The rotating multipliers made more sense on the early code, when only one shot was multiplied. Still, I like the rule change. The multiplier, once locked in, does count for all shots. Shot values increase slightly with every successful shot, but all are multiplied equally.
You still have to strategize. If you have the PKE ramp lit for 6x and the left ramp lit for 2x with less than 10 seconds left, you’re going to want to shoot the easy left ramp so you don’t run out of time and have to requalify. If in the same situation but with 20 or more seconds left, you’re going to want to try a couple of shots at the PKE ramp to get those 6x multipliers.
Often enough on the old code, I would accidently roll a ball into the left scoop while still trying to build the multipliers. That shot (or the PKE ramp) weren’t good shots to have multiplied during SP. You wanted a repeatable shot, like the left ramp or right orbit, multiplied. The rule change made it pretty easy to get all the shots to at least 2 or 3x.
Thanks all for the insight! I see now why Stay-Puft is such a desirable mode to get and multiply on top of the multipliers. Tough to get it in the pops and then hit Gozer. But fun challenge.
Dude. Idk the proper terminology, but on the machine i play on, the “tobin’s guide” / “extra ball” drop launch on the left side doesnt acknowledge that anything pops in. So i cant get slime/tobins/extra ball (after 30 ghosts captured) so i have to wait (during scenes) for the game to locate a ball. But i have noticed that magnets pull super hard to make you lose. God damn. Someone talk to me fo f trouble shoot plessee
Neat! Being locked into modes is my least favorite feature of any software design I can think of and if there was anything they could do to make playing GB more fun, this was it.
I don’t recall playing enough on early code versions of the game to know and have poor rules knowledge of this game in general. Probably could figure it out poking through the old release notes but they’re not posted on Stern’s site.
Does that mean you essentially never need to hit slimer to start a mode after the first one? Unless you time out I guess? Seems weird to reward draining…
Can we turn off the false positive “Ball Save” light that flashes during Multiball any time a ball is in the scoop? (specifically… when it is not lit for ball save). With all the new multiballs and wizard modes, I imagine the fake ball save light will be flashing continuously.
I believe this was a legit issue in the old code. If you hit the right saucer during multiball, the ball save light would flash for a couple seconds (like it normally does for the saucer ball save) but it would not actually give you the ball back if one drained while it was flashing.
This is no longer an issue in the current iteration of the new code; the light still flashes but it will actually give you balls back now. If you’re quick you can use it to save an outlane drain~