Deep cuts of semi-useful pinball knowledge

afaik no, but there is a place(s) that will roll mostly vehicles down the side and much less middle - and sometimes never middle if you are lucky.

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Scared Stiff:

  • It’s actually possible to beat “Beat the Crate”… somehow. Yeah, I’m not sure how, but I was playing Spider Mania and somehow I made enough shots to the crate to display a screen that said “Beat the Crate Completed 500,000”. At the end of the ball the score shown for Beat the Crate was just above 4 million so I’m not quite sure what happened there, might be worth doing research on.
  • If you collect either “Coffin Multiball Extended” or “Crate Multiball Extended” from the Spider Spin feature and play Spider Mania without playing either Multiball, the extensions will stack on top of each other. For instance, if you collected the Coffin Multiball Extended award and lit a lock, played Spider Mania, then collected Coffin Multiball Extended again, you’d have two extensions. This could potentially lead to much higher scores from either of the two Multiball modes than normal. (I wonder if it’s possible with three…)
  • If “Tele-Pathetic Power” at the right outlane awards Boogie Man, the ball will be launched back into play even though you drained! I’ve only had this happen once but my god is it awesome when you’re lucky enough.
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Re: Getaway video mode: the trick is you only need to move one “pixel” to cross from center lane to left or right and back, making it easy to avoid cars. Cayle is correct, if you sit in the center one pixel away from edge lane, most cars go down the side you’re next to.

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Shiiiit that is some deep stuff right there. Just what this thread is for, I guess.

If extensions stack the way you describe it, I wonder if they stack too if you terminate a multiball without claiming the extension. I other words tilting during multiball.

BTW. I feel an itch to pull an ultra turbo version of the The Getaway video mode out of a hat. Some day.

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Congratulations! Impressive stuff.

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Is there a way to test if Beat the Crate, at least 1 shot at every level = completion?

Hit the crate 10 times while BEAT THE CRATE is running to complete it.

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On some Bally early solid state machines where bonus is built by spelling out words (e.g., Black Pyramid, Future Spa) or other objectives (e.g., Eight Ball Deluxe, Mystic), when bonus is maxed additional bonus accumulation can actually make your bonus go down.

For example, Future Spa has a 36,000 bonus insert lite that is lit by collecting FUTURE SPA twice. Any additional lit FUTURE SPA letters beyond 2 completions add to your bonus, but only up to 16K, for a max of 52K in bonus (times multiplier). Being at 52K in bonus means you have the 36K insert lit and all but one FUTURE SPA letter lit. Once you collect the last letter at that point, your bonus reverts to 36K. On this machine, the next FUTURE SPA completion gives a Special. You can set this machine to give 50K points for this Special, but it also would mean that collecting the EB awards 25K and the drop target special is also 50K.

Contrast a game like Mystic (72K max bonus, but you also get bonus for any lit grid inserts) with Paragon (49K max bonus and no ability to light additional bonus beyond that) and it seems that the general idea is that games with things on the playfield beyond bonus numbers that light up to indicate bonus fall into this category.

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I’ve had that happen on Xenon before.

Deadpool also falls victim to ball lock mismanagement in Lil Deadpool MB. Shooting the scoop for add-a-ball and then locking the ball for Super JP before the add-a-Ball animation finishes will add 2 balls into play!

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In Demolition Man, the time it takes for a ball shot into the ‘Underground’/Computer to register is long enough to take a secret jackpot. Instead of taking the secret jackpot immediately when the first multiball starts, wait until you successfully shoot the Underground with one of the balls autoplunged to the upper flipper, and then quickly take your secret jackpot, which will collect the center ramp jackpot, lighting the Underground jackpot to be immediately collected. If you miss the Underground shot, you’ll need to shoot the center ramp anyway to feed the upper flipper, so no need to use your secret on it

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Learned that demo man trick from @seedees years ago and have been using it ever since! Very handy

Yeah that’s a good one. It’s like the move I like to pull in AC/DC playing TNT. When the dangerous center target is lit, shoot a ramp, hit VIP, and spot the center target then immediately lock in the hurry up value on all shots.

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In TSPP, there are awards if you complete several running hurry-ups at once. One of them I believe is Light Itchy (& Scratchy).

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Yep. The total number of hurry ups determines what happens when you finish the last one.

1 or 2 hurry ups: nothing
3 hurry ups: Advance Itchy (open targets or count lock … can’t remember if either of these is willing to start the multiball, but I think they are)
4 hurry ups: Advance Couch (score 1 lock)
5 hurry ups: Light EB
6 hurry ups: Light Special

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In Banzai Run, it’s well known that completing the three “ABC” standup targets on Banzai Hill will double the value of the next Cycle Jump. But did you know that you can also double the value by shooting the captive ball, and then making the Cycle Jump? It’s true! And really impractical because you’re more likely to drain, but still, it’s an option.

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2 is “max something” IIRC. Things like ramp value, chalkboard value, etc. Never got a display effect to display that, though. Of course, they’re all pretty stealth as-is.

And light extra ball when jackpot is lit!

Never noticed since I never shoot for it, heh. Good catch, though.

Also, for fun and profit, catch the ball after the jackpot and continue to shoot the captive ball for victory laps!

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On Cirqus Voltaire, there’s a feature at the ramp called “Spot Marvel” that instantly collects one of the 9 Marvels required to qualify Join the Cirqus. Most of the time, Spot Marvel will simply give you credit for having completed the marvel without awarding anything else. However, a few marvels have different rules when it comes to this:

  • The Boom Balloon marvel will also raise the Boom Balloon for the standard amount of time.
  • The Acrobats marvel will also qualify Acrobat Spins at the orbits.
  • If Highwire Multiball is the last marvel required to qualify Join the Cirqus, and the Spot Marvel shot that collects it is also the third lock for Highwire Multiball, an interesting thing happens: the game will display the Highwire Multiball intro animation, but only release one ball and allow you to start Join the Cirqus. After the mode ends, you can start Highwire Multiball and collect it’s marvel with just one shot! This is particularly useful later on when it becomes harder to light the Locks.

Another fact: most features can’t be stacked with Ringmaster Battle, due to how lucrative of a mode it is. But there’s one exception, and that’s the Side Show modes! Specifically, Go for the Hat Trick and Popcorn Mania. The former is actually a really bad idea because it’ll prevent you from making shots to the Ringmaster during Ringmaster Battle, but the latter might be worth the time and effort. Considering it’s a random award though, don’t be surprised if it just gives you “Big Points” instead…

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what happens if you have stike an ark 1 away as well? and what rom? with what stacking setting?

This is not completely true, it is actually +1 and +2 base multiplier (from rollover lanes). Max is 5x for a nice 250m ransom…times a 5x playfield promotion for the 1.250b actual max ransom value.

Deep cut may be that you can do a right ramp - warehouse for a free jackpot if the ball trickles out of the gun during multiball start. Pull the gun during ball save for a free skill shot if you missed the first one.
/Johan

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