Keefer's Guide to Hurricane
                       ===========================

                           V 1.2.1 - 10-Jun-95
                           -------------------

                          *** FINAL VERSION ***

This rules compilation is freely distributable.  I retain any and all rights
to this guide.  You may take this guide and redistribute it and/or make
changes to it as long as it remains freely distributable and this policy is
stated at the beginning of it.  No charge may be made for the distribution
of this guide and no one may make a profit from it.  Send comments/updates/
suggestions/corrections to...

[email protected]

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

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

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

Hurricane - This is the main ramp in the game.  The entrance is on the right
  side of the field, and the ball goes around the back, down the left,
  around the front of the field, and finally into the left return lane.
  Note the ball also enters the Hurricane ramp (though no credit is given
  for hitting the Hurricane) via the plunger shot and the Ferris Wheel.
Comet - The ramp right in the middle of the field.  It can easily be shot
  from either flipper, and the ball is returned to the right return lane.
Ferris Wheel - The entrance to the Ferris Wheel is the furthermost left lane
  towards the back of the field.  The ball goes on the first wheel, then
  the second, then onto the Hurricane ramp to the left flipper.
Dummy - This is the bull's eye target in between the Hurricane and Comet
  ramps.
Juggler - The big blue box in the middle of the back of the field.  Shoot it
  up the lane between the Comet and the Ferris Wheel lane.  Usually much
  easier to backhand it with the left flipper than to "normally" shoot it
  with the right.
Cats - The 4 stand-up targets with green lights on the right side of the
  playfield, below the Hurricane shot.
Ducks - The 3 drop targets on the left side of the field.
Bumpers - The 3 pop bumpers hit when the ball comes out of the Juggler.
Palace - Letters earned by hitting the skill shot or by Hurricane millions
  or by hitting the Hurricane shortly after completing the Ducks or Cats.
  Lighting PALACE lights the jackpot.
Jackpot - Starts at 5M, maxes out between 15M - 16M.  Shoot the Juggler to
  get the Jackpot when lit.
Clown's Face - There are 6 different things to hit to light up the Clown's
  Face.  Hitting all 6 lights Clown Time.
Clown Time - When lit, hit the Hurricane to start Clown Time.  This is a
  frenzy-type scoring time for 25 seconds, where all targets are worth
  50K.  MAJOR shots (i.e. Hurricane, Comet, Ferris Wheel) score 500K for
  the first one, 750K for the second one, and 1M for each one thereafter.
Quick Score - Given for shooting the ball into the Ferris Wheel directly
  after the ball goes over the switch in the right return lane.
Mystery - When this is lit, shoot the Juggler for a "random" mystery score.
Ball Locks - When these are lit, shoot the Juggler to lock a ball.
Multiball - After 2 balls are locked, launching the 3rd ball starts
  Multiball.  Hurricane is worth 1M, 2M, and 5M in order, then starts over.
Skill Shot - After launching the ball around the Hurricane, shoot the ball
  back up the Hurricane ramp to get a Palace letter and the skill shot
  value (which is 500K and goes up 500K each time you make it up to 2M).
Special - Awarded by hitting the Hurricane when it's lit.  Lit by Mystery
  Score or by starting your 3rd Multiball.
Status Report - Hold down a flipper to get some neat information.  After a
  couple of seconds, it will tell you how many extra balls you have,
  credits, replay score, bonus x's, # of ramps for Hurricane millions, # of
  multiballs that special is lit on (is it ever different from 3?), and the
  high scores.  While holding one flipper, you can hit the other one to
  speed through the report, just like every other WMS/BLY game since about
  Whirlwind (and, for some reason, except CFTBL).

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

The Hurricane, Comet, Mystery Score, and Ferris Wheel are all lit at the
beginning of the game.  Furthermore, the Comet is relit at the start of each
ball.

Hitting the Hurricane during normal play awards 200K, 225K, unlimited
millions.  This is a timed shot, so if you miss it, you still have a chance
to get it back up there for the next value.  After you get the first
million, the Hurricane is lit for 1M AND a Palace letter.  So no more than 7
Hurricane millions will light the Jackpot for you.  After you finally miss a
million shot, and the Hurricane times out, it will stay unlit until you hit
all of the cats.  After you relight the Hurricane, it will take one more
ramp than last time to light the million shot.  So the second series of
shots will go 200K, 225K, 250K, millions.  The number of ramps need for the
million is kept in the Status Report.

If you perfect the Comet, you can easily score millions of points.  The
Comet starts the game lit at 100K.  The next 2 shots are scored 200K then
300K.  These are timed shots, like the Hurricane.  Every shot after the 300K
results in 1M points.  However, the Comet unlimited millions is not only a
timed shot, but an accuracy shot.  If you touch anything other than the
Comet or the right return lane switch, AFTER getting your first million,
then the million shot is turned off.  And if you don't shoot it for awhile,
it'll time out like the rest of the shots.  If you don't get the million,
the Comet will reset to 100K.  After you've gotten just a single million,
whenever the ramp resets, it'll start at 50K, making it one shot harder to
get a million.  After a million is scored, and eventually you miss or it
times out, it'll stay unlit like the Hurricane until you hit the Ferris
Wheel.  If you lose the ball, though, it resets the Comet for you.

The Ferris Wheel scores the Ferris Wheel Bonus when it is lit.  The bonus is
lit by hitting all 3 ducks and at the start of the game.  Base value is
250K, but that increases by 15K every time you hit a bumper or a duck.  The
maximum value the Ferris Wheel can get to is 1M.  Scoring the bonus turns it
off until the ducks are hit again.  The base Ferris Wheel value does not go
up if it isn't lit.

Also on the Ferris Wheel lane is the Quick Score.  If you hit the Ferris
Wheel directly after the ball goes down the right return lane, you score the
Quick Score.  It starts at 250K and goes up 100K every time you get it.  I
believe the maximum is 750K.  You can get the Quick Score even if the Ferris
Wheel isn't lit.

After shooting the Ferris Wheel, as the ball goes down the left return lane,
it will light the Dummy shot.  The Dummy stays lit for around 20 seconds.
If you hit him, you advance your bonus multiplier.  If you get your bonus
multiplier up to the blinking value (usually 3x for the first time), you
light the return/out lane extra ball.  If the Dummy is unlit, shooting it
will light it for the same 20 seconds.

Both the cats and ducks serve multi-purposes.  The cats, in addition to
lighting the Hurricane, will light the Juggler Mystery Score.  The ducks
light the Juggler Ball Locks for Multiball.  For the first Multiball,
hitting the ducks will light BOTH ball locks for you.  After that, you must
hit the ducks once for each ball to lock, though you don't have to lock a
ball before lighting the next lock.

As previously stated, the Clown's Face has 6 different targets to hit.  They
are:
  1.  Left eye - the Ferris Wheel.
  2.  Right eye - the Hurricane.
  3.  Nose - the Dummy.
  4.  Left cheek - the Ducks.
  5.  Right cheek - the Cats.
  6.  The mouth - the 300K shot of the Comet.
When all 6 are hit, the face starts blinking, and the next shot up the
Hurricane starts Clown Time.

Clown Time and the Palace Jackpot are kept between players and between
games.  That is, if you had PALA lit one game, if you started another game
right after that, PALA would still be lit.  So sometimes you get lucky and
start a game where PALAC is lit and the Jackpot is worth like 15.5M.  If one
player lights Palace, then that person has 30 seconds to shoot the Juggler
to get the Jackpot.  If he/she misses, then Palace reverts back to PAL and
the Jackpot stays the same.

The real kicker about Clown Time is that if one person goes and hits all 6
targets then loses the ball, then the next player need only shoot the
Hurricane, and HE gets Clown Time.  Whatever was lit on the face at the end
of a game carries over to the next game.  The only exception is if the whole
face was lit, but no one got Clown Time.  The next game, the face is lit
except for the nose (the Dummy shot).

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

The Cats are worth 100K the first time you hit all 4 of them, and the value
increases by 100K each hit up to 1M.  The ducks score no big amount of
points.

Hitting the dummy after maxing out bonus (6x) scores 1M.  BTW - the maximum
bonus for any one ball is 500K x 6 (3M).  Kinda bwee if you ask me.  (Can
you imagine a BoP with a bonus cap?  No more 11.9M bonuses!)

Hitting either ramp increases the Jackpot by 130K.  It starts at 5M.  If
the total hits 16M or more, it "wraps-around" to 15M again.  For example, if
the jackpot is at 15,900,000, the next ramp puts the jackpot at 15,030,000.

If you get more than one Clown Time in the same ball, the Clown Time score
you had before is put up and you keep adding to the total.  Major shot
scores continue where you left off.  I.e., you don't need to hit the 500K -
750K shots first this time...  All shots will be worth 1M.  The best Clown
Time total I've had is about 25.75M, which was 3 really good Clown Times on
the same ball.  The game keeps track of the best Clown Time (resets as often
as high scores 1-4) for a single ball.  There's no award for getting the
best Clown Time (i.e. no credits), but you DO get to put your initials in.

Hitting the Mystery Score shot will award you one of the following:
1.  1M, 2M, 3M, or 5M.
2.  Light Extra Ball, Extra Ball.
3.  Light Special, Special.
4.  Palace Letter (NEVER gives you the last 'E', though).
5.  2x, 3x, 5x playfield scores for 20 seconds.
6.  Clown Time.
7.  Instant Lock.
8.  Bonus Multiplier (can lead to lighting Extra Ball).
9.  Absolutely Nothing (IMHO, less insulting than Dr. Dude's "A measly 10
      points").
So, in total, you could earn 1 of 16 different awards.  They should all be
self-explanatory.  Getting Instant Lock is just like shooting all of the
ducks just before hitting the Juggler.  Very nice sometimes, when your
aiming just sucks for some reason.

The rest of the major scoring shots were discussed above.  All that's left
to cover is...

                                Multiball
                                ---------

As stated, shoot the ducks to light the locks, and shoot the Juggler to lock
the balls.  After 2 balls are locked, multiball starts.  If your machine is
missing a ball, locking the second ball starts Multiball right away (no
warning).

The main thing in Multiball is the Hurricane ramp.  The first shot is worth
1M, the second 2M, and the third 5M.  Then it goes back to 1M and starts all
over again.  So every 3 Hurricane shots is worth 8M.

During Multiball, the Comet is just a timed shot.  So once you light the
million, you can keep it lit for a long time and not worry about shooting
something else.  A couple things to note:  Holding a flipper while shooting
the Comet seems to reset the value after getting a million.  They probably
don't want you to just hold a ball and continuously shoot the Comet.  BUT,
if you shoot a ball into the Juggler, then while you're shooting for Comet
millions, it won't pop the ball out.  So you don't really NEED to hold a
ball on the flipper if you can get it to the Juggler.  The ball WILL pop out
if you're not up to the million on the Comet yet.  Also, after the million
times out, it resets to 50K right away.  So you don't have to shoot the
Ferris Wheel to relight it.  Plus, the Comet is lit at the beginning of
Multiball if it was previously turned off.

Shooting the Ferris Wheel during Multiball will award you 750K.  If you get
a second ball up there fairly quickly, you'll get 1M.  And if you get the
third ball up into the Ferris Wheel, you get 2M points.  No Ferris Wheel
bonus given during Multiball.  (But with Quick Scores like that, who cares?)

If you hit the ducks and cats during Multiball, you can still shoot the
Hurricane for the Palace letter, and you can still light the Jackpot.  If
you light the Jackpot by shooting the Hurricane right at the start of
Multiball, you won't be awarded the Jackpot until ALL balls have left the
Juggler.  Thankfully, the timer won't start until after all the balls have
left as well, so it evens out.  Basically, you can't backhand the ball into
the Juggler until the 3rd ball has been shot out.  If you do, then you must
wait until THAT ball has cleared out as well.

Keeping Multiball active for a long time is a really good thing to do,
because after you lose 2 balls (or 1 for a 2-ball game), you go into
multiple-scoring mode.  For each second of Multiball you had, you get a
second of multiple scoring (minimum 15 seconds, not sure of a maximum).  The
playfield multiplier seems totally random, though I could be wrong.  At any
rate, there is a possible 2x, 3x, and even 5x playfield scores.  This means
that anything and everything that scores points is multiplied by that
amount.  This even includes the Skill Shot, but EXCLUDES the Jackpot.  (5x a
15M Jackpot might be a little unfair.  %) )  So all millions, all Mystery
awards, etc. are multiplied.

One other word about holding the flippers up during multiball:  Any time a
flipper is up, the multiball timer for multiple scoring does NOT increase.
It won't reset your timer, but if you're holding a ball or something, the
timer stays where it is.  I've had upwards of 30 shots on the Hurricane
during multiball, then after losing a ball right after missing, only gotten
15 seconds of multiple scoring.

                               Strategies
                               ----------

ALWAYS shoot for the ducks.  Multiball is the key to high scores in this
game (as well as the multiplied scoring).  If you hit the ducks right, then
you'll wipe out the bottom 1 or 2 ducks, then catch the ball with the right
flipper again, shoot the last target, and usually it'll bounce right into
the Juggler.  Ball locked.  If this works, then the Skill Shot will be worth
*TWO* Palace letters (one for Skill Shot, one for just hitting the ducks).
You can light the Jackpot very quickly this way.

Don't actively shoot for the Dummy.  It's usually a death shot if you miss
it.  DO aim for it if the next bonus x's will get you extra ball lit.
(Don't forget that the bonus x's number that's flashing is what you need to
light the extra ball.  On every game I've seen, it starts on the 3x, and
after you get that goes to 6x.  After 6x, it doesn't light anymore.  So off
the Dummy, you can get 2 extra balls.  Don't forget that when extra ball is
lit, the flippers change the lane the extra ball is in, so shoot a ramp and
move the extra ball to the return lane where the ball will go.)

Don't shoot the Comet millions until your first multiplied scoring.  It will
take you one less ramp to start getting 2, 3, or 5 million.  After you've
gotten your first million run, though, it can't hurt to hit it whenever you
feel good or lucky.

If your next-to-last ball is about to drain in Multiball, start shooting the
Comet right away.  That way, you'll almost have million lit when multiple
scoring kicks in.  If you cut off the million shot somehow, you have a
couple of choices:  Shoot the Ferris Wheel to light the Comet again (if you
have a LOT of time left!) or thrash at the ducks again.  If you can lock a
ball with a couple of seconds left on multiple scoring, you can get a
multiplied skill shot.  And this can be quite nice if your skill shot is up
to 2M...

ALWAYS ALWAYS shoot for the Mystery Score in the Juggler if it's lit during
multiple scoring.  If you haven't done anything else at the start of
multiple scoring, then this should be your first target.  If you're shooting
the Comet, you should leave enough time to take a whack at the Mystery
Score.  What many people fail to realize is that chances of getting millions
on the Mystery Score are pretty high, and when it's multiplied by 2, 3, or
5, it can be very nice indeed.  A lot of people think that the Jackpot is
the highest-scoring single shot in the game.  Wrong.  If you're on 5x
playfield scores and shoot the Mystery Score and get 5 million, that's 25
million points!  And even if you only get the 1, 2, or 3, that's still a
pretty good haul.  And if you don't get a points award at all, well, you
can't win them all.  Personally, in all the times I've played Hurricane (and
that's a lot), I've only gotten the 25 million shot twice.  But it's so neat
when you do get it!  :)

During Clown Time, the best strategy is to shoot the Comet as soon as the
ball returns from the Hurricane and just keep hitting it over and over.  If
you NEVER miss, you should be able to rack up around 12.5M during a single
Clown Time.

If you can hit the Hurricane easily (our machine has a *great* left flipper,
well, great for hitting the Hurricane ramp), don't bother going for the
jackpot.  Just keep hitting the Hurricane.  If you miss, then go ahead and
shoot for the jackpot.  If you keep hitting it, eventually the jackpot will
time out.  After the jackpot round is over, you need to hit the ramp once
more to light if for letters again, then 3 more shots to re-light the
jackpot.  ONLY keep going for the ramp if you are getting millions.  If you
light it right away from, say, a skill shot, then go for the jackpot to get
your easy points, and save the extra ramp hit that you'd need to relight
the millions.

Hurricane is a great game to learn multiball ball control.  Once you get a
ball or two on the right flipper, just sit back and keep hitting the
Hurricane.  If you miss, and 2 or 3 balls wind up on the right flipper, just
do a quick flip to (hopefully) send 1 ball airborne so that it might bounce
over to the left.  Then hit the Hurricane some more.

When you get bored of constantly hittng the Hurricane, you can send a ball
that's sitting on the right flipper up into the Ferris Wheel, which will
come to the left flipper, where you can shoot BOTH (or all 3) balls at the
Hurricane to increase scoring 2X as fast.  :)  It's more exciting than
shoot, wait, shoot, wait, etc.

Using these strategies, you should be able to do pretty well.  I've gotten
269M on our local machine, which was probably a little liberal in the tilt
department at the time, but not overwhelmingly so.  Just remember to hit the
ducks for Multiball and wail on the Hurricane when you get there.

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