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
- Regular (3-ball): Drop the Skydive drop target to light Lock at Skydive and Skull; lock 3 balls (12M each). Jackpots run Skull 50M → Skydive 100M → Jump Super Jackpot 200M, repeating.
- Over the Edge (2-ball): Qualified from the Steering Wheel 1st-Place award (#3) or a Tube award. Jump/Hairpin ramps 25M +10M/shot, max 75M. Best stacked with Payback Time.
- No Limits (Major, 3-ball): All major shots 20M base, +1M/shot up to 70M.
- Fear Fest (Major, 3-ball): Skull/Skydive jackpot 50–80M start, +20M/major shot.
- Meet Your Maker (wizard, 4-ball): Everything lit. Skull 50M; each Jump Loop = 200M Super Jackpot that STAYS LIT — cradle balls on the left flipper and hammer the loop from the upper-right flipper for repeated 200M supers.
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.
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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Flipper Skill Shot — 50M Jump
The highest-value skill shot: select Flipper Skill Shot at the plunge, then nail the Jump Ramp on the fly for 50M.
Reward: 50M
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Ball Lock Skill Shot
Select Ball Lock on the plunge cycle; the auto-plunge lowers the Skydive drop target and locks a ball for 12M.
Reward: 12M + a locked ball toward multiball
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Super Cross
Alternate the Jump Ramp and Hairpin Ramp for 15M each; three alternating shots on each ramp lights Payback Time.
Reward: 15M per combo shot; lights Payback Time
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Consecutive Jump Ramp Build
Repeatedly loop the Jump Ramp via the upper-right flipper — values climb 5M→25M and each jump permanently adds +5M to end-of-ball bonus.
Reward: 5M/10M/15M/20M/25M per jump + permanent +5M bonus each
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Multiball Jackpot Sequence
The standard multiball money order: Skull 50M → Skydive 100M → Jump Super Jackpot 200M, then repeat.
Reward: 50M → 100M → 200M per cycle
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Payback Time + Over the Edge Stack
Light Payback Time via Super Cross, then start it just before Over the Edge so both high-scoring modes run together.
Reward: 25M-everything for 25s layered over escalating 75M-cap ramps
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Jump This! 2-Ball Farm
Trigger Jump This! at the left outlane while the Kickback is lit — it becomes a 2-ball multiball for 30M-per-jump farming.
Reward: 30M per Jump Ramp with a safety ball
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Regular 3-Ball Multiball
Drop the Skydive target to light Lock at Skydive and Skull, lock 3 balls, then run the jackpot sequence.
Reward: 12M/lock; jackpots 50M/100M/200M
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Over the Edge (2-Ball)
Grind Track orbits to reach 1st Place on the Steering Wheel and collect the Over the Edge award (2-ball multiball).
Reward: 2-ball MB; ramps 25M +10M/shot up to 75M
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No Limits (Major Challenge, 3-Ball)
The first Major Challenge multiball, reached after the five Minor Challenges; start it at the Skull and pound the major shots.
Reward: 20M base per shot, +1M/shot up to 70M
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Fear Fest (Major Challenge, 3-Ball)
The Major Challenge after No Limits; shoot Skull to start, then build and collect the Fear Fest jackpot at Skull/Skydive.
Reward: Jackpot 50–80M start, +20M per major shot
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Dirt Challenge
A 30-second Minor Challenge: only ramps score. Shoot the ramps to build the Dirt Award from 5M to 20M.
Reward: 5M +5M/shot, max 20M
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Water Challenge
A timed Minor Challenge: shoot the Tube saucer to add time and raise all lit shot values.
Reward: +10s and +5M to shot values per Tube hit; shots 10M→30M
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Snow Challenge
Build the Down Hill (Hairpin) value with Jump Ramp and Summit shots, then shoot the Hairpin to end the mode for up to 100M.
Reward: Hairpin 50M base, +10M/prep shot, max 100M
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Air Challenge
Freeze the falling Skydive value, then collect all lit arrows across the playfield for a 75M bonus.
Reward: Skydive value frozen 10–25M; complete all arrows = 75M
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Raceway Extra Ball Ladder
No Fear has no playfield/bonus multiplier — Extra Balls are the real force multiplier. Loop the Raceway to light EB at the Skull.
Reward: 5M→20M builds, then Light Extra Ball (25M/shot after)
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Steering Wheel Value Ladder
With no true multiplier, the Track/Steering Wheel value ladder is the scoring escalator — 3rd→2nd→1st Place awards up to 100M.
Reward: 3rd 15M, 2nd 25M, 1st rotating (up to 100M)
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Meet Your Maker — Qualification Path
The full ladder to the 4-ball wizard: five Minor Challenges, then No Limits and Fear Fest, then start Meet Your Maker at the Skull.
Reward: Starts the 4-ball wizard with everything lit
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Meet Your Maker — 200M Jump Farm
In the wizard, the Jump Loop Super Jackpot stays lit for 200M. Trap balls on the left flipper and hammer the loop from the upper-right flipper.
Reward: 200M per Jump Loop (uncapped, stays lit)
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Progression Opener (recommended default)
Start Challenge, bank the Extra Ball via Raceway, arm the Kickback, then begin locking for multiball — the guided beginner line.
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Points-Forward Opener (confident player)
Take the 50M Jump skill shot, build consecutive jumps, then set up the Extra Ball and Kickback.
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Tournament / GC Line
Bank Extra Balls, time out the low-value minors, push through the two lesser majors, and grind Meet Your Maker for 200M supers.
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Summit Award Ladder
Repeat the right orbit to climb the Summit award list, which hands out the boosted spinner, a hurry-up and the video mode.
Reward: Summit builds; lights Super Spinner, Hurry Up and Video Mode
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