I had a feeling that might be the case, but yeah, no idea what the shot is
Target behind the pops. 10M + 3 second ball save
I should probably read the original post closer next time, sorry guys! dont know how I missed the part about the super skill shot
Random mode displayed. You can change the mode by shooting the truck
Thank you everyone for the recent contributions! I’ve only watched the stream and have never played it yet, so my knowledge of the rules/strategy is still early.
I have nearly all of the Paddock Mode info in there.
But not going to get to play the game for a few days, so I’ll back off for a bit.
I did notice one of the T-Rex modes has the wrong title at the top when you’re in it. I believe it’s either Encounter or Chase…it’s shows the correct title and instructions at the start, but then when you’re in the mode, it shows the title of the other at the top of the screen.
My dad played a Pro up in Boston and liked it, looking forward to playing it in Chicago (probably at Expo). Looking forward to plunging my first ball on this game.
Compy trait: can’t be slowed
Top right is Raptor. Trait- there are two of them out there at once. Perk- 2x raptor jackpots
Each DNA combo boosts all combo values
I like the pops add a ball idea. I also like the slot machine thing that was done with them in GoT and GB. On a lot of games it just feels like they’re there only to inject randomness.
Soft plunge -> C = 6M Secret Skill Shot + 3 second ball save
Something builds spinner value then you get one rip before it resets. I like the return of this rule from the classic Stern era.
I had a short plunge go through the left inlane, and then I hit the C. Still gave me the secret skillshot.
Finally got some time to play a few games on this. A lot of fun to play and to shoot!
What qualifies the “Lite Escape” standup on the left? It starts blinking, on a timer. And if you don’t hit it in time, then your opportunity to light your Escape goes away.
I think hitting it a certain number of times starts it blinking, then hitting it while blinking lights it on the outline. I believe 2X playfield works the same way,
I believe there are ways to qualify light escape other than hitting it directly. Not sure what, but I know I’ve seen it. Assuming Supply Drop, but I bet there could be other ways
There is only one way… and it’s none of those
The rollover above pops
Here is the exact rule as written
Escape outlane ball save
Pops enter switch lights Escape target for N seconds. (timer is paused while ball in pops) Each time Escape is lit N decreases by Y.
Default N=20 seconds (adjustments 10-30)
Default Y = 4 (adjustments 0 to 6)
Floor = 6 seconds (adjust 3 to 10)
Is pops enter switch mean when you shoot the right orbit with the truck facing right? And also from a dribbled spinner shot? How do you light 2x ?
Yes. Every supply drop includes light 2x scoring
Updated rulesheet with tidbits added in the last few posts and one on pinside: how to light 2x scoring, how Escape works on left outlane, only Orange/Red paddocks require helipad, and what I gleaned from only making one or two shots during King of the Island MB.
@sk8ball any plans to implement some type of visual on the tilt danger screens to differentiate between your first and second danger? Or did I miss a difference that’s already there?
I love the Nedry danger screen and callout, so my suggestion is rather than clutter the screen with the traditional “danger” spelled out, would it be possible to change the Nedry background screen from white to red for the 2nd danger? Or maybe put a red border around the 2nd danger screen, if you want to keep the original white background?