(Topic ID: 193653)

Waterworld gameplay guide - modes/basic rules/tips/tricks

By akm

6 years ago


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#1 6 years ago

I have compiled a guide for Gottlieb’s Waterworld pinball machine (1995). This is by no means complete, but it should get newcomers in the right direction and may even teach some more experienced players a thing or two. I have since sold my machine so I will not be able to add anything more, however, if you have anything to contribute, please post a response and I will see about adding it.

A little backstory: I picked up a Waterworld against the suggestions of several others at a pinball show back in 2016. Despite the severely negative opinions I heard ("worst game ever" was something that popped up a lot), I ended up thoroughly enjoying the game. I found there is a lot to the ruleset, it is a game that requires a high level of skill to get the most out of and there is a lot of flexibility in how one can tackle the game. Unfortunately, there doesn't seem to be a useful rulesheet anywhere, so hopefully this guide can help fill that void for current and potential future owners, or players that might have access to one of these on location somewhere.

BEFORE JUMPING INTO THIS GUIDE:

- This is meant to be a general guide and not a be-all, end-all rulesheet with loads of tiny little details. There should still be some meat here to make the most out of the game, but if you want to know what every little switch scores, you will be severely disappointed by this.

- On that note, if you have questions on where something is, check a photo of the playfield. I won’t be going into too much detail as to where things are as they are pretty well defined by the playfield inserts and art.

- Waterworld, like other Gottlieb System 3 machines, has a “low scoring” setting. This guide is written from the angle of using normal scoring and at this moment does not have the point values for the low scoring setting.

- This guide talks from the perspective of Sink the Deez being disabled as a selectable “Feature” window award. When this is enabled, one of your first selections will be to Sink the Deez. I find the game more interesting with this option disabled, as more work will be required to access the multiball (and thus it will feel more rewarding when you do).

BASIC FEATURES AND [SOME] FUNCTIONS:

DIRT - Collect it! Dirt is a commodity that can be accrued over the course of the game and cashed in for other bonuses at the Trading Post. Five million per dirt is awarded at the end of ball three.

UPPER PLAYFIELD (RIGHT SIDE) - Plunger feeds the ball along this to the right flipper by default. A diverter can activate and will feed the left flipper in certain cases. The orbit VUK will also feed this playfield under certain conditions.

ATOLL/DEEZ - Wave ramp, topmost center of playfield. In its normal state it is the “Atoll” and can feed the left wireform. On bad shots the ball can spit out the center into the pops. In its reversed state, the “Deez” (boat) is active and this is how balls are locked for the Deez multiball.

LEFT ORBIT - Loops all the way back around towards the right flipper in its normal state. One shot to the left orbit will light the “Trading Post” insert. A diverter activates and feeds into a VUK when the Trading Post, Map Segment, or Combo inserts are lit. Lights Dive Hole window award if an initial three-in-a-row Deez has been collected. This left orbit is also one of the locks for Super Multiball.

RIGHT ORBIT - Always loops around towards the left flipper. Lights and changes the current window award selection. Collects Watchtower value when the “Collect Watchtower Value” insert is lit. Advances Super Jackpot when the “Advance Super Jackpot” insert is lit.

DIVE HOLE - This is the massive hole directly above the right slingshot. This awards one of the nine Window selections in the grid (between the slingshots). The dive hole will also be lit during the “Dive for Treasure” feature mode, and it will also be lit for a treasure chest collect when the “Super Hurry-up” is active. The dive hole is also one of the locks for Super Multiball.

HURRY-UP LOOP (rightmost side) - Collects lit awards (10 Dirt, Jackpot, 50 Million, Extra Ball). Can sometimes feed over into the harpoon kicker on a strong shot. Weaker shots can sometimes land in the dive hole.

WATER CANNON - Target to the right of the Harpoon kicker entrance. Activates Water Cannon on first hit (flasher will activate). Hit again to collect Water Cannon value (10 million).

HARPOON - Leftmost kicker that loops the ball up and around to the left flipper. Provides a random award when the Harpoon insert is lit. Awards range from small points (jackpot), to bigger awards such as filling in all of your map segments.

SLINGSHOTS - Two, above flippers. Alternates current window award selection. Can award millions when “Super Hint” indicates to hit them.

POP BUMPERS - Three, center of playfield before the Atoll/Deez. Adds 500,000 per hit to the Watchtower Value. Moves the current Window Award selection.

VUK (LEFT ORBIT) - Collects lit awards on left orbit. Feeds upper playfield to the right or left flipper. One of the ball locks for Super Multiball.

TRACKER TARGETS - Leftmost three-bank of standups, above the left slingshot. Completing all three of these lights a roving shot on the targets for accessing three potential awards.

SUPER SCORE TARGET - Inner side of the hurry-up loop; above right sling.

SUPER JACKPOT TARGET (right side of dive hole) - Collects the Super Jackpot value when lit.

TRIMARIN DROP TARGETS (center of playfield, opposite of Dive Hole) - Two drop targets. Bank completion advances Jackpot value. Completing both at the same time adds to the treasure box. When the treasure box is maxed, simultaneous hits advances Super Jackpot. Jackpot/Treasure Box/Super Jackpot advancement paused in certain modes. May add time in certain modes, but I never noticed it to work. Timarin targets will also be lit for a Jackpot under certain multiball conditions.

[MOST] INSERTS, HOW TO LIGHT THEM, AND WHAT THEY DO:

OUTLANES - These are always lit for three dirt. This may be adjustable, but I never verified.

AWARD WINDOW - Insert at the Dive Hole. When lit, this accesses the current lit award on the 3x3 grid. At the start of the game this insert lights on any switch hit and then stays permanently lit. After the first three-in-a-row is completed on the 3x3 grid, a shot to either orbit will be required to relight the insert temporarily.

CHANGE - Insert on the right orbit. This changes the currently lit award on the 3x3 grid. Hit this when you want to intentionally change the grid award to something you want.

TRADING POST: Shooting the left orbit feeds the ball all the way around to the right flipper. This lights the left orbit for “Trading Post”. Shoot it again to access the trading post (a diverter opens up). You can trade DIRT here for various awards, some large and some small.

These are the trading post awards with their dirt requirements:

1, 2 or 3 dirt - Begin a Combo
4, 5 or 6 dirt - Advance Super Jackpot
7, 8 or 9 dirt - Activate a Super Hint
10, 11 or 12 - Collect two Jackpots
13 - 16 dirt - Start Multiball
17 dirt - Collect ten Jackpots
18 or 19 dirt - Collect Extra Ball or start Multiball
20 - 29 dirt - Collect five Jackpots
30 dirt or higher - Start Super Multiball (must lock a second ball on the dive hole to start).

SKILL SHOT: On the initial plunge, the left orbit and dive hole are lit for a skill shot. First skill shot on either starts multi-ball. Any skill shot on subsequent balls awards a jackpot. Note: The third jackpot will light on the Trimarin targets. There may be a fourth under Extra Ball conditions, but I was not able to verify.

COMBO - If the ball hits the right inlane when it is lit, the left orbit will light for “Begin Combo”. This will award 10 million points then feed the left flipper. The right orbit “COMBO” insert will then be lit for a combo. Each combo on the right orbit without hitting another switch will award 10 million points per hit.

WATCH TOWER - If the ball hits the left inlane when it is lit, the right orbit will light for a WATCH TOWER collect. This will collect the current Watch Tower value, then reset it back to its default value.

MAP SEGMENT - Collect these to access DRY LAND. Map Segments light on the left orbit via either the Big Score Window Award, by completing the red roving shot on the left Tracker targets, or by starting the WATERWORLD hurry-up round. Map Segment insert will time out quickly during hurry-up rounds, but will stay lit for an extended period of time (potentially permanently) when lit via the Tracker targets.

ADV. SUPER JACKPOT - Right orbit insert that lights when the white roving insert is collected from the Tracker targets. Advances the Super Jackpot value. (Super Jackpot value starts at 100 or 200 million, boosts by 50 or 100 million--need someone else to verify for the correct numbers).

SPELL - White insert at the Wave Ramp. Collecting adds a letter to “WATERWORLD”. Spell fully to start the WATERWORLD hurry-up round. When this happens, Map Segment (Left Orbit), 3 Dirt (Wave Ramp), and 50 Million (Hurry-Up loop) all light. SPELL insert is lit at the start of a game. If not completed during a multiball, it will go out and have to be re-lit. Relight by completing the Tracker target bank. Note: There is an opto at the entrance of the wireform at the left exit of the Wave Ramp. There are also two optos at the bottom entrance of the wave ramp. In the Atoll state, If the ball does not pass through the upper wireform opto, you will not get credit for SPELL insert.

3 DIRT - Yellow insert at the Wave Ramp. Lit by starting the WATERWORLD hurry-up round. Also lit by collecting the yellow roving insert on the Tracker targets.

DEACON’S EYE - Red insert at the Wave Ramp. Lights when certain timed modes are about to end. Adds time to the mode. Can only be collected once per game, so it’s wise to save it for a valuable mode (Hellfire Gunboat, for instance).

SUPER SCORE - Super Score Target above the right slingshot will permanently award 30 million during the time between a three-in-a-row is made via the Window Award grid, and “Sink the Deez” or “Special Choice” is collected on the Dive Hole.

10 DIRT - Insert at the Hurry-Up loop (right side). Can light during Hurry-Up Window Award, or during the Super Hurry-Up mode.

EXTRA BALL - Insert at the Hurry-Up loop (right side). Lights during the Super Hurry-Up mode.

50 MILLION - Insert at the Hurry-Up loop (right side). Can light during Hurry-Up Window Award, during the Super Hurry-Up mode or during the WATERWORLD hurry-up round.

JACKPOT - Insert at the Hurry-Up loop (right side). Can light during Hurry-Up Window Award, or during the Super Hurry-Up mode. Base Jackpot value is usually somewhere around 20 million.

RED TRACKER INSERT - Left side. Red insert. After completing all three Tracker targets, a roving light moves across the targets. Hitting it on red lights the “Map Segment” insert (left orbit).

YELLOW TRACKER INSERT - Left side. Yellow insert. After completing all three Tracker targets, a roving light moves across the targets. Hitting it on yellow lights the “3 DIRT” insert (Wave Ramp).

WHITE TRACKER INSERT - Left side. White insert. After completing all three Tracker targets, a roving light moves across the targets. Hitting it on white lights the “ADV. SUPER JACKPOT” insert (right orbit).

DRY LAND - Left orbit. This is a mini wizard mode that lights after three map segments are collected.

SINK THE DEEZ - Lit by default at the top of the Window award grid. Collected by hitting the Dive Hole after making your first three-in-a-row on the Window grid. Read more on how it works in the “MULTIBALL MODES” section farther down.

SPECIAL CHOICE - Lit at the top of the Window award grid after you have played Sink the Deez. Collected by hitting the Dive Hole after making your second three-in-a-row on the Window grid. This gives the choice of Super Hint (left choice) or Two Jackpots (right choice). Note: Any further three-in-a-row awards in the same game will alternate between Sink the Deez and Special Choice.

WINDOW AWARD GRID (AND HOW IT OPERATES):

The Window Award is one of Waterworld’s main features. It is a three-by-three grid between the slingshots. The current lit award is accessed via the Dive Hole. Different award windows have different properties. Collecting a window award via the Dive Hole lights it solid. Connecting three solid window inserts in a line (across, vertically or diagonally) will qualify either “Sink the Deez” or “Special Choice”.

The window awards from left to right, top to bottom are as follows:

1A - 5 Dirt - Be awarded 5 Dirt.
1B - Feature - Start a feature.
1C - Big Score - Collects 30 million points and lights the Map Segment on the left orbit, 3 dirt on the center ramp, and 50 million on the Hurry-Up loop. All awards light but time out at different intervals, with Map Segment timing out the fastest, then the 3 Dirt insert, and lastly the 50 million insert on the hurry-up loop. Ideally it’s best to go for what you need and ignore the rest (in typical cases the Map Segment is the most important).
2A - Feature - Start a feature.
2B - Jackpot - Collect a Jackpot (20 million).
2C - Feature - Start a feature.
3A - Hurry-Up - Lights a hurry-up feature on the right loop (10 dirt, 50 million, Jackpot or Extra Ball).
3B - Feature - Start a feature
3C - Adv. Super Jackpot - Advances Super Jackpot value instantly.

WINDOW AWARD NOTES:
- Slingshots, pop bumpers and the right orbit changes the current window selection lit. When selections alternate, the move furthest to the right, then down to the leftmost part of the next row. After the last insert, it then goes back to highlighting the center “Jackpot” award, before starting over at “5 Dirt”. (So: 1A, 1B, 1C, 2A, 2B, 2C, 3A, 3B, 3C, 2B, 1A, 1B, etc..)

- Solidly lighting each of the four corners of the grid is one way to collect the “Four Corners” insert, one of the three items required to access Super Multiball. Lighting four corners of the grid also collects an instant Super Jackpot.

FEATURE MODES AND AWARDS:

The “Feature” window award gives the player a choice on which award route they want to take, a left award or a right award. Both options have set award paths and the player has some flexibility in how they explore them. Completing both paths of the Feature Window and accessing it one more time will award 500 million instantly. Accessing the Feature window once more after this will give you the choice of Super Hint or Sink the Deez. The Feature window awards reset back to the beginning after this.

The award paths are as follows:

Left path:
a. Super Hint
b. Battle of the Atoll (Multiball where all switches are 3 million points)
c. Map Segment
d. Super Hurry-Up (Lights all hurry-up lights--Extra Ball, Jackpot, 50 Million, 10 Dirt, and treasure chest on dive hole)
e. Hydro (awards Hydro, needed for Super Multiball)
f. Super Jackpot

Right path:
a. Multiball (same as you would get on a skill shot)
b. Dive for Treasure
c. Hellfire Gunboat (Single ball round)
d. Beserker - Two ball multiball.
e. Four Corners (Awards Four Corners, needed for Super Multiball)

MULTIBALLS AND OTHER SIGNIFICANT MODES:

MULTIBALL - This is the standard multiball that is awarded on the initial skill shot. It also appears via other awards (trading post, random harpoon kicker award, feature window award selection, etc). This is a two-ball multiball and requires the player to alternate between the tracker targets and jackpots. The tracker targets light the next jackpot and only one jackpot can bit lit at a time. Collect all jackpots to be instantly awarded a Super Jackpot. Regular jackpots are only worth 10 million points, so you have to do a lot of work for this to be worth anything.

BATTLE OF THE ATOLL - This two-ball multiball is accessed through the Feature window award. This is a “fast scoring” style multiball where all switch hits award 3 million points. If you can keep your balls in play, grinding out in this multiball can yield a significant amount of points.

SINK THE DEEZ - This is the award received for making the first three-in-a-row on the grid. The Atoll rotates to reveal the Deez. Lock up to three balls in the boat to prepare the multiball. If three balls are locked, any switch hit with the fourth ball will activate the multiball, dropping the locked balls into the pop bumpers. All main shots are then lit for jackpots. (Both orbits, the Deez, dive hole, hurry up shot, and Trimarin targets). Hit all shots to light the Super Jackpot target. The jackpots relight after collecting the Super Jackpot. Regular Jackpots in this multiball are worth approximately 20 to 30 million (I wasn't able to verify before parting with my game).

Note: If at least two balls are locked and the third ball in play drains, the Deez will dump both locked balls onto the playfield and start the multiball. If only one ball is locked and the active ball drains, the single locked ball will drop and the multiball will be forfeited.

HELLFIRE GUNBOAT - This is a mode accessed through the Feature window award that allows the player to obtain various awards. Shooting the left orbit lights the dive hole in this mode. Shooting the dive hole allows the player the to collect the present award or take the risk on further play for a better award. Current award must be collected before the time runs (or draining).

The awards are as follows:

Collect 2 Dirt or play for 5 Dirt
Collect 5 Dirt or play for Super Jackpot
Collect Super Jackpot or play for Extra Ball
Collect Extra Ball or play for Super Multiball
Start Super Multiball

BESERKER MULTIBALL - Two-ball multiball mode accessed through the Feature window award where shots alternate between the orbits and the dive hole. Shooting a lit orbit scores 10 million and this lights a timed shot on the dive hole for a 20 million jackpot. The process repeats indefinitely until a ball drains.

GETTING TO THE WIZARD MODE [SUPER MULTIBALL]

Super Multiball can be considered the Wizard Mode of Waterworld. There are multiple ways to get to it, but the main way is by collecting the three features at the bottom of the Window grid (Dry Land, Hydro and Four Corners). Once this happens, the Super Multiball round starts and locks are required to begin playing the round.

DRY LAND - One of the inserts required to access Super Multiball. Dry Land is lit by collecting three Map Segments on the left orbit. Once Dry Land is accessed, the Super Jackpot target lights permanently until the timer runs out. Collect as many Super Jackpots as you can before the mode ends. Note: Dry Land allows you to stack it into multiball modes, however, the game code is unpolished and you are likely to break something if you attempt it.

HYDRO - One of the inserts required to access Super Multiball. This can be collected on the left path of the Feature window award, can be collected as a Harpoon award, and can also be added to the treasure chest and collected there (either via the Dive for Treasure mode, or via the Super Hurry-Up).

FOUR CORNERS - One of the inserts required to access Super Multiball. This can be collected on the right path of the Feature window award. It can also be collected by solidly lighting the four corners of the window award grid. In theory it might be able to be collected as a Harpoon award, but I haven’t seen it.

SUPER MULTIBALL - This is a three-ball multiball where the Super Jackpot target is permanently lit. Rack up as many Super Jackpots as you possibly can before draining back down to single ball play, where play reverts back to normal. Note that balls must be locked manually for Super Multiball--first the left orbit, then the dive hole.

There are also three different ways to access Super Multiball:

- Collect 30 Dirt or more and trade them in at the Trading Post (hit left orbit twice to access). In this situation, the first ball will be locked for you automatically.

- Collect the three inserts below the window grid - Dry Land, Hydro and Four Corners. Once these are collected, the Super Multiball music begins and you must lock the balls manually.

- Complete Hellfire Gunboat.

TIPS AND STRATEGIES:

- Use those tall Gottlieb flippers to your advantage! Waterworld is *not* a game that is conducive to flailing/on-the-fly play. It rewards players that trap up and make educated, intentional shots. So, use those huge flippers to your advantage--it’s entirely possible to get a free ball trap from any situation where the ball is fed to the flippers by the left wireform or the right upper feed.

- Waterworld’s Window grid allows for a high level of flexibility and strategy. It is possible to intentionally access specific windows you want. Only need 5 dirt to get that Super Multiball? Move the windows around to get that 5 Dirt award. Or, perhaps you need that last Map Segment to access Dry Land. Shuffle the windows around to collect “Big Score”, which lights that Map Segment needed. Also remember that solidly lit window awards can be collected as many times as you want, so use those pops, slings and the right orbit “Change” feature to get the awards you want, and progress the game how you want it to.

- If you want to see through to the end of the Feature awards on the Window grid, use the above tip to constantly access the “Feature” award. Getting to the end of your Feature awards gives an instant 500 million, a huge chunk of points. Also remember that part way through the left path of the Feature awards is the Super Hurry-Up, a way to collect an Extra Ball. Battle the Atoll is also a great second mode on the left path, as you can rack up good points and some WATERWORLD letters (and maybe some Dirt) by nailing that Wave Ramp repeatedly during it. The third mode on the right path also gives you an opportunity to be awarded Super Multiball if you play it out well.

- Continuing with the above themes, intentionally change the window awards to avoid a three-in-a-row. One reason avoiding a three-in-a-row can be beneficial is that it is much more difficult to relight and collect your Window awards after Sink the Deez has been played. Thus, you are much less likely to get those much needed awards. One strategy I sometimes use is to collect as many Window awards without getting a three-in-a-row, then when I hit Ball 3 I will attempt to knock out the three-in-a-row so I can play at least one Sink the Deez.

- It is possible to use the standard Multiball or Battle the Atoll to progress the WATERWORLD hurry-up. As long as SPELL is lit on the Wave Ramp before accessing the multiball, simply hit the ramp repeatedly. It is possible to get into a rhythm where you time both balls to be fed up the Wave Ramp one after another (spacing them out works best, having them too close makes it hard to repeatedly hit the Wave Ramp). Unfortunately you cannot collect Map Segments when the WATERWORLD Hurry-Up is running during a multiball, but the 3 DIRT and 50 MILLION inserts will be up for grabs as usual.

- Super Multiball.. After one multiball? Yep! Following the previous tips, it is possible to access Super Multiball after your first multiball by using the above strategy. Shoot the Wave Ramp to constantly add WATERWORLD letters, then focus on collecting 3 DIRT repeatedly when lit. Rinse and repeat until you have 30 dirt, then when you come out of your multiball, access the Trading Post on the left orbit, then trade in your 30+ dirt for Super Multiball.

- A common tournament strategy is to milk the Wave Ramp all day when SPELL is lit. Doing so lights the 50 million insert on the Hurry-Up loop, and this can be particularly lucrative when the game is set to the low-scoring mode. However, how successful one will be with this depends on how easy it is to hit the Wave Ramp and how easy it is to trap the ball after a successful ramp hit.

GLITCHES AND EXPLOITS:

DRY LAND/SINK THE DEEZ STACK GLITCH - This causes a game-breaking bug. If balls are locked into the Deez while Dry Land is running, the Deez will not recognize the ball locks and ball search will not kick in to free the stuck balls. You will not get your balls back without power cycling the game.

Note: If the Deez was ready but you finish Dry Land before locking any balls, you go back into normal play despite the Deez still acting like it’s available for locks (i.e., the center inserts will remain flashing as lock indicators). Getting back to the Sink the Deez lock mode via two more three-in-a-rows will revert the game back to its normal state and recognize the ball locks again. Chances are you will have ended the game already well before this point, but it is possible to fix the issue through normal gameplay if you can keep your ball in play.

DRY LAND & THREE-IN-A-ROW EXPLOIT - If Dry Land is ready/lit on the left orbit, access Sink the Deez first. When you come out of Sink the Deez, your window features will have not reset. Relight the dive hole once more, collect any window award, and the game will act as you made a new three-in-a-row (even though you didn’t). This will allow you to access Special Choice without having to put in the work. Rinse and repeat to constantly play between Sink the Deez and Special Choice.

_____________________

If you made it this far, thanks for reading! I hope it helped.

- Austin Mackert (aka, AKM) -

#2 6 years ago

Here are a couple of video streams I ran over the last year that should help demonstrate many of these things in action:

General live gameplay/commentary:

Dry Land/Three-in-a-row Exploit:

2 months later
#3 6 years ago

Great information! I will have to check out the videos at some point but the guide was gold. Thanks!

#4 6 years ago
Quoted from Matesamo:

Great information! I will have to check out the videos at some point but the guide was gold. Thanks!

Awesome! Hope it helps.

#5 6 years ago

Missed this post originally - I enjoyed your videos (as always) and earlier posts on the rules in one of the other threads. Your time and effort to compile the rules here are appreciated! I hope to snag one of these next time one comes up for sale locally, I had a lot of fun playing a nice example at SFGE a couple years back.

#6 6 years ago
Quoted from PinKopf:

Missed this post originally - I enjoyed your videos (as always) and earlier posts on the rules in one of the other threads. Your time and effort to compile the rules here are appreciated! I hope to snag one of these next time one comes up for sale locally, I had a lot of fun playing a nice example at SFGE a couple years back.

Thanks! I think Waterworld is a fairly underrated game, especially for the price. Once you know what's really going on with the game, it becomes a lot of fun.

4 weeks later
#7 6 years ago

I picked up a really nice one for $900 last Friday, five days later we have 99 plays on it. Everyone seems to like it so far, the guide has been very helpful in figuring out some of the goals of the game. Under a grand for a fun DMD game? Every time!

#8 6 years ago
Quoted from Matesamo:

I picked up a really nice one for $900 last Friday, five days later we have 99 plays on it.

That was pretty much me after I first got it too. Really fun game with a lot more depth than it's ever given credit for. Congrats on the purchase!

#9 6 years ago
Quoted from akm:

That was pretty much me after I first got it too. Really fun game with a lot more depth than it's ever given credit for. Congrats on the purchase!

Yeah, it is a surprisingly deep game with some nice shots. More importantly my kids love playing it which was the point of grabbing it. I reviewed the guide again yesterday now that I am more familiar with the game and put up 1.3 billion, you really need to know the game to make the correct choices during play.

1 week later
#10 6 years ago
Quoted from Matesamo:

Yeah, it is a surprisingly deep game with some nice shots. More importantly my kids love playing it which was the point of grabbing it. I reviewed the guide again yesterday now that I am more familiar with the game and put up 1.3 billion, you really need to know the game to make the correct choices during play.

Nice! 1.3 billion is a solid score. The game is absolutely one where flailing doesn't get you very far. Knowing the rules and playing smart does.

2 years later
#11 4 years ago

Nice write up btw what post hole you use for the harpoon

8EEB3F55-4F5B-4902-A2B3-D379B4A30A8E (resized).jpeg8EEB3F55-4F5B-4902-A2B3-D379B4A30A8E (resized).jpeg
#12 4 years ago

I don't own the game anymore, but on mine I thought all three were filled in. I'll have to check to see if I still have photos of it to verify.

#13 4 years ago
Quoted from akm:

I don't own the game anymore, but on mine I thought all three were filled in. I'll have to check to see if I still have photos of it to verify.

All 3 should be there.

I do NOT miss this game at all....

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