WHITE WATER RULESHEET
This rulesheet is done by SIGMA, I just use it on my website. It is perfect in every aspect, so why write a new one? My thanks go out to SIGMA - "We're not worthy!! We're not worthy!!" (Wayne's World)
                                                        
NOTES AND DISCLAIMER
This rule compilation and tips sheet is, to the extent possible (in light
of  the subject matter being the property of Bally/Williams), freeware.
It can  be modified, updated, or revised, provided only that credit to the
original  author(s) remains intact.  It can be published or otherwise distributed,
 provided only that such distribution is effectively free.
 
  This sheet is written and maintained by Kevin Martin,  
sigma@mcs.com - if you  have any questions or comments or additions or
corrections, send  'em along to me.  
  Whitewater is almost certainly a trademark for Williams/Bally.
 The  author(s) disclaim all interest in any trademarks or other intellectual
 property referenced herein.  I do not speak for my employer, my friends,
my relatives,  or my cat.  In fact, I hardly even speak for myself.  
  I use the abbreviations "K" for a thousand points,  
"M" for a million points,  "B" for a billion points,
and "GC" for Grand Champion..  
  This version of the Guide should be considered final.    
IMPORTANT THINGS
This is a glossary of the shots and features that will be referred to
 during the discussion of the game.  It's possible to play this game for
quite a while and never actually learn the names of a few of these shots.
-  Flippers  
-  There are three flippers - the usual two lower ones, and an upper
  right flipper on a raised mini-playfield.  The right flipper button can
be    used to control the right flippers independently, with the second stage
of    button action controlling the upper flipper.  
-  Plunger  
-  This is a normal plunger.  It is important that it be in good
  condition for the two-stage skill shot.  
-  Upper Playfield  
-  This is the raised mini-playfield where Bigfoot resides.  
-  Bigfoot  
-  This is a small furry fellow mounted on the upper playfield.
 He    should spin his head around on various occasions (this feature breaks
   easily, however), and diverts most balls which go into Bigfoot Bluff into
   the Whirlpool.  
-  Bigfoot Bluff  
-  This is a Hazard.  It is the small upper ramp on the
Upper    Playfield.  It leads to the Whirlpool or Bigfoot's Cave.  
-  Whirlpool  
-  This is a plastic cup (with no scoring sensors)
just below the    Upper Playfield.  Its center hole is ringed by six red
lights.  
-  Bigfoot's Cave  
-  This is a simple plastic ramp which feeds
to the Right    Inlane.  It is only reachable during Bigfoot Hotfoot.  
-  Insanity Falls  
-  This is a Hazard.  It is the steep lower
ramp on the Upper    Playfield.  It leads to the Left Inlane, after a long,
gruesome ramp,    which _should_ send the ball into the glass after the third
hump.  The    Insanity Falls is a loop champion shot - the Insanity Record.
 
-  Disaster Drop  
-  This is a Hazard.  It is the small
ramp in the middle of the    lower playfield.  It loops around underneath
the Upper Playfield and drops    the ball on the playfield at the entrance
to the Boulder Garden Hazard.  
-  No Way Out  
-  This is a Hazard.  It is the opening
between the two ramps on    the lower playfield.  It's a lock shot, and ejects
balls onto the Upper    Playfield, feeding the upper flipper.  
-  Spine Chiller  
-  This is a Hazard.  It is the
steep left ramp on the lower    playfield.  It leads to the Upper Playfield,
feeding the upper flipper.  
-  Boulder Garden  
-  This is a Hazard.  It
is the far left loop on the lower    playfield.  It leads around the back
of the machine and to the Jet Bumpers.  
-  Boomerang Bend  
-  This is a Hazard.
 It is the far right loop on the lower    playfield.  It leads around the
back of the machine and comes out on the    entrance to the Boulder Garden
Hazard.  It is the reverse of the Boulder    Garden shot.  
-  Secret Passage  
-  This is a rollover
switch leading from just past the    entrance to the Boulder Garden Hazard
to the entrance lane of the No Way    Out Hazard.  
-  Jet Bumpers
                                                          
-  These are
three jet bumpers in the lower right corner of the    lower playfield.  They
are disguised as large boulders.  There are six    lights on the playfield
in this area, indicating the currently lit and    previously awarded Whirlpool
Awards.  
-  Extra Ball
 
-  This is
a narrow plastic target surrounded by two plastic posts.    It's almost directly
above the Right Inlane, and just below the Jet    Bumpers.  
-  Hotfoot
 
-  These
are two white plastic targets above the right flipper, facing    down and
to the left.  
- 
Light Bounceback  
- 
 These are three red plastic targets in the center of the    lower playfield,
facing almost directly left.  
- 
 Lite Lock  
- 
 These are two green plastic targets on either side of the No Way    Out
Hazard.  
- 
 R-I-V-E-R
- 
 These are five blue plastic targets on the left side of the lower    playfield,
facing right.  (On early prototypes, these targets are white.)  
- 
 Lost Mine  
- 
 This is a kickout above the Left Inlane.  Balls come out of here    after
landing in the Whirlpool.  
- 
 River Class  
- 
 These are six lights in the lower left corner of the playfield,    representing
your current River Class.  
- 
 Raft Number  
- 
 These are nine lights in the middle of the playfield; the    flashing one
represents your current Raft Number, and previously visited    Rafts remain
lit until you complete Wet Willie's.  
- 
 Bounceback  
- 
 This is a kickback on the Left Outlane.  
- 
 Outlanes and Inlanes  
- 
 These four lanes have rollover switches, of which only    one can be lit
at any time.  Change the lit lane by flipping.  Either    flipper moves the
light to the right.   The lane lights are white.  
- 
 Slingshots  
- 
 There are the usual two above the flippers.  
SKILL SHOT
The Skill Shot is hitting Insanity Falls after gently plunging the ball
onto  the Upper Playfield.  Plunging too softly will leave the ball in the
plunger  lane.  Plunging too hard will send it down the Spine Chiller and
screaming  towards the flippers.  If it doesn't hit a slingshot or roll up
into an  inlane, you haven't scored any points and can let the ball go.
It's best to  avoid this situation entirely, however.  In fact, on  
L-4 and later ROMs, the  Spine Chiller entrance sensor, tripped in
either direction, scores  5K points  and eliminates the kindness
normally offered for a missed first stage of the  Skill Shot.
                                                                                                        
  The Skill Shot is worth 1M  the first time, 2M
 the second, and so on, to a  maximum of 5M.  You have to watch
closely to see the value awarded.    
HAZARDS AND RAFTS
There are nine possible raft values: 2, 4, 6, 8, 10, 12, 14, 16, and
Wet  Willie's.  You begin the game on Raft #2.  You advance to higher rafts
by  completing lit Hazards.  At Raft #2, you must complete one lit Hazard
to  advance the Raft.  At Raft #4, you must complete one or two Hazards -
the  sequence of number-of-Hazards-needed does not always seem to be consistent.
 In any case, the number of Hazards needed steadily increases for each raft.
 Once you have reached and completed Wet Willie's, this sequence starts over,
 requiring even more Hazards for each advance.  All the Hazards you need
to  advance the Raft are lit at the same time - since there are only seven
 Hazards, no more than seven are ever required to advance the Raft.  On normal
 settings, the number of Hazards required is typically:
                                                                                                        
  1-2-2-3-3-4-4-5-5  
  Once you have completed Wet Willie's, you return to Raft #2, and more Hazards
 (typically an additional two) are needed to advance each Raft.
                                                                                                          
  Advancing the Raft awards 1M  times the Raft number you advance
                                                                                                          
to.  Both  reaching and starting Wet Willie's is considered to be
Raft #20 for this  purpose (there is no Raft #18, apparently).  The Raft
number also determines  the base Jackpot value for Multiball.  The base Jackpot
value is  10M plus 1M  times the Raft number (and
for this purpose, reaching but not starting Wet  Willie's is
 considered to be Raft #18,  giving you a base Jackpot value of 28M
).  For every time you have completed Wet Willie's, the base Jackpot value
 is an additional 20M,.  On L-4 ROMs (possibly
others), the maximum base value  for the Jackpot is 70M.  
                                                                                                          
  Reaching Wet Willie's awards  20M for advancing from Raft
#16.  However, you  don't actually start Wet Willie's until you have completed
all of the lit  Hazards once more.  You know you've reached this stage when
Wet Willie's  is flashing but not running on the display  (
see Wet Willie's), or when you  hear the quote "Are we there yet?"
  You may also hear this quote when you  start Wet Willie's.  Actually starting
Wet Willie's, unfortunately, doesn't  give any  Advance
Raft points, although you would expect to receive 20M.  
(This once screwed me in a Pingolf tournament).  
                                                                                                          
  Hitting a lit Hazard is worth the current Hazard Value.  This is  
500K times  the current River Class, to a maximum of 3M
.  Hitting an unlit Hazard is  generally worth 50K  (
see Miscellaneous Scoring).  
                                                                                                          
  You can spot Hazards through Disaster Drops or relighting a lit Bounceback.
 Doing so behaves as if you had actually hit the Hazard, so that you can
collect the Man Overboard value in this fashion (but not Jackpots, Whirlpool
 Awards, or the Travelling Hazard in Wet Willie's).  
                                                                                                          
  The same set of Hazards is lit for each Raft for each player in a multi-
 player game.  That is, if Player 1 has to hit the Spine Chiller and No Way
 Out to advance to Raft #6, those same Hazards will be lit for Player 2 in
 the same situation.    
BOUNCEBACK
    The Bounceback is notoriously misbehaved on most Whitewater machines.
 It's  possible for the ball to land and rest on the unfired kicker, and
the Ball  Search will not fire the Bounceback as part of its search.  (However,
the  fourth Ball Search will kick any locked balls out of No Way Out.)
                                                                                                          
  You can relight the Bounceback by hitting the three red plastic targets
 facing left in the center of the playfield.  Completing these targets while
 the Bounceback is already lit will spot a Hazard.  
                                                                                                          
  The Bounceback is automatically relit at the beginning of regular 3-ball
 Multiball, but not for other Multiball modes (if it's already lit, this
"relighting" does not spot a Hazard).  
                                                                                                          
  There is an operator-settable option for the Bounceback to be automatically
 relit at the beginning of each ball.  However, this does not make it easier
 to spot Hazards by hitting the Lite Bounceback targets.  If the Bounceback
 was not lit at the end of your previous ball and you complete the Lite  Bounceback
targets on the next ball, you will be awarded Lite Bounceback even  though
the Bounceback is already lit.  Subsequent completions of the targets  will
behave normally.    
WHIRLPOOL AWARDS 
There are six of these awards, and each is represented by a light on
the  playfield in the Jet Bumper area.  The currently lit award is flashing.
 Previously awarded items remain lit and unavailable until all awards have
 been completed.  The current award is collected by shooting Bigfoot Bluff
 when lit (that is, when the red light on the sign above it is lit).  Light
 Bigfoot Bluff by shooting Insanity Falls when it is lit (that is, when the
 yellow light on the sign above it is lit).  When the Whirlpool is available
 (i.e., the yellow or red lights are lit and no Multiball or Whirlpool sequence
 is underway), every hit on the Jet Bumpers will change the currently lit
 Whirlpool Award (in sequence).  After collecting an award, the next available
 sequential award is lit.  After collecting all six awards, the Whirlpool
is  reset and Whirlpool Challenge is lit.
                                                                                                          
  Note that hitting Insanity Falls at any time,  even if
the Whirlpool is  unavailable and the yellow light is unlit, will make the
Whirlpool available  once the current sequence or Multiball has ended, as
if you had hit Insanity  Falls with the yellow light lit.  
                                                                                                          
  In order (from bottom to top), the awards are:  
                                                                                                          
                                                                                                            - 
 Whirlpool Challenge (sequence)  
- 
 Man Overboard (sequence)  
- 
 Light Extra Ball  
- 
 Advance Raft  
- 
 Mystery Canyon  
- 
 5X Playfield (sequence)  
Light Extra Ball is self-explanatory.  More than one Extra Ball can be
lit  at once (one hit on the Extra Ball target is required for each lit Extra
 Ball).  All Extra Balls lit on the target are maintained from ball to ball
 until collected, except on Hard or Extra Hard settings, in which case all
 Extra Balls must be collected on the same ball they are lit.  You can  continue
with Whirlpool Awards before collecting the Extra Ball.
  Lighting the Extra Ball by any method (Whirlpool Award, Mystery Canyon,
or  Disaster Drops) earns the quote "Get the extra ball!"  from
Wet Willie.  However, there is a very small chance that he will instead  say,
                                                                                                          
"Get the extra ball... YA WIENER!"  This never fails
to amuse me.  
                                                                                                          
  Advance Raft behaves as if you had collected all currently lit Hazards
(without awarding the Hazard Value for them).  If Bigfoot Bluff is your last
 Hazard to advance the Raft, and you collect the Advance Raft Whirlpool Award
 by shooting it, you will advance two Rafts at once.  Unlike the Mystery
Canyon award of Advance 3 Rafts, the Whirlpool Advance Raft award  
does award the Raft value.  
                                                                                                          
  During all of the Whirlpool Awards which have associated sequences, further
 Whirlpool Awards are unavailable until the sequence has ended.  However,
 Hazards are lit and can be collected as usual.  
                                                                                                          
  When the game begins, Whirlpool Challenge is the current award.  When you
 complete all six awards, Whirlpool Challenge is the current award on the
 next set, regardless of which award you collected last.  
                                                                                                          
  Note that whenever you shoot the lit Whirlpool and the ball is swirling
into  the Whirlpool, all lights on the playfield cycle in an order corresponding
 to the six red lights, indicating the swirling of the Whirlpool.    
WHIRLPOOL CHALLENGE
This is a two-ball multiball.  The object of this mode is to "fill the
 Whirlpool" with balls.  Shoot the Whirlpool by shooting Bigfoot Bluff;  Bigfoot
will divert the ball.  Initially, the Whirlpool is lit for  5M
; this increases by 2M  for every time you hit it.  The exceptions
are every sixth  hit, when you "complete" the Whirlpool  (this is why there
are six lights around  the exit from the Whirlpool).  Completing the Whirlpool
is worth  20M the  first time, and an additional 20M
  each subsequent time (that is, 20M, 40M,  
60M, 80M, with a final limit of 100M).  The
Whirlpool Completed value  replaces the currently indicated value, yet the
value still increases as it  would have.  I believe the limit to the normal
Whirlpool Value is  53M or so (this value repeats).
                                                                                                          
  If you lose one ball without collecting any Whirlpool values, the Whirlpool
 remains lit for quite a while for a Last Chance at 5M.  There
is no grace  period otherwise.  On easy settings, this Last Chance is offered
regardless  of the current Whirlpool value.  
                                                                                                          
  If you put the second ball into play and lose it before the locked ball
kicks  out of the Lost Mine, you will usually get it back, even though you
scored  points by tripping a few sensors.  You can, in fact, get unlimited
free  R-I-V-E-R letters using this  trick - simply plunge the
ball gently, let it  roll over the lit right inlane and drain.  You'll always
get the ball back.  (This also applies to the Gold Rush and Multiball Restart.)
 This is  not true with L-4 or newer ROMs,
however;  hitting any switch will immediately kick the other ball into play.
 
                                                                                                          
  Starting Whirlpool Challenge is actually dependent on the ball reaching
the  Lost Mine sensor.  If the ball does not do so (usually because the switch
in  the Whirlpool is flaky and closing when no ball is present), Whirlpool
 Challenge becomes solidly lit but does not start until the next time a ball
 is seen in the Lost Mine.  This means you can start more than one round
at a  time under certain conditions!    
MAN OVERBOARD
  "Head for the blinking lights!"
  (or)
  "Head for the blinking light!"  (if only one Hazard is currently
lit)  
    This Whirlpool Award makes all currently lit Hazards worth  20M
, counting down to 3M.  Hitting any of these lit Hazards rescues
the Man Overboard and awards  the current value.  There is a grace period
at 3M.  Letting this grace period  expire or side draining the
ball at any point during the sequence earns the  quote "Dang, lost another
one!"
                                                                                                            
  The 20M initial value is adjustable by the operator.  
                                                                                                            
  Note that a side drain earns the quote but does not end the Man Overboard
 sequence.  If you manage a Death Save, the timer will resume and you can
 still collect the Man Overboard value.  You can also hear the side drain
 quote twice in one ball.  Naughty, naughty.    
MYSTERY CANYON
This is a random award, from the  "Spirit of the River".  Possible awards
are:
                                                                                                            
                                                                                                              - 
 5M
- 
 6M
- 
 8M
- 
 Extra Ball Lit  
- 
 Special  
- 
 Advance to River Class 6  
- 
 Advance 3 Rafts  
If you have fewer than 3 Rafts remaining before reaching Wet Willie's,
the  last award is downgraded appropriately.  In Tournament Mode, Mystery
Canyon  always awards5M.
                                                                                                            
  The Spirit will not award River Class 6 if you are already at River Class
6.  However, it may award River Class 6 if you have already reached it on
a  previous ball - the Spirit is not concerned about your progress towards
the  Vacation Bonus.  
                                                                                                            
  The Advance Rafts award does not award any of the Raft
values.  
5 X PLAYFIELD
5X Playfield makes almost all playfield values worth five times as much
for a  period of twenty-five seconds.  There is a slight exception for Multiball
 Jackpots.  On L-3 ROMs (possibly others),  this multiplier
does not apply to the Vacation Bonus.  Combo Shot awards are also not displayed
as multiplied, although on  L-4 ROMs (possibly others), the
multiplied values are awarded.  All other values  are multiplied by five
during this time.  Most values which are multiplied are  displayed as the
multiplied value (with the exception of Boulder Bash).  There is no grace
period on the 5X Playfield timer - in fact, it ends  immediately after it
counts to 1 second, rather than to 0 seconds.  During  Wet Willie's and Bigfoot
Hotfoot, the 5X timer is not displayed.  During  Multiball (including the
intro), it is rarely seen but remains active.
                                                                                                            
  Hitting Bigfoot Bluff to award 5X Playfield will immediately multiply the
 Camera Craze or Hazard Value awarded for Bigfoot Bluff itself, but not the
 Raft value (if awarded).  
SPINE CHILLER
The only special feature of the Spine Chiller is Multi-Millions.  Rolling
 through the Right Inlane lights Multi-Millions, which is  2M
, collected on the  Spine Chiller.  Rolling through the Right Inlane immediately
again after  collecting Multi-Millions will light Multi-Millions for  
3M.  This sequence  reaches its maximum at 5M.  A relatively
slow shot which is nevertheless  successful will usually not award Multi-Millions,
nor will it qualify as part  of a Combo Shot.
                                                                                                            
  During Multiball modes, if there is ball being kicked out of No Way Out
when  you hit the entrance sensor for the Spine Chiller, the game will logically
 connect this with the other ball rolling over the Upper Playfield sensor,
and  will award you the Spine Chiller if it is a lit Hazard.  This can be
a useful  trick.  
                                                                                                            
  Note that the Spine Chiller is the only way other than No Way Out (or the
 plunger, of course) to get a ball to the upper playfield.  It is the more
 difficult of the two shots.  
                                                                                                            
  If you hit the Spine Chiller and let the ball go through the Right Inlane
 immediately afterwards to light Multi-Millions, the first Multi-Millions
will  be worth 3M, rather than 2M.  
BOULDER GARDEN
The current value of the Jet Bumpers is determined by the Boulder Garden
 Hazard.  Initially, the Jet Bumpers are worth  50K per hit.
 For every time  you hit the Boulder Garden Hazard over the course of a game,
this value  increases by 50K,  to a maximum of 300K
.  Every three times you hit the  Boulder Garden Hazard, a Boulder Bash begins.
 This is a twenty second  sequence during which Jet Bumpers are worth 
500K per hit.  The sound effects  for this run continuously, rather
than in sync with actual Jet Bumper hits.  Presumably, the Jet Bumpers award
their regular value along with the Boulder  Bash value.  5X Playfield does
apply to the Boulder value and the Boulder  Bash.  This once allowed me to
obtain an  83M Boulder Bash with little effort.
DISASTER DROP
 The number of times you hit the Disaster Drop Hazard is counted, and
certain  awards occur at certain intervals.  The sequence is:
                                                                                                            
                                                                                                              - 
 Spot Hazard at 3  
- 
 Hold Bonus at 6  
- 
 Advance Raft at 9  
- 
 Spot Hazard at every 3 for a while thereafter  
Extra Ball Lit is somewhere between 3 and 15 - this is a  self-adjusting
value.  Unfortunately, the Status Report only indicates when  the Extra Ball
will be lit, and hitting the Disaster Drop only indicates when  the next
award comes.  As a result, there is often some uncertainty about  what will
next be awarded by the Disaster Drop.  There is a second Extra Ball  Lit
at 60 Disaster Drops; this appears to be a fixed value.  On hard  settings,
there is no second Extra Ball from Disaster Drop.
  When the Extra Ball Lit award falls on a multiple of 3, it appears that
the  regular award at that value is overridden.  This is most unfortunate.
 
                                                                                                            
  Past a certain number of Disaster Drops, the Spot Hazard award becomes
less  frequent, eventually coming at multiples of 10 Drops, with the last
Spot  Hazard being awarded at 100 Drops, with another promised at 255 Drops!
 If you actually reach 255 Drops, the game stops counting,  and every
 subsequent Drop spots a Hazard.  
                                                                                                            
  Note that Hold Bonus does absolutely nothing on any  
Whitewater machine I  have seen or heard of.  The Bonus is computed from
factors which are already  maintained from ball to ball, and the River Class
is never held from one ball  to the next, even with Hold Bonus.  Also, having
Bonus Held on the last ball  of a game does not award the bonus twice.  
COMBO SHOTS
The Two Way Combo is Spine Chiller to Insanity Falls, worth 2M
.
                                                                                                              
  There are several possible Three Way Combos, each worth  5M
.  One is Spine  Chiller to Insanity Falls to No Way Out.  Another is Spine
Chiller to  Insanity Falls to Disaster Drop.  Spine Chiller to Insanity Falls
to  Boomerang Bend also qualifies.  
                                                                                                              
  On newer machines, there is a Four Way Combo for 8M.  It is
Spine Chiller to  Insanity Falls to No Way Out to Insanity Falls.  On older
machines, the Four  Way Combo awards 10M.  
                                                                                                              
  On newer machines, there is a Five Way Combo for  10M.  It
is the Four Way  Combo followed by Disaster Drop or Boomerang Bend.  Note
that all of these  Combos are built upon simpler Combos, so the values add
up to more than it  seems.  The Five Way Combo is effectively worth at least
                                                                                                              
25M.  
                                                                                                              
  Note that Combos can only be obtained by hitting the actual targets in
the  appropriate order, with little delays and no intervening targets (except
the  Left Inlane switch and possibly the Lite Lock targets).  You cannot
get  Combos by spotting Hazards.  You also cannot get Combos during Multiball.
 
                                                                                                              
  All Combos begin with the Spine Chiller.    
RIVER CLASS
The River Class acts as a Bonus Multiplier and the multiplier for the
Hazard  Value.  You must also advance to a Class Six River in order to collect
the  Vacation Bonus.  You can spot letters in  R-I-V-E-R in
two ways.  Hitting the  plastic targets on the left side of the playfield
will spot any unlit letter  which is hit.  Rolling through any lit Inlane
will also spot the first unlit  letter in the word.  Completing R-I-V-E-R
  advances the River Class.  There is  apparently no way to maintain your
River Class from one ball to the next  (Hold Bonus has no effect).  However,
the R-I-V-E-R letters  are maintained  from
one ball to the next, strangely enough.
                                                                                                              
  Remember, the light on the Inlanes and Outlanes is steerable with the  flippers.
 Either flipper moves the light to the right.  Flipping both  flippers simultaneously
moves the light twice (ie, there's no exclusion on  the flipping).  The Left
Outlane is lit at the beginning of each ball.  Outlanes are worth 250K
 when lit,  and do not spot R-I-V-E-R letters.  
                                                                                                              
  The Hazard Value is 500K times the current River Class.
                                                                                                              
WET WILLIES
 Once you have advanced the Raft while on Raft #16, you must complete
all  Hazards one more time in order to reach Wet Willie's.  Effectively,
you are  advancing from Raft #18 to Raft #20 - it isn't clear why there is
no Raft  #18 light on the playfield.  You can more easily reach Wet Willie's
by using  one of the several shortcuts to advance the Raft to #20.
                                                                                                              
  When you reach Wet Willie's, he will appear on the display and call out,
 "Welcome to Wet Willie's!"  You will then be in Stage 1 of Wet
Willie's.  At  this point, all Hazards are lit and worth 10M
  when collected.  Once you have  collected all seven Hazards, Stage 2 of
Wet Willie's begins.  In Stage 2, a  single Travelling Hazard is lit, moving
from Hazard to Hazard.  Each Hazard remains lit for  approximately three
seconds before the next Hazard becomes lit instead.  The  sequence of lit
Hazards repeats.  If you do not collect the lit Hazard within  25 seconds,
Wet Willie's ends and you are returned to Raft #2.  
                                                                                                              
  Collecting the Travelling Hazard is worth a cool 100M (or
                                                                                                              
50M on very early ROMs).  The Hazards are lit  in the following order:
Disaster Drop, No Way Out, Spine Chiller, Boulder  Garden, Insanity Falls,
Bigfoot Bluff, and Boomerang Bend.  25 seconds is not  long enough to go
through this sequence twice - Stage 2 expires after the  Travelling Hazard
reaches No Way Out for the second time.  
                                                                                                              
  Stage 1 is maintained between balls - if you drain, your next ball will
 resume the sequence where you left off.  However, draining during Stage
2  will end Wet Willie's and return you to Raft #2.  
                                                                                                              
  There is no Stage 3.  
                                                                                                              
  Note that if you lock a ball during Stage 2 of Wet Willie's, the hazard
will  continue to travel and the timer will continue to count down!  It is
usually  wise to avoid locking a ball during Stage 2.  
                                                                                                              
  Wet Willie's is considered a  "mode" for some purposes - you cannot start
 the Gold Rush or spot items, and you cannot collect Whirlpool Awards.  However,
you can light Locks and start Multiball; Wet Willie's and Multiball  are
not at all mutually exclusive.  You can start Multiball while in Wet  Willie's
(preferably Stage 1), and you can reach and start Wet Willie's while  in
Multiball.  
                                                                                                              
  There shouldn't be any grace periods on Stage 2 of Wet Willie's, but there
is  one (perhaps unintentional) one.  If you shoot No Way Out while Disaster
Drop  is lit for 100M, the machine will pause.  During that
pause, the Hazard  travels to No Way Out and awards the 100M
!    
BIGFOOT HOTFOOT
Completing the two Hotfoot targets enough times (normally 3 or 4, but
it may  be as high as 14 or as low as 2, depending on settings and reflexing)
will  start a Bigfoot Hotfoot.  This sequence lasts 20 seconds and uses only
the  ball currently in play.  During this time, Bigfoot is distracted and
you can  sneak into his cave.  Bigfoot Bluff awards the Bigfoot Jackpot,
and Bigfoot  will not divert the ball into the Whirlpool.  Instead, the ball
will quickly  be fed to the Right Inlane, from where you can shoot the ball
to the upper  playfield for another Bigfoot Jackpot.
                                                                                                              
  The Bigfoot Jackpot awards  10M, and spots items for the Lost
Mine.  If all  three items for the Lost Mine have already been collected
(either via the  Lost Mine or Bigfoot Hotfoot), the next items are a Camera
and a Cow.  Further Bigfoot Jackpots award only the 10M.  Completing
a Gold Rush resets your items.  
                                                                                                              
  The sequence actually lasts for 20 seconds, but by the time the opening
 animation has completed and you realise that Hotfoot is underway, there's
 usually only 16 seconds left on the timer.  The timer does pause for the
 kickout from No Way Out.  You can get six or seven Bigfoot Jackpots during
a  single Hotfoot if you're consistent and careful.  
                                                                                                              
  Because the Hotfoot timer pauses, the 5X Playfield timer will also pause
 along with it if you have both running at once.  This makes it very easy
to  get 50M for each Bigfoot Jackpot.  This is probably a limitation
of the software.  
                                                                                                              
    "Hey, a flashlight!"
  "Hey, a map!"
  "Hey, a key!"
  "Hey, a camera!"
  "Hey, a... COW?!"
    
CAMERA CRAZE
Once you have collected the Camera from the Bigfoot Hotfoot sequence,
a  Camera Craze is active.  For the rest of the ball, all Hazards except
No Way  Out are worth 3M  and a quick Polaroid of Bigfoot in
some goofy pose.  No Way  Out is most likely excluded from this mode because
it's too easy to shoot it  repeatedly.
                                                                                                                
  There is a distinctive sound effect for Camera Craze.  You are awarded
the  3M Camera Craze even for Multiball Jackpot shots.  Note
also  that the value becomes 15M during 5X Playfield.    
LOST MINE
THitting the ball into the Lost Mine, except during Multiball modes and
 Whirlpool Award sequences, spots items needed for the Gold Rush.  Once all
 three items (flashlight, map, and key) have been collected, either via the
 Lost Mine or the Bigfoot Hotfoot, hitting the Lost Mine (except during  Multiball
modes and Whirlpool Award sequences) starts the Gold Rush.  This  is a two-ball
multiball, during which all switches immediately award 250K.  Hazards can
be collected as normally.  The Gold Rush ends when one or both  balls drain.
                                                                                                                
  The Gold Rush can be used to get free  R-I-V-E-R letters using
the same trick  that is described under Whirlpool Challenge (except on  
L-4 or newer ROMs).  
                                                                                                                
  Note that hitting the Lost Mine to spot the third item will do so and also
 immediately starts the Gold Rush, rather than requiring an additional hit.
 This means that collecting the third item (the key) via the Bigfoot Hotfoot
 is pointless unless you also collect the Camera and/or Cow (of course, the
 10M or 50M is nice, too).  
                                                                                                                
  Depending on reflexing, your game may begin with the Flashlight spotted.
 If  you complete the Gold Rush, it will reset to the items you began with.
 That  is, if the machine spots the Flashlight at the beginning of the game,
it will  spot it towards the second Gold Rush as well.  
                                                                                                                
  It is possible, unfortunately, to start the Gold Rush while the game is
 Tilted, if the ball happens to bounce up into the Lost Mine after you Tilt.
 Please don't ask me how I found this out.  This essentially loses all of
your  items.  
                                                                                                                
    "It's dark in here!"
  "Try this flashlight!"
  "Which way do we go?"
  "Here's a map!"
  "This door's locked!"
  "Try this key!"
  "It's a Gooooold Ruuuuush!!"
    
  Worth noting: Wet Willie's dog barks sometimes during the Gold Rush.  The
 only other time he contributes is when you press Start to add the fourth
 player to a game.
MULTIBALL
You must lock all three balls at No Way Out in order to start three-ball
 Multiball.  Under most difficulty settings, lighting the Locks the first
 time in a game will only require hitting each green target ("Lite"  and
"Lock") once.  The second time will require hitting each  target twice.
The  third and later locks require hitting each target only two times, but
a  flashing target will time out if you do not complete the other target
within  a few seconds.
                                                                                                                  
  Specifically, the first locks go unlit to lit.  The second go unlit to
flashing to lit.  The third go unlit to lit to flashing, but if only one
is  flashing, it will time out.  The meaning of a flashing light is unfortunately
 inconsistent for different Multiballs.  
                                                                                                                  
  Locking a third ball at No Way Out is the only way to start three-ball
multiball.  During Multiball, Insanity Falls is lit for the  Whitewater Jackpot,
which has a base value of  10M plus 1M times the
current  Raft number.  More accurately, the base value is  10M
, increased by 2M for  every time you have advanced the Raft.
 If you have completed Wet Willie's  and advanced again to Raft #6, for example,
your base value is  36M.  
                                                                                                                  
  All three balls are fed to the upper right flipper.  How many of these
balls  successfully go through Insanity Falls determines whether you will
be  collecting Single, Double, or Triple Jackpots for the rest of that Multiball.
 If none or only one ball makes the Falls, you will be collecting regular
 Whitewater Jackpots.  If two make it, you will be collecting Double Jackpots.
 If all three make it, you will be collecting Triple Jackpots.  The first
ball  is a Single Jackpot, the second a Double, and the third a Triple, and
later  balls do not increase the multiplier.  
                                                                                                                  
  On most Whitewater machines (depending on ROM revision and difficulty
 settings), there are exceptions for Multiball during 5X Playfield.  On some
 machines, 5X simply does not apply to Jackpots, but 5X runs normally  otherwise.
 On new, "normal" machines  (L-3 ROMs), all Jackpots scored
during  the 5X Playfield timer are 5X but not  Double or
Triple.  There is only  enough time to get four or five 5X Jackpots, because
the timer runs even  during the Multiball animation, effectively draining
9-10 seconds from the  timer.  After 5X ends, Jackpots return to the Single,
Double, or Triple  value, depending on how many were scored initially.  On
some older machines,  5X does not make any such exceptions, and Jackpots
can be collected at 5X,  10X, and 15X the base value.  This is an abomination
and should be  strenuously protested.  
                                                                                                                  
  There are booming sound effects after each collected Jackpot - one boom
for  regular Whitewater Jackpots, two booms for Double Jackpots, three booms
for  Triple Jackpots, and five booms for 5X Jackpots.  These are the same
sounds  used in The Addams Family.  
                                                                                                                  
  The 5X Jackpot is accompanied by a fantastic ululating scream from Wet
Willie, which is also used at the end of the Vacation Bonus.  
                                                                                                                  
  Hazards remain lit during Multiball, and you can advance the Raft in the
 usual fashion.  Doing so will increase your Jackpot value appropriately.
 
                                                                                                                  
  The Bounceback is automatically relit at the beginning of regular Multiball,
 unless it was flashing to time out when you lock the third ball.  There
is  a bug in that case - the Bounceback does not get relit, yet the game
thinks  it's lit, yet it will not kick balls back.  Specifically, for the
rest of  that ball, completing the red targets to relight the Bounceback
will spot a  Hazard, as if the Bounceback were already lit.  The Bounceback
will not  function, and at the beginning of the next ball, the Bounceback
 is lit.  
                                                                                                                  
  When two of the three balls drain (or all of them, for that matter),  Multiball
ends as soon as the drained balls are detected.  Although the  light remains
lit on Insanity Falls for a bit longer, there is actually not  any useful
grace period.  Cruel, isn't it?  
                                                                                                                  
  If you do poorly in Multiball - specifically, if you do not score  
any  Jackpots and Multiball lasts only a short while (this appears
to be a  reflexing feature), No Way Out will be lit to restart the Multiball.
 While  the Restart is lit (for 20 seconds), the Whirlpool Awards will still
be  unavailable.  Hitting No Way Out for the restart (no, you cannot spot
No  Way Out to collect the restart) will start a two-ball regular Multiball,
 during which all Jackpots will be regular Jackpots - you cannot get  Double
Jackpots by shooting both balls up Insanity Falls immediately.  
                                                                                                                  
  By the way, I think the coolest music in Whitewater is when you
hit No  Way Out to restart Multiball and you have the second ball in the
plunger lane.  You get to clearly hear the most frantic Multiball music.
  
VACATION BONUS
The Vacation Bonus, or Vacation Jackpot, is possibly the coolest award
ever  in pinball history.  In order to collect it, you must complete the
Vacation  Planner, which is displayed on three occasions: in the Status Report,
when  you hit the unlit Whirlpool, and when you hit No Way Out when any one
of the  first three sections of the Planner have been completed.  There are
four  sections to the Vacation Planner.
                                                                                                                  
  (Note - older machines almost never display the Vacation Planner.  It is
a  big secret in these machines.  I actually prefer it that way.  It was
certainly more amusing to discover it by accident.)  
                                                                                                                  
  The first section is River Class.  You must reach River Class Six at some
 point during the game, either through a Mystery Canyon award or by completing
 R-I-V-E-R five times on a single ball.  
                                                                                                                  
  The second section is Wet Willie's.  You must start (but not necessarily
 complete) Wet Willie's at some point during the game.  
                                                                                                                  
  The third section is the Boulder Garden.  You must collect all six Whirlpool
 Awards at some point during the game.  
                                                                                                                  
  The fourth section is the Locks.  You must light all three Locks and lock
all  three balls in order to collect the Vacation Bonus.  Contrary to my
earlier  statements, locking the balls does not necessarily require the maximum
 difficulty method of lighting the Locks.  Locks can be lit in the usual
fashion - if you manage to reach the Vacation Bonus without ever starting
 Multiball, the Locks will be especially easy.  However, this is highly  unlikely.
 At best, you can hope to collect the Vacation Bonus with the  second Multiball.
 
                                                                                                                  
  Once you have completed the first three sections of the planner, locked
two  balls, and have the third Lock lit, just lock the ball in No Way Out.
 The  machine will go dead, pause, sound a fire alarm, and display several
frames  from many animations in the game, along with quick rap-style cuts
from all  the quotes, ending with a display of the value awarded and the
long yell from  the 5X Jackpot.  Next, the game quietly displays the current
number of  credits, and increases it by one (that is, it awards Special along
with the  Vacation Bonus).  Next, Multiball starts, and your base Jackpot
value will  be at least 30M (because you have reached Wet Willie's).
 
                                                                                                                  
  The machine will also sometimes display the  "TESTING..."
power-on message  before and/or after displaying the Credits value when awarding
the Special  at the end of the Vacation Bonus animation.  
                                                                                                                  
  Note that if you are at Wet Willie's or at River Class Six when you collect
 the Vacation Bonus, those sections will be marked as complete on the Vacation
 Planner for the next Vacation Bonus.  However, when Wet Willie's ends, it
 will disappear from the next Vacation Planner, although River Class Six
will  not.  This makes it possible to collect more than one Vacation Bonus
on a  single ball, which I have verified :)  
                                                                                                                  
  The Vacation Bonus base value is  200M.  It is increased by
                                                                                                                  
10K at the end of  every game played.  The only time you can see the
Vacation Bonus value is as  part of the attract mode on newer machines.
On  L-3 ROMs, it is not possible  to apply the 5X Playfield
to the Vacation Bonus - the game merely awards the  200M+change
value.  
                                                                                                                  
  Note: there seems to be some sort of unusual bug which very rarely sets
the  Vacation Bonus value to exactly 799M.  I have actually
collected  this value (sweet!), and have heard that it's been seen on at
least one  other machine as well.  It seems unlikely that exactly 59,900
consecutive  non-Vacation games had been played on two different machines...
   
        END OF BALL BONUS
The bonus collected at the end of every ball is:
                                                                                                                  
  [(50K * Lit Hazards Collected) +
   (75K * Rafts Advanced) +
   (100K * Whirlpool Awards Collected)] *
  River Class  
    One problem with this award is that the calculations the game displays
are  almost always INCORRECT!  Very often, you'll see something
like:
                                                                                                                    
  13 Hazards * 50K = 750K  
    The most reasonable explanation I have seen offered for this is that
the  counts used in the computation are totals between all players, not just
the  current player.  This does not, however, explain scoring errors in single-
 player games.
                                                                                                                      
  There are other problems in which parts of the Bonus Total are mysteriously
 doubled, and the Bonus as reported in the Status Report often has nothing
 at all to do with reality.  It all gets even worse in multiplayer games.
   
        MISCELLANAEOUS SCORING
Lit outlanes are worth 250K.  Unlit outlanes are worth 
75K.  Most other plastic targets are worth 50K  or thereabouts.
 Unlit Hazards are worth 50K (I  think).  Slingshots are worth
                                                                                                                      
110  points, in order to affect the tens digit  for matching.  The
entrance sensor to the Insanity Falls ramp is worth  50K.  The
entrance sensor to the Bigfoot Bluff ramp is worth  5K.  The
entrance  sensor to the Spine Chiller is worth 5K.  Unlit Inlanes
are worth 50K.  Lit  Inlanes are worth 150K, or
                                                                                                                      
500K  if you complete R-I-V-E-R with that Inlane.
                                                                                                                      
  Some of these are approximate, some are guesses.  A few may be correct.
 Does  it really matter?    
                COWS
There are three occurences of Cows in Whitewater.  The first is
the fifth  item found in Bigfoot's Cave during Bigfoot Hotfoot.  Once you
have collected  that Cow, collecting the Mystery Canyon as a Whirlpool Award
the next time  during that game will replace the usual Whirlpool animation
with a picture of  the Spirit pulling a string on the legless Cow, which
"MOO"s rather loudly.  The picture is labelled "The Secret of the Cow".  This
picture also appears  briefly in the Vacation Bonus award.
                                                                                                                      
  The Secret of the Cow is not worth any special points, despite my earlier
 claim that it was worth 10M.  
                                                                                                                      
  The third cow in Whitewater is the famous Dueling Cows display,
which can be  obtained during attract mode.  Make sure there are no credits
on the machine.  It may be necessary to power-cycle first on some machines.
 Then, press the  flipper buttons and start button in the following sequence:
 
                                                                                                                      
    3L 1S 15R 1S 23L 1S    
  That spells COW.  Try it.
        TIPS, TRICKS AND STRATEGIES
It's commonly said that all one has to do to get high scores on Whitewater
 is  shoot whatever is lit or flashing at the time.  Although this is true
to a  certain extent, some planning and strategy will invariably yield more
 consistent and higher scores.
                                                                                                                        
  Note that the Jackpot Value in Multiball is based on your current Raft
number, and that later Multiballs are harder to start (because Locks become
 more difficult to light).  Therefore, you should probably avoid Multiball
for  a while, and concentrate instead on Whirlpool Awards and collecting
lit  Hazards.  Since Whirlpool Challenge is the first Whirlpool Award, you
should  start there.  
                                                                                                                        
  There are two strategies for maximum points in Whirlpool Challenge, and
they  are dependent on proper behavior of the Lost Mine kickout.  You should
be  able to either dead-catch the ball on the right flipper, or hold the
right  flipper up and let the ball roll up into the Right Inlane (in which
case you  should adjust the lit lane accordingly in order to collect one
or two free  R-I-V-E-R  letters).  One strategy is to keep both
balls in play, constantly  hitting No Way Out and then the Whirlpool, paying
attention to the sound  effects in order to know where the next ball will
be coming.  The sound  effect for a ball being fed from No Way Out to the
Upper Playfield is a  shrill sound taken directly from Comet.  The other
strategy requires catching  one ball on the left flipper at some point.
You can then hold that ball  while repeatedly hitting No Way Out and the
Whirlpool, then catching the ball  from the Lost Mine and repeating the sequence
until you slip up.  I have seen  as much as 880M  collected
from the Whirlpool Challenge alone.  (Note: there  are also strobe lights
which go along with the sound warnings.)  
                                                                                                                        
  It may help to nudge the machine forward as the ball is being kicked out
of  the Lost Mine in order to make it land fairly.  If the kickout is irregular
 or too powerful, advise your operator (good luck).  
                                                                                                                        
  It is somewhat dangerous to shoot the Lost Mine for Gold Rush or the Hotfoot
 targets for Bigfoot Hotfoot, but with enough play time, you will eventually
 start these sequences more or less by accident.  Hotfoot is especially nice
 during 5X Playfield, so keep an eye on how close you are to getting it.
                                                                                                                        
                                                                                                                        
  The Extra Ball target is extremely difficult to hit, and dangerous besides.
 One degree of insurance when going for this target is to start any Multiball
 (regular, Whirlpool Challenge, or Gold Rush) and risk draining one ball
by  shooting for it.  The hardest part is regaining control of the ball after
 shooting this target.  
                                                                                                                        
  There are at least seven strategies for actually attempting to hit the
Extra  Ball target (as opposed to hoping the ball will wander up there):
                                                                                                                        
                                                                                                                        
                                                                                                                          - 
 You can  straight shoot it from the left flipper.  
- 
 You can backhand it from the right  flipper as the ball is kicked out from
the Lost Mine (I don't like this  technique; it's fast and dangerous).  
- 
 You can hold the right flipper up as  the ball is fed from the Upper Playfield
to the Right Inlane, letting it roll  over to the tip of the left flipper,
where it may (should) be in the perfect  position for straight shooting the
target.  
- 
 You can nudge the machine forward  as the ball is bouncing at the top of
the right slingshot; this can often  push the ball right up into the Extra
Ball target.  
- 
 You can nudge the machine  as the ball is hit by the left slingshot, which
may kick the ball across to  the target.  
- 
 You can catch the ball on the right flipper, twitch the flipper  so that
the ball rolls up the inlane slightly and then down to the middle of  the
flipper, from where you can neatly backhand the target (this is my  favorite
method right now; it looks really cool).  
- 
 You can also shoot the  ball from the very tip of the left flipper, up the
Right Inlane and into the  Extra Ball target.  This is tricky and rarely
works, but it sure does look  cool.  
At the beginning of Multiball, ignore balls that have already successfully
 come down Insanity Falls.  Concentrate on getting the second and third balls
 up Insanity Falls to earn Double and Triple Jackpots.  You'll be very sorry
 if you settle for regular Jackpots, and end up hitting thirty of them during
 that Multiball.  You will almost certainly lose the first ball if you  concentrate
on getting the Triple Jackpot.  It may help to hold the left  flipper up
- the lower right flipper will be active because you're shooting  Insanity
Falls, and this may knock the first two balls up into play.  The  number
of balls currently in play (two or three) does not affect your Jackpot  value
in any way.
  If you miss the first or second shot at Insanity Falls, let that ball go.
 You have almost no chance of getting it up Insanity Falls, and it will be
in  the way of the second and/or third balls coming from No Way Out.  Also,
if  you let the first ball go and shoot it immediately into No Way Out, the
game  may decide that one of its No Way Out kickouts failed, and you will
get a  fourth attempt at increasing the Jackpot Value.  This also means that
if No  Way Out is a lit Hazard and you hit it from below when the game is
kicking a  ball out above, it may decide that it was merely a failed kickout,
and you  will not be awarded that Hazard.  
                                                                                                                        
  Hitting Insanity Falls or Bigfoot Bluff is best done with a solid slap
on the  flipper.  Without that extra bit of force, the sweet spot, especially
for  Insanity Falls, is extremely narrow.  If you get warnings from shooting
 Insanity Falls (assuming you aren't actually moving the machine), your  machine
is set too sensitively.  Complain.  
                                                                                                                        
  Keep an eye on how many Disaster Drops you have collected.  There is an
Extra  Ball between 3 and 15, and it's also useful for spotting the more
difficult  Hazards such as the Spine Chiller and Boomerang Bend, and for
advancing one  of the last (difficult) Rafts.  
                                                                                                                        
  Note that Man Overboard applies to the Hazards which are already lit.  Therefore,
it's best to collect this when relatively easy Hazards are lit.  You can
also spot a Hazard and this will award the Man Overboard value.  
                                                                                                                        
  Beware that a solid shot at No Way Out, particularly backhanded from the
left  flipper, may rattle around and slowly drift back out.  Wait for the
sound  effects or graphics before you back off from the machine after locking
a  ball.  If the ball does rattle around and drop back down, it should come
to  the tip of the left flipper.  A careful shot will put it gently back
into No  Way Out as originally intended.  
                                                                                                                        
  Beware that a very fast shot at Disaster Drop may jam against the Hazard
 sensor and come back around the loop, usually right towards the center drain.
 This baffles me, but it does happen occasionally.  It usually helps to shake
 the machine a bit from side to side if you know the ball is coming back
down  Disaster Drop, so you can avoid the center drain.  A small side to
side or  forward nudge also helps as the ball comes out of Disaster Drop
after  completing it succesfully - this helps keep the ball off of the left
 slingshot, so you can maintain control and shoot Disaster Drop again if
you  wish.  
                                                                                                                        
  You can also shoot Disaster Drop from either flipper.  A careful shot from
 the right flipper has the added advantage that the ball may brush one or
more  of the Lite Bounceback targets.  
                                                                                                                        
  There are certain situations where the game will kick out a locked ball
from  No Way Out even though there is a ball available for the plunger lane.
 Specifically, if you lock a ball and there is already one more locked from
 another player than you have locked, it will kick out a locked ball in order
 to bring your Locks in line with the other players' Locks.  For Whirlpool
 Challenge, you will always receive the ball at the plunger lane if one is
 available.  Otherwise, the Lost Mine kickout usually fires first, before
the  No Way Out kickout (rather unfair).  
                                                                                                                        
  I've never purposely shot for the Boulder Bash.  It tends to happen a few
 times over the course of the game.  It can be nice during 5X Playfield.
                                                                                                                        
                                                                                                                        
  Note that, depending on your difficulty settings and the skill of the average
 player on your machine, the Bigfoot's Cave sensor, which is only reachable
 during Bigfoot Hotfoot, may often remain untriggered for 90 balls, which
 causes the machine to assume that the sensor may be faulty.  This is the
most  common cause of a "."  being displayed after "CREDITS"
 or  "FREE PLAY" on  Whitewater machines, and it can
obscure anything else that might be wrong  with the machine.  
                                                                                                                        
  If the Bigfoot's Cave sensor has been judged out-of-order by the machine,
the  rules are adjusted, and you are awarded a Bigfoot Jackpot for shooting
 Bigfoot Bluff during Hotfoot, before the ball reaches the Bigfoot's Cave
 sensor.  This means that if the sensor is in fact working, you will receive
 credit for two Bigfoot Jackpots the first time you hit it.  The game will
 then re-adjust its rules to normal.  
                                                                                                                        
  The most important shot in the game is No Way Out.  You need to be able
to  hit this shot from either flipper at almost any time, and often you will
 benefit from hitting it without even looking at the ball (ie, during  Multiball
when you're concentrating on shooting Jackpots on the Upper  Playfield).
 The next most important shot would be Insanity Falls.  The  Bigfoot Bluff
shot is actually rather easy.  
                                                                                                                        
  Note that the value of the Vacation Bonus is easily overshadowed by the
 Double and Triple Jackpots in the ensuing Multiball, which will be at least
 60M and 90M, respectively.  But you definitely
shouldn't pass up the Vacation  Bonus - it's too cool to be missed.  
                                                                                                                        
  5X Playfield may actually be somewhat wasted on Multiball under the correct
 scoring rules.  It's especially nice to have 5X Playfield during Wet  Willie's.
 Otherwise, try to collect it when you have only one Hazard  remaining to
advance to a high Raft number.  This can be worth as much as  100M
 (for reaching, but not for starting, Wet Willie's).  
                                                                                                                        
  If you want to attempt to get a 5X Vacation Bonus, you must reach and  complete
Wet Willie's, the entire Boulder Garden, and reach River Class  Six.  Your
best chance comes when you have Bigfoot Bluff lit for the 5X  Playfield Whirlpool
Award, two balls locked, and the third Lock already lit  for the Vacation
Bonus.  At this point, you have two ways of getting the ball  to the Upper
Playfield to start 5X Playfield.  One is to shoot the Spine  Chiller - this
is a bit risky, since it is a difficult shot and in your  attempt to regain
control of a missed shot, you may accidentally collect the  Vacation Bonus
by hitting No Way Out.  The other alternative is to let the  current ball
drain!  On the next ball (assuming you have one ;), plunge the  ball to the
Upper Playfield and collect 5X Playfield.  Catch the kickout from  the Lost
Mine... and shoot for a 5X Vacation Bonus.  Note that this does NOT  award
                                                                                                                        
1B on L-3  ROMs, but on older ROMs, anything is possible.
 
                                                                                                                        
  There is an Insanity Record maintained, representing the person who hit
 Insanity Falls (lit or unlit) the most times over the course of a single
 game.  It isn't worth anything remarkable except to have your initials there.
 The only way to know how many "Waterfalls" you've collected is  to hit the
unlit Insanity Falls and see it as part of the graphics.  When I say "unlit",
 I mean as a Hazard, not the yellow light.    
                        BUGS
Most of these have been provided by Dan Farris, farris@cig.mot.com, and
 some of them have been noted elsewhere in the rulesheet.
                                                                                                                        
  Bonus and Hold Bonus are thoroughly messed up.  
                                                                                                                        
  Second Whirlpool challenge on the same ball starts with balls  already
whirling in the animation, and with whirlpool lights lit.  Shoot whirlpool,
and these are corrected, showing one in both  places.  
                                                                                                                        
  Start Multiball during Bounceback timeout. The bounceback light goes  out
and never relights. At this point, the three red standups will  always award
a hazard instead of relighting the bounceback.  
                                                                                                                        
  5X combos don't display correct values, but seem to award 5X.  
                                                                                                                        
  What is the algorithm for determining which Lost Mine items are  "given"
when starting a game? Seems that installing new ROMs  randomly changes this.
Perhaps memory is not initialized properly.  Factory reset also seems to
affect this.  
                                                                                                                        
  Kickback memory adjustment is documented wrong. Kickback memory=YES,  actually
turns it on at the start of every ball. Kickback memory=NO,  means remember
the state from ball to ball. This adjustment would  be better called "Kickback
Relight".  
                                                                                                                        
  When entering initials, after doing a backspace, the cursor moves  back
to the previous letter, as indicated by blinking that letter.  Pressing the
flipper buttons changes the letter to either the  backspace or "A"
.  It should continue up or down the alphabet from where it initially  was.
Same thing applies when entering Insanity Record. Default is  typically the
same initials as already entered on high score list,  but when moving, the
cursor goes back to "A".  
                                                                                                                        
  Sound & Music test doesn't play raft 1 music, plays plunger music.
Take Picture sound effect is also incorrect. (Plays bounceback sound)  
                                                                                                                        
  Tilt during Bigfoot Hotfoot doesn't stop the bigfoot head from  continually
rotating. It also leaves "HOTFOOT IN 0"  in the status  display
and causes "HOTFOOT IN 255"  when both hotfoot targets are  again
hit. This causes an interesting strategy. If bigfoot hotfoot  is running,
the player could tilt, then easily restart hotfoot on  the next ball. It
might be worth it if 5X were available at the  boulder garden.  
                                                                                                                        
  Tilt during last ball stops the waterfall lights and they do not start
up again for the attract mode.  
                                                                                                                        
  Hitting Disaster Drop to start Wet Willie's also awards the first  shot
toward completing Wet Willie's. None of the other shots do that.  
                                                                                                                        
  Letting the "Enter Initials" mode time out when achieving the high  score
table causes the high score table to reset to the default  values! Doing
this during a 4 player game can allow other players  to also get credits
awarded, if their scores were high enough to  beat the default values.  
                                                                                                                        
  After entering initials after achieving a high score, the display  shows
"Grand Champion",  even though this was not the highest score  ever achieved.
 It should show "Best Rafter"  or "River Master" in order to be  consistent
with the terminology used in the game.  
                                                                                                                        
  When setting replay or extra ball thresholds, the maximum value is  only
                                                                                                                        
500M. This is too low.  
                                                                                                                        
  Dan also once described a situation in which he shot the Advance Raft  Whirlpool
Award to start Wet Willie's, but Bigfoot failed to divert the  ball.  He
drained, and at the start of the next ball, the Rafts were all  reset and
he hadn't received credit for Wet Willie's.  No Vacation Jackpot  that time...
   
BRAGGING
 My own Insanity Record is 31.  My own River Master score is  2,323,313,000
.  Without Tilt, my records are 58 and  4802M, with 163 lit
Hazards collected.
                                                                                                                        
  Thanks to everyone who has sent notes and information which has contributed
 to this Guide.  
                                                                                                                        
  And don't forget to visit the Pinball Archive:  
                                                                                                                        
                                                                                                                        
                                                                                                                        
  Kevin Martin  - 
sigma@mcs.com  
                                                        click here to go back to the river