Deep cuts of semi-useful pinball knowledge

It is possible to get 3 goals in 3 seconds. I’ve done it and my son’s done it (with 19 still on the clock!)

Must be some serious timer pausing at work. I’d expect the timer to pause while the ball is held in the VUK, but the remaining ball travel— scoop -> flipper, 3x flipper-> net + VUK -> flipper— is hard to imagine happening in three seconds of actual time.

On Star Trek The Next Generation, if you select a Mission through Command Decision and you’ve already collected all of the available Artifacts in six of the seven Missions, you will be forced to play the one mission you haven’t played yet instead of being able to choose one yourself. If you’ve collected all of the Artifacts, then you will be forced into choosing Final Frontier if Command Decision is shot.

Just tried this (successfully) for the first time this past weekend. So cool. thanks for sharing it!

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Interesting rules about the Multiball in Creature from the Black Lagoon and how it affects single ball play. Some of these are relatively well known, some aren’t.

  • If Multiball is activated during any timed mode (ie. Unlimited Millions, Mega Menu, Snack Attack), the mode won’t run during Multiball; instead, the mode will pause, and then after Multiball has ended, it will resume with a restart on the timer and all scoring. Unlike in Judge Dredd, where the mode points are scored in Bonus, you collect the points from modes here during the course of the ball, so you can potentially chain together two valuable Unlimited Millions rounds in a row. There was a bug in older ROMs where Snack Attack would start at 10 billion if Multiball interrupted it, but this was thankfully fixed.
  • If a Jackpot hasn’t been made during Multiball, the Snackbar is much easier to light, as you can simply shoot the Snackbar directly to get credit for hits to the menu targets, which tend to be really dangerous on some games.
  • If you activate Multiball for the first time in a game and then activate it again on the same ball, the playfield multiplier progress will carry over between Multiballs. This means it might be preferable to focus on getting 4x Playfield during your first Multiball, then spend your second Multiball going for the Jackpot & Super Jackpot.
  • Although the Creature Feature at the left ramp is disabled during the Multiball Restart period, you can still collect Movie Madness (or Monster Madness, if applicable) at the right ramp. Why? Because I dunno. Just ignore it.

Multiball-end is restarting the modes was-running at multiball-start. Fresh timer, fresh mode state. Move your car phase 2 is the only one that “resumes”. But that is because it by design inherit states from Move your car phase one. Which caused it to be broken after a multiball interruption.

The playfield multiplier is not inherit from a previous multiball. It is a Creature cup completions account that is incorrecly not reset. The playfield multiplier is set equal this account on increment. If post-inc is less/equal 4.

Example. You finish a multiball at 2x. Next multiball, same ball-in-play, will start off at 1x. By first Creature cup completion you are now at 3x.

All these issues are fixed in the latest mod ROM release. Snack attack too, as you mention.

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“fixed”

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Road Show has some really interesting rules relating to Super Payday that don’t seem to be brought up that often:

  • The value for each switch hit during Super Payday starts at 1M and increases by 500k for each shot made during the mode where the locks are active. For instance, if you were in Seattle and you made two ramps before starting Super Payday, each switch hit would be worth 2M.
  • If you manage to lock one ball and fail to lock the second one, the first ball will immediately be kicked out and the mode timer will pause to allow you to play the mode as a 2-ball Multiball. This might not seem like much at first but unlike Super Payday, you CAN increase the value of each switch hit here by making the required shots. If you make enough shots you could potentially score some ridiculous points by doing this.

Unrelated: During either 2-ball Multiball mode (Nashville or Kansas City), if both balls drain at once near the start of the mode, a ball will automatically be put into the plunger lane for you! Not sure if this is intentional or not but it sure is kind.

The order of the awards from the top saucer in Demolition Man in competition mode:

(gives secondary award on right if the first award is already active)
Bonus Multiplier Held -or- Ratburger 2M
Add Bonus X (also will relight Access Claw on left inlane)
Retina Scan Grows +2M
Standup Value Held -or- Ratburger 2M
Access Claw Enabled (lite left inlane) -or- Big Points 1M
Access Claw Enabled -or- Big Points 1M
Quick Freeze Enabled (lite right inlane) -or- Big Points 1M
Quick Freeze Enabled -or- Big Points 1M
U-Look-Gr8-Today
Combo Added
… repeat from top

In addition to the Big Points 1M and U-Look-Gr8-Today, Ratburger is another award place where you can use the thumb buttons for “Rats at 8”, an extra 8M I think (haven’t really seen this one mentioned).

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that is the ball saver for them

Here are all of the handle combos that can be activated to award certain amounts of points and animations for top lock mystery awards:

  • Big Points (1M): If both thumb buttons are pressed you’ll get “Eat at Joe’s” and 5 million. If both thumb buttons AND both triggers are pressed, you’ll get “WAG” and 10 million.
  • Ratburger (2M): If both thumb buttons are pressed you’ll get “Rats at 8” and 10 million.
  • U-Look-Gr8-2Day: If both thumb buttons are pressed you’ll get “Feel Great” and 10 million.

As a result you could be getting 10 million for almost every top lock award…

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Monopoly has a 4-way combo award similar to some of Pat Lawlor’s previous games (ie. Addams Family). Shooting the railroad ramp, the center ramp, the right ramp, and then Roll & Collect will award a million, advance you four spaces across the board in addition to what you roll off of Roll & Collect, and if it’s lit, advance to the next unlit railroad.

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This one is actually pretty useful. A million points is non-trivial and with the possible exception of the center ramp, all those shots build to, relight, or cash in something of value.

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The Monopoly 3 and 4 way combos were removed in V3.02 and later.

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Adventures of Rocky and Bullwinkle has a hidden bonus in the Save Nell mode that’s basically impossible to get. If you manage to knock down all five drop targets right at the start of the mode before the timer even starts, you will light an Extra Ball (the first time the bonus is collected) in addition to however many points you’d typically score from Save Nell (25M or 50M). After the Extra Ball has been lit once through this method, you’ll instead receive an additional 25M for collecting this bonus.

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A lot of players seem to have trouble when they enter the normal Multiball mode on Monopoly. The only Jackpots in the Multiball are available at the side ramp and, later, at the Electric Company scoop. However, there is a way to set yourself up for a quick Jackpot right away. Normally, when the right ramp is shot to start Multiball, the ball is held in the plunger lane and then plunged to the bumper area; instead of having it be plunged for you, plunge so that it enters the Roll & Collect shot, and then trickles down to the upper right flipper. This will allow you to collect your first Jackpot right away, setting you up for further Double Jackpots.

There’s a similar rule on Willy Wonka & The Chocolate Factory where you can manually plunge balls to collect any lit Jackpots at the Camera ramp. It’s especially important in Gobstopper Multiball where the Camera ramp is a Double Jackpot.

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It looks like you have to be fast on the draw here - the games I played are quick to plunge balls in the shooter lane.

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They’re quick, but if you can do it fast enough, you can consistently make those Double Jackpots early on. Muscle memory is really important here.

White Water & priorities:

  • There are two ways to spot Hazards that you haven’t collected yet; either after enough Disaster Drops or by completing the Bounceback standup targets after it’s already been lit. The hazard spotted is in the same order as the Traveling Hazard. For instance, if the Bounceback targets are completed to spot a Hazard while both Disaster Drop and Boulder Garden are lit, then Disaster Drop will be spotted. The best way to use this feature is spotting shots like No Way Out or Bigfoot Bluff, both of which lead to important features that you might want to use at more important times (Whitewater Multiball & 5x Playfield, respectively).
  • If “Advance Raft” is qualified at the Whirlpool, be sure to save Bigfoot Bluff for last if it’s lit - it’ll award you the points for completing your current Raft AND the points for the one that was completed!
  • After you’ve maxed out the Whitewater Jackpot by completing enough Rafts, the priority of the game should NOT be Vacation Jackpot - it should be trying to go for Whitewater Multiball as many times as possible. The Jackpot maxes out at 70 million, meaning a Triple Jackpot is 210 million and 5x Jackpot is 350 million. These values outweigh the Vacation Jackpot by a ton.
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A 5x jackpot may be capped, depending on the code