My thinking is to start with pops. The magnet grabs most loop shots to feed the pops during this mode, and also grants a BEATLEMANIA letter. I want the first BEATLEMANIA award (2x spinners) before I play the spinner mode. I also want the second award (5x loops) before I play the loops mode. So I go pops and then drops, and if I qualify a third mode before the third ball, I’ll take spinners if I’ve completed BEATLEMANIA or 2-ball otherwise.
I haven’t seen a base bonus above 75k, and at 7x max bonus multiplier it goes to 525k. Has anyone seen more?
I would really like to know if 2x spinner and 5x loop granted by BEATLEMANIA persist after drain.
I was assuming that 2x spinner and 5x loops were superseded by the scoring increases in the modes. In other words and I have no idea if this is correct, but I thought the 2x and 5x would only apply outside of a song/mode.
There is a wonderful risk-reward rule built into collecting the super jackpot that I don’t think has been captured here yet. If you finish a song, but don’t collect the super and then start and finish another song on the same ball, when you collect the super at that point you will get a 2X SJ for song 1 and a 1X SJ for song 2. Each additional song completion added to this stack will add an additional multiplier to the collect all the way to the #UltimateFullMontyCollect where you would get 5X for song 1, 4x for song 2, 3X for song 3, 2X for song 4, and 1X for song 5.
Whoa! That is awesome! I did notice that you could go ahead and start another mode while the SJP was lit but I didn’t know there was any benefit to that. Cool!
One thing that I seemed to notice was that the FAB targets reset just after the currently active song mode ends. So, if you have knocked down two of the three FAB targets in anticipation of setting up the Super Jackpot shot when it lights, too bad, as the targets will reset just as the Super Jackpot light comes on at the end of the song.
Also, I seemed to experience the following after completing a song and before starting a second one on the same ball: If you are trying to collect the three FAB targets as part of the process to spell FAB FOUR to set up the game to award the next mode and you happen to do a sneak in Super Jackpot shot, the game resets the FAB targets, but acts as if NONE of them were down before the sneak in shot was made. In other words, you have to hit all three FAB targets again.
Finally, not sure, but I don’t think you get any credit for status of the FAB FOUR targets as the song ends and the targets reset. In other words, you need to collect all of the FAB FOUR targets AFTER the song has ended in order to set the magnet shot up to start the next mode.
I have played around with some of the default settings on my machine, so not sure if the above reflects behavior on default settings.
Following the Help mini-wizard mode, the two ball multiball will be selectable at the start of
remaining balls, if it was not completed at level 5.
I was also able to select the two ball multiball on a ball following having started it during play on the previous ball, without getting through the wizard, but only on one machine and not on a different one. Not sure which had the more current code, although my suspicion is that it was the machine that did allow it.
This is one of the closest pins to me that’s available when I get off work, so I’ve been deep diving, and need some other folks to help me get the finer points…
Just today, I realized that, potentially there is a massive point scoring opportunity by ending, well all the modes technically, but primarily the big scoring modes (loops and pops) at level four and then coming around to them a second time after the mini wizard.
Now that I think about it, still having not quite gotten to the main wizard mode, basically every mode benefits from not being initially completed, especially the two ball multiball.
It’s definitely advantageous to not finish the two ball multiball mode. I discovered that accidentally once after finishing the mini-wizard mode. You can select any uncompleted mode at the beginning of the ball, so I’d select the two ball multiball and just focus on getting the EB, then try to start and finish another mode without worrying about ending the game. Eventually I hit the limit on EBs and drained without realizing I didn’t have one.
It’s also worth noting that the lane lit for EB will alternate with slingshot hits, and it’s not realistic to intentionally hit the right inlane, but during a multiball it stays static. If you light it during the multiball, it starts and stays on the left inlane, which is fed from behind the FAB targets and is very attainable.
What’s the advantage to not finishing the other modes? Making it easy to line up multiple mode jackpots on the same ball? I guess it does give you a chance to collect the mode jackpot multiple times.
Once you to level 5 in a mode, you can keep hitting the shots for their max value until the timer runs out. So, starting a second, say, pops mode at level four gives you the maximum amount of time you could have with 25k a hit pops.
The value continues to increase as well at a different progression than the mode. If I recall for example, Drive My Car continues to increase at 5k/loop after completion.
For the super jackpot, I know it’s supposed to light after your mode ends during that ball. But I’ve had times where the mode had definitely ended but my super jackpot was never lit. Seems like it only happens if it’s my 5th mode, or (sometimes) if I didn’t reach level 5. Not sure why it does this.
You have to get to level 5 in the mode - for example in drop targets you have knock down 5 sets to get the model finished. Finishing all 5 modes gets you too tax man multi ball