GUIDE


PSYCHO CASH BEAST
BASICS:
The machine is similar to Dracula in the fact that you have a trail to 12, 4 being the bonus, 9 starts feature, 10 gives bonus, 11 gives extra zone, 12 gives extra life. Getting them all is quite beneficial and I will explain this in more detail later. If the trail holds twice on 8 you will get the feature.
The machine also has the new addition of the crystal ball in the bottom corner of the machine which offers you bonuses on the next press (esp. when it is paying). These bonuses are usually given when the number trail is low but can be very rewarding. These features include:-
EACHWAY NUDGES NEXT- gives nudge up if you press the Barcrest button and hold it down.
SUPER HOLD NEXT- 1up, 1down v. good for numbers and also for wins you can hold some or all reels.
LET EM SPIN- do as it says.
FEATURE BONUS- gives the bonus at 4 on the trail.
FEATURE ENTRY- gives enough numbers to get to 9,10, 11 or 12 (usually 9 unless playing)
NUMBERS IN VIEW- Hold numbers IE 5 or 4 if they are in view before you spin.
SKILL NUDGES- Hit the Barcrest button and hit 4 nudges.
SEVEN STEPPER- steps down to the first 3 sevens you meet, hold all if they are all the same colour but you nearly always get mixed.
NUMBER RUN- steps in numbers until you get the feature.
1,2+3 NUDGES NEXT-hold anything that you find useful.
GUARANTEED WIN-gives a win on next spin not the same as "let em spin".
HOLD ALL- hold all for win.
THE REGULAR BONUS:
The normal bonus has the usual stuff:-
REEL STEPPER- steps the reels each time you hit step otherwise it stops.
BOOST- the usual waste of space.
TRAIL STOPPA-about as good as boost the best you can hope for is reaching bonus (10 on board)
SELECTOR- can give extra life V. Good.
TRAIL SHOT- skill shot but doesn't go to the same point every time quite hard to judge and no pattern, you have to be good to hit the extra life.
EVEN ADVANCE- stop on the even numbers, no skill required as it is totally predetermined but can go to the top if it wants to.
REEL TIME-steps the reels around slowly stop on either good win or the feature.
ADDED EXTRA-three + four, one + two ETC quite good usually get either 6 or 7 but the feature does run out.
THE FEATURE:

The feature board itself is quite a unique idea, basically you go around collecting knockouts and nudges in a feature which is a loop. These two pots are active when you have any thing in them and can be used at any time. When you run out you are not forced to collect but you can carry on until you either have something worth collecting or die. When you start you will be in the bottom zone of the 5 where the wins are crap, the knockouts can be used to remove features from the zone. In zones 1-4 their is one square which is an extra zone and that will activate the next zone up. Anyway on the board there are some 1,2 and 3 (knockouts and nudges) if you land on them, 2 extra zone squares, 2 bonus squares, skill stop (use Barcrest button to slow it down), taxi (see skill stop), 3 ? squares and a GAME OVER square.
BONUS:
Move Back 3-use it wisely, you can sometimes move it back to another bonus and then skill stop.
Add Again- use when on extra zone for another, sometimes gives add again at the start.
Taxi- use Barcrest man to slow down.
Skill Stop- use Barcrest man again to slow down, if you start on skill stop keep going around and it gives extra bonus after a while for the Jackpot +rep.
Jackpot + rep- £15 doesn't often repeat.
THE ?
The ? does go into skill mode by holding the Barcrest button when it flashes to select Extra Zone Extra Life, trail knockout (the best) if high, which removes some of the available amounts from the lit zones, leaving the high cash win and extra zone lit. The machine has Skill Continue which goes at varying speeds hit E of continue to carry on. It also gives skill on the YES/ NO continue, game over like every machine odd/ even continue (hit even)

THE FEATURES:
ZONE 1
£5, Extra Zone, £2, rise and fall, £1+rep, pound run, 2 reel blasts, £1
ZONE 2
Seven stepper, £2+rep, 4 reel blasts, £1+rep, Take Your Pick, £3 ,Extra Zone, £6
ZONE 3
£8, Hot Shot, Extra Zone, £3+rep, Nearest Win, £4, 6 Reel Blasts, £3
ZONE 4
Reel magic, £10, Bar Rep, £5, Prize Belt, £4+rep, Extra Zone, £8,
ZONE 5
£15, sizzling sevens, £10, Over the Top, £5+rep, Money Multiplier, £15+rep, Super Series.

In Zone 1 using the reel blasts is usually a waste of time, the only thing worth having is £5. Rise and Fall can go to £3 but this is rare usually £2.
In Zone 2 seven stepper can often be £6 or £10 but check first before you collect as there are more than 1 blue + red 7's on each reel. Check by looking around the reels and by nudging down reels that you are unsure about before collecting. The same applys to the 4 reel blasts and nudging reels to remove bad symbols helps give better wins usually £3+. £3 and obviously £6 are worth having.
Zone 3 take good cash wins or Nearest win , again the nudges can be used to improve the win so use them wisely, Hot Shot is usually £3 (three shot up the cash trail) and again use the nudges to improve the £6 reel blasts.
Zone 4 take Reel Magic for Jackpot as long as one is in view (us nudges to get one in view), good cash amounts and take Bar rep for £3-5+rep and Prize belt for very good win usually up to £12 (amounts + multipliers).
In the Top Zone take either cash win of £10 + Sizzling sevens (sometimes), Over the Top (£15, £10, £6 +rep) money multiplier (can be very average when it doesn't want to pay), Super Series (over the Jackpot an maybe even +rep as it can go very high).
Note that you can go back to a Zone when you have others above it open so if you have removed most of the features/ wins in Zone 4 for example instead of having 2 shots at the top Zone try for reel magic instead for an easy Jackpot + rep. The same applies for the other Zones only £6 may be left in Zone 2 so use your shots wisely.


BACK TO LIST OF GUIDES


ORDER EMPTIERS FOR THE LATEST MACHINES NOW!!