tables would also offer good slots? Maybe they use slots to get the revenue lost by VP and Keno. It could be misleading to say the slots are loose just because the other games are loose.


At the time I did the 2002 survey, the casinos at the top were the same ones with liberal video poker. Likewise those at the bottom were stingy with video poker. I didn't pay attention to video keno at the time. However, your point is well taken. I hate to make statements about correlation without hard proof.
It's not whether you win or lose; it's whether or not you had a good bet.
onenickelmiracle
Could you find out which slots have the lowest maximum return, then find out who has the highest percentage of them?
Reality sucks where penny machines from ten or more years ago were set where hl dollar slots are now. Saw an advertisement at the Meadows where they stated having 'the loosest slots. Period.' Then as you stated, saw almost all of their VP job and ddb 6/5. Next shocker was seeing Three Kings, which Micky Crim vouched here could be 92% max, in their HL room in dime denomination with a min. bet $2.50 and max bet $12.50. I find this kind of sickening such high bets with not as good of odds as I would expect to be fair.

What Does Hl Mean On The Flipper Slot Machines

Which brings me to another problem. Rivers is not nearly as bad Meadows with quarter VP 8/5, except the bar worse, but they don't have many machines available, so what does that mean in such a survey?
In the land of the blind, the man with one eye is the care taker. Hold my beer.
Wizard
Administrator

Could you find out which slots have the lowest maximum return, then find out who has the highest percentage of them?


No. In Nevada casinos only need to stay about 75%. They have to report actual return percentages to Gaming, but that information gets averaged together with other casinos for reports to the public.
The more I think about this, I think I'm going to do separate surveys for video poker and video keno and call them as such.
It's not whether you win or lose; it's whether or not you had a good bet.
Compiled by: Cameron Silver
Version 1.6: 10/Feb/1995
Updated by: Keith Johnson
Version 1.7: 10/Oct/1996

Extra special thanks to:

  • David (Arnie) Arnold
  • Orin Day
  • Kevin Martin
  • Bowen Kerins
  • Mario Moeller

You may do what you will with this rule sheet, but remember thatJudge Dredd, Multiball and probably quite a few other things are mostlikely copyright Bally/William's.

Note from Keith: I've just corrected some stuff that was wrong, mostlywith Crime Scenes and the SuperGame 100M. I also added a Strategysection (such as it is). All of my comments are delimited within theseasterisks. [Changed to blockquote. - Ed.] The rest of the document is asit was written by Cameron.

Playfield Description

I'll start in the lower left, and go around to the lower right.Note: Crime Scenes will be described in the Rules section!

Flippers
There are four. Two regular (i.e.: BIG) ones in the usualplace; and another one half way up the left side (very much like StreetFighter II). There is also a tiny flipper in the top right of themachine, that faces the back; imagine a small flipper mounted behindthe slot machine on TZ, now move that up a bit, and you've got it.
Diamond Buttons
Two of these and they're next to the flipper buttons.They are large, and red; the machine calls them 'Fire' buttons, butthey have a '!' on them. The right one launches the ball, and lightsthe next un-lit Chain Link More Later!. The left one fires the ballduring an Air Raid More Later!, and lights the previous un-lit ChainLink More Later!.
Left Lanes
There is a kickback, but it's not an outlane, moreof another automatic plunger lane on the left of the machine. Anyball in this lane will be kicked out, except during an Air Raid. More Later!This will reset the JUDGE drop targets More Later!. To theright of this is the outlane which is quite vicious, as shipped fromBally, (with the post in the middle position), but I'm sure that whenI move it down it will be better. I don't even want to think about whatoperators will do with this. It's a petty, because in my opinion itbrings the whole game down. The inlane is the usual type. The leftin/out lanes do not light anything (as far as I could tell.)
'?' I'll just call this the Bonus target
It's blue a round stand-uptarget with a large '?' in the playfield. It is in a similar positionas The Lost Mine on White Water. When lit (during a Chain Link More Later!)it's gives bonuses related to each Link. I'll explain it inmore detail later.
Left Orbit (Crime Scene)
It is a standard orbit that starts in the sameplace as Party Zone's Rocket ramp. After a Left orbit shot, the ball willusually come screaming out of the right orbit, but beware: this can lead toan instant left drain. (The upper right mini flipper is located just at theentrance to the right orbit, so I just keep it raised, which prevents theleft drain - This is believed to have been designed like this). A slowshot around here that doesn't trickle out, will probably come out of theentrance to the Small Loop More Later!
Extra Ball target
A small stand up target between the Left Orbit,and the Left Ramp. (There is also another EB target .. see below.)
Left Ramp (Or Lock Ramp)
Balls put here will be fed to the right-mostright in-lane. When lock is lit, a shot up here will register as one lock,but the ball will not physically be locked! The third ball 'locked' willstart multi-ball. This ball will be diverted into the planet; meanwhilethree other balls will be launched. A soft shot up this ramp will fall intothe planet, but the machine will unlock it - the annoying thing is thatmode timers DO NOT STOP!
Planet [Dead World]
You can't miss this. It is used to lock balls formultiball. It spins, and flashes and looks really pretty. At the startof multiball, balls are unlocked by a magnetic crane (like a recordplayer). The only thing I don't like is that fact that there is nosetting to unlock balls between games; balls don't even get unlockedafter a Slam Tilt, which is stupid when you consider the fact that theSlam resets everything and the machine forgets how many balls are there!I also found that sometimes the crane didn't pick the balls up, but atleast the machine realized, and tried again. In Production machines, theplanet is disabled, and only the third ball locked will go there. Thefirst two balls will just be fed back to the right inlanes (this makesmultiball really easy to start once lock is lit - Just three ramp shots).Physical changes to the planet make it impossible for balls to remainthere.
JUDGE
5 drop targets covering a hole. (Actually, only 'D' coversthe hole. It is wider than the other targets.) Lock is lit by spellingJUDGE (i.e: hitting them down in order...). Shooting the hole will spotthe next letter. Be careful, as a hard shot into the targets can sendthe ball up onto the Air Raid habitrail More Later!, which can lead toa left drain. The Drop Targets are also used in some Chain Links
Subway Entrance
The hole behind the wide D drop target. Any ball inhere will be popped into the left inlane. This hole is lit for variousthings during various Chain Links and multiballs. On prototype machines,this is labeled as Pick A Prize.
Small Loop (Crime Scene)
A small orbit that goes under the CenterRamp More Later!, joins the Left orbit to feed balls to the mini-flipper.It's impossible to describe, but it seems to be the only obscuredpart of the playfield. The player must really look to see if it'slit. A small loop scores 3 million for the first shot, then an additional3 million for each consecutive shot. (I.e: 3, 6, 9 ..) If this crime sceneis lit, it will be collected regardless of the balls direction. In fact,this was once the last CS lit when the ball slowly rolled into the orbit.I was credited for the CS and bumped up to the next level. The CS was re-litfor this level too. When the ball rolled down, I recollected it.
Centre Ramp
A tiny ramp to the right of the small loop (It's ina similar position as the Power ramp on Twilight Zone). The playercan shoot this ramp from the lower left flipper, but it's a HARDshot. It's much easier from the mini flipper. It feeds to the entranceof the left orbit, much like Disaster Drop in White Water. This is theJackpot ramp during the Blackout, and Battle Tank link.
Sniper Tower (Crime Scene)
A ball popper situated in the same placeas Twilight Zone's Lock but much easier to hit from the lower leftflipper, or the mini flipper. Balls Popped from here are fed via habitrailto the left inlane. This can also be used to start Chain Links
Air Raid
Ramp to the right of the Sniper Tower. It faces the upperleft flipper, but it's a hard shot. There is a light at the base,but it seems to always be lit. It feeds the ball into the kickback/plungerlane. The drop targets will reset, and each one will be lit in turn.You have to hit the left Fire button to fire the ball so that it hitsthe lit target - I.e: Terminator 2 skill shot. (The ramp actuallystops before the lane, and the speed of the ball makes it land inthe right spot; however a ball that's going slowly (which only happenswhen it pops up there from the drop targets) can be fed to the outlaneinstead. NOT a good design.)
Extra Ball target
Another small orange stand up target that iswedged between the Air Raid ramp, and the Large Loop. The two targetsare identical.
Large Loop (Crime Scene)
Right orbit. Just to the right of the AirRaid ramp. Hit this from the upper left flipper. It feeds the ball backto the upper left flipper for 3 Million (Increases with every consecutiveshot). This is the skill-shot. A slow shot around here will come out ofthe small loop.
Advance Crime Level
A bank of three stand-up targets in the sameposition as the BigFoot HotFoot targets on White Water (except facingthe left.) When lit, (only one hit is necessary - like the CousinIt targets on TAF) advances the crimes from Warning -> Misdemeanor-> Felony -> Class X Felony More Later!; accompanied by a really coolBoom sound! This target bank is easy to hit just by holding the leftflipper up when the ball comes screaming out of the orbit.
Right Ramp (Crime Scene)
This is the Stake Out ramp. It is in thesame place as the ramp on Banzai Run. It feeds back to the left inlaneon the right side. Some people seem to think that this ramp is toosteep, but on the machine I played the ball made it most of the time.
Reactors
Three captive balls (one per nuclear reactor) are in aline. (In a similar place to Extra Ball on White Water). There isa roll-over between the first two, and a target at the end. I'm notsure how the scoring works during normal play, but I found out thatafter 7 Targets (getting the last captive ball to hit the target),extra balls was lit. Also, getting the third ball to hit the targetwill double your end of ball bonus for that ball. These are used duringthe 'Melt Down' Chain Link. Don't be too distressed if you never getthe last ball to move, it's a very bad shot. I can't understand whythey made a playfield feature only used in one Chain Link.
This has been changed a little bit in production ROMs. The 2nd targethit (all the way at the back) will award 2x bonus. This includeseverything that could be counted as bonus, including mode and UltimateChallenge points!! But since hits are cumulative through the game, I'mnot sure if you can get this again. I need to get the glass off! The4th target hit awards something amazingly stupid like 5M.
Drain Shield
Ball saver. The light is in the playfield above the flippers,so this seems like an appropriate place for it in the rules! The factorydefault is 5 seconds, I extended it to 10 on the machine at work. While 5seconds is acceptable, it can be just that little bit too short as thereisn't even a hint of a grace period. The 'Drain Shield' sign in theplayfield, flashes and when it times out, you hear 'Drain Shield,De-Activated'. This can get annoying, but I no-longer even hear it!
It's worth pointing out that the Drain Shield isn't even activateduntil some major shot is made, or 4-5 switches. If you hit the EB targetinstead of the skill shot, you can let it drain as long as you don't hittoo many other switches without the Drain Shield coming on. When theball is saved, it will continue to be kicked out until you hit a switch.

Rules:

Chain Links

A chain link is like a Door Panel / Mansion Room / Mode / Computer Screenetc. To start a Link you simply need to shoot the Left ramp, or Sniper Towerwhen lit ('Build Up Chain Feature'), they alternate; the Left Ramp is litfirst. Note that when lock is lit, only the Sniper Tower will start Links.Total score from each Link is added in Fun With Bonus. Most of the ChainLinks last 30 seconds, and you get 3 million just for starting them! Ifound an adjustment in the menus, Shots for Mode: 2; so maybe more shotsto 'Build Up Chain Feature' will be necessary on some machines. Perhapsit's self-adjusting?

Actually, all modes are 20 seconds long, unless noted.

There are nine (9) chain links. It's good to see that they didn't goballistic on JD like they did on Indi. The modes are less repetitive, andonly three involve shooting the ramps (and only one of those involveshooting both ramps - but there's a twist so it's ok).

The modes are 30 seconds each, unless stated otherwise:
Pursuit -> Black Out -> Sniper -> Battle Tank -> Bad Impression ->Melt Down -> Safe Cracker -> Manhunt Millions -> Stake Out => UltimateChallenge.

(I listed them in the order they cycle through. I'm unsure as towhich one is lit at the start of a game.)

Seems to be random.
Pursuit
This, I believe, is a nice marriage between a video mode,and a pinball game. The display shows a car speeding along (similarto The Getaway's Video Mode, except that the animation is better)with a police car following. The 'Pursuit' lights will flash at theentrance to the right and left ramps. By shooting either ramp, thepolice car will shoot a missile at the car. The car swerves all overthe road so you have to time the ramp shot so that the missile willhit the car. If you hit the car you get 35 million - But I'm not surewhere 35 came from.
I believe you also get some small amount of points for each shot youmake that misses. Still, the only way to score well is to get luckyand actually HIT the thing.
Black Out
Two ball multiball, and all playfield scores are doubled.The centre ramp is lit for as many 10 Million shots as you like, until 1or both balls drain. But don't fool yourself, it's not an easy shot.
I like to use this mode after the first multiball to just shoot JUDGE.Another strategy is to hold a ball on the left flipper and shoot theleft ramp over and over for doubles points (effectively 1M+1M).Perhaps after you've spelled JUDGE all you need to.
Sniper
Display shows someone looking down from the tower on people below.Occasionally you see a person get shot! Meanwhile 20 Million is countingdown. Shoot the Sniper Tower to collect the lit value. The guy onthe tower will fall (gets shot!). Shoot the Sniper Tower again tore-collect the same value. You have 11 seconds while he falls. Formore info on the amusing quotes (if you really want it), see thespoilers!
Battle Tank
The display shows a VERY mean and destructive lookingdevice. You have to destroy it, but it's far too big to get rid ofwith one hit, so you need three. The Left Orbit, Centre Ramp, andAdvance Crime Level are lit; shoot all three for 33 million. (I don'tknow where they got 33 from, I think it's 10 million per shot + the3 million for starting the link.) There is a great feminine/computersounding voice giving a rundown on how much is destroyed.
Yes, 3M+10M/shot.
Bad Impersonator
This is great. The display shows a guy dancingon a stage. The drop targets are lit two at a time in a T2-like manner,(J+U, then U+D etc). You have to hit the lit targets to through thingsat the guy on the stage. After the the 3 million for starting the round,it's 5 Million for every target hit. If the two lit targets are hit , 10 Million is awarded.
Melt Down
Hit The captive balls to stabilize the three reactors. Threehits are necessary - That is, three switch closures; so if you smackthe first captive ball so hard that it hits the second and third,then you stabilize all three reactors. Alternatively, you can justhit the first captive ball three times. The total is 33 Million. AgainI think it's 10 million for each reactor, and 3 million for starting it.
Yup, this also is 3M+10M/shot.
Safe Cracker
It's good to see they continued the humor displayed inCFBL's 'Move Your Car'! The display shows a guy sleeping by a safe, whilesomeone yells 'Open that safe!'. You have to get the ball into theSubway enough times to wake the guy up, and open the safe. Afterfour attempts the guy wakes up and opens the safe. See the spoilersif you really want to know what happens, but you really should wait!The scoring works like Move Your Car in CFBL, it starts at 8 Million andcounts down to 3 Million; the second and later shots award that valueagain. The maximum amount for this is 8 Mill * 4 Shots = 32 Million.The scoring is almost like Move Your Car. In Move Your Car, you actuallyGOT 2x, 3x, and 4x the values (for a maximum of 80M). In this mode, youonly get the same points for each shot.

There's also something weird about this mode. If you hit it during theopening animation, your score will be 8M. If you wait just a little bit,when it starts counting down, the value will be over 8M, like itstarted at 9M or something. Weird.

Manhunt Millions
A very disappointing round. The left ramp is litfor 6 million a shot. You can hit for as long as you like for the amountof time (20 seconds). Once you get in the rhythm, this can lead upto huge scores.
Stake Out
Slot
Display shows Judge Dredd using binoculars to look into anapartment window (see the spoilers for what he sees/says!). Shoot the rightramp for 5 million a shot. This was also a little disappointing, butthe animation was so good that the simplicity of the round didn'tbother me.
Ultimate Challenge
See the spoilers.

I've already mentioned the Bonus ('?') target. During each mode thisis lit, and once it's hit, it's no longer lit. Hitting it is in theplayers best interest, I'll describe the effects below: [Note: A * meansthat there is more info in the Spoilers]

  • Pursuit - Shoots two missiles at the car.
  • Black Out - Gives you a once off 10 million.
  • Sniper - The display says 'Hang up on fence, use red buttons'.*
  • Battle Tank - Extends the timer *** (by 10 seconds) ***
  • Impersonator - Three drop targets will be lit at a time instead of two
  • Melt Down - Secures all reactors, and awards the points too
  • Safe Cracker - Another message: 'When you're hungry press red buttons'.*
  • Millions - Extends timer *** (by 10 seconds) ***
  • Stake Out - Increases ramp value from 5 to 10 Million.

    Crime Scenes

    There are 5 Crime Scenes scattered around the playfield. The onlyanalogy I can think of is that they're like Hazards in While Water.Crime Scenes are the left Orbit, Small Loop, Sniper Tower, Large Loop,and right Ramp.

    Shooting a crime scene will sentence a criminal..

    • Warning for Smoking
    • Warning for Spitting
    • 1 year for Littering
    • 1 year for Flatulism (!)
    • 2 years for Speeding
    • 15 years for Assault
    • 23 years for Extortion
    • 25 years for Arms Dealing (it's the girl from CFBL!)
    • 35 years for Armed Robbery (the 'snackbar' guy from CFBL)
    • 85 years for Kidnapping
    • Life for Murder
    • Life for Terrorism
    • Life for Treason
    • Life for Cannibalism (mmmm donuts!)

    At the start of the game, there are usually 4 Crime Scenes lit. Thecrime level associated with them is random, AFAIK, but is usuallyeither Warning or Misdemeanor. Different scenes can be at differentlevels.

    The levels are:

    Level NameColourMillions of points per scene
    Warning Green 1
    Misdemeanor Yellow 2
    Felony Red 3
    Class X Felony White 4

    Hitting the Advance Crime Level target advances all scenes one levelup from what they were, to a maximum of Class X Felony. It also scores1M. After ALL lit Crime Scenes are at Class X, the Advance Crime Leveltarget unlights.

    The Crime Scenes stay lit until you shoot them. After you've shot themall, another 3 or 4 will randomly light up at random levels.

    Mean

    That's all there is to it! The bottom lights depicting the CrimeLevels are actually mostly useless. They only light up when a scene isat that level. Since scenes can start at different levels, that's whymore than one can be lit at a time. The only real useful use of theselights are during SuperGame.

    On our machine, extra ball was lit at both targets after 7 crimescenes, and the next at 22.And every 15 Scenes after that, pretty much forever. I [Keefer]have gotten the82 Crime Scene extra ball before, and the next one was indeed lit at97. Didn't light the 97 one, though. Drained with like 95. :(

    The actual crimes get worse at the higher levels, e.g.: 'Life forCannibalism'. The animation is nice, and the quotes make it clearthat a Crime Scene has been hit. Be careful of burned out globes,and remember to check the Small loop, as it tends to hide a bit underthe planet. Perhaps the next software release could include a listof lit Crime Scenes, and the current level, in the status report.

    Multiball

    Knock down the 'JUDGE' drop targets to light lock. This is an unmistakableevent, as flashers start flashing (not as bad as CFBL) and the planetstarts to rotate. Shoot the left ramp, and the ball will be divertedto the planet. Check out the ball locked animation. A new ball isserved to the plunger before the other-one is even in the planet,so there are no delays there. [Note: a soft shot up the ramp whenlock isn't lit, can cause the ball to end up at the planet. The problemwith this is that the timers for a Link don't stop, and it takes awhile for the ball to be unlocked.]

    Because of the Deadworld changes, release ROMs do the lockingdifferently. Now, 'locks' 1 and 2 just sail around the the ramp. The3rd ball will indeed be diverted to the Deadworld, and if the Clawcan't get the ball out, it falls onto the playfield rather ungracefully.After starting Multiball with the 3rd shot, 3 more balls are autoplungedinto play.

    The jackpot value starts at either 20 or 25M (not sure). Each droptarget hit adds 1M to the jackpot. Shoot the left ramp to light thejackpot, and hit the Subway (scoop behind the 'D' target) to collect.

    Collecting a jackpot does NOT reset the value; it just keeps growing andgrowing.

    There are 4 jackpots, each 5 million more than the previous. Thecurrent jackpot is indicated on the playfield, as either Mortis, Fire,Fear or Death will flash. The order on the playfield is wrong, andthe jackpots occur in the order given above. The quotes are good,taunting the player to score the jackpot; although the feminine computervoice keeps saying 'Shoot left Ramp to light Jackpot' all the time. grrr.

    I don't think collecting the jackpot adds anything to the value, but I'mnot sure.

    The jackpot animations are really nice.

    After the Death Jackpot, Ultimate Challenge starts. Any balls thatyou lost up until that point are re-launched. Ie: If you only have2 balls left in play when you score the Death Jackpot, 2 more willbe launched.

    Multiball/Ultimate Challenge end when less that 2 balls remain inplay.

    When starting a second multiball, 'JUDGE' must be completed for eachlock. Although for the second and third locks, the machine gives youa few letters for free. Unlike FishTales/Indiana Jones, Jackpots arenot held between multiballs. So if you just missed getting Death,you need to start from the beginning again. Personally, I think thisis a bit rough!

    Misc. Things

    Skill Shot
    The ball is launched into the Large loop, so when itgets around to the upper left flipper, go for another large loop.The skill shot scores 5 Million, and the quote 'Great Shot', (eventhough it sounds like Great Scott!).
    Two way combo
    Left orbit -> Small loop for 6 million.
    I think it's only 3M for the 2-way combo.
    Three Way Combo
    Left orbit -> Small loop -> Centre ramp for 6 Million.Shooting unlit ramps will award 500k * number of ramp shots that ball. Soany ramp is worth 500k 1 Million, 1.5 Million, 2 Million etc..

    I guess this is the part you're all waiting for:

    Rules:

    The player is greeted politely by Annita Mann at the start of aSuper Game, and is told that they have the Drain Shield active for10 seconds. The machine waits for a ball to be launched, and thenlaunches a second one.

    There are four different, and seemingly unrelated Super Games. Allof them are two ball, but draining 1 reverts to normal play for theremainder of that ball. One game is played per ball.

    However, if you hit the JUDGE drop targets within 15 seconds, you starta 6 ball frenzied multiball. Confused yet?...

    There's no time limit on the JUDGE thing, AFAIK. All you need to do isget JUDGE before you have <2 balls in play.
    Game 1
    The player is given a quick story of what has happened, (inthis case a jail break). Some Crime Scenes are lit, shoot them fora 'Super Jackpot' of 52.5 million (There are seven Crime Scenes) anda really nice animation. After a jackpot, some more Crime Scenes willbe lit for another Super Jackpot. This continues until less than 2balls remain.
    Game 2
    A mad bomber has escaped and you need to stop him from theSniper Tower. Ramps build the Super Jackpot (7.5 Million each) from(I think) 7 Million; shoot the Sniper Tower to collect it. This continuesuntil less than 2 balls remain.
    I think this game just scores 7.5M/ramp, no base. If there IS a base, itis 7.5M. You have to collect it of course.
    Game 3
    There is a terrible traffic-jam. Shot the Subway for 25 Million,Perhaps it's 10 Million + 5 Million per down target the 'Move YourCar' quote, and some brilliantly violent animation; (See the spoilers).There is no Super Jackpot in this game. This continues until lessthan 2 balls remain. The drop targets reset between jackpots.
    The scoring for this game is simply 5M*targets, for a maximum of 25M. Thedrop targets only reset when you've made a Subway shot.
    Game 4
    The object is to try and destroy Dead World. Locking 2 balls causesthe shields to come down, and locking the third blows up the planetfor a Super Jackpot of 45 Million. This repeats. As soon as a ball islocked, it gets unlocked by the crane, so when I say 'locking thethird' I mean virtual locks, OK?

    In all Super Games(tm)(c)(r)(pty)(ltd)(sdtm)(etc) there is a chance toscore a super jackpot of 100 million. Shoot four lit crime scenes in order,first a 'warning' (it's on the display) then Misdemeanor, Felony and thenClass X Felony. Now one of the top shots (it varies between Sniper/Ramp etc)will be lit for the 100 Million - But it's only lit for 10 seconds, thecomputer voice counts it down - By the time it gets to '1', it has anamazingly smug tone to it too!

    The 100M Super Jackpot has nothing to do with Crime Scenes. All it is isthe Advance Crime Scene target. Hit it 4 times to light the 100M. It'salways the same shot for each game, but I don't remember what they all areoffhand. I think it's the Sniper Tower for the Traffic Jam SuperGame.

    You don't need to be in 6-ball or anything to get the 100M. I've lit (andcollected) the 100M in 2-ball play, while failing to get JUDGE at all. :|

    In a 5 ball game, you get the following:

    What Does Hl Mean On The Flipper Slot Machine Jackpots

    • ball 1 : game 1
    • ball 2 : game 2
    • ball 3 : game 3
    • ball 4 : game 4
    • ball 5 : game 1

    Extra Ball Buy-Ins

    In a regular game, the bought extra ball starts multiball, so it'sa little fairer than Twilight Zone and Indiana Jones, as multiballcan lead to jackpots (i.e. replays) or extra balls.

    In a Super Game, game 4 starts.

    General Stuff

    The 'Family Mode' default is 'No'.

    The sound is good. Some annoying quotes (not as bad as 'Shoot theSnackbar!), but I started to ignore them after a while so they wereok. But putting the sound aside, I thought the animation was fantastic.It wasn't just that the animation LOOKED good, it was actually clever.

    The Match Sequence is fantastic. It's a little long (and I never actuallysaw it Match), but it's great. See the spoilers if you want a betterdescription, but you really should wait!

    No cows that I could see .. sorry.

    That about covers it. I really like the game (so far) and I thinkthat it has some really good features, it is certainly 100% more playablethan Indiana Jones, and seems a heck-of-a-lot more light hearted thanTwilight Zone. It's good to see that the design crew has a bit ofa sence of humor!

    Strategy

    OK, there isn't all that much strategy per se, but here are a couplehints:

    KNOW YOUR MODES! By doing this, you can maximize your effectiveness formode scoring. Modes can be worth an awful lot if you bother to playthem. I don't think you'll do very well at all if you don't, especiallybecause the only other thing you can do during a mode is shoot formultiball (well, Crime Scenes too), and multiball can easily be worthnothing if you goof it up. Here are some ideas:

    Sniper
    Only start this mode from the Sniper Tower. You waste time (andthus points) if you start it from the ramp.
    Manhunt Millions
    Similarly, only start this from the left ramp. Thenyou can just shoot this over and over and over again. I usually don'tworry about trying to extend the mode via the ? target if I'm on a roll.
    Meltdown
    I prefer to start this from the ramp so that I can (hopefully)shoot the ? right away to end the mode.

    I usually don't try to do much with Bad Impersonator. Seems kind ofdangerous to me.

    The other modes depend on my mood. I sometimes play them if I've madethe first shot or 2. Otherwise, I'll go for Crime Scenes.

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    I save both Safecracker and Blackout until after the first multiball. Itis much easier to spell JUDGE during these modes, either by flailingduring Blackout, or shooting the Subway over and over during Safecracker.

    During Ultimate Challenge, try to get balls on the right flipper. Youcan then exploit the Sniper Tower for 10M/shot with the left flipper (sinceSniper feeds the left flipper).

    Spoilers

    WARNING:Look at these at your own risk. The only information contained inthis document are full animations/sounds which are even funnier ifexperienced during play.

    Sniper Quotes
    The animation shows the guy falling from the SniperTower. As he falls, he sometimes says 'It's a looong way down! ..Ahhhhh', or 'Hey! You can see my house from here!'. When you shoot theSniper Tower to recollect the value, he will splatter all over a wirefence... Hit the red buttons to see a dog wonder up, sniff the remains,and lift his leg - accompanied by a soft tinkling sound!
    Safe Cracker
    The first attempt to wake the guy up is with a Machinegun. Then a tank destroys everything but the safe and the guy. (Theguy even has little 'Zzzz's as he sleeps!). Then a machine that I'mnot even going to begin to try and describe, attempts - no luck. Finallyhe's blasted upon from outa-space. This wakes him up and he opensthe safe. There is a steaming roast Turkey (or chicken) in there!The guy just smiles! If you press the red buttons here the guy getszapped by lightning. Very funny, and very graphic; I still laugh athis smoking remains!
    Stake Out
    Judge Dredd first sees the silhouette of a guy and girl cometogether, then fall onto a bed (out of view), knocking over a lamp. Hemumbles something like 'I wonder what's going on there!', or 'Hmmmminteresting!'. Next he sees the silhouette of the girl stand up andunfasten her bra. She then closes the blind!
    Ultimate Challenge
    Not the wizard bonus one would expect. All Crimescenes are lit for 10 million, and all of the balls in the troughget launched (the ones in lock remain there). Just keep getting 10millions. It ends when less than two balls remain in play. I don'tthink there was anything for getting all of the Crime Scenes (theyremain lit once you hit them), but I could be wrong. With 4-6 ballsin play, this can lead to a monstrous score!
    Well, there are 2 ways to get Ultimate Challenge: Getting all 4regular multiball jackpots, and by finishing all of the modes. Forthe multiball UC, it is 4-ball. For the mode UC, it is 6-ball.
    Super Game (Game 3)
    There are two guys (one behind an other) ina big traffic jam. The first jackpot sees the guy behind yell 'MoveYour Car' and shoot a machine gun; but you actually get to see theguy in front get hit! The second time he has a acid gun (like a waterpistol, but it says 'Acid' on the side). He fires, and you see thehead of the guy in front melt to a skull. Finally, he throws an axe,which flies through the air and hits the front guy in the back ofthe head. This is accompanied by a 'Uhh' sound, and a brain beingsplattered over the wind-screen! It's great!
    Match Sequence: The display shows an old lady in a rocking chair in frontof a house. A car full of people drive past shooting. The old-lady fallsto the ground. When the car has past, she gets up with her trusty oledouble barrel and shoots three times. Each shot causes come of the displayto be blown away. The last shot reveals the match numbers. The music isgreat as well ...
    Squirt Fatality
    When Judge Dredd announces 'get the extra ball', the displayshows him talking into a C.B. Hit the red buttons and the CB squirts waterinto his face. JD responds with 'hmmmm, interesting.'

    What Does Hl Mean On The Flipper Slot Machine Machines

    Editor's Notes

    • HTML added by David Gersic dgersic_@_niu.edu
    • E-mail addresses have been expunged to prevent web-bot spamming, and Web links have been updated where possible.
    • Keefer's comments changed to blockquotes.