In Fish Tales, alternating the lit center ramps builds the six-shot boat sequence, and the left-orbit spinner collects Monster Fish. Alternate ramps until six lit shots are complete, then shoot the spinner for the hurry-up. When the Caster's Club target and left orbit are reliable, take three Club locks for Multiball and relock one ball before shooting the left orbit for Jackpot.
The goal
Alternate the lit center ramps six times, collect The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try. at the left spinner, then repeat that ramp-and-spinner cycle.
Complete six lit ramps
Alternate the lit center ramps. A right ramp or right return lane lights the left ramp, and a left ramp or left return lane lights the right ramp.
Collect Monster Fish
After the sixth lit ramp, shoot the left-orbit spinner. One forward spinner tick collects The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try..
Repeat the cycle
Return to the alternating ramps and collect the next The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try. when the spinner shot is controlled.
Alternative route: Caster's Club Multiball
Use this when the Club target returns safely on this machine.
Hit the blocking Club drop, then make three more Club shots; the third lock starts three-ball Multiball.
Relock one ball at Caster's Club, then shoot the left orbit into the eject hole before the Jackpot timer ends.
Need to know
Main route
Alternate the lit center ramps.
Long goal
Collect three regular Caster's Club jackpots.
Safer fallback
Front, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.Video ModeFront, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million. floor: Use this plan when both ramps and Caster's Club reject dangerously.
In Fish Tales, the two center ramps alternate for a six-shot sequence, the left-orbit spinner collects Monster Fish, and Caster's Club uses three locks for Multiball. Use the ramps and Monster Fish as the repeatable route. Start Caster's Club only when its target return is controlled, then relock one ball and shoot the left orbit for Jackpot. After three Jackpots, hit the captive ball's top switch for repeatable 100,000,000 Super Jackpots.
The goal
On original Williams Fish Tales, alternate the lit center ramps, collect The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try. at the spinner, and start Caster's Club Multiball only after its target return is safe.
Catch or Leave a flipper down and let the ball rebound from it toward the opposite flipper, reducing the ball’s momentum without a flip.Dead bounceLeave a flipper down and let the ball rebound from it toward the opposite flipper, reducing the ball’s momentum without a flip.Read the full Dead bounce technique the launch feed. Test both center ramps and the Caster's Club target.
Alternate lit center ramps until you make six lit ramp shots.Ramp rule rule details
A right ramp or right return lane lights the left ramp. A left ramp or left return lane lights the right ramp. The six awards total 10.5 million.Ramp ruleA right ramp or right return lane lights the left ramp. A left ramp or left return lane lights the right ramp. The six awards total 10.5 million.: A right ramp or right return lane lights the left ramp. A left ramp or left return lane lights the right ramp. The six awards total 10.5 million.
When possible, make the right ramp the sixth shot so its return gives you the right flipper.
Shoot the left-orbit spinner for The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.. One forward spinner tick collects it.Monster Fish scoring and timing
The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.: The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.
Return to the alternating ramps. Collect every The first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try.Monster FishThe first hurry-up starts at 20 million, falls to 5 million, and stays there for about five seconds. A collect raises the next start by 10 million, up to 50 million. A timeout preserves the last value for the next try. that can cover the match score.
↪Fallback: Video Mode▶ floor
Use this plan when both ramps and Caster's Club reject dangerously.
Make two lit Long Cast right loops. Each loop qualifies the next captive-ball award.
Hit the captive ball once for Hold Bonus and again for Light Front, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.Video ModeFront, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million..
Shoot the left orbit into the back eject hole to start Front, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.Video ModeFront, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million..
Use 20 torpedoes in 20 seconds. Aim for the rear targets when accuracy remains controlled.Video Mode scoring details
Front, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.Video ModeFront, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.: Front, middle, and rear targets score 500,000, 1 million, and 1.5 million. Fifteen to nineteen hits add 10 million. All twenty add 20 million.
↔Alternative: Caster's Club Multiball
Use this ceiling route when the Club target and left-orbit collect are reliable.
Hit the blocking Club drop. Make three more Club shots. The third lock starts three-ball Multiball.
Relock one ball at Caster's Club. Shoot the left orbit into the eject hole within 15 seconds.Regular jackpot scoring and timing
The first three collects are 20 million, 30 million, and 40 million. If the timer expires, the relocked ball returns. A second relock doubles the lit jackpot and restarts the timer.Regular jackpotThe first three collects are 20 million, 30 million, and 40 million. If the timer expires, the relocked ball returns. A second relock doubles the lit jackpot and restarts the timer.: The first three collects are 20 million, 30 million, and 40 million. If the timer expires, the relocked ball returns. A second relock doubles the lit jackpot and restarts the timer.
After three jackpots, hit the captive ball hard enough to reach its top switch.Super Jackpot scoring details
Each successful captive-ball hit scores 100 million. It repeats until only one ball remains. Jackpot and lit Super progress return in the next multiball.Super JackpotEach successful captive-ball hit scores 100 million. It repeats until only one ball remains. Jackpot and lit Super progress return in the next multiball.: Each successful captive-ball hit scores 100 million. It repeats until only one ball remains. Jackpot and lit Super progress return in the next multiball.
↔Alternative: Rock the Boat▶ stack
Use this plan when the third captive-ball award or four Tales is almost ready.
Start For 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball.Rock the BoatFor 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball. from the third captive-ball award, or complete four Stringer Tales.
Start Multiball while For 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball.Rock the BoatFor 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball. remains active when the lock is ready.
Repeat the safer ramp during the timed stack.Rock the Boat scoring and timing
For 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball.Rock the BoatFor 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball.: For 20 or 30 seconds, either ramp, a ramp U-turn, or the captive ball scores 10 million. The mode continues during multiball.
◆Builds toward: Repeat 100 million Super Jackpots
Collect three regular Caster's Club jackpots.
Hit the captive ball's top switch for repeatable 100 million Super Jackpots.
A completed Super sequence raises the next multiball's jackpot multiplier. The maximum is 6x.
Sources and references12 references12 source links and outbound references.