GUIDE


AFTERSHOCK:
Same as JPM's where you get 3 trails above the 3 reels, the corresponding reel numbers getting to 7 will allow you entry.
Mystery win is given if you have 'gm' on them, 3 in a row mixed. If fruits are the same, you'll merely go up one cash amount from the fruit win. It's advisable to collect the mystery, as you can then gamble from a more advanced position on the trail. It will let you get to the exchange point 80% of the time. If not WALK!!

When you get the jackpot, gamble for the AFTERSHOCK feature as this will usually be �20+
When you get can 3 RED spots on the winline fro nudges, the machines 'hidden bonus feature' panel will flash. They are randomly given, and are:
SHOCKWAVE, a value awarded off of Aftershock, �5-15, on SKILL a guaranteed �15 by holding cancel down.
FRUITS, 1 reelblast, if SKILL select best by cancel again!
REELS, you'll have the lights go round the outside 8 symbols on the 9 in view (not centre one), stops randomly. SKILL, you choose best by cancel button again!
FEATURE, offers random feature, if SKILL, select a SUPER feature.

Trail exchanges award steps to use on the numbers wheel.

BONUSES:
BONUS NUMBERS ON REEL:
Lucky 7 - you won't lose next time you gamble on a 7.
Extra Life: What is says, use it strategically.
Boost. Usual shite.
Extra Step: What is says, utilized to change number.
Xtreme: Makes certain features 'super' (see above)
No-lose gamble. What it says use it on 2 or 11 if possible.
Extra life is to be used in conjunction with risky gambles, e.g. lower than 10 etc. which you lose but get 11 or 12 next go!

FEATURES:
These are normal on GREEN, and super when buttons are lit RED!
SHAKE OR BREAK - Like pontoon, only 'bust' is at �15. The reels spin, and numbers in view climb the cash trail. If you go on after about �3-4, you'll end up over the �15 and back down to �1 usually. RED= Slightly better, �5-7
FORCE 7 - A downwards 7 stepper, mixed crap usually. RED= Blue 7's.
PULSATION - money belt �2-4, if RED ABOUT �5-7
CASHFORCE - Light flashes up the cash climb, crap. RED= 2 hits, cumulative.
RICHTER SCALE - Same as above, but you line up 3 columns, RED is very difficult, AVOID!!
POWER BAR - Bar stepper, crap mixed. RED will be �5,6,or 7
FRUIT JOLT - 1 reel blast, crappiest value. RED allows you to pick, though cancel not always available.
QUAKE - Win series, �3-5 RED= �5-14
THUMPER - Hit 12 for jackpot, impossible almost on normal GREEN. RED= Slowable with cancel.
FAST REACTION - Flashes aroun features/cash, crap. RED= Slowable with cancel, so pick best!
VIBRATOR - 1 up 1 down superhold. RED= 2 up 2 down.
AFTERSHOCK - Offers note off of note grid, minimum �15.RED= you can choose notes, with cancel slow down. Should give you much more than �15, but often doesn't.

TIP:
Don't gamble on numbers 4-9 when OVER the �5 mark, unless manipulating them with steps of extra life etc.!!!!


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