From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: rec.games.pinball
Subject: Keefer's Guide to Fish Tales!
Date: 21 Jan 93 09:00:09 GMT
Organization: Virginia Polytechnic Bureaucracy, USA


                       Keefer's Guide to Fish Tales
                       ============================

This rule compilation is public domain.  Do with it what you want.  However,
if you do have any changes/updates/additions/corrections to make, by all
means let me know.  Reach me on internet at kjohnson@csugrad.cs.vt.edu.

Fish Tales is probably a registered trademark of Williams Electronics, etc.
etc.  So there.

No holds are barred in this Guide.  I'm going to talk about EVERYTHING I
know about.  If you really want to learn all the undocumented features
yourself, then stop reading!

                             Important Things
                             ----------------

This section describes key elements and/or shots to be made in Fish Tales.
They will be constantly referred to in the play discussion.

Rod - This is the auto-plunging device on Fish Tales.  It's a little fishing
      rod handle with a button on the top of it.  Hit the button to launch
      the ball.  You also use the button during video mode to launch
      torpedos.  Really.
Autocast - This is a timed device designed to protect you from instant
           drains.  While it is flashing, you will get any ball back that
           you lose, instantly.  If the game sees it hit an outlane
           microswitch, you'll get the next one before it even finishes
           draining!  If you can death-save the ball you lost, you can have
           a mini-multiball.
Long Cast - This is the right looping shot, exactly like the Chase Loop in
            Terminator 2.  Making this shot when lit scores million+, and
            lights the next thing on the captive ball.  If this shot is not
            lit, then the upper left gate will be closed, and the ball will
            go into one of the LIE lanes.
LIE lanes - Spell LIE to increase your bonus multiplier up to 7x.  After
            7x, each LIE made will be worth 5M, 10M, 15M, then 20M for then
            on (until you lose the ball (unless you had bonus held)).  Don't
            forget you can change which lanes are lit with either flipper
            button, so you should never repeat a letter.
Boat - This is the inclined plastic figure right in the center of the game.
       There are 3 shots:  The left ramp, the right ramp, and the captive
       ball.  Because it is inclined, it is harder to hit the ball than on
       most other games with one (like Earthshaker).  Any one of these 3
       shots counts as a "boat shot" during Rock the Boat.
Captive ball - The captive ball is trapped in the middle of the boat.  A
               dead-on shot will send it up to the top, where there is a
               target that it can trigger.  If you don't hit it hard enough,
               it won't hit the switch.  Only hitting the switch has any
               effect and counts as a captive ball hit.
Eject hole - This shot is equivalent to the Escape Route shot on T2.  You
             usually get it by shooting up the left side, through the
             spinner, and into the hole.  However, whatever it is lit for,
             you can still get it if it just happens to plop in there (if
             it's bouncing around the LIE lanes, for example).  This is
             where you collect the regular Jackpot, the Fish Finder, and
             Video Mode.
Fish Finder - If you hit the Fish Finder, you are given ("randomly") one of
              several awards from points to multiball to light extra ball.
Video Mode - Lit by hitting the 2nd value on the captive ball.  Shooting the
             eject hole will start it, and you have to shoot boats with
             water skiers going across the screen at 3 different distances.
Stingers - There are 2 targets on the left and right sides near the
           slingshots which have a 3-part fish in front of them.  Hitting
           either target spots one of the segments, and a whole fish lights
           a Stinger, which is one of the 4 big fish with lights in them on
           the lower part of the playfield, just under the boat.  This also
           lights the spinner for "Stretch the Truth" for 10-15 seconds.  4
           Stingers starts the Feeding Frenzy.
Stretch the Truth - When lit, scores 1 tale (for end-of-ball bonus, and
                    the current set of 4 is displayed under the stingers).
                    The value of your fish ranges from 0-5M per fish.  4
                    tales starts a 30 second Rock the Boat.
Feeding Frenzy - There are 4 purple fish you need to hit.  One on each of
                 the ramp shots, one along the Long Cast, and one at the
                 spinner.  You have 15 seconds to hit a fish for 5M points.
                 Doing so gives you another 15 seconds to hit the next one,
                 etc., until you have 15 seconds to hit the last fish for
                 20M points (a total of 35M).
Rock the Boat - For a certain amount of time (20 seconds from the captive
                ball award; 30 seconds for 4 tales), each boat shot counts
                10M (including U-turns).
Monster Fish - Right under the boat is a string of 6 fish (a "school" of
               fish - look closely!).  Each time you make a LIT ramp shot,
               you light another fish.  Getting all 6 lights the spinner
               for the Monster Fish award, which is a hurry-up award.
Caster's Club - A fairly hard-to-hit shot where you shoot balls to lock
                them.  The balls don't even stay here; the game kicks them
                up a habitrail which leads to the reel all the way on the
                left side of the game.
Reel - Nothing really important, except this is where balls are stored.  It
       can spin to accept new balls, or to let a ball out to have it kicked
       back into play.  Balls kicked out go around the top of the machine
       and out a habitrail aimed for your left flipper.

                             What Lights What
                             ----------------

The left return lane ALWAYS lights the Long Cast.  (The light is always on.)
Also, shooting the ball up the right loop while Long Cast is NOT lit will
light Long Cast (seemingly until you make the shot).  After making a Long
Cast or lighting it from the left return lane, it will time out after 10-15
seconds or so.  (So I'm not TOTALLY sure...)  The first Long Cast you make
scores 1M points, then 2M, and so on, probably without a limit.  I've never
gotten above 6M, personally.  As stated, each long cast lights the next
highest value on the captive ball.  If your current value is about to time
out, and you go through the left return lane, it will relight for the full
amount of time again, and KEEP the current value.

The right return lane lights Fish Finder when lit.  It starts the game lit,
and will remain lit until the Fish Finder is collected.  When you go over
the microswitch, you have around 15-20 seconds to shoot the eject hole.  If
you get it, the right return lane will go off.  To relight it, spell LIE
(this is non-cumulative; i.e. you can't spell LIE 3 times and expect to get
3 Fish Finders in a row).  The right return lane will NOT be lit during
multiball and if Video Mode is lit.  If it goes off for one of those
reasons, it will come back on when it can.

The left and right ramps start the game lit, so you get 1 "free" shot at
each side.  After that, shooting the right ramp OR going through the right
return lane will light the left ramp, and vice versa.  The point is to
alternate ramps, shooting the left ramp from the right flipper and the right
ramp from the left flipper.  It is fairly easy to backhand the ball up the
ramps too, to if the left ramp is lit and the ball is on the left flipper,
you should be able to make it up.  Depending on the machine, it may even be
easier to backhand!  Making 6 LIT ramp shots lights the Monster Fish.

You can light the extra ball 1 of 2 ways:  Hitting the Fish Finder, or as
the 4th award on the captive ball.  The extra ball is just to the left of
the Caster's Club, and is probably the hardest extra ball target to hit
yet.  You may THINK you have a shot at it from the left flipper, but the
bottom right of the Boat is in the way.  The only way to aim for it is to
backhand it from the right flipper, and even then it's not terribly easy.
Depends on your machine.  The one I played on the most you had to make an
absolutely direct hit on it because I think it may have been a little
flaky, but I also have played on one where it wasn't too bad.

To light the special, you have to complete the captive ball awards (get
instant multiball), then hit the captive ball a certain number of times
after that.  Usually (and probably is the default) 4 more hits.  The special
is collected on the outlanes, is always lit on both of them, and stays lit
the entire game.

The Stretch the Truth spinner shot usually shots all 5 lights lit, but
sometimes some of the lower lights become unlit, leaving just the higher
values.  A few times I've had ONLY the 5x lit.  I honestly have no idea what
unlights the lower values, but it sure is nice.  If the lower 3 are off,
then the spinner oscillates between 3x and 5x.  Anyone?

                               Misc. Scoring
                               -------------

Long Cast scores 1M the first shot, and each shot thereafter increases it by
1M while it is lit.  As soon as it goes off, it'll start at 1M again.

The Fast Cast is scored by hitting the Caster's Club (or the drop target
when it's supposed to be up) right after a Long Cast or ball launch (not an
Autocast, though).  The first Fast Cast is worth 2M and goes up 1M each
time you get it.  Not sure if there's a limit.

The captive ball awards are:
   1.  Hold Bonus (1M) - self-explanatory; holds your bonus and multiplier.
   2.  Video Mode (2M) - lights the eject hole for Video Mode.
   3.  Rock the Boat (3M) - Rock the Boat for 20 seconds.
   4.  Light Extra Ball (5M) - What do you think?
   5.  Instant Multibal (10M) - immediately starts multiball.
The numbers in parentheses are the amount of points you get for that award.
You don't keep getting those points, though the game will display "Grab Yer
Gear" and a certain number of points.  I think it just does it to show you
what award you're at if the lights go out.

After getting Instant Multiball, the captive ball becomes worth 5M points
per hit, going up 500K per hit.  So the 3rd hit is worth 6M.  Not sure of a
limit here, either.  I've only gotten it up to 9.5M.  If I had to guess, I'd
say 10M.

The Fish Finder awards are:
   1.  Light Extra Ball
   2.  Super Jets Lit - each jet bumper (the 3 under LIE) scores 500K!
   3.  Instant Multiball
   4.  Inc. Captive Ball - lights the next value, like hitting Long Cast.
   5.  Bonus x - lights the next bonus x value.
   6.  1-5 million - varies each time.
Fish Tales is *EXTREMELY FAIR* about the Fish Finder.  If you keep hitting
it, and you haven't gotten the extra ball from it all game, it will
eventually light it no matter how well you are doing when it does.  It will
never light bonus x if you are at 7x already.

The first Monster Fish you get will start at 20M and work its way down by
100K each 1/10th of a second, stopping at 5M.  At 5M, you have 5 more
seconds to try to get it.  If you don't get it, it stays at its current
value the next time 'round.  If you DO get it (no matter when or for how
much), the next time it'll be worth 10M more, up to a maximum of 50M.  The
amount per 1/10th second the score decreases goes up too, by 50K.

The 6 ramps leading up to the Monster Fish are worth 500K, 1M, 1.5M, etc.,
up to 3M.  So lighting a Monster Fish is worth 10.5M.

If you make a ramp shot that doesn't quite have enough uumph to make it all
the way up a ramp and it comes down the other side, you get 1M points for a
"U-turn."  The U-turn is a valid shot for Rock the Boat!

Each fish you've caught (hitting the Stingers) awards 250K bonus at the end
of each ball, cumulative through the game.  Each tale told (hitting Stretch
the Truth) scores 500K at the end of the ball for every ball.

There is a bonus cap of 3M for any given ball.  Of course, this can be
multiplied by 7, for a total of 21M, plus how many fish and tales you have.

If you get hold bonus, then everything is held over to the next ball.  If
you had 7x bonus, then whatever value the LIE lanes were when you drained is
the value they are worth the next ball.

During Video Mode, each ship closest to you that you hit gets you 500K, each
ship in the middle distance scores 1M, and each ship farthest away scores
1.5M.  Be sure to lead your targets a little bit.  You have 20 seconds and
20 torpedos, but be sure always to keep a couple near the end, since the
extra ball almost ALWAYS shows up sometime.  Seems to show up faster if you
shoot more distant boats than the closer 2 levels.  If you score between 15
and 19 hits, you get a 10M bonus.  If you're a perfect 20/20, you get a
20M bonus!

                                 Multiball
                                 ---------

The main goal in multiball is to get jackpots!  Nothing else really matters.

To light a jackpot, shoot a ball into the Caster's Club.  The game yells "Up
to the top for jackpot!"  Your next goal is to shoot the eject hole within
15 seconds (there's a timer on there!) to score it.  The jackpots are worth
20M, then 30M, then 40M.  The tackle box shows you which one you're on
(flashing) and which ones you've gotten (lit).

Completing the Stingers during multiball adds 1M to the jackpot.  (Whoopee!)
Notice, though, that the Stingers are also flashing during Feeding Frenzy
and Rock the Boat.  I'm not sure what they do here, but I think they add 1M
to the jackpot when they're completed as well.

If you have 3 balls out, the Caster's Club will flash for "Doubles Jackpot."
Shooting another ball in here at this time does just that, and resets the
timer at 15 seconds.

I've heard that you can lock a 3rd ball in here and get a triple jackpot,
but I have yet to try it.  Can anyone confirm or deny this?  Does that mean
that if you have only 2 balls out, you can still double the jackpot?  I just
never bothered to try it out.  I thought about it, though.  %)

After getting all 3 jackpots in the tackle box, the fun really begins.  The
captive ball becomes lit for the Super Jackpot, and I DO mean Super!  Every
time you hit the captive ball, you get 100M points, until multiball ends.

Don't worry; you needn't get all jackpots in 1 multiball in order to get to
the super jackpot.  Whichever jackpot you are on is remember through the
whole game.  If you lit the super jackpot, but never hit the captive ball,
then the next multiball the captive ball will still be lit for 100M until
you've hit it at least once during multiball.

Of course, it'd be anticlimatic to have to go back to the 20M, 30M, 40M
jackpots, now, wouldn't it?  Well, after going through an entire jackpot
sequence (i.e. you've gotten at least one SJ), all of the jackpots become
worth minimum 2x their original value!  INCLUDING the captive ball super
jackpot!  And you can still double the jackpots, so you can make major
amounts of points on this game.  And it keeps increasing with each completed
sequence.  I have actually gotten the 60M, 90M, and 120M jackpots and had
the captive ball lit for 300M.  I never hit the 300M shot, though.  Rumor
has it that this can increase up to 6x original scores.

Oh - one other thing about multiball...  If you shoot a ball up each ramp at
about the same time (at any rate before the previous one hits the return
lane), you get 5M points for a "Double Cross."

                        "Properly-Set-Up Machines"
                        --------------------------

Fish Tales is probably the least tolerant of any game to incorrect alignment
of any kind.  On a lot of machines, there is a little bitty piece of rubber
at the end of the left loop which, if the ball is travelling against the
left side as it usually does, will cause the ball to go straight down the
middle of your flippers.  Also, the upper-left gate seems to cause a lot of
problems for people.  If you look closely, you can see that it is a one-way
gate that should always allow the ball to go through from left to right.
However, there is a little rod that the game can control and open the gate
when it wants.  It should ONLY open for right-to-left shots when the Long
Cast is lit, or when you are launching a ball from the plunger (not
necessarily for an auto-launched ball during multiball, though).  If the
gate is always open, this is not really a bad thing except that it makes it
a bit harder to get LIE, since the ball will never stop on its way around
the Long Cast.  HOWEVER, if the gate is always CLOSED, you are in big 
trouble.  This is because you can't advance the value of the captive ball
except to get lucky on the Fish Finder.  If your gate is always closed, or
if the rubber at the end of the left lane is screwing your balls, then
complain to your operator!  The game is not worth playing in these cases.

Another problem that I recently discovered is the Caster's Club drop target.
The game is supposed to be able to drop the target when it needs to.  When
does it need to?  Well, for example, if you get instant multiball while it
is up, it should go down to allow you to light the jackpot.  I've played a
game where the machine couldn't retract it, and it took 2 hits at the
Caster's Club just to light a jackpot, then to double it, etc.  It is next
to impossible to get a jackpot when this happens.  Out of 6 games, I
managed 1.  It's hard enough to light it, but when the drop target goes up,
it really hurts things.  THE ONLY TIME IT SHOULD COME UP is when you have
gotten a jackpot during the last multiball (and maybe during multiball if
you only have 2 balls so that you can't double it, but I'm not sure).

                                Strategies
                                ----------

You can usually get replays just by going for the Monster Fish bonuses.  If
you are good at the ramps and making the spinner shot, I highly recommend
it.  But after the replay, you're going to have to go for multiball.

At any rate, if you have a Monster Fish lit, ALWAYS ALWAYS go for it.  If
you don't get it, the Fish value won't increase, and you'll be stuck right
back where you just were.  Even if it's at 5M, try to get it because the
potential for the next Fish is so great.  Of course, once you're at 50M, it
doesn't really matter as much.

When shooting for the Monster Fish, keep a careful eye on how many fish in
the school you have at the moment.  I NEVER shoot the final fish from the
right flipper, because that wastes time (and points) needed to get the ball
to the right flipper from the left.  Be sure to check your parity right
after making a ramp shot.  If you've just shot an even-numbered fish from
the right flipper, shoot something else from the left, like the Long Cast if
the captive ball isn't maxed out yet, the Caster's Club otherwise.
Likewise, if you shot an odd-numbered fish from the left flipper, shoot for
the Fish Finder from the right.  Basically, keep careful track and you'll
get the most Monster for your money.

If you're in multiball, try not to get Instant Multiball from the captive
ball.  It's a total waste, especially if you hit it right at the beginning
of normal multiball.  If you have 2 balls locked and Instant Multiball lit,
always try for regular multiball first, since getting Instant Multiball
means no locked balls after you lose them.

In Rock the Boat, go for the ramps and not the captive ball.  They're both
much easier and much safer to shoot for, though obviously not as fast.

For Feeding Frenzy, don't get the Boat fish right away.  Try for the harder
looping shot ones first.  If you get low on time, shoot a Boat fish, then
use the next time to try for the looping ones again.  Note that you only
need to hit the Boat ramp sensor to get a fish and NOT the actual ramp
sensor.  So if you got a U-turn, you'd get both Boat fish.  For the left
fish, all you need is barely touch the spinner, and the right fish is the
microswitch just before the LIE lanes.

The most important shot to master (and the one that needs the most practice)
is the Caster's Club.  If you can get it down, then you'll do very well.  Of
course the captive ball and Long Cast are very important in conjunction as
well.

Don't aim for the Stingers.  Just let the ball hit them as it pleases.
If you have nothing better to do, or are really close to Feeding Frenzy or
Rock the Boat, then go ahead and try for them.


============================================================================

This is my second rule sheet, now.  Be sure if you have a question/comment/
answer to one of my questions/correction that you mail it to me, or post it
on r.g.p.  Thanks a lot and enjoy the guide.  --  Keith Johnson @ VA Tech
-- 
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