Rules & Strategies
NOTE: The following is based on my particular game set to reply mode with mostly factory game adjustments. Results may vary.
Skill Shot & Gold Bar Targets: Millionaire's skill shot might be the coolest feature of the game. It starts with a break away shooter lane having an oscillating exit flap called the "Moving Ball Guide". The trajectory of a plunged ball depends both on plunger finesse and the position of the exit flap. The object is to shoot the ball across the playfield and up a narrow passage leading to the three Gold Bar Targets at the upper left corner of the playfield.
An overview of the break away shooter lane (follow the diagonal black line on the playfield).
The motor and cam arrangement acting on the shooter lane exit flap.
The three Gold Bar Targets include two "in-line" drops targets followed by a lone stationary target. Competitor Bally held a patent for the integrated in-line drop target bank. Millionaire's "in-line" drop targets are not a "bank" per se. They're just two individual single drop target mechanisms placed one behind the other. Hitting the first drop target scores 5k points and advances the end of ball bonus multiplier to 2x. Hitting the second drop target scores 5k points and advances the end of ball bonus multiplier to 3x. Hitting the stationary target scores 5k points and advances the end of ball bonus multiplier to 5x. Subsequent shots to the stationary target score 50k points, 75k points and a maximum of 100k points. The targets and bonus multipliers reset at the beginning of each ball. The Gold Bar Targets advance the bonus multipliers only, not the bonus itself.
The Gold Bar bonus multiplier targets.
Hitting one of the Gold Bar Targets also momentarily opens the right outlane gate for about 5 seconds. The right outlane gate leads back to the shooter lane. This is a great risk/reward feature because plunged balls often roll back down across the playfield toward the right outlane. If you screw up the skill shot, the gate won't open and your ball may be immediately lost. But if you hit a Gold Bar Target, the gate opens and you may get another consecutive plunger shot at the next target. The targets reset at the beginning of each ball in play. So hitting all the targets requires getting the same ball back to the shooter lane via the outlane gate or by locking the ball so as to serve up the second ball. The Gold Bar Targets may also be hit from the upper right flipper. But this requires pretty good reflexes. I'm more likely to flip the ball directly down the left outlane. Note that the left outlane gate momentarily opens at the beginning of each ball but closes with the first switch hit. This prevents a muffed plunger shot from being immediately lost down the left outlane.
Right outlane gate open to the shooter lane.
Multiball: Millionaire features two ball Multiball which is mainly what this game is all about. The rules are simple, but the locks are mechanically interesting. Balls shot around the right orbit land in the left lock at the bottom of a wire ramp. The wire ramp air-launches balls back toward the player. There are two 10 point rollover switches along the right orbit. Balls shot up the left plastic ramp are kicked through a habitrail across the back of the playfield and land in the right lock which is in a small horseshoe passage beyond the right orbit. There's a 10 point rollunder switch at the entrance to the left plastic ramp. I can be dyslexic and this arrangement is surprisingly disorienting. I often shoot a ball toward the passage that already contains a locked ball. In that event, the locked ball replaces the ball in play.
Locking a ball at the wire ramp left lock scores 10k points plus 20 points for the two right orbit rollover switches. Shooting another ball toward the left lock replaces the locked ball, but scores no points except another 20 points from the two rollover switches. Locking a ball at the horseshoe right lock scores 15k points plus 10 points from the left plastic ramp rollunder switch. Technically you get 5k points from the habitrail kicker behind the left plastic ramp and the other 10k points when the ball arrives at the horseshoe right lock. Shooting another ball up the left plastic ramp replaces the locked ball. The replacement ball scores 10 points at the ramp entrance and another 5k points at the habitrail kicker, but not another 10k points at the horseshoe right lock. All of the above scoring rules apply when re-locking balls during Multiball except all scores are doubled. There are no bonus advances for locking balls.
An overview of the upper playfield ball lock arrangement.
Balls shot up the left plastic ramp are locked on the right side of the playfield.
Balls shot up the right orbit are locked toward the left side of the playfield.
There is no prerequisite for Multiball. Balls may be locked at any time. After the second ball is locked, both balls are ejected for the start of Multiball. Playfield scores double during Multiball. The object of Multiball is to re-lock both balls as many times as possible. Re-locking awards progressive payoffs. The payoffs are Emerald (100k-500k points), Ruby (250k-1M points), Diamond (500k-2M points) and Hotshot (500k points). Note that each of the first three payoffs has a range. The game manual speaks of each payoff range increasing by 5k points after each collection of an end of ball bonus. That's not entirely true because the payoffs still increase even if the end of ball bonus is forfeit by a tilt. So it's basically 5k points per payoff per ball in play including Extra Balls. The value of each payoff carries from ball to ball, player to player and game to game. The left flipper may be held to display current values for the first three payoffs. The fourth and subsequent payoffs are always Hotshot payoffs of 500k points.
All the payoffs need not be collected during the same Multiball or even on the same ball. If, for example, the Emerald payoff was collected on ball one before draining all balls, the Ruby payoff would be available if a new round of Multiball was started on ball two.
Each of the first three payoffs reset to their minimum value when respectively collected. The first payoffs tend toward the low end of their range because they're more likely to be collected. In fact, none of the payoffs tend to get very high before they are collected. Millionaire does not have any outrageous scoring opportunities. Earning a high score requires a long, long, long game.
Lock theft is available during multi-player games.
Jet Bumpers: There are three Jet Bumpers in the upper playfield area arranged in the usual configuration. They are always lit and score 1k points.
B-A-N-K, Silver/Gold & Cash Held Stationary Targets: Four BANK Targets are in the upper middle area of the playfield facing the Jet Bumpers. The Silver/Gold Target is in the upper right area of the playfield directly in front of the lower Jet Bumper. The Cash Held (hold bonus) Target is on the right side of the playfield above the right flipper. Each unlit BANK target scores 5k points and one bonus advance. Each lit BANK target scores 1k points and no bonus advance. Completing the BANK Targets scores an additional 10k points, opens the right outlane gate for 5 seconds and lights the Silver/Gold Target for silver. Hitting the lit Silver/Gold Target scores 10k points, no bonus advance and resets the BANK Targets. Completing the BANK Targets again lights the Silver/Gold Target for gold. Hitting the lit Silver/Gold Target scores another 10k points, resets the BANK Targets and lights the Cash Held target. Subsequent completions of the BANK Targets continue to alternately light silver or gold at the Silver/Gold Target. Hitting an unlit Silver/Gold Target scores 1k points and no bonus advance.
Hitting the lit or unlit Cash Held Target always scores 1k points and one bonus advance. Hitting the Cash Held Target when lit scores an additional 10k points and earns a bonus holdover. Hitting the Silver/Gold Target when lit for gold and completing the MONEY Targets lights Extra Ball at the right orbit. Shooting the right orbit collects the Extra Ball. Actually there are two 10 point rollover switches along the right orbit path. Only the first rollover switch need be hit to collect the Extra Ball. Lit BANK, Silver/Gold and Cash Held Targets do not carry from ball to ball. A lit Extra Ball at the right orbit does carry from ball to ball until collected.
An upper playfield view showing the right orbit, the Jet Bumpers, the BANK Targets and the Silver/Gold Target.
The Cash Held Target at the middle-right side of the playfield.
M-O-N-E-Y Stationary Targets: Five MONEY Targets are at the middle left side of the playfield and split by the Gold Bar skill shot passage and the left plastic ramp. Each unlit MONEY target scores 5k points and one bonus advance. Each lit target scores 1k points and no bonus advance. Completing the targets scores an additional 50k points and opens the left outlane gate for 5 seconds. Completing the MONEY Targets and hitting the Sliver/Gold Target when lit for gold lights Extra Ball at the right orbit. Shooting the right orbit collects the Extra Ball. Actually there are two 10 point rollover switches along the right orbit path. Only the first rollover switch need be hit to collect the Extra Ball. Lit MONEY Targets do not carry from ball to ball. A lit Extra Ball at the right orbit does carry from ball to ball until collected.
The MONEY Targets.
Wheel of Riches & Eject Holes: The Wheel of Riches is a roulette wheel mechanism sunk into the lower playfield between the slingshots. The Wheel of Riches feature is spun by landing in an eject hole when lit. There's one eject hole on each side of the playfield. Both eject holes are lit at the beginning of each ball. Each eject hole remains lit until used or until about 25 seconds after a ball passes through an opposing inlane. Each eject hole is relit for about 25 seconds when a ball passes through an opposing inlane. The ball is held in the eject hole until the wheel is spun and any prize is awarded. Spins may be stacked. Simultaneously hitting two lit eject holes during Multiball, for example, will result in two consecutive spins. Landing in a lit or unlit eject hole scores 10k points and one bonus advance.
Left eject hole.
Right eject hole.
System 11 prize wheels are typically driven by a stepper motor (Cyclone, Jokerz! and Bad Cats, for example). The awards are not really random because the computer may deliberately stop the prize wheel on any given award based on preprogrammed game adjustments. Millionaire is different. The prize wheel is a mini-roulette wheel with a physical ball and the game has no control over where the ball lands. Nevertheless, the game does exert some control over the more lucrative awards as noted below. The wheel has 12 award positions. Starting from the one o'clock position and moving clockwise, the awards are:
10k points
5k points and Multiball
5k points and Extra Ball when flashing
20k points
30k points
5k points and Special when flashing
40k points
5k points and Multiball
5k points and Extra Ball when flashing
50k points
100k points
5k points and Special when flashing
Wheel of Riches.
The point awards are random and mostly underwhelming. There are no bonus advances for anything awarded from the spin. There's a one in six chance of a Multiball award. Multiball rules are the same as those explained above except both balls need not be locked. If one ball has been locked then both balls are already on the playfield. Both are ejected and Multiball begins. If no balls have been locked then the second ball is served to the shooter lane. The first ball is ejected when the second ball is plunged into play which begins Multiball.
There's a one in six chance of getting an Extra Ball if both Extra Ball lamps are flashing. But there may be only one or no flashing lamps depending on game adjustments (39-44)**. Moreover, the adjustments may dynamically adjust themselves depending on the number of Extra Balls awarded during recent games. Likewise, there's a one in six chance of getting a Special if both Special lamps are flashing. But there may be only one or no flashing lamps depending on game adjustments (39-44)**. Moreover, the adjustments may dynamically adjust themselves depending on the number of Specials awarded during recent games.
**The game manual's explanations of adjustments 39-44 are baffling. Spin the Wheel of Riches and you get what you get.
The Wheel of Riches is automatically spun for completing the MILLIONAIRE letters as shown in the middle of the playfield. The letters light progressively and act as a million point score gage. All the letters will be lit when the player's score reaches 1 million. Since the letters are tied to the score, lit letters carry from ball to ball. The ball may be in motion and need not be held at an eject hole or lock for the spin to occur. Accordingly, I don't recall ever seeing a Multiball award during one of these MILLIONAIRE spins. There is no elegant way to start Multiball if no balls are being held on the playfield. The MILLIONAIRE spin is available only once per player per game. You don't get another spin for scoring additional multiples of a million points.
There's an odd way to make the Wheel of Riches prize more valuable. If 1 million points are accumulated as the result of an end of ball bonus countdown, the Wheel of Riches is spun after the bonus countdown sequence. The resulting prize is then multiplied by the previously earned bonus multiplier (if any). That is, the prize value may be multiplied up to 5x according to the Gold Bar Targets feature as noted above. This whole process has the "feel" of a last-ball hold-bonus sequence. It's an interesting little feature, but hardly worth an intentional drain to execute.
MILLIONAIRE and bonus inserts.
Slingshots: The slingshots are of the usual configuration and score 10 points. There's one other 10 point rebound switch across from the Jet Bumpers by the right orbit entrance. There are no lane change features on this game and nothing is toggled by slingshot hits or any other switch hit.
Inlanes: The inlanes are of the usual configuration. Inlanes score 5k points, one bonus advance and momentarily light the opposing eject hole for a spin.
Outlanes: The outlanes are of the usual configuration and score 20k points and 3 bonus advances. Each outlane also includes a gate. The left outlane gate diverts to the left inlane and is opened by way of the MONEY Targets as noted above. The right outlane gate diverts to the shooter lane and is opened via a successful skill shot as noted above or by way of the BANK Targets as noted above. When activated, each outlane gate remains open for 5 seconds. Note that the left outlane gate is below the outlane switch. If the gate is open the switch still scores 20k points, but only one bonus advance. The right outlane gate is above the right outlane switch such that the ball is returned directly to the shooter lane without scoring any points or bonus advances.
The left outlane gate opens at the beginning of each ball, but closes with the first switch hit. This prevents a muffed plunger shot from being lost down the left inlane. Similarly, the left outlane gate opens briefly when a ball is ejected from the horseshoe right lock. Both outlane gates may open at the beginning of a ball if the previous ball was poorly played. At only 5 seconds the outlane gates are grossly underutilized. On the other hand, Millionaire is not an outlane hog and the gates aren't that necessary in the first place.
Lower playfield (left gate is open).
Flippers: There are a pair of conventionally arranged flippers at the bottom of the playfield. There's also a upper right flipper below the right eject hole. I find this flipper of limited use. It's possible to get off a multiplier shot toward the Gold Bar Targets or to hit one of the MONEY Targets. But my reflexes aren't so great and I'm more likely to flip the ball straight down the left outlane. There are no lane change features on Millionaire. There is no center post.
The upper right flipper.
End of Ball Bonus: End of ball bonus advances are earned by way of various playfield switches and targets as noted above. One bonus advance is automatically applied at the beginning of each ball. The bonus may advance up to 79k points (not including multipliers). Bonus multipliers (2x, 3x and 5x) are earned by way of the Gold Bar Targets as noted above. Bonus advances and multipliers are shown in the middle of the playfield by the MILLIONAIRE inserts. The end of ball bonus is forfeit by a tilt. There are two warnings before tilt. Multipliers are always reset at the beginning of each ball. The bonus is reset at the beginning of each ball unless Cash Held is collected by way of the Cash Held Target as noted above. If Cash Held is collected on the last ball, the end of ball bonus is added once with multipliers and again without multipliers.
Extra Balls: An Extra Ball (called "Earn Again") is collected by way of the Sliver/Gold and MONEY Targets as noted above or by way of the Wheel of Riches as noted above.
Specials: Specials are randomly awarded by way of the Wheel of Riches as noted above. Millionaire offers no skill opportunity to earn a Special.
Millionaire Vocabulary:
(M) = Male Voice; (F) = Female Voice:
"Well done darling"(F) - Ball Lock
"Oh what gorgeous emeralds"(F) - Start Multiball
"Darling I love rubies"(F) - Re-lock during Multiball
"Diamonds are a girl's best friend"(F) - 2nd re-lock during Multiball
"Go for it"(F) - 3rd re-lock during Multiball
"How about a spin"(F) - Lite eject hole for spin
"I love Millionaires"(F) - 1 million points scored; part 1
"Really?"(M) - 1 million points scored; part 2
"Really?"(M) - Occasional response to female comment
"Break the bank"(M) - Hit lit silver target
"Big money"(M) - Complete MONEY targets
"Millionaire"(M) - Complete millionaire lights
"Get a job"(M) - Drain with poor score
"I love millionaires"(F) - Random Attract
"How about a spin"(F) - Random attract
"Darling I love rubies"(F) - Random attract
"Diamonds are a girl's best friend"(F) - Random attract
"Break the bank"(M) - Random attract
"Millionaire"(M) - Random attract
"Get a job"(M) - Random attract
Telephone ring** - Random attract
**Occasionally the game will produce the sound of an old-time telephone ring. This is a rare attract sound and is otherwise not produced during game play. It's a neat attention getter now in our contemporary world of modern ring tones.