PINBALL FIELD GUIDES
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Techniques Dictionary
Fish Tales — restyled cabinet backglass

Williams · 1992

Fish Tales

Make the center Boat ramp six times, lock three balls at Caster’s Club, then shoot the Fish Finder for the multiball jackpot.

Cast the first ball →

The whole game

Objective

Six complete Boat-ramp shots make Monster Fish available at the upper-left saucer. Three balls sent into the right-side Caster’s Club start multiball. During multiball, lock one ball again and shoot through the center spinner into the Fish Finder.

  1. Center ramp ×6 Lights Monster Fish.
  2. Left orbit awards Monster Fish at the upper saucer.
  3. Caster’s Club ×3 Starts three-ball multiball.

Read the water

Shots

Two anglers present a glowing fishing pinball machine as a huge fish leaps behind them

Left orbit

Fish Tales left orbit

Sends the ball to the upper saucer to earn Monster Fish. During multiball it can lock a ball for the jackpot setup.

How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.

Boat ramp

Fish Tales boat ramp

Six clean climbs light Monster Fish. It is the safest repeatable progress shot.

How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Boat ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Fish Finder

Fish Finder spinner and upper saucer

The spinner sends the ball to the saucer. In multiball, this is where a prepared jackpot is earned.

How to try it: Hold the ball still on the right lower flipper. Aim at the dark opening of Fish Finder, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.

Installed Fish Tales playfield viewed from the flippers
Your installed Williams table. Tap to enlarge.

Caster’s Club

Caster's Club lock and captive ball area

The right kickout locks three balls. Later, the captive ball lights 100-million Super Jackpots.

How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Caster’s Club, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.

Center ramp

Fish Tales center boat ramp

Use a controlled cradle and repeat this ramp until all six inserts are lit.

How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Center ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.

Lower playfield

Fish Tales flippers and return lanes

Dead-bounce safe returns and cradle before choosing the next cast. The slings make rushed flips expensive.

How to try it: This is a status area, not a shot. Read its lamps while the ball is held on a flipper, then aim for the named shot whose lamp is still dark.

First cast

Launch

Launch through an unlit L-I-E lane. While the ball is above the lanes, use the flipper buttons to move the lit letters under it. A completed L-I-E set raises the end-of-ball bonus multiplier.

If the ball misses the intended lane, do not flip at the first bounce. Let it reach a flipper, settle it, and begin the center-ramp route.

A chrome pinball races up a wooden trophy-fish ramp
Six climbs wake the monster. Repeat the broad center ramp, then use the left orbit to earn the award.

A clean opening

First game

  1. Repeat the boat Make the center ramp six times.
  2. Take Monster Fish Shoot the left orbit while the award is lit.
  3. Advance locks Send three balls into Caster’s Club. Take lit captive-ball awards on controlled returns.
  4. Prepare the jackpot During multiball, lock one ball, then shoot through the spinner.

The timed catch

Monster Fish

When the sixth boat-ramp shot lands, Monster Fish lights. Shoot the left orbit to the upper saucer before the timer expires. The value counts down, so receive the award instead of squeezing in another setup shot.

Missed it? Keep shooting the center ramp. The route is simple enough to repeat the required shots without abandoning multiball progress.

Plan the return. The ramp count alternates the lit side. Try to land the sixth climb when its return leaves the ball on the flipper that can reach the left orbit. That makes the timed shot one controlled shot instead of a scramble.

A leaping bass
Three chrome pinballs circle a fishing reel and glowing saucer
Lock one ball, spin the Fish Finder, then shoot the upper saucer. One ball waits at Caster’s Club; another travels through the Fish Finder for the jackpot.

Three-ball fishing

Multiball

  1. Lock one Shoot Caster’s Club during multiball.
  2. Find the fish Shoot the spinner into the upper saucer for the jackpot.
  3. Double it Lock again before the award to light a double jackpot.
  4. Go super After three jackpots, hit the captive ball for unlimited 100-million Super Jackpots.

During the opening ball save: attack Caster’s Club immediately. With one ball held, the remaining balls are easier to track. A second held ball doubles the prepared jackpot, but it also leaves only one live ball. Take the double only while the save is active or the remaining ball is under control.

After three jackpots, stop repeating the setup. The captive ball is now the scoring shot. Each hit awards another 100 million until multiball ends.

A giant trophy fish erupts beside a glowing jackpot beacon
Three jackpots open the biggest catch. The captive ball becomes the repeatable 100-million target.

Awards away from the ramps

Side features

Fish Finder

A right return can light Fish Finder. Shoot the spinner into its saucer for the displayed award. Treat it as a detour only when the ball is already controlled on the correct flipper.

Stringers

Stringer awards Make progress toward Stretch the Truth. Four completed Stringers make Feeding Frenzy ready. During Feeding Frenzy, make the difficult fish shots first while the ball save and timer give you room.

Combine compatible progress

playing two features at the same time

Ramp, tale, and Long Cast progress can continue while you advance locks. Finish a nearly ready Stringer or Monster Fish before starting multiball if its final shot will be difficult with several balls moving.

  1. Prepare two goalsLeave Monster Fish or a Stringer one shot from ready while advancing the final lock.
  2. Earn the timed goalTake it before the third lock if its timer would compete with multiball.
  3. Start multiballUse the ball save for Caster’s Club, then Fish Finder.

The returns are the real opponent

Stay alive

The center ramp is the safest shot you can make consistently. Captive-ball and Caster’s Club misses can return quickly through the middle. Shoot them from a cradle, then prepare to catch or dead-bounce instead of flipping again immediately.

In multiball, stop looking at the display after a lock. Find the live balls first. If only one remains in motion, cradle it before aiming at Fish Finder.

Choose the next valuable shot

Scoring

  1. Take Monster FishThe sixth ramp has already done the work. Claim it before the value falls.
  2. Advance the captive ladderchoose useful awards, especially Video Mode, Rock the Boat, extra ball, and instant multiball.
  3. Convert multiballLock one, earn three jackpots, then stay on the captive ball for 100-million Supers.

In Video Mode, the distant boats are worth more. Prioritize the far targets instead of firing at the first easy silhouette.

Make the call

Quiz

Make the call

The sixth center-ramp shot lands. Where next?

Installed edition

Your table

This guide follows Fish Tales, Williams 1992, installed as VPW 1.1. Operator settings can change counts, awards and ball-save time.

Rules checked against the Williams manual, the contemporary rulesheet and Pinball Cards. The playfield image is a fresh capture from your cabinet.