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EMPTIER FOR Bell Fruit £25 Two Towers
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Release: Nov / Dec 2002
Programs: P1
Verdict: 3rd Generation licence, capable of a streak but unpredictable and often flat.
Special Note:
Please SKILL METHOD for this and other BFM Machines
This machine CAN streak, but it can cost and awful lot (£100+) and take hours. The streak (if it occurs) will only really come of a RED JACKPOT whether an IM trail or not. The annoying thing is that a yellow JP will often come within £30 or so and a red JP may take £50 and not do anything. From our experience the machine only streaks when full and will do so when some form of streak pot is ready. More often than not the machine will kick into action off the 2nd or 3rd red JP, but by then you could be alot in.
The machine is based on COP THE LOT and DIAMOND MINE.
General:
Feature Entry -
Obtained by getting 3 heads in view or on the winline (better). Reel wins can be gambled to the exchange point. When the machine does start to warm up you will find you can gamble the exchange until you get a shit number. This will often provide 2 or 3 active rings for the spin feature.
Positive Signs from Reels:
Full machine (as always), trails costing under £3. Lots of let em spins.
Superholds spinning in the trail when 2 heads are held
3 Heads on Winline
Frequent trails...
The Feature
The feature has a large lapper, a cash stack, feature shots and the Ring Spins feature. Ideally you should not collect anything and ignore the feature, If you have 3 heads lit and 1 or all 3 rings active you can use the spins to increment the cash stack or give feature shots - there are features available too but they set the machine back!
Notable Features:
TURBO CASH - Well, not really as it tends to block out at 5 and 14 and very often loses to 0. Can be good for a quick nick...
Box Features:
DOUBLE SHOT 1 2 3
Cash Knockouts on the cash ladder and the cash trail.
STOP N MATCH 1 3 2
Psuedo Stop N Step on reels.
SUPER MONEY BELT 2 1 3
Crap money belt on the alpha!
REEL BLAST 2 3 1
Single Blast - £4 maybe!
WEAKEST LINK 3 1 2
Not worth mentioning!
TURBO CASH 3 2 1
Blocked turbocash feature - £3/£4
Invincible?
Getting 3 RED heads opens up the red (where you have 3 already and obtain another 3). This is the usual route, but sometimes the machine will go IM on entering the feature.
Playing Method:
As this is a clone of Diamond Mine, we decided to play the machine differently to see if we could develop a better method of play than the one quoted for Diamond Mine. Thus we play to brute force the machine by rejecting all Yellow Jackpots and only taking Red Jackpots. However this can be dangerous as a red may not trigger the streak. We have found on various occasions that the machine (if ready) will streak from the 3rd or 4th Red Jackpot. At this point we are usually £100 in and have 75 banked. If the 3rd Red Jackpots repeats we hit the £125 mark and make a small profit. Please do be careful using this method and try to see if a lot has gone over to save capital investment.
Playing Method 2:
This does not involve the trail at all to start, simply play for reel wins and gamble up the cash exchange stack. There is a painfully obviously block at £10 - the idea is to keep gambling until the JP is obtained. The only problem here is that JP has no repeat function unless it is red. So after the JP is obtained which can take 8 - 10 £10 gambles one should play the next trail to see if produces a red or JP. This machine will certainly be playing well, but unless ready the machine may not streak.
Playing Method 3:
Jump on the machine and use the Skill Method (if you land on the Skill Square) to see if you can skill stop a JP from the machine. This takes an awful lot of skill - but can produce a cheap JP. Play the next trail or two and see if you get another skill from feature and try for another JP.
Typical Outcomes from Method 1 if streaking:
JP, JP, JPR JPR JPR
Can show profit if skill square is used or if a streak occurs and is fairly cheap to obtain!
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