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The machine's health is indicated by the lightbulbs at the top of the machine. The first melee attack will cause all the lights to turn on and further hits will cause them to turn off from right to left. A light melee will turn off one bulb per hit and a heavy melee turns off two bulbs. | The machine's health is indicated by the lightbulbs at the top of the machine. The first melee attack will cause all the lights to turn on and further hits will cause them to turn off from right to left. A light melee will turn off one bulb per hit and a heavy melee turns off two bulbs. | ||
[[File:Vault music hit 05.mp3|thumb|Jackpot fanfare music]] | |||
=== Jackpot === | === Jackpot === | ||
[[File: | [[File:Sinners sacrifice jackpot.png|thumb|215x215px|Ideal jackpot timing for a heavy melee last hit]] | ||
After being reduced to one or zero bulbs, the Sinner's Sacrifice will enter a looping timing minigame. The lights will begin turning on from left to right accompanied by a count of 8 sound effects. | After being reduced to one or zero bulbs, the Sinner's Sacrifice will enter a looping timing minigame. The lights will begin turning on from left to right accompanied by a count of 8 sound effects. | ||
Hitting the machine timed to when all the bulbs are on will cause a "Jackpot," represented by the last hit dealing 99 damage regardless of melee type, fanfare playing, and the slot rolls landing on three red eyes. If the Jackpot timing is missed, the player receives the same reward as a regular hit. | Hitting the machine timed to when all the bulbs are on will cause a "Jackpot," represented by the last hit dealing 99 damage regardless of melee type, fanfare playing, and the slot rolls landing on three red eyes. If the Jackpot timing is missed, the player receives the same reward as a regular hit. | ||