From: henwoogr@elec.canterbury.ac.nz (Gazza)
Subject: White Water - TIPS
Organization: Electronic and Electrical Engineering Department, University of Canterbury, New Zealand.
Date: Tue, 12 Jan 1993 07:30:58 GMT

  [OOPS! I've sent this without a subject - here it is with one!]

               	   WHITE WATER - TIPS.

Game: White Water
Williams Electronics Games, 1992.

This is a brief guide to playing the latest pin from Williams.  It is however,
not complete, (cuz there's one or two _little_ things that elude me...)
Everything is as accurate as I can get it:


BASIC THEME:
The 'goal' of the game is to visit Wet Willes cabin, by advancing rafts. A
raft is advanced by going through/over/etc various hazards. On the way, you
might get _three_ types of multiballs, two types of jackpots, 'whirlpool'
awards.

BASIC POINT VALUES:

Hazard Award:	     500k * river class.

Advance raft award:  4m + 2m (to 16m - when you visit Wet Willes!)

BigFoot Bluff:	     10M for each visit PLUS spot an item for Goldmine.
    	    	     (timed award ~20secs)  It seems that you get a random
    	    	     award(?) if you visit it three times I've gotten:
    	    	     50M;
    	    	     and a "Camera Craze" where each hazard (lit or not)
    	    	     scores 3M for the duration of the ball.

Insanity Falls Jackpot:   This is a little tricky - the basic jackpot value is
    	    	     18-20M x the number of (white-water)multiballs you've received
    	    	     In the initial period  after the locked balls are released,
    	    	     getting subsequent jackpots will earn you one, double,
    	    	     and then triple (yes triple!) the basic jackpot. After
    	    	     this all subseqent jackpot shots will be at the highest
    	    	     jackpot attained in this 'initial' time.

GoldRush:            250k for each switch, for as long as you keep the _two_ balls
    	    	     going.

Whirlpool Multiball: 5 + 2M for each whirlpool shot; 20 + 20M(I think) for
                     doing the whirlpool 6 times.

2-Way Combo	     Scored by shoting the Spince Chiller ramp followed by an
		     Insanity Falls shot. Scores 2M.
3-Way Combo	     Scored by doing the above combined with _either_ a
		     Bommerang Bend shot; OR
		     Disaster Drop. Scores 5M.
4-Way Combo	     ??Anyone? Is this possible? (from doing a 3 way with a
		     Boomerang Bend shot followed by a Disastor Drop)??

Wet Willes:	     See spoiler below.


TIPS:

There is a "Hidden" roll-over underneath the Spine-Chiller ramp.  If this is
crossed, a raft is advanced.  It is crossed by a weak Boulder Garden or Boomerang
Bend orbit shots; And occasionally it can be crossed by a Noway Out shot.

Hitting all "relite bounce back" lites when it (the Bounce Back) is already lit,
will spot a Hazard.

Extra ball is lit after 4 (adjustable) Disaster Drops.  Hazard is spotted after 3
+ 3 DD's, hold bonus also is at 9 DD's. I've (well not _just_ me I suppose) already
 managed to increase the default value of liting the EB from 4 to 7 Disaster Drops.

It is useful to go for the Disaster Drop to "hit the blinking lite" during
"Man(sic) Overboard" sequence (even if it is not lit) since it may spot a hazard
(see above).  The Relite Bounce Back is a good taget to go for also.  Better yet,
don't get it(the Man Overboard award) until there are heaps of hazards lit - ie
when you have advanced a few rafts.  SEE GRIPE.

The left return lane, (which returns after an insanity falls trip) is pretty
unpredictible in its behaviour-it sometimes comes down so fast that it passes a
lowered left flipper and centre drains.  So it is best to raise the left flipper
whenever the ball has started an Insanity Falls ride.  (The centre drain has not
happened when I've been playing, I've only witnessed it occur to others :-))

Move the light on the inlane(s) so a river letter can be spotted. Not only does the
river class increase the values for the hazards, they are a _permanant_ bonus
multiplier!

Try not to get the 5x multiplier and the advance raft Whirlpool Awards until you
have advanced to one of the last two rafts.  Or, better still, (for the 5x award)
get it just before you lock the third ball, it works on jackpots as well!
(Can any one confirm/refute this? I've only managed to do this once (because I
didn't think that it would work on jackpots -that would be _real_ points inflation!)
But the time I did do it, I got a replay pretty quick - and I only got up to a
a double jackpot too!)
Since I wrote the above I have confirmed myself the above - you most certainly are
able to get Jackpots upwards of 100M this way!

GRIPES:

Number one:
"Information" is NOT helpful! Hold you flipper up to see how many DDs you've done
and it won't tell you! It just tells you Replay and High scores!  So, you
can't tell how many Disaster Drops you've done, and how may till the next Spot
Hazard, etc!

Number two:
Bonus calcuations are performed too quickly to read!
Well that's about all the useful info that I've managed to glean from quite a few
games, (but not much $'s ;-).  Since I've completed most everything there is on the
game, and achieved a pretty good score (for me that is!) of 1.1B (I'm sure others
will/have gotten multi - billions!) and because of one or two other little things,
I say that this game has a high quick-to-bore factor.  In other words, its no TAF - but
can there be anything that can top it?

Gazza (henwoogr@elec.canterbury.ac.nz)
#include witty sig
(NULL)

WET Willy spoilers follow:






















All hazards are lit, and you get one of 10/15/20/25/30M for each hazard.  I _think_
the initial score is random but you get at least the same score for each hazard.
The score _can_ increase from the initial one as you visit each hazard - what actually
causes this, I am not sure of.
This mode carries over to the next ball(s).  Once you've finished the "tour" of the
Hazards, a lite will move periodically from one hazard to another - hit this for 50M!