No Fear: Dangerous Sports

Williams, 1995 — shot-by-shot rules and strategy guide.

Open No Fear: Dangerous Sports in the Pinball Genie app →

Steve Ritchie fast, wide-open shooter's game. WPC-DCS, DMD. Single production run — no Pro/Premium/LE editions, so every shot and rule is trim: all. Defining traits: no pop bumpers, three flippers (two lower + one upper-right "Jumps" flipper), and a magnetically-accelerated Jump Ramp/Jump Loop that is the single biggest scoring shot in the game.

Despite claims sometimes seen elsewhere, "Danger Zone," "Meltdown," and "Super Kickback" do not exist on No Fear. "Payback Time" is real but is a 25-second timed mode, not a wizard. The actual wizard mode is Meet Your Maker (4-ball).

The Challenge ladder (the mode spine)

Five Minor Challenges (Dirt, Asphalt, Water, Snow, Air) → two Major Challenges (No Limits, then Fear Fest) → Meet Your Maker wizard. Start a challenge by shooting the Skull scoop when "Start Challenge" is lit, or via the plunge skill-shot cycle. Each challenge STARTED banks +10M end-of-ball bonus. Good players deliberately time out the low-value minors to climb to the majors and the wizard.

Multiballs

Combos / money sequences

Super Cross = alternate Jump Ramp ↔ Hairpin Ramp for 15M each; a Hairpin→Jump order lets the magnets grab and re-feed the ball. Three alternating shots on each ramp lights Payback Time (all majors 25M for 25s). Consecutive Jump Ramps build 5M→25M (flat 25M in multiball) and each Jump permanently adds +5M to end-of-ball bonus (carries the whole game). Jump This! triggered at the left outlane while the Kickback is lit becomes a 2-ball multiball for 30M-per-jump farming.

Scoring builds (no true multipliers)

No Fear has no playfield X, no bonus multiplier, and no per-shot multiplier. Scoring escalates through value BUILDS instead: Raceway (Screamer/left orbit) 5M→20M→Light Extra Ball→25M; the Steering Wheel 3rd/2nd/1st-Place ladder up to 100M; Fear Fest +20M/shot; Summit and Jump builds.

End-of-ball bonus

5M per Jump made · 10M per Challenge started · 1M per 100 meters Climbed. No bonus multiplier.

Skill shot

Plunge cycles five options (Start Challenge / Super Cross Level / Advance Raceway / Ball Lock / Flipper Skill Shot). The premier shot: Flipper Skill Shot → shoot the Jump Ramp for 50M.

Safety

Left outlane has the Kickback (lit via the two Cliff standups, ~2.5M save) — keep it lit. Right outlane has no save.

How No Fear: Dangerous Sports plays

No Fear is a fast extreme-sports Williams game with no playfield multiplier, so extra balls and the magnet-slung Jump Ramp are your real force multiplier. Climb the five Minor Challenges and two Major Challenges to reach the Meet Your Maker wizard and its lit 200M Jump Loop.

The loop

  1. At the launch, cycle to the plunge award you want -- a flipper tap runs the choices past faster -- then fire, since Flipper Skill Shot feeds the ball to the Jump Ramp for a live 50M.
  2. Loop the Jump Ramp so the magnet slings the ball up into the elevated Jump Loop, catch the return on the upper-right flipper, and repeat to climb the consecutive value while banking permanent end-of-ball bonus.
  3. Loop the Screamer orbit to build the Raceway ladder and light an extra ball at the Skull.
  4. Drop the Skydive target to light locks, lock three balls, and run the Skull, Skydive, and Jump Ramp jackpot sequence.
  5. Start each Challenge at the Skull and clear the ladder toward Meet Your Maker.

Reading the lights

  • Plunge Award Cycle (status) — lit: The launch shows one of five picks -- Start Challenge, a Super Cross level, an Advance Raceway step, a Ball Lock, or the Flipper Skill Shot -- and only the one on display is what your plunge gives you. · then: Land Flipper Skill Shot to send the ball straight at the Jump Ramp for a live 50M, or take Ball Lock to auto-lock a ball for 12M toward multiball, and note the award resets and rotates fresh on every ball. · control: Either flipper button: the awards rotate on their own, but a tap of a flipper button runs them past faster so you can launch on the one you want instead of whatever happens to be showing (before you fire the launch button)
  • Jump Ramp & Jump Loop (shot arrows) — lit: The Jump Ramp is the marquee shot, and a magnetic accelerator slings every made ramp up into the elevated Jump Loop that arcs over the Skull. · then: Catch the return on the upper-right flipper and re-loop to ratchet the consecutive value from 5M toward its 25M cap, banking a permanent 5M end-of-ball bonus on every jump. In Meet Your Maker every trip through the Jump Loop pays a 200M Super Jackpot that never goes dark, so trapping a ball and hammering the loop is the classic way to run up the score.
  • Super Cross Ramps (shot arrows) — lit: Alternating the Jump Ramp and the Hairpin Ramp scores a 15M combo on each shot while the rhythm holds. · then: Lead with the Hairpin so the magnets can catch the ball and feed it back to you, and complete three alternating shots on each ramp to light Payback Time. Start Payback, with every major shot lit for 25M, just ahead of Over the Edge so the two high-scoring modes overlap.
  • Raceway Extra Ball Ladder (ladder) — lit: Consecutive Screamer orbit loops climb the Raceway award 5M, 10M, 15M, 20M, and the count has to stay unbroken to keep climbing. · then: Five loops in a row light the extra ball, collected at the Skull scoop, and with no playfield multiplier on this machine extra balls are the real multiplier. Later extra balls demand more consecutive loops per level, so protect the streak.
  • Summit Award Ladder (ladder) — lit: Repeating the right orbit climbs the Summit list -- 5M, then a bonus round lit, then a boosted spinner, then a flat 10M for every shot after -- and the whole ladder starts over from scratch on each new ball. · then: Loop Summit to reach the boosted-spinner award, then tear into the Screamer spinner while it is boosted for a fat payout on every spin. Cradle the return between attempts, since a missed orbit comes back fast.
  • Ball Locks & Multiball (status) — lit: Dropping the Skydive target lights Lock at both the Skydive and the Skull, and on the first multiball the lock stays lit between locks. · then: Lock three balls for 12M each to start the three-ball multiball, then run the jackpot sequence -- Skull for 50M, Skydive for 100M, Jump Ramp for the 200M Super -- and repeat. Every multiball after the first makes you knock the drop target down again for each lock, and by the third lock only the Skydive still accepts one.
  • Steering Wheel (Track) (ladder) — lit: Either Track orbit around the Skull advances the Steering Wheel -- 3rd Place pays 15M, 2nd pays 25M, and 1st opens a rotating award list. · then: Keep looping, since either side counts as one Track shot, to reach 1st Place and its rotating awards, and win your third Race to start the Over the Edge two-ball multiball.
  • Kickback & Cliff (status) — lit: Hitting the Cliff standups relights the Kickback in the left outlane -- the game's only outlane with a save sitting behind it, worth about 2.5M -- while the right outlane has nothing at all. · then: Keep the Kickback armed as the cheapest drain insurance the machine sells, and trigger Jump This at a lit outlane while the Kickback is lit to spawn a second ball for 30M-per-jump farming.
  • Challenge Ladder (mode) — lit: The Skull starts whatever Challenge is next in line, stepping through the five Minor Challenges and then the No Limits and Fear Fest Major Challenges. · then: Clear or safely time out each Challenge to move up the ladder, and after No Limits spell NO FEAR across the lit major shots to arm Fear Fest, then spell it a second time to arm the Meet Your Maker wizard back at the Skull. The riskier Challenges are worth timing out for their flat award rather than forcing.

Lane change: not verified for this machine yet.

Start scoring

Does No Fear: Dangerous Sports have an action button?

No action button — this is a 1995 Williams. The cabinet front carries a start button, an extra-ball buy-in, and a launch button on the right that fires your plunge and then goes quiet for the rest of the ball. The plunge awards cycle on their own; a flipper button just speeds the cycle along.

Goals in No Fear: Dangerous Sports

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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