Wheel of Fortune

Stern, 2007 — shot-by-shot rules and strategy guide.

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Wheel of Fortune looks like a licence game and plays like a puzzle box. The flippers sit where you do not expect them, the outlanes can hand a ball back, and draining between the flippers is sometimes the best thing that happens to you. Underneath it all sits one idea: points go wherever the Wheel is pointing when you collect them, so the skill is deciding when to collect.

Start with the Toss-Up

Every ball opens with a skill shot. Plunge firmly but not fully and the ball rides the Toss-Up loop for a million, plus another million for every skill shot you have already banked this game. Then shoot the scoop straight away — it starts a hurry-up at double whatever the skill shot just paid. Outside the skill shot the same loop switch is worth a million, climbing 250K a hit to a two and a half million ceiling, so a plunge you have dialled in keeps paying all game.

The Wheel, the contestants, the puzzle

Three bobbleheads sit in front of the Wheel — Lonnie in red, Maria in yellow, Keith in blue — and each has a matching arrow on top of it. Hit a contestant and they guess a consonant, worth whatever their arrow is currently sitting on. The values are randomised every game, and two wedges actively hurt: Bankrupt wipes that contestant's points and prizes, and Lose A Turn benches them until the next spin. The center ramp respins the whole set, which makes it the most important non-scoring shot on the playfield.

One contestant always flashes rather than sitting solid, and everything bankable goes to that one. Hitting a solidly lit contestant makes them the flashing one instead. This matters because only the flashing contestant's prize bank pays out when you solve the puzzle — so an Extra Ball sitting in Keith's bank is worthless if Maria was flashing when you finished.

Vowels and prize banks

The three inline drops are three separate features

Guarding the right ramp is a bank of three inline drop targets, and each one is worth knowing on its own. The front target lights Free Spin at the outlane rollovers — a drain down a lit one relaunches the ball immediately, two light per hit, and unused ones carry to your next ball. The middle target lights Big Money at the two lanes between the flippers, where draining spins the Wheel for whatever it lands on with a multiplier growing five at a time. The back target lights the Wild Card lane on the far left, which pays a random award plus the value the pop bumpers have been quietly stacking, up to 500K.

Bonus Wheel modes

Every major shot — left ramp, center ramp, right ramp, left loop, right orbit — carries a BONUS letter. Spell all five and the scoop lights with the Bonus Wheel inserts chasing like a spinning wheel; shooting the scoop stops them, and you get whichever of the seven modes they land on. You cannot time it. All seven run about thirty seconds, only one runs at a time, and none of them can be started during a multiball — but starting one just before a multiball stacks them together.

Two very different multiballs

Wheel of Fortune Multiball comes from the nine MULTIBALL standups and starts at the scoop: three balls, four jackpots from 750K, then Double, Triple and a five-times Super. Extra target hits before you start add 7.5K to the base, as does every revolution of the Wheel. The requirement hardens each time — the first run spots a letter off any target, the second needs every letter hit once, the third needs each hit twice.

Trip Multiball is the one that rewards planning. Bank a Trip on a contestant, make sure they are flashing, then solve. Four shots light from 500K and the base climbs 100K every wave you clear. Take one jackpot immediately after another and the next is doubled.

Habits worth building

How Wheel of Fortune plays

Wheel of Fortune is a TV-show game where you solve word puzzles for points set by a spinning wheel. Make the contestants guess letters, steer prizes into the right bank, and stop the wheel on its big wedges while chasing Multiball and the Bonus Wheel modes.

The loop

  1. Hit a contestant to make them guess a consonant worth whatever their colored arrow points at on the Wheel; respin junk values on the center ramp.
  2. Keep the contestant holding your prizes flashing, then solve the puzzle at the scoop so the payout lands in the right bank.
  3. Spell B-O-N-U-S across the five major shots to light a Bonus Wheel mode at the scoop.
  4. Finish the nine MULTIBALL standups and shoot the scoop for the three-ball jackpot ladder.
  5. Knock down the inline drops to open the right ramp and light Free Spin, Big Money and Wild Card.

Reading the lights

  • B-O-N-U-S Shots (letters) — lit: Each of the five major shots -- the three ramps, the left loop and the right orbit -- carries one letter of BONUS, and a lit letter is simply one you have not collected. · then: Complete BONUS and the scoop lights, with the mode inserts chasing round like a game-show wheel. Stop them at the scoop to launch one of the seven Bonus Wheel modes -- and start it just before a multiball if you want the two stacked.
  • The Contestants (status) — lit: Lonnie, Maria and Keith each track a colored arrow on the Wheel, hitting one makes that contestant guess a consonant worth the wedge under their arrow, and whoever you last struck becomes the flashing contestant -- the only one whose banked prizes pay out when you solve. · then: Set the flashing contestant on purpose before you solve at the scoop, and respin the arrows off the center ramp when they park on junk or a Bankrupt wedge. Clear the consonants for a bonus and buy the vowels once enough of the puzzle shows.
  • The Wheel (status) — lit: The Wheel's two dozen wedges are reshuffled every game and its three colored arrows set the value of every letter and most mode shots, but two wedges bite -- Bankrupt wipes a contestant's points and prizes, and Lose A Turn pays nothing. · then: Respin a bad spread on the center ramp, which swaps in a fresh set of values. Land Extra Ball, Special or Trip wedges into a contestant's bank, then solve with that contestant flashing to collect -- a Trip banked that way starts Trip Multiball.
  • MULTIBALL Standups (letters) — lit: The green MULTIBALL standups are spread left, center and right, and the first pass lets any target spot the next letter, the second pass makes each letter want its own target, and the third asks for it twice. · then: Finish the word and start three-ball Multiball at the scoop. Bang extra targets and spin the Wheel a few more times first to raise the base jackpot, then climb the ladder -- Jackpot, Double, Triple and a five-times Super.
  • Inline Drop Targets (status) — lit: Three drop targets stack in front of the right ramp, each one a feature rather than a plain gate -- front to back they Light Free Spin, Light Big Money and Light Wild Card -- and while any stand the right ramp stays blocked. · then: The front drop lights the outlane Free Spins that relaunch a drained ball; the middle lights the Big Money lanes between the flippers that spin the Wheel on a drain; the back lights the far-left Wild Card lane. Clear all three to open the right ramp for its multiplier and jackpots.
  • Ramp Multipliers (multiplier) — lit: Either outer ramp lights your very next shot for double, though the right ramp only opens once the three inline drops are down. · then: Combo the left ramp straight into the right ramp to arm a 4X instead of a 2X, then spend it on something worth multiplying -- a jackpot or a hurry-up, never a standup. Set it up ahead of a big shot rather than wasting it on a target.
  • Pop Bumpers & Supers (status) — lit: Right-orbit shots feed the pop bumpers and step their multiplier toward 5X, every bumper hit also grows the Wild Card value that the far-left lane cashes, and the two inlanes each arm a short Super. · then: Stack the Wild Card value in the bumpers, then collect it at the Wild Card lane before it resets at the end of the ball. Pass the right inlane and shoot the left loop inside five seconds for Super Loops; the left inlane instead lifts the bumpers to Super Bumpers until the ball leaves the nest.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Ride the Toss-Up loop off a firm plunge for the skill shot, then cash its doubled hurry-up at the scoop. Start solving puzzles -- hit contestants, respin bad values, solve -- and knock the front inline drop to bank Free Spins as insurance. — Toss-Up Skill Shot, Solving Puzzles, Free Spins
  • Building — Spell BONUS for a Bonus Wheel mode, set up the ramp multipliers, and steer Extra Ball, Special or Trip prizes into the flashing contestant's bank. Feed the bumpers to grow the Wild Card value as you build toward multiball. — Spell B-O-N-U-S, Bonus Wheel Modes, Ramp Multipliers, Load A Prize Bank, Feed The Bumpers
  • The big one — The multiballs are the top end. Finish the MULTIBALL standups for the three-ball jackpot ladder up to its five-times Super, and bank a Trip to start Trip Multiball off a solve. A Special routed into the right contestant's bank is the game's rarest collect. — Wheel of Fortune Multiball, Trip Multiball, Extra Balls And Specials

Does Wheel of Fortune have an action button?

The Wheel spins itself — there is no spin button to hunt for. Stern had not started fitting a lockdown-bar button in 2007, so it is flippers and the shooter rod, and the rod is the one worth practising: a firm but not full plunge rides the Toss-Up loop for a million that grows with every skill shot you have already banked.

Goals in Wheel of Fortune

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

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