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![]() Written by Paul Branton |
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Go fruit machine crazy with FRUIT CATCHER - the fastest and most feature-laden one armed bandit simulation ever written! Whilst spinning, holding and nudging the reels on the left, keep an eye on the snapper feature to the right and aim for the £2 jackpot. Packed with colour and bonus features, FRUIT CATCHER is the ultimate in fruit machine pleasure
with high quality graphics, sound effects, free spins, boosters and a gamble/collect feature!
FRUIT CATCHER is a fruit machine simulator that includes three reels of colourful fruit, bar, bell and snapper symbols. Spin the reels and match two or more to win instant cash. You win for any two identical symbols next to one another in a row. You do not win for two identical symbols separated by a different one. Each spin costs 20p and in FRUIT CATCHER you can never run out of money. In the top right of the screen are two panels, one displaying how much you have spent, the other how much you have won. Some combinations of symbols score fixed amounts. Two cherries, for example, win 10p. Others, for example two grapes, activate the Gamble/Collect Jackpot chain, potentially winning up to £2 if the gamble pays off. Three identical symbols will also activate the Gamble/Collect chain.
Gamble/Collect The player must choose whether to collect either 10p or 20p by hitting the "Collect" key when either icon is lit or to gamble 'up the chain' by hitting the "Gamble" key when 30p is lit. If he manages to do so here, then the 30p and 50p icons begin to flash in succession and he will have progressed one link 'up' the Gamble/Collect chain. This movement is repeated each time a gamble is accurately judged. If the player reaches the £2 jackpot, he can collect his winnings with the appropriate key. If, however, the player misjudges when to "Gamble" he falls one link 'down the chain'. At the very lowest level (10p, 20p and 30p), he wins nothing and must spin again. Certain combinations begin higher up the Gamble/Collect chain than others. Two strawberries, for example, start mid-way through the chain at 50p, 70p, £1 whilst three bars immediately start at the very top (£1.50, £2).
The Snapper Maze Feature The object of the feature is to guide Snapper to the £2 icon at the very top left hand corner of the maze. However, as soon as you spin the reels again, Snapper returns "home" (to the centre of the maze) so this is not as easy as it may at first appear. If you examine this feature you will notice numerous icons on its floor. If Snapper lands on the 10p, £1 or £2 icon then the player wins that amount. If Snapper lands on the Cherries, Grapes or Melon icon then the player wins a free spin (and Snapper does not return home before it). If Snapper lands on an arrow icon, Snapper 'jumps' a small section of the maze. (However, as Snapper will likely return home on the next spin, this is only useful to the player if he has been given a "Feature Held" bonus - see below). If Snapper lands on the yellow, red, blue or magenta ghost, he wins 2, 4, 6 or 8 nudges respectively. The player may also have the opportunity to 'jump' a small section of maze between ghosts if Snapper moves from one ghost to the other and he presses "Collect" at the correct moment. Finally, if Snapper lands on one of the three "Boost" icons, then the Booster bar is activated. A sliding scale of Snapper icons is increased from one to six as quickly as possible, corresponding to the number of extra moves Snapper may be given. The player should accurately judge how much farther he wishes Snapper to travel and hit the "Boost" key on the correct strength.
Nudges If you create a winning line before you exhaust all your nudges those that remain are lost.
Holds You can choose to hold reels not just for the symbol they display - but also for the number of moves Snapper will make again after a 'new' spin!
Feature Held Bonus
Demo Mode
Game Controls |