A great game from Barcrest and in some ways an evolved version of their previous machines such as Arabian Nights and Neptune’s Treasure and with many features taken from Lotta Luck. The machine has two features, a regular version achieved by obtaining three ‘Road Hogs’ anywhere in view, and a super feature which is achieved by getting three symbols on the win line. The regular feature is very simple with only 20 different places to land.
Keep going round the small feature board landing on squares which either add to the cash pot or feature games pot. There is also the usual lose, mystery, and bonus squares as well as skill stop multi-add, extra road hog and cash pot fills. Once a feature starts a cash pot builds up, keep an eye on this as it can climb very fast. Once full it is $15. The cash pot squares can add as much as five coins at any time and once past the 20ps, adds up very quickly. The game has twelve feature games all of which have a ‘bonus’ version. In all cases the ‘bonus’ version of the game is better but not necessarily a ’super’ version of the original game, but you will win more cash in bonus mode.
The features are in the following order from bottom upwards:
Coin Climb – Unknown but probably $1.
Pound Run – Builds up $1 at a time usually stopping at $1-$2.
Reel Roulette – Spins round the outside of the reels and stops on a symbol matching it up.
Cash Climb – Unknown.
Money Belt - $3 upwards.
Seven Stepper – Step up or down the three like sevens. Minimum win $2.
Pick a Note – Unknown but probably a minimum of $5.
Skill Cash – Unknown but probably the same as other Barcrest versions.
Money Multiplier - Usually around $7 upwards, simply hit the highest multiple.
Locomotion – Either $10 or jackpot depending on its mood and your skill.
Note Skill – An easy jackpot but no repeat.
Hi Lo Notes – Jackpot plus high low repeat chance.
Entry to the super feature can be achieved through three Road Hog symbols on the win line or through landing on the extra Hog during feature play. Once in the super feature you can not lose and your pots will build up fairly fast, but you can get spun out to the regular game. Even if you get spun out once you can start the super feature again. It is, in a lot of cases easy to get back to the super feature as you will only need one more Hog symbol on the win line.
Your nudge pot can be used at anytime so re-entry to the super feature can take place as soon as you are spun out the first time. This method can be repeated several times until your nudge pot is empty or, obviously when you get the jackpot. As an extra bonus during play, an invincible mode is awarded by landing on all four mystery squares without losing. After the fourth one you are invincible so work your way up to Hi Lo Notes.
The Hi Lo Notes feature is jackpot plus a hi lo chance for another jackpot up to a maximum of $75 which is not impossible just not very common. The machine plays in the same style as Arabian Nights and clones so use your original playing methods as they should work just as well on Spiker the Biker.
Tips
Watch out for your nudges building up as they can be used at anytime, the best time is usually straight after the super feature or if you want a high win with Seven Stepper.
THE BASICS
This machine has all the hallmarks of other JPM titles such as Roller Coaster in the way it is set out the tricks it has and even the length of the trail. Basically it has a trail to 7 with a bonus on the centre reel on a cherry (?). This bonus is quite useful for getting the number trail full, it has all the usual bonuses:-
SUPER HOLD- 1 up, 1 down which usually has a small win available or enough numbers for the feature
NUMBERS IN VIEW- all the numbers from win line, 1 up & 1 down
SKILL STOP- press cancel to slow it and hit 7
RANDOM STOP- press cancel again for easy stop on 7
RESPIN- spins the reels but hold down any reels to keep what you want EG to keep the
bonus hold the middle reel
PLUS NUMBERS- extra numbers (boost) can give the feature but won’t always
CHOOSE A TRAIL- selector usually goes to 7 but not always
NUDGES- gives nudges sometimes for a win or feature but not always
If you haven’t come across these before you have probably lived a sheltered life. Also if the trail hold on 4 upwards 3 times then you have the feature (same on roller coaster, pinball ETC). If you gain a win from Hold 3 times, Sonic Spin (let em spin), hold 1st, 2nd or 3rd reel or hold all, nudges ETC then you have to gamble to get the feature exchange.
However you won’t start at the start of the feature, you start at the corresponding cash amount. If you get mixed bars and gamble you may notice that it says no lose gamble on the LCD basically this happens every time and means that you can go against the odds and win. There is one problem in that you will probably want to gamble to $2 from the good number on $1.60 but I tend not to. This isn’t because it could kill you but go passed the gamble from loop the loop to Super Sonic. This is the best gamble on the board but don’t be surprised if you lose on an 11 or a 2 as if you win it you are usually in the cash (a bit like winning the elusive gamble on ROLLER COASTER from tin can ally to test of strength).
THE FEATURE
Once you get on the board you will be on a snaking trail which goes from the start to the $15 jackpot + rep at the end. At certain stages on the board you can gamble HI/LO to move up the board you can see where you can gamble by a small trail of Sonics that lights up. The features are:-
SUPER HOLD- same as superhold on the cherry on the centre reel 1 up, 1 down
FAST CASH- same as on many of the other JPM machines, can give good wins if it can afford it can blatantly cheat if it wants to but $4 shouldn’t be too hard
LOOP THE LOOP- like LOG FLUME on ROLLER COASTER, however if you light all the cash amounts you get a repeat chance
QUICK SHOOT- choose a cash amount on the LCD which you think is best this is only usually good for $2 to $3 but it can offer repeater chances (amount flashes quickly)
NUDGE SPINNER- can be excellent, the reels spin and it offers nudges, however like RESPIN you can hold reels to stop them from spinning this can give let you try for big wins sometimes the JACKPOT. You may find you still only get small wins but when you experiment you may start to get better wins. The reels spin quite a few times but not indefinitely.
STRIKE IT RICH- snake pit from the brilliant but dated INDIANA JONES where you hit the cash amount and avoid stop can go big but usually good for $4+
SUPER SONIC- you should be in the money go HI/LO on the 1-12 reel but don’t start going against the odds as it won’t have it. You can a lot from it but it doesn’t have to give the Jackpot but nearly always will give at least $15
SUPER LOOPER- another Roller Coaster feature WALTZERS, the reels line up and you try to stop it on the Jackpot. When you stop the reels spinning on the jackpot then it either steps or stops (unless you try for the maximum the feature offers by hitting the amount the right distance away from Jackpot to add all the wins before it to get your last step to the jackpot however it doesn’t always step). I go for the Jackpot as it often doesn’t step to it if you go the other way, this applies to Roller Coaster, Sidewinder ETC.
On the board there are also cash amounts which correspond to the wins for different fruits you can also gamble HI/LO on some of these amounts but not all of them. There are nudges which are available on the trail which can help you gain good wins but usually crappy $1, $1.20 ETC. There is also a bonus ring feature which awards you with a ring for each number which is on the ring 1,3,5,7,9,11 once you fill it you get either the Jackpot + rep or a smaller win repeater this again is very similar to ROLLER COASTER. There are hidden holds (flash holds) which are given after a win like FORCE 10 this does surprisingly happen after the Jackpot but don’t go expecting it.
There is a the ? square which can give good stuff but also KILL YOU:-
EXTRA LIFE- very useful to get high on the board but you can lose it very quickly and die straight after losing it
BONUS RING- gives either 1,3,5,7,9,11
ZOOM- like a boost and can go to a ? or GAME OVER
REEL SKILL- spins the 1-12 reel and you stop it, if you are good then you will get the number you want to a good feature ETC
SONIC BOOM- Gives you exactly what it wants which is usually $2.
GO BACK 2- pisses you around often makes you go back 2 sometimes to add again, ? or death but on occasions has been good
SKILL- Hold start when you get it and release and press again quickly for the next square if it is good, can be slow can be quick but unless you are half asleep then you can get good things such as loop the loop or just avoid death.
GAME OVER - DR ROBOTNICK kills you game over.
This machine is worth playing watch out as with Roller Coaster for the ADD AGAIN as it can lead to you getting good wins by hitting it from REEL SKILL. The machine in a good mood will offer the feature, sonic spin, the bonus cherry or nudge in wins often it may let you gamble to a high point on the board and will let you build a bank very quickly with little effort. The Skill from ? will be slow and it won’t kill you low on the board.
DON’T PLAY IT
When the machine isn’t giving the feature from the bonus cherry, the trail doesn’t hold much. Nudges are few and far between and also it doesn’t give Sonic Spin which it Gives even when just playing ok. The main things to note are on the feature, if you die on the gamble from $1 to $1.20 (short cut) then come off, if you die on the first ? if you keep getting Zoom to Game.
Definitely one of my most profitable machines, and although it was more predictable when it was $10, since its upgrade to $15 it is still very profitable. The best way to play is to simply go for the Sands of Time feature or Hyper Vyper, but more on those later. The machine has the following features:
Cash Adder - Steps the reels either up or down and adds one to the cash pot for each number. The number of steps is determined by the number on the Hi-Lo reel. Average win $2.40.
The Rattler - A super hold feature going once in either direction. Watch out for the jackpot and try not to gamble on this position as it does not like giving stop and step very often, so expect to lose on two etc. unless it really wants to pay (not a bad sign if you lose though).
Reel Cobra - A stop and step feature, I find this easier to hit then Big Bucks. The jackpot is only there if mixed bars are not in the way.
Side Winder - A ’snake’ of money moves around the cash box. Maximum win $5.40.
Sands of Time - Nudge timer. Watch out for two symbols on the win-line as this will mess you right up. As soon as you collect the feature, hold down a button (cancel will do) to pause the game and light up the reels. This allows you to see whereabouts the jackpot is. Let go of the button to start the feature but remember to hit the timer on the first time up as it goes to the top first go.
Lucky Ladders - All the ladders move up and down extremely fast. Press start to stop the lights then choose the best ladder. Do not gamble from Sands of Time to this feature.
Pyramid Puzzle - A light moves back and fourth across a pyramid, hit the light on the arrows to move up progressing to jackpot. Once at the $5 - $15 ‘peak’ hit the light straight after you hear the first bleep as it starts on $5 first.
Hyper Vyper - A Waltzes type feature. Stop it on the Melons after the mixed bars for $14.80 or $29.80. See back pages for more details.
Snakes and Ladders - Plays the same as the top feature on Roller Coaster and mostly goes up $15 at a time, although the average win is $15.
It is very obvious when the machine is willing to pay-out at least one jackpot because you will not lose on the mystery squares, and a sign of at least one jackpot is roll up, roll up on any mystery and skill shot on any mystery past the first one. You will usually get antidote on the first mystery so always try to land on that square. Use your Hi-Lo gambles wisely because you do not want to gamble away from features such as Sands of Time. To help you play the game I have described the best ways to play the feature below:
Start - Roll a two to add again which then takes you to bonus and gives antidote (extremely good sign). From then you get an:
Eleven - Adds again up to five nudges, lower to six nudges, roll a three then higher to eight nudges. You are now on the top line with antidote so try your best from thereon. Any numbers which take you to two crazy spins - Do not Hi-Lo from this position as a ten which takes you to add again, then Sands of Time is very common. A more skilful way to Sands of Time is to roll a one from this position which takes you to skill. From there try your best to stop it on Side Winder then go higher and collect.
Any numbers which take you to five nudges - From this position the machine likes to give a twelve (if paying-out a lot) which takes you to add again and Pyramid Puzzle, go lower and collect Hyper Vyper. If you have nudges during normal game play, always try for cherries as once these are gambled the mixed bar exchange will often leave the jackpot very close. Two red bars and a blue means the jackpot is only three nudges away and very often will give you a one, which adds again to two nudges, go higher for a simple jackpot. Blue bar, yellow bar, red bar (and vice-versa)
means the jackpot is only six nudges away and carrying on from four nudges on the feature will very often roll in a one for a skill shot to five nudges, then an obvious higher for jackpot.
The top feature can be very poor as occasionally it will not give a jackpot but instead anything from $3.60 to $5(rare but does happen). Once past $5 you will get at least $15, then the following repeat will ensure $30, then $45 etc. but do not get to excited as this is very rare, $15 is the average.
HINTS
You may have noticed that the LED display that tells you about the game when not been played, reads as well as other things “watch for my secret repeats”. Snakes and Ladders does not have any features that repeat and the above was just copied from different machines.
Everyone has played Roller Coaster but there are still many tricks and playing strategies people do not know. If the machine offers a skill shot off the bonus or from any of the mysteries past the second two, it will definitely pay out. If you start the feature by rolling a twelve, then once again the machine will pay out. $1.60 is also a brilliant place to exchange for feature as it often gives an eleven or twelve, both being for jackpot. On Test your Strength always gamble for the Waltzes as this is a more profitable feature (see code pages for details). The machine also offers a maximum streak of $60 through features like the Waltzes and Test your Strength and very often offers the jackpot features within close proximity of each other. The top Roller Coaster feature (or Sidewinder!) will usually offer around $30 but it can go up to $60. If you are playing for a quick profit, take features like Log Flume/Rocket Money for $3/$4 plus a repeat chance. Most people know roughly what to expect when they play these machines, so just bare the above information in mind.
TIP
Once a jackpot is won, if a bonus roll in on the next credit you will nearly always get another jackpot. The Waltze features are usually better then the Nemisis on $15 versions.
PRO GUIDE
Gamble everything to reach the top feature.
The best way to force this machine to give big wins is to keep gambling for the top Roller Coaster feature. Once it starts offering roll up, roll up it will want to payout as soon as possible. Still go for your jackpots i.e. hit an eleven on roll up, roll up, to take you to Test your Strength. This will show the machine that it has offered you a jackpot but it was refused fuelling for good follow up features. Now the important bit you must always follow to maximise your profit is to never hi-lo gamble during feature play. This includes been on a one or twelve on any feature including the Nemesis. You must just play the feature with the start button. Landing on Test your Strength with a number one and gambling higher will effect the game play because it is what the machine is expecting and we want to give it what it least expects. Playing like this will mostly take quite a while and cost a fair bit ($40 - $60) but the features are brilliant fun and when you do eventually get the top feature it should keep on repeating $60 upwards. The most I have ever seen it do was $90 and it went empty with $32 owed.
Bad points about this strategy. Sometimes it will force a big win on Last Ride. Do not be put off by this, carry on playing to the above guidelines. Sometimes you will be given a feature such as the Nemesis or Test your Strength plus one repeat with last ride. If this happens it is up to you to either cut your losses and run or if you have made a small profit just walk away. When it does this it will put the machine off for a while so I would advise walking away and maybe come back after it has been played for a while.
Points to remember. Never hi-lo gamble during the feature as you will be playing along with the machine and that is not what we want to do. Sometimes it will offer $30 from the top feature then follow it up with a couple of other jackpots. The average high win of this machine is $60. Once you reach that point it will play slower and you will start to lose. The only way past the $60 limit is with the top feature and this is not always guaranteed.
The above strategy works on both $10 and $15 versions. There are other techniques that can be applied but you will most likely adapt these methods to suit you during gameplay.
Other methods to try:
Sometimes while playing the machine you will be offered a high win after a very short amount of time. Say for instance if you land on Test your Strength and you have only inserted $10 or less it may be best to either gamble for the Waltz and take it playing the $29.80 method or you could just collect Test your Strength and walk away with a little profit.
Streaking method for Sidewinder:
You may have heard a rumour about an emptying method for the Sidewinder machine. Although the machine can sometimes be emptied, it is not a proper emptying method. How it works is the same as a streak on any other machine except it is a lot larger, $80-$90 in some cases. What happens is you will get a feature and play for the Waltz (unsure of correct name but same as Roller Coaster!). Collect this and play for $29.80. If it is going to streak it will give the $29.80 and roll in a bonus on the next spin. Providing you get a feature you should get another Waltz and again, another $29.80. This brings the total up to pretty much $60. Now occasionally it will do this for a third time allowing for another $29.80 but I have only ever seen this happen once. As you can gather, with this amount of money the machine will usually go empty and that is where people mistake it for an emptier but as I say it is only a streak and can be very rare.
Basics
The machine has a trail to 7 with a bonus at four and then you go straight on to a nudge trail which goes 1,2,3,4,5,6,7,8,9,10. However the feature can be activated by getting 3 feature symbols on the win line, there are 3 different types Bronze, Silver and Gold and if you get three like symbols then the stage of the feature you start at will be boosted. Back to the nudges, you have options with the nudges if you nudge a number on the win line then you will add that number to the nudges that you have left EG if you have 3 nudges and nudge a four above the win line on the win line you will have six nudges.
PROPER TRICK
But also there is another trick which works on both the machines if you have three like symbols two on the win line and one on the line bellow, you can press and hold cancel and the symbol bellow the win line nudges up. This can also work on mixed but doesn’t have to.
BOOST- often only goes to 7 and not the nudges or 1 useless nudge
SELECTOR- select 2+ nudges can give quite a few
SKILL- cancel slows so hit 2+
RESPIN- you can hold reels with numbers, if you get no numbers then you get the bonus again
STOPPA- random cancel doesn’t work but can give a couple of nudges
THE FEATURE
You can get the feature by gambling and exchanging wins (usually once) then also through getting 3 symbols to activate it. If you get 3 like symbols then you start on that level EG 3 gold = GOLD LEVEL ETC. When you start on the first level (BRONZE or 3 MIXED SYMBOLS) you go around collecting Picks for the 3 levels but only activate them when you are on that level, also you can add to the pot which you can take at any time.
You can get move in to the next level which is SILVER and you will be able to carry on collecting picks and add to
the silver pot. If you get move in you will be on the GOLD level which is the best level and has the largest amounts on it. You can again move in to the POT OF GOLD which is the top feature and is worth at least $15 (Jackpot) or above.
THE FEATURES (Pot of Gold) similar for RH
BRONZE LEVEL (Friar Tuck) $1, Cash Flash, 3 nudges, $2, Pick a win, 4 nudges, bronze series, $3
SILVER LEVEL (Maid Marion) $3, Super hold, 6 nudges, $4, Reel Roulette, 8 nudges, silver series, $5
GOLD LEVEL (Robin Hood) $5, Cash Stepper, 10 nudges, $7, Fruit Blast, 16 nudges, Gold series, $15
CASH FLASH- flashes amounts on LCD usually $1-2
PICK A WIN- usually $4 at best can give the JACKPOT but rare
BRONZE SERIES- $5 or less
SUPER HOLD- 1up, 1 down spins in and you have time to decide whether to collect or spin. Press cancel (same as CASH BOWL) to hold the reels indefinitely but it is easier to see what you have on this machine than Cash Bowl
REEL ROULETTE- same as all reel roulette on all machines mbut can give good wins but check before you collect
SILVER SERIES- between $3-$10 depends on the mood
CASH STEPPER-
FRUIT BLAST- select the best win displayed usually $5 +
GOLD SERIES- between $5 and $15 but can give more but rare
POT OF GOLD- can give a lot, $15 minimum, but doesn’t often go big
THE ? The ? square has got some half decent features on it but of course it does like to kill you.
Repeat Chance- gives you a repeat chance either after you have collected or died
Game Over- death
Continue ?- yes/no continue
Reel Skill- count to see how far move in is away and hit it unless there is something else on the level you are on that you want
Move In- move to the next zone EG SILVER, GOLD or POT OF GOLD
Prize Run- goes around the zone you are in adding to the picks for each level and the features
Stoppa- random cancel doesn’t slow it down and you get what ever it wants to give
Boost- boosts you around the level you are on
Pot OF Gold- can give this for no reason and is worth at least the Jackpot if not more
INVINCIBILITY MODE
On both of these machines the invincibility “RED MODE” is shown by the centre feature changing red EG the POT OF GOLD changes from Yellow to Red. There isn’t anything really Juicy about it basically you go around moving to the next level nearly every press until you are at the center of the board and you are entitled to $15 + which can go a lot higher if the machine feels like it.
SHOOT ARROWS WHEN
Well the machine should give the feature quite regularly so that gives no clue to whether to play. If the machine gives gambles to the second level Bronze (or Marion) from either cherries or lemons IE lets you win gambles after the first win not just one gamble and an exchange.
RUN AWAY
When it isn’t offering nudges, the trail isn’t holding and/or you can’t get out of the bottom ZONE. If you are being killed quickly run away. The machine 3 holds a lot for the feature if it isn’t then think about leaving, the same applies to “let em spin”.
Game Description.
The idea of this game is to get three Ring the Bell symbols anywhere in the window to start the main feature. Other features include holding your nudges in to next spin, step to win and a sort of reel stepper allowing you to get a win.
Playing Strategy.
It is rare for this machine to do three times holds so try to get the Ring the Bell feature from nudges. If you are offered one nudge it can sometimes be saved in to next spin by pressing cancel and in doing so it will also double the nudges to two. If no win or a small win is available you can try and save them again, if it saves them you will get four nudges which must be used up in that go. The first nudge can only be held if a win is not available. Sometimes you will get the option of holding the reels after you pressed cancel to hold your nudges, if this happens then your nudges are guaranteed to hold so try to get jackpot or Ring the Bell by holding the correct symbols. Once the Ring the Bell feature is obtained you simply press start to work your way up the cash ‘bell’. If you get to the top it will sometimes repeat allowing you to work your way up again. The jackpot can also hold frequently and it is probably more profitable to go for this as Ring the Bell frequently gives $2 - $4 making the jackpot harder to get.
When nudges are available the machine will sometimes say “roll up”, this allows you to press start to bring the reels down then press cancel to hold them there. It can do this once or several times. Press cancel again to undo the reel hold.
Hints and Tips.
Sometimes the machine will ‘jump’ in a win by bringing one of the reels up. This win can be anything from $1 to jackpot to Ring the Bell.
Other Advice.
This machine can eat large amounts of money so only play if you have a lot to spend.
Paying-out.
Holding one nudge is a good sign and holding two (taking you up to four) is brilliant. Roll Up is also a good sign that the machine is going to pay.
Average maximum winning potential - $30
The latest release from Barcrest. Revolution utilizes a unique revolving wheel in the style of a Roulette table. The object of the game is to gamble as high up the cash or feature ladder as possible, until either you collect a feature or cash amount, lose or reach the top feature Break the Bank. The machine features super mode, short cut to the Break the Bank, extra lives and no lose gambles making for an enjoyable and playable game.The features are as follows:
Spin A Win: Spin in a win. Been a bottom feature, don’t expect much more then $2.
Cash Attack: A cash amount scrolls back and forth on the display. A choose a win type feature. Average win - $2
Reflex: Two cash amounts will shoot out from both sides of the alpha display. Press start to stop it on the best value. Average win $2-$3
Crack Shot: A skill cash type feature. Stop the symbol in the circle on the alpha display. For each successful hit you are advanced one up the cash trial. True skill until you reach $3-$4.
Run Around: A light moves around the outer symbols on the reels. Press start to stop the light and land on a symbol. This feature can be improved with nudges but still not much good.
Nearest Win: The reels are stepped down to the nearest win, once again nudges can be used to improve this feature.
Hide ‘n Seek: Three cash amounts are shown, then hidden and shuffled. Once they have stopped, select what you believe to be the highest amount, then you have the option to gamble the win. Two zero amounts and a double are again hidden.
Tutti Fruitie: A light moves across the symbols on the win line. Press start to select the highest amount. Again this feature can be improved with nudges.
Nudge Spinner: As on all Barcrests. The reels spin off to an amount with a certain amount of nudges. Press collect to choose the win, or let them spin for another chance. Tip – If it starts at $2 then follows in sequence to $3, $4, $5 etc. it will carry on up to jackpot. Average win $4.
Loco Hold: The reels move round slowly from their current position. Press start to stop the reels, from then on you are offered a golden hold feature which moves up and down two positions. Nudges can be used to improve this feature.
Cash Trio: Three cash amounts move up and down on the display. Press start to stop the amounts on their highest position.
Good Times: Various cash values and a multiplier are shown on the display. Press start to stop it on the highest amount i.e. 3x$5.
Break the Bank: Same as the top feature on Temple of Treasure. A light moves randomly over the cash amounts at the top of the machine. Press start to stop the light on a win. This win will be added to the bank and another chance will be awarded. Average win - $17. When super the feature is true skill with a repeat chance allowing for wins of between $30 to $75 on average.While on the feature certain numbers have a bonus option.
These bonuses are as follows:
No Lose Gamble: Allows the next gamble to be no-lose. Go against the odds to improve the chances of winning the follow up gamble.
Extra Life: Awards an extra life.
Lucky Seven: Allows a gamble on the number 7 to be no lose.
Extra Step: Awards an extra step.
Boost: One of the better bonuses. Boosts up your cash and feature amounts by spinning the wheel several times.
Super: Makes all the feature super. This does not make you invincible so it is possible to lose.
Note Symbol: Adds a note symbol. Three of these will award a short cut to the Break the Bank feature. The original release of this machine allowed the steps prior to feature entry to be gambled. Release 1.2 does not allow this however so you can now only get a fair amount of steps from the bonus which is unlikely to offer more then 5. Good signs of paying out are regular feature entry and boost from the feature bonus. Super lit makes all the features super but remember you can still lose on super mode.
Game Description.
Basic playing style and a similar format to Ring A Bell, Red Hot Roll is a machine that pays out in streaks and also features an auto start and auto nudge button so it can play by itself. The minimum payout can be set no less then 80% so the machine should be reasonably happy a lot of the time.
Playing Strategy.
The idea is to get three Roll symbols anywhere in the display, this will start the Roll feature where wins will keep rolling in. The value of the wins will mainly depend on the Roll symbols colour. Mixed Roll will usually only pay around $3-$5, Blue Roll will pay between $5 and $10 and Red Roll will pay out a couple of jackpots. Red Hot Roll (two red on either side and a blue or red in the centre) will also pay around $15 - $45. The best way to play this is only go for your Red Hot Rolls or jackpots through holds or nudges. The jackpot will sometimes hold as will the other wins. It’s usually a waste of time going for Mixed Roll as this will only put the higher wins back further and so cost more money.
Hints and Tips.
If the machine holds after a nudge it will only bring in the Roll feature if two of the symbols were on the win line.
Other Advice .
Always go for third time holds for jackpots and ignore the Mixed Rolls. It holds three times a lot.
The machines contain the following features, from the bottom upwards (Impulse features on the left).
Pound Runner - Extinguisher - Average win $2.
Super Hold - Look out for the red lines/blue sirens!
Cash Frenzy - Water Cannon - Average win $2.
Pay Rise - Crash and Burn - Can be around $4.
Reel Surprise - Smoke Screen - Average win $3/$4.
Rota Note - Ring of Fire - Average win $5.
Risk Roulette - Do or Die - $4 or $5 average win.
11th Heaven - Fireman’s Lift - Fairly difficult jackpot. Hold cancel to slow the number reel down and hit an eleven.
Shock Wave - Back Draft - Jackpot.
Big 50 - Towering Inferno - Hi-Lo up the $5 notes. Nearly always at least $15 and sometimes a massive $50. The gain access to the features you need to complete a one to five trial with question marks on the reels to help you along. There are three feature ladders to reach. Once on one you can exchange at certain points along the way. You also get one number exchange at the start plus one extra for each ladder you exchange into.
This machine will make you lose on good numbers once the win is worth more then $5, unless it is ready to pay-out. The jackpot features are 11th Heaven/Fireman’s Lift and above, so expect to lose when gambling for these features. Hidden features are accessed through either three red lines (Impulse) or three blue sirens (Red Alert). The hidden features can be brought in through nudges, but you must manually nudge in the reels so do not press auto-nudge, super hold and Smoke Screen.
These can be profitable machines if caught at the right time. The jackpot repeats often and the Towering Inferno and Big 50 feature can offer a lot.
HINTS
11th Heaven and Fireman’s Lift can be slowed down with the cancel button allowing for an easy jackpot, but do not hit past an eleven or it will take you back to $1. Very funny when it happens to other people though!
TIPS
The machine is in a good mood when frequently obtaining question marks. The machine also likes to offer hidden features from few nudges fairly frequently.
A Hi-Lo game play feature along the line of Big 50, with nudges on the right ladder and cash on the left. Use the numbers on the win line to complete the 1-7 trial with a bonus position at 4 to help you along. Hi, Lo gamble up the nudge ladder to achieve wins. The flashes at the side of the nudges award a bonus.
Either choose to auto-nudge a win or go for the holds after nudges, which happens frequently. You can also get barcodes in either direction but this can only be manually nudged in so watch the reels.
It is fairly easy to tell whether the machine is going to pay out because you will be offered a lot of bonuses on the nudge ladder. There are also bonuses on the cash side of the board but only a few are usually lit. The bonuses on offer are: Extra Flashes - Adds a few more flashes further up the ladder.
Boost - Boosts you at least one space up the ladder.
+Repeat Chance - Gives you a repeat chance on whichever win you choose to collect.
Activate Features - Activates the hidden bar code features. The feature changes with each gamble and is displayed in the small window at the centre of the disc.
No Lose - A no lose gamble so go lower then twos higher the kings etc.
Power Spin - Adds a various number of letters to the Powerspin logo, once complete a win series is awarded.
Extra Life - An extra life is awarded allowing you to carry on gambling from the point you lost.At the top of the machine is the Powerspin logo, as you gamble up the cash or nudge ladders certain bonuses will offer Powerspin, this lights some of the letters in the logo. Once complete you can choose to exchange for Power Spins, a win series which, despite the difficulty in obtaining it, will usually only offer between $5 and $10. When gambling from $10 to $15 you can lose frequently on good numbers, despite this the gamble is worth while as the $15 repeats frequently and can go up to a maximum of $60. If the Activate Features is lit only exchange if the feature is good and you are below the $7 win as most features offer an average of $5.
At the bonuses on position four the random options are:
Random Stop - Can go all the way to 16 nudges but the average is three. It will time out on the sixteenth stop so count in your head and stop it on at least three after the tenth stop to give it time to go high if possible.
Choose a Trial - Once again the average is three. It will time out around the eighth choice and sometimes all the way to 16 nudges.
Add Again - Adds the same number again so a maximum of four or one nudge is possible.
Nudge Stepper - A brilliant bonus that should see you with a very good win if done correctly. Read the back pages for full details.
Double Trial - Always one nudge.
HINTS:
When Hi Lo gambling on the nudge ladder remember to check the cash ladder Hi Lo number that you will inherit when swapping over. On a no lose gamble go higher then a queen for example to ensure a good number for the next gamble. Consider nudging in pairs for holds after nudge if the Hi Lo number is risky or the win is very small as it can give very good wins from holding after a nudge.
OTHER INFORMATION:
I once had a streak of $99 from this machine in the space of $10 ($15+ 1 repeat, $4, $5, $15+ 3 repeats) but I doubt if it is very common. (I also had to put in nearly $70!)
Big - Medium - Small Features
Number Runner - Description: The reels spin and each number that appears on the win line adds up the cash trial. Once the reels spin in no numbers the feature ends. Average win: $5.
Hide ‘n’ Seek - Description: Three wins appear on the display and are then disguised and shuffled around. Find the highest win to win that amount. Average win: $5.
Mix ‘n’ Match - Description: The first reel spins and a symbol rolls in. You can either ‘match’ that win to get that amount, or ‘mix’ the win for another chance on the second reel and do the same as before or use your final chance on the last reel which is automatically collected. Average win: $5.
Wild Nudges - Description: A Nudge Spinner feature. All the reels spin and a number of nudges light up allowing you to collect the best win or wait for the reels to spin again. You can hold any of the three reels to try and bring a win closer. The jackpot is there occasionally but you need to know the reels or you will get mixed sevens. You will not be told of the best win available so fast reflexes are required. Average win: $5.
Quick Shot - Description: A random win appears in the display. Either press collect or wait for another win to come along. Average win: $5.
Fast Cash - Description: A common feature. A fast light moves up and down the cash display press start to stop the light. Not true skill. Average win: $4.Cash Falls -
Description: A random set of lights fall down the cash symbols. Press start to stop the lights.
You then have three shots at each symbol that is not lit working your way up the cash ladder.
Average win: $4.
Six Appeal -
Description: An easy feature this. Six knockouts. Average win: $5.
Cash Stoppa -
Description: TBA
Money Belt -
Description: Various wins scroll along the cash display. Average win: $5.
Stop ‘n’ Step -
Description: The middle reel spins extremely fast. Press start or the middle hold button to stop
the reel. The other reels then step down to form that win. Watch for your mixed sevens.
Treble bars for $7 are fairly easy to hit. Average win: Constantly changing.
Reel Money -
Average win: $5.
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