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Pat Hand

Williams • 1975 • em

G48YQ-M1r1d

Quickie Version

Up Top by going over the rollovers on the upper left side until your bonus is maxed at 10K. Collect the center A-K-Q-J-10 rollovers for 2X and 3X bonus, then UTAD.

Go-To Flipper

Right

Full Rules

This game is somewhat deceptive. Many players focus on the side joker targets or the lit 3000 target among the five in the top center bank. Nope. The big, safe[r] points here come from the rollover disks at the very top of the machine. Soft plunge or Skill Shot to get the ball to roll over as many top disks as possible before then rolling smoothly over the disks above the upper left flipper. When the ball gets to that flipper, shoot it back up top to repeat the roll-down. Disks add to your bonus. Once the base bonus is maxed at 10,000, then you can deal with the center cards A-K-Q-J-10. Finishing them once lights the disks for 1,000 and lights the bumpers for 100 instead of 10; two completions lights double bonus. Once the disks are lit, forget everything else and throw the ball up top whenever you can, shooting along the upper left disks from the right flipper and straight up above the top joker from the left.

Key feeds: both sides of the top arc. When the ball dribbles off to the left, does it roll over most of the disks on the left? If yes, get this as much as you can. If not, especially if it misses them all, switch tactics. When the ball dribbles off to the right, how high is the drain risk? Speed matters.

Playfield Risk

Mostly balls falling from the top down the middle. Rebounds from any of the 9 stand-up targets can drain or go into the bumpers, so limit your shots at these. The bumpers can drain you either center or right, but you can limit center drains from them by holding up the left flipper when the ball is there.

External Links

Machine Information

Pat Hand backglass
Name
Pat Hand
Manufacturer
Williams
Year
1975
Type
em
Display
reels
Players
4