Arcade Fruit Machine © 1992 Zeppelin Games Instructions WINNING COMBINATIONS ~~~~~~~~~~~~~~~~~~~~ ALL TWO OF A KIND WINS (LEFT & CENTRE) 20P THREE OF A KIND: CHERRIES 40P APPLES 40P PEARS 80P COINS 80P BELLS 80P STARS 0 DICE 0 MELONS 0 SKULLS 0 THREE STARS IN ANY POSITION ON THE REELS WINS A STAR BONUS OF 0 CONTROL ~~~~~~~ I+RETURN - INSERT CREDITS (HOLD DOWN TO INSERT QUICKLY - MAXIMUM 99) K - KEEP GAME RETURN - START GAME V - FORWARD START Z - REVERSE START X - GAMBLE/CANCEL C - COLLECT/FEATURE 1-3 - HOLD REELS 1 TO 3 NORMAL PLAY FEATURES ~~~~~~~~~~~~~~~~~~~~ USE KEYS V TO Z WHEN THE CORRESPONDING BUTTON ON THE SCREEN IS FLASHING. ARROWS INDICATE WHETHER REVERSE OR FORWARD REEL SPINS HAVE BEEN CHOSEN. MESSAGE WINDOWS ALSO APPEAR FOR GUIDENCE ON SOME SPECIAL FEATURES. THE PLAYER STARTS WITH 0 (WORTH 25 CREDITS AT 10p EACH). AT THE START OF THE GAME,OR IF THERE ARE NO CREDITS LEFT TO PLAY WITH, MONEY MAY BE BANKED OR TURNED INTO CREDITS. NUMBERS ON THE WIN LINE LIGHT UP THE CORRESPONDING LETTERS IN THE CASH'N'GRAB LOGO. CASH'N'GRAB FEATURES ARE AWARDED WHEN ALL 9 LETTERS ARE LIT (PRESS FEATURE TO STOP WHERE REQUIRED). ? - THE LETTERS IN THE CASH'N'GRAB FLASH RANDOMLY,SKILL AND FAST REACTIONS ARE REQUIRED TO PRESS THE FEATURE BUTTON IN AN EFFORT TO HIT THE B AT THE END OF THE LOGO. FEATURE HELD - LIT LETTERS IN CASH'N'GRAB REMAIN LIT FOR THE NEXT CREDIT. SHUFFLE - PRESS FEATURE TO SPIN THE REELS AGAIN FOR FURTHER WINS. SKILL STOP - PRESS FEATURE AND TRY TO HIT B AT THE END OF THE LOGO. HOLD - ANY REELS BY PRESSING KEYS 1-3. CANCEL - ANY REELS HELD B PRESSING X. BONUSHOLD - STOP THE UP AND DOWN MOTION OF THE REELS TO FORM A WINNING COMBINATION. COLLECT/GAMBLE - THE GAMBLE RELIES ON SKILL AND TIMING AS WELL AS GOOD LUCK IT BECOMES EASIER TO GAMBLE WINS AS THE MACHINE COLLECTS MORE MONEY. CASH'N'GRAB FEATURES ~~~~~~~~~~~~~~~~~~~~ ONCE THE FULL CASH'N'GRAB LOGO HAS BEEN LIT,PRESSING FEATURE ALLOWS THE PLAYER TO SELECT BETWEEN THE FOLLOWING HIGH WIN OPTIONS. CASH POT - THE CASH IN THE POT IS TRANSFERRED TO THE PLAYERS BANK. NUDGE POT - THE PLAYER CAN GAIN EXTRA NUDGES BY PRESSING GAMBLE. TRYING TO HIT ONE AS MANY TIMES AS POSSIBLE TO A MAXIMUM OF 10 NUDGES. WIN SPINS - THE PLAYER IS AWARDED A NUMBER OF 2 OR 3 OF A KIND WINS UP TO A MAXIMUM OF 5 WINS.THESE WINS CANNOT BE GAMBLED. PICK A WIN - THE GAMBLER HAS 3 CHANCES TO PICK THE HIGHEST WIN BY PRESSING COLLECT OR GAMBLE. FRUIT STEP - PRESS FEATURE TO SHOW AND STOP SEQUENCES.THE INDICATED WIN IS NUDGED TO THE WIN LINE AND TWO OTHER 2 REELS WILL NUDGE DOWN FOR A 2 OR 3 WINNING COMBINATION. SKILL STOP - THE PLAYER HAS A NUMBER OF CHANCES TO HIT B AND INCREASE THEIR PRIZE MONEY. REPEAT - IF THE RE-PE-AT METER STOPS AT "AT".THE WINNING FEATURE IS SELECTED AGAIN SO THAT FURTHER MONEY CAN BE WON. --- Typed by HOUSE OF PAIN