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Slingo Quest Amazon Overview
- The Latest Fun Filled Slingo Quest!
- HEX Slingo Board for the first time!
- Brand New Powerups!
- Brand New Game Modes!
- Brand New Mini-games!
- Brand New Slingo Awards!
- Brand New Star Goals!
- High Quality Look and Sound!
- Great Characters And Story!
- Multiple Top Ten Lists!
- Advanced Help System!
Slingo Quest Amazon Tips and Tricks
Slingo Quest Amazon, Strategy Guide
1. General Strategy
Fundamentally, Slingo is a game of luck, but there are things that you can control that can make the difference between a good score and an amazing score.
[What You Can Control]
Jokers/Shaman Jokers. Jokers are the most important thing you can control. On most levels, there are two jokers per reel meaning on average jokers come up 10 times per game. A joker matches any square in the column directly above it. In multi-board, a joker matches its column multiple times, one for each board. You can use this feature to quickly accumulate large score values on the speed meter by quickly clicking a random cell in the right column on each board. More about the speed meter in a bit. Since a joker lets you choose which row you match, you can use jokers to get things that you need to accomplish your goals. On normal, non-bonus levels, all the game features are placed in specific locations on the board, so if last game you noticed the ladybug is in the top left corner, this time you can match the ladybug the moment you get a joker in the first reel instead of having to wait for that particular cell to spin up. Aiming to hit a powerup with a joker will triple your probability of getting it, as now you have the actual number and the two jokers, all as chances to get the powerup. Shaman Jokers function the same as regular Jokers, and will be used for most of the game (starting with Butterfly Friends) once Joker’s power begins to fade in the story.
Super Jokers/Cell Super Jokers/Super Shaman Jokers/Cell Shaman Super Jokers. Super jokers are much rarer, and more powerful. On most boards, there is only one superjoker in all five reels, meaning on average it only comes up once per game. Everything I said about jokers also applies to super jokers, with one important addition. With a super joker, you can now control which column you match as well. In general, it's better to match a column that doesn't have many cells matched than a mostly-full column. Once a column is full, you'll get a slingo, sure, but also the reel for that column will now be completely useless-- it can't possibly help you get more matches. A final warning for super jokers are that if you have a number or normal joker match waiting, but click that square with the super joker first, if there are no other options for that number or normal joker, you've just wasted your super-joker. This happens to everyone eventually. Don't sweat it, but it's something to look out for. A cell super joker is even better than a super joker, since, if you know where it is, you can avoid triggering it until the time is right. Shaman Super Jokers and Cell Shaman Super Jokers have the same functionality, and should be handled in a similar fashion as described above.
Friend Power. You have four friends in the game. You can activate them before you spin or when you're waiting to make a match. Of special note, if you take your last spin, and nothing comes up in the reels, you won't be able to use your friends. Likewise you can't use them once you completely fill the card to end the game. In either case, make sure you use your friend powers up before you run out of time. Each friend can be used once per game. Except for the "I stand alone" award (which requires you not to use your friends for an entire game) there's generally no reason not to use your friends.
Shaman: Shaman grants you two Shaman jokers on your next turn. This is a very useful power, which you’ll find yourself activating every game. The reels in which the Jokers appear are random so be sure to use the power before you completely match any columns. While Powerup Vision is active you can use this power to increase your chance of getting powerups. Another good way to use this power is to try and get special slingos (wrapping, bouncing, exploding) while their corresponding powerups are active.
Tree Frog: The Tree Frog friend power is easily the most versatile of the four. Tree frog hops on each of your active powerups and refreshes their durations. How you use this power depends on the level you are playing. Most of the time, if there are no big powerups on the card, you should use this power after a turn where you use the Shaman power, giving you at least two Jokers on the reels for two straight turns. Other times you should call on Tree Frog to refresh wrapping slingos, bouncing slingos, multipliers, or even slingo vision. Regardless of which powerup you want to refresh, try to make sure that it only has one turn remaining for its duration. This maximizes the number of turns that you have the powerup.
Jaguar: Jaguar gives you an immediate Speed Bonus of 500, and causes the Speed Meter to last longer. Use this power early in the game, because a spin with no matches will cause your speed meter to drop to zero. When you have just obtained the SlingoVision powerup or a multiplier powerup it may be another good time to use Jaguar’s power. Be careful not to use this power when you already have a Speed Bonus above 500 because you’ll lose your higher bonus in lieu of Jaguar’s 500 point bonus.
Monkey: There is not much strategy to Monkey’s power. He grants you one free spin. On most levels you should just use this power right away, then pay it no mind for the rest of the game. The only exception to this is versus battles where you face Anaconda. Anaconda steals the first powerup that you obtain. This gives you some options: You can either feed him the Free Spin from the Monkey power right away, or since versus battles don’t allow you to cash out, you can hold on to the Monkey power until after you get another powerup.
The speed meter is that little box under the main score that sometimes flashes. Every time you make a match while the speed meter is showing, you get that many points in addition to the basic 200 and whatever score you get for what's in the cell (1000 for coins, 5,000 for platinum coins, varies for ladybug). The speed meter grants extra points if you can make the next match within 1 second of the previous match. If you take 2 seconds, the bonus stays the same. If you take 3 seconds, the bonus drops back to 0. Also, if you match within 1 second of the spin ending, you get to start at the first level of bonus. The levels are:
12 and up: 4800
There are two things to notice. First, this list displays exponential growth. This means that on multiboard and seven by seven type levels, or if you have cell jokers, you can get a ton of points with the speed bonus if you move quickly. The second thing to notice is that the low end of this table is not very impressive. In other words, unless things are really close, the speed bonus isn't going to usually matter. It's more important to get the right powerups and matches and have a good strategy than to be fast.
One strategy for people who are slow at slingo but want to get a lot of speed meter bonus is to just immediately click the first thing you can for each joker. Another good strategy for the speed meter is to spin, take the time to memorize where all the matches for the spin are, and then quickly click them all.
There are seven minigames. Four minigames are games of skill, two are partially games of chance, and one is all chance. They operate by a common mechanic-- you wager a fraction of your score on the game. In general, for the four skill-based minigames, you should always wager the maximum, because all of these games can be consistently won if you get good at them, and more points are always better.
Devil's Coin: This tricky little game involves a spinning coin with a cherub face and a devil face. You have to click it so that when it stops, it stops on the cherub face. However, it doesn't stop instantly-- it takes about half a rotation to come to a stop. Generally the best time to click is just after the devil has shown and is starting to move away again. Mostly this game just takes a lot of practice to master, however.
Devil's Shell Game: In this game, one cup has a cherub head, and two cups have devil heads. The easiest way to win this game is to just keep your mouse cursor over the cherub head cup as it moves. Some games will be easier than others. It can help to know that there are only 6 possible ways for the cups to move. Once you know what those ways are, you can see before a move really gets going what move it'll be, which will help your mouse hand keep up.
Devil's Odd Man Out: If you're colorblind, always bet a quarter of your score on this game-- it involves differences in color that can be extremely difficult to see. This is basically a hidden picture game inside the main game. There are 12 possible scenes, each of which have 3 pieces of the scene that can be in one of two visual states. So for instance, a gem might be red or blue. In the minigame, one of those 12 scenes will be chosen, and displayed 3 times. Two of those displays will be exactly the same, while in one scene, one of the three changeable cues will be different. You have to look carefully for the differences. Each time you find something that can be made different, memorize what it is. There are only 36 in all and you'll soon be able to spot them quickly. Don't worry about taking a long time. There is no time pressure in this game.
Devil's Memory: You are confronted with 8 playing cards, which you get to memorize for 10 seconds (less if you click the "skip" button, which I do not recommend.). You have to memorize the cards. Then you'll be confronted with a card that has a 50/50 chance of being one of the cards you just memorized, and answer whether or not you've already seen it. Group the cards you're memorizing into sets of similar cards. "There are three low clubs this time." "There are no royal cards this time." and so forth.
Devil's Dice: In this game, you are confronted with 2 dice and given a list of possible numbers. You then choose whether or not you think the dice roll will end up equally one of those numbers. Your might reflexively want to say yes if the list contains more than six numbers, but you need to keep in mind the probabilities of different numbers coming up. Seven is the number with the greatest probability (1/6) and that number decreases as you get farther from seven until you get to one or twelve (probability of 1/36). This game all comes down to luck, however, so a wager of Half Points or Quarter Points may be appropriate. Cherub’s Switch: This game alludes to the classic childhood card game, War, with a bit of a twist. You and the Devil each get a card with yours being face up. Your goal is to get the higher card of the pair. When you see your card you are given the option to switch cards with the Devil. The strategy for this is fairly simple. Cards range from 2 up to Ace, with Joker being a trump card(14 options). If you get above an eight or get a Joker then keep your card. Otherwise switch cards with the Devil. After that just cross your fingers and hope! Devil Doors: This game is all luck. A conservative bet may be the best option unless you’re near the end of a game and need a big score boost. You have a choice of three doors. The devil is behind two of them, and a cherub is behind the other. After you pick a door the cherub will reveal to you which of the two doors you didn’t click on hides the devil leaving two possible options. You then get the option to switch your original choice to the other door. Whether you switch or not is of no consequence. You have a fifty-fifty chance of winning.
Buy/Free Spin/Cash Out:
The last four spins of your game cost 10%, 20%, 30%, and 40% of your score, cumulatively. There are only two ways to avoid this massive score hit (69.76% of your score all told!): You can leave the game before you have to pay, sacrificing the last four spins of the game, or you can use free spin powerups, which show up in the reels on average once every ten spins. Cashing out requires you to have beaten the level's main goal (and not be in a versus battle), and is generally a good idea if you have no free spins. If you do have free spins, and can't cash out (or need to keep playing to fulfill some other goal), generally it's best to save them for the later, more expensive spins. Sure you can spend them now and hope you'll get more, but the chances are low. Note that the right-click mouse button (or space bar, or enter key) will automatically choose this course of action.
2. Getting Through Levels
Levels have a variety of different goals, shown on the right hand side of the screen. The only exception are versus battles against enemy characters. In these, the goal is merely to out-score your opponent, which is not listed because there's not enough room to put it on the screen. Not all opponents are equally difficult-- the jaguar is fairly tame, while the devil, with all of his free allies, gets many advantages! I'll treat the various goal types by category.
Most of the goals for levels are much easier than the equivalent version of star goals. As such, you may not have to try very hard to make the score listed for the main goal, while special effort may be needed to get a high score star.
You can tell how well you're doing at a level's goal by moving your mouse over the goal on the screen. A little dialog box will pop up, showing your progress if you ever forget.
[Complete the Pattern]
When completing a pattern, you need to prioritize your jokers towards matching pattern cells over everything else. Your super-jokers should be devoted to whichever column has the most un-matched pattern cells. The pattern cells are the brighter colored ones in any given level. When in doubt, notice the animation at the beginning of the level. The pattern cells pop in after all the other cells.
[Get High Score]
There are many strategies for getting a high score. Here's a few useful tips:
- Run up the speed meter. See the speed meter section for more details.
- Complete the pattern, ladybug, or full card early in the game. All of these award more points the more spins are left before you finish.
- Have lots of powerups when you finish the game. Extra powerups get sold off at the end of the game. It's not worth many points, but sometimes every little bit helps. Shaman and Monkey both give powerups that can be sold.
- Try to get your Slingos in groups. Each slingo you get after the first is worth twice as many points, but the value resets back down 1,000 (or 2,000 in the case of superslingos and 7x7 slingos) whenever you make a match. Thus if you could click the bottom-right, make a slingo, and then the bottom left to make another slingo, that's 1,000 + 1,000 = 2,000. However, if you matched the bottom left for no slingos, and then the bottom right for two slingos at once, that's 1,000 + 2000 = 3,000. You got 50% more points and all you had to do was change the order you made your matches! With powerups like bouncing slingos or wrapping slingos, this effect can get very large. In Slingo Supreme, some players used a combination of bouncing slingos and instant slingos to get such a large score, it came out looking negative due to a computer bug! (We've fixed the bug. You're welcome to score trillions of points in Slingo Quest Amazon if you're lucky enough to pull it off). In particular, powerups that cause one match to make you a second match, such as when an instant slingo fills in extra cells automatically, don't reset the value of a slingo. So you can get every single slingo on the board at once. Without bouncing slingos on a normal board, that's 12 slingos, the most valuable of which will be worth 2 million points (two raised to the eleventh power, times one thousand). On a seven by seven board or with bouncing slingos or wrapping slingos, that number can get significantly higher.
- Save multipliers and adders for the end if you can. You get most of your slingos in the last 5-10 spins of the game. Because adders and multipliers go away after a while, if you get them too early, you'll only be adding to and multiplying the points you get from matches, which are generally small potatoes.
- Save treasure chests and minigames for the end if you can. Your score goes up over time. Doubling the 800 points you have on spin 2 for making some matches gets you... 800 more points. Not a big deal. Doubling the 15,000 points you got for getting the four slingos that cross through the center square, that gets you another 15,000. That can make or break your effort to get a score star.
- Use Tree Frog to refresh the duration of useful powerups when they are about to run out. Some levels use powerups as the key to getting high scores. Bouncing slingos and wrapping slingos are the most obvious examples, but you might want to make sure you have the 5x multiplier when you're about to get a full card, or you want to keep lucky going further in a game when it just ran out. Tree Frog is the perfect tool for this. You can see how many turns left a powerup has by clicking it.
This is similar to get the pattern, but consider every cell to be a pattern cell. When you get super-jokers, try to keep the columns balanced. Otherwise, this is mostly luck. Most levels that require you to fill the card will help you with useful powerups like exploding slingos or instant slingos.
This is probably the most strategic goal in Slingo. You can't cash out, so always make sure to use your free spins as late as possible. The above advice on scoring is important, as you're trying to out-score your opponent, but unlike in normal games, you can't wait to grab a slingo or powerup-- you have to grab them as soon as you can, so that your opponent doesn't get them. Don't take the time to set up that perfect combination-- grab what you can, when you can.
The opponent doesn't benefit from or use powerup vision, so memorizing where powerups are in the level can provide a big strategic advantage.
The opponent can't get devils in the reels, always gets the fast match speed meter bonus, and will have other advantages later in the game (for instance, Anaconda will steal one of your powerups). But the AI for those players chooses moves randomly, so you can defeat them if you play it carefully.
Note that some stars in versus battles require you to find the ladybug or fill the board or get slingos. Slingos obtained and powerups gotten by your opponent do not count towards these goals. If your opponent gets there first, you'll have to try again in a new game. [Lots of Slingos] Fast Water is the only level that has this goal, and requires eight slingos. Strategy is much like that when trying to fill the card except you might use a super joker to get that eighth slingo instead of to keep the columns balanced.
3. Earning Stars
Most stars goals are the same general idea as the level goals. I'll note some special expections below. Sometimes, what you need to do to get a star is different than what you need to do to get a different star (for instance, paying attention to matching quickly vs. carefully strategizing to get a lot of slingos at once). For hard stars, make sure you're focusing exclusively on that one star in a given play, and choose a strategy that will work best just for that star, ignoring everything else.
You can tell how well you're doing at a level's goal by moving your mouse over the star on the screen. A little dialog box will pop up, showing your progress if you ever forget.
Many stars have complications attached to them such as "Within a spin" or "in 10 spins" or "in one match" that make the task much harder. Some stars are just made to take a lot of banging at, but I tried to make any star that required dumb luck require no more than 10 tries. If it takes more than 10 tries, there's probably a trick to it, some of which are listed below.
A fast match is a match that improves the value shown in the speed meter. Generally the best way to get these are to quickly match jokers whenever they come up. SlingoVision will also help.
Margin of Victory:
Some stars require you to really beat the pants off a PvP opponent. Use your friend powers wisely, and with a little luck you will reach your goal.
Find Lots of Powerups:
Some stars require you to find lots of coins. The best way to accomplish this is either to memorize where they are, or get Powerup Vision (if available) to find out where they are.
Lots of Matches/Slingos in a Spin:
For levels of this type, there are often cell jokers. Each cell joker will give you another match without it technically being another spin. Wait until you get a pretty good spin, then use your cell jokers (being sure not to block any of your legitimate matches by accident!). Shaman’s power can help you in this goal, by giving you a couple Shaman Jokers on the reels.
Total Adder/Multiplier/Number of Powerups:
For these, try not to get adders or multipliers or powerups for as long as possible. Once you have a decent amount from the reels and cells, then go into full court press, trying to make matches that are the powerups and adders and multipliers. Tree Frog can help by refreshing the durations of powerups.
Lots of Slingos in a Match:
Most of these goals can be done by luck if necessary, but with skill they're easier. When four slingos are required, aim for the center cell of the board-- don't match it, but match anything on a line that goes through it, and match it last. This, obviously, can be easier said than done. In a level with instant slingos, find out where the instant slingos are, and avoid matching both the instant slingo and cells in that row or column. Because all cells turned up by the instant slingo count as one match, you can get more than the usual maximum that way. Also note that even if you use up the ones on the board, sometimes they'll come up in the reels. In this case, you can keep the board the opposite of balanced, keeping one column clear and matching as many as possible of the rest. Bouncing slingos and wrapping slingos can provide a few extra slingos per match as well if you play it right.
Another way to get extra slingos is in multiboard, you can get a slingo that stretches from one board all the way to the other. This is called a super slingo, and it multiplies just by the other, and is also worth twice as many points as a normal slingo would be on top of that.
Crazy High Scores:
Some levels have score stars that look absolutely impossible. Don't despair-- these levels usually have a trick to them. If the level has bouncing slingos or wrapping slingos, the goal is to get as many of these slingos in one match as possible. The power of slingos to double and redouble their score is the most powerful mechanic in the game. Take advantage of it when you can.
High Speed Bonus:
The best way to do this is to get slingovision so it's easier to see what cells to match.
4. Getting Awards
There are 12 awards. Most can be gotten by playing the game a lot, and will just gradually build up. The ones listed below have a specific strategy to obtain them:
Big Score: This award is best to obtain on Floor It (the fourth level at Yungas Road). You can combine multipliers to get up to 10x on this level, and bouncing slingos are on the card as well. Try to get the multipliers late once you’ve memorized where they are, then use Tree Frog to extend their durations.
I Stand Alone: To do this, win Devil Battle without using the Friend Power button. Mostly, it's just a question of luck, but remember that powerups don't change locations on adventure levels between plays, so memorization can help you do this more quickly.
Trilogy Score: You're intended to buy all three games to get this, but it's possible, especially if you already have Egypt, to get this award in Amazon. However, given the cool powers that will be in Atlantis, I'd recommend waiting until you get that game before trying it.
Trilogy Patterns: For this award you need to find as many patterns as possible, which cannot be done by simply playing campaign. Play Daily Challenges and Bonus Levels, which have randomized patterns to get closer to this goal. Don’t stress out too much about this one because there will be way more than 300 patterns when Atlantis is released.
Trilogy Powerups: You have to get each powerup into your powerup meter once. Most powerups you'll get over the course of the game, but note that you won't have access to the Cherub's Blessing powerup until you've beaten the previous game, Slingo Quest Egypt. Your allies, such as Jaguar, provide powerups as well which count towards this total.
5. Unlocking Secret Levels
Each secret level requires you to find five ladybugs, one in each level in that place. You can see how many ladybugs you have by going to the place screen, accessible by clicking the map button, a place you want to check out, and then "Go". Levels with a ladybug will show one next to their names. Other places, you still have to find the ladybug. Once you have all five, the lock next to the secret level will disappear and you can play it from the place screen. Secret levels don't have a goal, but they do have five stars each, which you'll need to get the Star Collector award. They're also a lot of fun.
6. Getting Full Cards
Full cards are hard to get in Slingo Quest Amazon. For this reason, many levels don't have a star that requires a full card. If you're looking for a level to max out your "Card Filler" award, check out the levels in the Inca City, the second to last place. These levels all have good powerups to help you fill the card and can be completed fairly quickly.
7. Daily Challenge
The daily challenge has only one goal-- get points. The early daily challenges are very easy-- the score goals it calculates for you to achieve are discounted by as much as 70%. Once you've beaten 10 daily challenges, you'll be at the maximum possible difficulty for them, as the score discount will be completely gone. Daily challenges' features are derived from the levels you've beaten, so if you don't see something you like, make sure you've beaten the entire story mode (not including secret levels, which aren't required to get daily challenge material).
Generally all the points mentioned above about getting high point values apply to daily challenges. In theory, because the features are random, you could get an even better feature set than Floor It (the highest-scoring story level). If you don't like a particular challenge, you can wait a day for another one to come up, or if you're feeling ambitious, you can make four different player cards-- each will have a different daily challenge to play.
The score goals are based on the powerups you get, but the formula isn't perfect. You'll find some powerups synergize really well (bouncing slingos and instant slingos have already been mentioned) while others don't (who needs reel nudfge when you're lucky? You'll get a ton of matches anyway.) which will make some challenges a lot easier than others, as the computer does not take this synergy completely into account when setting goals.
At maximum, a daily challenge may have up to eight features, six of which will be things that help you (multipliers, etc.), and two of which will be things that make your life more complicated (PvP mode, cell devils). Finally, some modes aren't compatible and will never be seen together in a daily challenge: PvP, 7x7, and multicard are all mutually exclusive (even though there are 7x7 PvP setups in the story mode. We wanted those to be extra special), and you'll never see a pattern on anything but a 5x5 board, even though that's not the case in story mode. (This allows us to serve up randomly selected patterns without worrying about whether it'll fit on the board or overflow.)
8. Level High Scores
Every level in the game has a high score board that can be seen through the place screen. Some players will challenge themselves to be #1 on each of those boards. The boards' scores are based on the same formula as the daily challenge, so if you get top score on a level, you've basically beaten a daily challenge with the same powerups. There's no special reward for doing this, but it's a fun way to compete, especially because those scores are shared among all four player cards. It's a fun way to have a rivalry with family who share your computer.
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