Taxi

Williams, 1988 — shot-by-shot rules and strategy guide.

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Taxi is a small, honest late-eighties game with one enormous scoring feature and a lot of pleasant filler around it. The feature is the jackpot. It starts at 500,000, tops out at four million, and carries over between balls, between players and even between games until somebody collects it. Nothing else on the machine scores close. Learn how to raise it and how to cash it.

The fare cycle

Five passengers, picked up in a fixed order: GORBY, PINBOT, DRAC, LOLA and SANTA. Two of them, PINBOT and GORBY, are already lit when the game starts, and collecting one lights the next. Each pickup pays a 20,000 tip and adds 20,000 to your end-of-ball bonus. Load all five and the jackpot lights.

Each name belongs to a shot, and knowing which is which stops you wasting a lit window:

Once the jackpot is collected the cycle reverses and you drop everyone off — SANTA, PINBOT, DRAC, LOLA, GORBY. Completing that relights the jackpot and lights one outlane for special. The second run through, only one passenger is lit at a time, and a second full cycle will not light the other outlane, so the special is effectively a once-per-game prize.

Raising the jackpot is a switch-hunting exercise

Spell C-A-B in the three top lanes and Raise Jackpot lights for ten seconds. During that window every switch on the playfield adds 2,000 to the jackpot value. That is the key insight: this is not a moment for careful aimed shots. A ball rattling around the drop banks or bouncing through the lower playfield is worth far more than one clean ramp. Feed it into the busiest part of the machine you can reach and let it stack.

Collecting is a specific shot. With all five passengers aboard, the jackpot is paid by entering the JOYRIDE hole from above, around the right semi-orbit. You have fifteen seconds once it lights, and if you miss it LOLA gets out of the cab and has to be picked up all over again to relight it.

Carry Passengers is the habit that wins games

The small target just right of the JOYRIDE hole lights for about ten seconds whenever you complete either drop bank — LOLA or PINBOT, lit for a pickup or not. Hitting it holds every passenger you are carrying into the next ball, which is the difference between finishing the fare cycle and starting from nothing every time you drain. It is reachable from both flippers but much easier as a left backhand. Repeat hits on the same ball pay 20,000, then 30,000, then 50,000, and taking it on your final ball adds a Passenger Payoff of 20,000 per passenger.

The AIRPORT ramps and the million

The inlanes cross-light the ramps: right inlane lights the left ramp, left inlane lights the right. A lit ramp scores the current airport value and advances it — 20,000, 40,000, 60,000, 80,000, then 100,000 plus the airport million, which is collected at the JOYRIDE hole with no time limit at all on default settings.

The ramps are the least forgiving shots here and a soft attempt rolls back down at you, so if the left ramp is a problem on your machine, shoot DRAC instead — the catapult throws the ball at the right ramp and advances the airport value for you. Watch one interaction: if DRAC is lit for a pickup, the airport award times out before the eject fires.

Multiball, and what it is actually good for

Lock a ball in the right lock hole and shoot the left ramp with a subsequent ball. The lock carries between players, which means you can quite legally start multiball on a ball somebody else locked. Once it runs, relock both balls in the Express lanes in order — the lock hole first, DRAC second. The second lock pays 300,000, both balls are ejected, and both ramps light for a 100,000 Airport Ride.

It is easy to start and hard to milk, because those ramps punish anything less than a clean shot. The genuinely useful thing to do with two balls in play is take the PINBOT and LOLA banks.

Extra balls and the bonus

There are two routes. JOYRIDE can award one outright, on the spot. The other is three C-A-B completions inside a single ball, and that one must be collected at DRAC before you drain — it does not carry over, so go and get it the moment it lights. Beyond 5x the C-A-B lanes stop advancing the multiplier and pay a flat 50,000 CAB Bonus instead. The end-of-ball bonus itself caps at 99,000 before multiplying, plus 20,000 per passenger, for a theoretical maximum of 595,000. Be aware of one mean detail: passengers from a completed earlier sequence do not count. Pick up all five, collect the jackpot, drop off SANTA and drain, and the machine credits you with one passenger, not six.

Goals in Taxi

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

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