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Deep cuts of semi-useful pinball knowledge

stevevt

What are some obscure or weird rules that you know that might be useful to know, but it appears that not many people know?

Here are a couple from Indy 500:

  1. In regular multiball, most people know that when you put a ball in the Turbo, the regular jackpot value increases by 10 million. However, an important detail to note is that not only does the scoop switch need to register for you to get this score increase, but the upper Turbo mech itself needs to register. This means that it’s possible to put a ball in the Turbo and shoot a jackpot too early, receiving only the regular jackpot value rather than jackpot+10 million. For example
    https://youtu.be/RGOtrPcBzL8?t=4170
    (Start at 1:09:30 if the video doesn’t automatically start there.)
    @cayle locks a ball in the Turbo and then gets a quick 30 million jackpot via the right ramp that would have been 40 million if he had waited ~1 more second. He then shoots the left ramp and gets the expected 42 million. (Each made jackpot raises the next jackpot value by 2 million.)

Also note that if you’re playing an Indy 500 where you can hear the machine’s sound cues, the game will issue a beep when the value has been added to the jackpot.

  1. In video mode, you don’t have to avoid the oil slicks. You don’t get more points to go through them, and they will slide your car if you are not providing left or right button input, but this knowledge might earn you some extra points toward the end of the mode.The rule sheet says “…if you just skim an obstacle you only skid a bit,” but that’s not exactly correct.

  2. If you’re playing with extra balls off, don’t select “Light Extra Ball” from the Change Setup award. It does what you’d expect for a game of this era: nothing.

EDITED TO ADD:

  1. When you launch a ball, there’s a regular ball save light, but the blinking car in front of the left ramp also indicates that there’s an additional hidden ball save/grace period. If you center drain with this car blinking, you will get your ball back. Any side drain that turns off this blinking car will not be coming back, but it’s possible to drain out the side with the regular ball save light off and have the blinking car not turn off and have your ball saved.

Minds blown? Bored to tears? Either way, it’s your turn now. Are you harboring any deep cuts you wish to share with the world?

gammagoat

I learned something new to me on DESW last night (new ROMs). It is well known that if you activate your death star hurry up as the ball drains, you get 5M, but don’t consume your moons because the death star never opened. What I learned last night, that I didn’t know is you can do the same thing while draining on a freeze. It will at least display the 5M (I assume you get it), the freeze saves the ball, but the death star does not open or consume your moons.

stevevt

:frowning:
Both pieces of info were new to me.

:smiley:

mwelsh

Here is the order of Change Setup awards in Indy 500 (AFAIK!):

There are 26 items in the list, The list will start at a random position, but the items otherwise appear in the same order. It loops back to the beginning when reaching the end. Light EB randomly replaces one award, you can loop through the entire list to get to it again (26 flips).

1 Million
15 Million
Spot Pit Lane
10 Laps
5 Million
5 Laps
15 Million
50 Points
Light Change Setup
15 Million
20 Million
70 Points
Light Lock
15 Million
10 Million
3 Million
20 Points
15 Million
Spot Pit Lane
10 Million
5 Laps
100 Points
1 Million
15 Million
50 Points
20 Million

My cues for the important ones:
Light Lock is 4 flips after Light Change Setup.
20 Million is 5 flips after 5 Laps.

MET

Corvette: shortplunge and drain after a ball save and your skill shot is lit again

LOTR_breath

On AFM there is a short ball saver period after Strobe MB. It is often useful to drain on purpose during this to get the ball back up top for more lanes(bonus X) and more pops(towards super pops).

This ball saver can seem very unexpected because it can occur 5-10 minutes into a good ball.

cayle

Edits/additions:

Afaik, Jackpots themselves in I500 do not raise the jackpot value. Shots to the turbo raise the Jackpot value in, and out of multiball.

Video mode - the oil slicks don’t give you more points when hit. What you do get by hitting them is they then do not count as an AVOIDED DEBRIS, so, in essence, you can extend your video mode by hitting oil slicks and have a chance to pick up more point collects and thus a higher mode total.

stevevt

I’ve head this before. Experiments with hitting as many oil slicks as possible have not resulted in longer video mode time and more points. I’m going to call this one doubtful.

cayle

Says the guy who thought jacks increase jacks…

jk, your probably right :smiley: heheh

stevevt

The rule sheet says that about jacks increasing jacks, so I believed it for a minute there. I think you’re right about it being the saucer that’s doing it. Same with the top center saucer as far as I know.

I’m waiting for someone to chime in and say that the +10 million jackpot timing thing is just a display bug and doesn’t affect scoring. Pretty sure it’s not, but it wouldn’t be too shocking.

:smiley:

Snailman

It’s a great day for racing, and a great day for displaying non-existent earned points.

G_Money

Yeah, so the question becomes:

Is there any point in switching the lanes on I500 to light a set of 4? I do it out of habit from every other game where it actually matters, but is there any actual benefit on I500?

stevevt

Souveniers are all awarded at 5 million rather than the displayed value. Better than nothing, but not by much, and definitely not worth dialing in the left ramp unless it’s somehow easier for making the lock shot stick compared with the left loop combo.

raydaypinball

Don’t the souvenirs let you do one-shot kills on the light ups? Depending on which souvenirs you have and which light up wave you’re on

cornycrunch

Another ramp means a guaranteed 5 million points.

bkerins

Yes; not every wave can be completed this way, but most can. Souvenirs definitely have value this way!

metallik

Big Buck Hunter:

Common knowledge: Bonus Round (mode) lights after 20 or so pop hits, shoot right orbit to start a mode.

ProTip: Watch the mode start insert - it will tell you what mode is currently “lit” by how many times it flashes (1 thru 6 - count the “off” periods). The six modes are indicated by the art above the insert, bottom to top: one blink = frog toss, two = mug shooting, etc. Five of the six modes are fun but relatively low scoring, but the third mode (boars gone wild) is a four-ball multiball(!); this is the one you want to start. Pops will change the “lit” mode, but this is hard to control, instead shoot the ramp. Each ramp advances the count by one, wrapping from mode 6 back to mode 1. Trap up, identify the current mode, then loop the ramp enough times til Boars is lit, pass right to left then shoot right orbit to start it. You can then stack Elk and Bird with Boars for big scoring.

andrew

No one I play with seems to know about the AFM video mode “smart bomb.” You can hit the Launch button any time during video mode and all the saucers currently onscreen will be destroyed. I use it when a saucer is about to land but someone better than me at video mode (i.e., most people) can probably figure out a better time to use it…

joe

Related AFM video mode tidbits:

  • In the first phase: about 95% of the time you can get through just by starting your turret full left, sweeping it to full right, and then back again, repeat until done. Make sure you take the turret all the way to each edge each time. Use the smart bomb if a ship sneaks through.

  • In the second phase: about 95% of the time you can defeat the Mothership just by aiming straight vertically, stand back, and watch.

phishrace

To complete the AFM video mode trifecta, cow video mode.

Collect a cow on each ramp during regular play by hitting the launch button while the ball is on the ramp. Martians don’t always beam up cows, so try again if you miss the first time. When you get one, the cow will moo. If you rapid fire the launch button, the cow will moo a lot.

Not especially useful, but a mode everyone should see once.

joe

It feels like the hit region of the cows is a little larger (i.e. easier) than the saucers. Not sure if that’s actually true.

Plus the Cow Attack sound effects are awesome.

LOTR_breath

I like it when I can finish the first wave without the smart bomb. Then in the second phase you can kill the mother ship with one press of a button. Difficult, but satisfying when you do it.

BMU

You can get up to an extra 12M in video mode if you use the smart bomb when you’re down to less than 5 hits left to destroy the mother ship / cow. The smart bomb registers 5 saucer kills or 5 mothership hits, so if you have fewer than 5 hits left to go, you get extra hits, recorded at 3M points each. Thus the true maximum video mode score is not 635M but 647M [635 + a maximum of 4 surplus mothership hits at 3M each].

jdelz

Now that’s a deep cut.

ryanwanger

Once this thread has run its course, I suggest a new one: “Semi-deep cuts of useful knowledge”. (Although I’ll concede that the BBH ProTip sounds quite useful).

soren

Dr Dude. The long-short plunge.

A plunge at the exact strength will maneuver the ball through the bumpers without any switches triggered. And you can get the ball on the left flipper with the game still in start-of-ball.

stevevt

Why not just short plunge to the right flipper?

jdh

Not a particularly deep cut but a surprising amount of people I play with don’t seem to know that on Metallica if you shoot the fuel piston for super skill, not only do you get the super skill points but fuel will also be instantly lit. You can hold the left flipper down and soft plunge the super skill to a live catch on the right flipper to shoot the piston, or you can full plunge super skill and loop pass to get it to the right flipper. Though if you blow the soft plunge and it doesn’t go onto the playfield you pretty much lose your chance to get the skill shot so beware.

It’s nice to have a 2x playfield ready to go for sparky or crank it up without having to shoot standups. :+1:

G_Money

Pirates of the Caribbean. If you destroy a ship with a cannon blast the subsequent ship’s sails come down in one shot. (And if you destroy that ship with a cannon blast, the subsequent ship’s sails come down in one shot). And on and on.

Snailman

A whole bunch of posts by @keefer on here, particularly on the games he’s coded. Here’s a great example of a Keefer Deep Cut: School me on The Simpsons Pinball Party

hisokajp

watching @heyrocker yesterday we tested out that “Free Kick” are possible during MB on WCS94, who knew?!?

gdd

In Rollercoaster Tycoon, if you shoot the right ramp to start multiball, it is supposed to divert into the scoop. Then the multiball buildup happens, locks are released, fun ensues. Every once in a while the ball will miss the diverter and instead divert back into play on the playfield. If this happens, and your ball drains before locks are released, your ball will end, you will not get multiball, bonus will count, and on your next ball you will start the lock sequence over as if you had.

So if this happens to you TRAP UP and wait for multiball to actually start before doing anything.

travam

Ugh I had this happen to me in a tournament except it went SDTM from rejecting out of the hole.

G_Money

I am surprised to hear this, because of the same thing happening in STTNG 9 years earlier (make a ‘jackpot’ from the cannon and fail to load the cannon for another jackpot - ball goes straight into outlane and the reward is a bonus count).

LOTR_breath

On Tron if you drain with 2x scoring running, it will double your bonus. This is after any bonus x is applied. The display will not indicate it, but the points ARE DOUBLED! I have achieved bonus of over 30 million this way.

tobeannouncd

I’m always surprised when I’m playing against someone on BSD in a tournament or league and they don’t know about the extra 5 million points you get if you flip both flippers when the ball falls into the asylum (left hole). This was one of the first pinball “easter eggs” that I learned about.

cornycrunch

I swore I’ve been suspicious of that countless times.

hisokajp

As soon as you also know that dangering the game while the ball drain the outlane would skip your whole bonus T_T

phishrace

The good thing about it is it comes at a time where there’s a break in the action. So it’s perfectly acceptable to blurt out: HIT BOTH FLIPPERS NOW!!! Once they do it, you calmly inform them they just collected an extra 5m points.

On TSPP during couch multiball, if you collect the jackpots in order from bottom to top, you get an extra bonus for that. Can’t recall what the bonus is and exactly what the order is, but it’s there.

joe

1x-2x-3x in order, I believe.

bjbpgh

On Austin Powers, starting the Shag Hurry Up, completing the bottom lanes for a second time, if the last letter is gotten by either outlane you will get the ball back.

On Revenge from Mars, if you are in Alien Abduction, you can use the secondary flipper buttons to change the value of the small saucer hurry ups as long as the hurry up has not started yet.

WWJ

Probably known by everyone else but me - until this weekend

During Monsters of Rock a shot up the centre/spinner lane awards the leftmost unlit monster helping progress to the jackpot.

jmg

Kiss:

When playing Deuce an unlit shot just to the left of the lit shots also counts as a mode shot.

earthvsmatt

On CFTBL, right after you light the I letter for hitting the all the standups or scoop enough times for the snackbar, you can hit both flipper buttons to blow up the snack bar. This is supposed to increase your likelihood of getting better rewards from the snackbar but I’m not sure if that’s true when it’s in tournament mode.

mwelsh

On CFTBL, the order in which you lit FILM letters is not remembered from ball to ball. If you start a ball with leading letters lit (F, F-I, or F-I-L), even if you spelled those out of order, you can complete the remaining letters in order and get the 8mil Sequential FILM award.

Enjoy the FLIM!

pezpunk

maybe everyone already knows this…

Black Hole: when you return from the lower playfield successfully, the re-entry gate remains open for about 5 seconds. if you shoot down to the basment again during this grace period, the gate stays open for that trip. it changes the basement shot from a risky shot to a safe one.

(this is also true of multiball – once opened, the gate remains open as long as there is more than one ball in play, making it the best/safest shot on the game during multiball)

stevevt

Hitting any upper playfield pop bumper closes the gate. It’s not timed. Someone could skillfully return to the lower playfield over and over, in theory.

pezpunk

thanks for the clarification!

jacknicklauson

After Terminus on TWD, multikills are worth 1/10 of whatever your final Terminus score is even if you just did Horde before Terminus. So always try to do Terminus with 2x scoring, so that you have really high value multikills.

gdd

And, as we discovered this weekend, this also happens on Johnny Mnemonic if you have the claw disabled, shoot the last lock, and drain while the multiball animation is running.

tomlogic

Ugh, I’ve seen all sorts of issues on Johnny Mnemonic with the glove disabled. For those who don’t know, it locks balls on lock shots normally feeding the VUK, and starts modes in the Crazy Bob’s hole. I played it that way for some time as I was trying to get the glove to work in PinMAME with a P-ROC board in place of the WPC controller. Was not successful since the emulated ROM couldn’t cope with the additional P-ROC latency between driving the glove motors and getting rotary encoder feedback.

Anyway, in addition to losing a multiball due to a fast lock 3 to drain, I’ve also had a ball search during video mode end the ball prematurely. If playing with a disabled glove, I now make sure I’m hitting the flipper buttons often enough to avoid that outcome. I thought there were some other quirks, but it’s been at least a year since I’ve played it that way.

And unlike Demolition Man where playing with the claw disabled is still quite fun, a disabled glove on JM means playing Video Mode as your first matrix award in every game, in addition to the other bugs you must deal with.

gdd

Yeah they saw this one too.

chuckwurt

I’m not totally sure why or how this happens, but on Fire! If you trap up and wait for 3-5 secs, the ladder will sometimes raise. Shoot the ladder for a free lock.

zacaj

Sure that’s not the ball search?

ChubbyGoomba

Do system 11As ball search with a flipper held up?

It’s been awhile since I’ve played a Fire! but I seem to recall the one we had would raise the ramp up what I thought was randomly.

chuckwurt

I thought it was ball search at first, but it’s not consistent at all. And it’s not just my game. Played two others that behaved the same way.

zacaj

The ones that I’ve owned shouldn’t, but all of them had bad switches so it would still happen. It’s bad enough that I’ve seen multiple references to raising the ramp in Jokerz by cradling the ball being an illegal move…

COW

It came up a couple times at NWPC but I couldn’t ever tell if on Johnny Mnemonic if you already have super spinner running when you start frenzy do you still get super spinner scoring while frenzy is running?

joe

I don’t believe so. I find Frenzy to be generally evil on Johnny; it locks out most other things, and just isn’t worth that much on its own.

cornycrunch

Got a replay on Twilight Zone? Hit both flippers before the slot machine “REPLAY” animation locks in the reels. Free 5M.

G_Money

Only in bonus.

cornycrunch

That might explain why it worked when I gave my friend a free 5M. :joy:

COW

Creature from the Black Lagoon pretzel ball save?

I was playing CFTBL on location last night and received the pretzel as the Snack Bar menu item. For some reason I didn’t choking fatality past it like I usually do (Give me the millions!) and a brief ball saver appeared to come on. I promptly and inadvertently drained and the ball saver worked. When my friend was awarded the pretzel later in the game I looked over and she had a ball save light on too. Is this a real thing? Does the pretzel have actual value? Does it work in competition settings?

Frisbez

Wait does the choking fatality award more points?

raydaypinball

Not sure if this one has been stated, but can be super handy:
Always light flying rocks before starting the Atlanta mode in Road show. It allows you to shoot flying rocks, plunge the first hole for 5x blast value, and if you mini flip into the blast zone you can collect a 5x 30 mil = 150 mil Atlanta value

cornycrunch

… Style points.

sk8ball

Congo- Starting Ghost Tribe MB (Jungle Jackpot) will make Volcano multiball harder for the rest of the game by causing the diverter to always divert to the left flipper rather than giving you 3 consecutive ramp shots to begin. So always try to do at least 1 Volcano MB before starting Jungle Jackpot.

gdd

I always wondered about this. Solid knowledge share.

ryanwanger

Today on TZ, I hit left orbit and immediately comboed into hitchhiker shot, and I thought I saw the DMD say that it was a triple hitchhiker collect. Is that true? I presume that meant I was awarded 3 hitchhikers. Are there other ways to collect multiple hitchhikers?

joe

That’s correct, you get 3 hitchhikers for the left orbit -> Hitchhiker combo, including an appropriate graphic. That’s the only way I know of to get multiple hitchhikers at once.

chuckwurt

Similar to what keith said, on GOT, good luck getting back to Wall MB a second time. It not only takes 10 turns of the wheel, the controlled gates stay open on all orbit shots.

I guess doing this on a premium wouldn’t be too bad since it’s qualified at the kickback.

cayle

To clarify, you can force the ball search by post passing or rattling the ball on the flipper, but when working properly the game will not ball search by merely cradling.

cayle

BSD:

You can collect Rats values above ~100M. iirc If you time out rats and don’t collect, the values of previous rats modes will then stack to subsequent rats modes. - Giving a larger base value that can then be multiplied in muti-multiball for some rad payoffs.

cayle

BSD#2:

Restart a BSD game during 3X multiball scoring (hold in start button). The newly started game will now be in permanent 3X, and can be multiplied to 9X. Location buster!

G_Money

Sometimes I wonder how people first discover something - this is one of those times. Who was the person who first restarted BSD during the ultimate achievement?

cayle

Double drain, ball 3, during 3x multiball. Restarted game before balls hit the trough -> Pleasant surprise for me :slight_smile:

scochar

That’s been fixed in the tournament romset. (As it has been in the Doctor Who one, as well, which shares the same bug)

jdelz

I was reminded of this during a tournament last night…

On Judge Dredd, weird things can happen if you start multiball while you’re in the middle of safe cracker or sniper. The game will let you stack modes and lock you out of jackpots. So if you’re counting on racking up some jackpots, finish your mode or let it time out before you hit that third lock!

keefer

I believe this ballsaver is lit after completing the snackbar targets, and I’m pretty sure it’s even mentioned in the rulesheet. Who knows why, though.

…other than the camera… :wink:

It seems like when TZs were first new, on most of them you could just hold up the UR flipper and a left orbit shot would naturally zip up there for the triple collect. I also feel like I haven’t been able to do this for years.

cornycrunch

Please tell me you can’t do this again for 27x…

Snailman

That explains it. nice. I always thought this was a bug that the game thought I had just spelled MAP.

umbilico

A semi-useful thing I don’t often see people take advantage of: Inlane switches usually aren’t debounced, so when a ramp drops the ball onto an inlane switch, quickly changing lanes will register multiple hits.

pinwizj

This works on Firepower really well . . . you can often get 2 FIRE lanes off the plunge by chattering the flipper as the ball passes through the lanes up top.

ScoutPilgrim

This game I have seen set like, 4 different ways in tournaments and each has it’s own quirks to consider. As the proud owner of one, here is the list of considerations:

KICKBACK

  • Lights on ANY 3 bank completion
  • Lights on POWER bank completion
  • Lights on 1-6 completion
  • Lights on 1-3/4-6 completion

FIREPOWER

  • Starts at 10k or 5k?
  • FIREPOWER value retained or not at end of ball?
  • Special lit at 30k or 50k collect?
  • 1 alternating or 2 solidly lit specials?
  • Is Special worth EB, points, or nothing?

MULTIBALL

  • 1 or 2 locks lit per 1-6 completion on first multiball?
  • Does game have lock memory between balls?

BONUS X

  • Is Extra Ball on?
  • Is Extra Ball lit at 5x or after collecting a set of FIRE lanes after lighting 5x?
mwelsh

Here are the 16 Unique Combos in X-Men, and the base values for collecting the unique combo:

Beast->Rogue = Beauty & The Beast (425,000)
Beast->Storm = Meteorology (425,000)
Beast->Xavier = Sharp Minds (475,000)
Beast->Wolverine = Savage Animals (325,000)
Cyclops->Rogue = Power Drain (375,000)
Cyclops->Storm = Gold+Blue Leaders (375,000)
Cyclops->Xavier = Teacher’s Pet (375,000)
Cyclops->Wolverine = Rivals (325,000)
Iceman->Beast = Angry Yeti (375,000)
Iceman->Xavier = Brain Freeze (375,000)
Storm->Iceman = Hailstorm (375,000)
Xavier->Cyclops->Storm->Wolverine = X-Men Leaders (975,000)
(Storm/Xavier->)Phoenix->Iceman = Fire & Ice (400,000)
(Storm/Xavier->)Phoenix->Wolverine = Unrequited Love (400,000)
(Storm/Xavier->)Phoenix->Cyclops->Wolverine = Lover’s Triangle (775,000)
(Storm/Xavier->)Phoenix->Cyclops->Xavier->Iceman->Beast = Original X-Men (1,225,000)

There is a bug? where Phoenix is unable to start a combo, so you have to start with Storm or Xavier to get the combo arrows flashing for any Phoenix combo.

Non-unique and already-collected unique combos start at 125,000. Collecting a unique combo raises the base value of all combos by 50,000.

Collecting 10 Unique Combos lights EB.

raydaypinball

Interesting “x Tron Completed” bonus award I found in Tron:

PinballNarcissist

how many zen switches did it take to do that?

raydaypinball

So the details are:

  1. Zen switches stack
  2. In order to take advantage of Zen you must hit a flashing tron target, and that will give you all the tron targets
  3. If you stack like 4 Zen triggers, you can then start Double scoring, Spinners, and Bumpers right after another really quickly. With the 4th Zen trigger still there, attempting to start a tron mode when all 3 are already running gives you this 1 million “X Tron Completed” bonus (which is probably doubled because of double scoring, so technically it’s 500k?)
pinwizj

It should play the Whirlwind 3-way combo siren since it’s up there in being incredibly challenging to pull off, and worth nothing near what it should be worth :slight_smile:

raydaypinball

Head to Head ImpossiGoal ™ ?

joe

I love Whirlwind’s 3-way combo siren so much. It’s worth more than any number of points. :smile:

travam

Along with the acompanied feeling of transcendence.

bkerins

Hey please turn the Whirlwind siren into the Wilhelm Scream of pinball ok :slight_smile:

soren

“Move your car”

chuckwurt

I was streaming funhouse tonight. I started the steps frenzy, then while that was running, started the mystery mirror super frenzy. Do they run together or does the super frenzy override the normal one? So am I only getting 100k a switch or 150k a switch? Seemed like super frenzy was the only one running.

pinbwzrd

100k a switch…but you do get the bonus time!
:slight_smile:

bkerins

Right it basically converts your remaining Frenzy time into more Super Frenzy time (12 sec Frenzy -> 32 sec Super Frenzy). You can also extend Super Frenzy the same way.

ScoutPilgrim

On Twilight Zone, the autoplunger feed will count The Spiral mode shots if the ball goes all the way around to the upper left flipper. Extremely useful in Powerball Mania since you have a ball save and a straight down the middle feed.

chuckwurt

Thanks. So stacking both with MB is still a better thing to do than just stacking one with it. Got it. Love that stack. Super rewarding when pulled off.

bkerins

Very heavy risk-reward, yeah, but this pays off big-time in multiball because of all the timer-stopping effects. I ran out a Super Frenzy for over 10 million once with this stack.

keefer

LOL you should try it during LITZ.

ScoutPilgrim

OH NO.

travam

OH YES

soren

Is that stack Super frenzy->Multiball? Or Super frenzy->Multiball->Frenzy?

I though the prior was hardly worth the while (points wise) in itself because frenzy time is ticking down in Rudy bwarrrr.

bkerins

Super frenzy -> frenzy -> multiball

stevevt

Meant to add this one earlier, probably a bit more on the semi-useful rather than deep side.

Flash Gordon: Everyone knows that the center saucer kicks every other ball to the upper or lower playfield, so if you remember where it last kicked during a long ball you know where it’s going next. Did you know, however, that the playfield lights either strobe upward or downward before the kickout to indicate where the ball’s going?

chuckwurt

Relight the kickback on LW3 by hitting two consecutive left orbits. Then hit the kickback target above the left outlane

mizary

On Rocky and Bullwinkle there is a wizard mode (sorta) when you complete all the left ramp modes. Many people time this mode out thinking it’s worth no points. A couple years ago I read that if you hit 10 ramps in this mode (which I’d never done) you get 50m which is a good amount in this game.

Last night I crushed this mode… I found you get ANOTHER 50m at some point (probably 20 ramps) and eventually I got a 75M award (I assume 30 ramps)

I also FINALLY got to see what happens when you reach 0AD. It goes to BC! I think I ended the mode at 1093BC.

keefer

50M is a good number but there are a lot easier ways to achieve it. The bigger problem is that if it is 10 ramps for 50M, there are better shot averages in other modes like Loopin’ and especially Spin and Win (12.5M average).

At every 10 ramps, concentrating on Save Nell is looking pretty good!

mizary

I wasn’t suggesting this is a good tourney strategy. In a tourney unless I was like 40m away from winning AND had that left ramp dialed in, I would still suggest timing out that mode. The problem is when you hit 9 ramps and brick the last shot off a stand up STDM. Then you get zero points for the mode and lose the ball.

Loopin starts at 2m a shot. If you alternate ramps quickly enough it will build by 1m each ramp. You can get it up to around 5-6m. Then you can loop the left ramp which will add time. I feel like this mode still eventually times out or there is a max number of ramps. So if you get it up to 5m and hit 10 ramps that’s… 2m+3+4+5+5+5+5+5+5+5 that’s 44m or 4.4m per ramp. But getting it up to 5m is the tough part. I won’t play that mode unless I can get it to at least 4m. And I think ignoring it altogether isn’t a bad idea. Spin and win is pretty quick and doesn’t add time for making shots. Plus the right ramp should be more difficult than the left. I’ve probably looped the right ramp 3-4 times during spin and win only a handful of times ever. But it can be very valuable so I usually do go for it.

And save nell should not be ignored. 25M for the first and 50M each additional. 80% of my shots from the left flipper and going towards those drops.

CaptainBZarre

On Scared Stiff, when the Crate is lit to begin the Stiff-O-Meter mode, you can actually shoot the right ramp to collect the Web Value - but because the Spider Hole can’t be lit, you can loop the right ramp and collect the Web Value over and over.

G_Money

But, do you get points for the web value - because I don’t think you do any other time?

multibrawlr

In LOTR, Balrog can help collect Ring Frenzy jackpots or start modes a little easier. It’s more situational, as he must be out during Fellowship Multiball or Bash Balrog (which is usually disabled).

Hitting Balrog during Ring Frenzy cashes out the jackpot, as if you’d made a successful jump ramp/ring shot. During the grace period after Fellowship Multiball, bashing Balrog just before he swings out of the way starts a mode if lit. More riskier, but still a possibility. Just thought this was interesting when I discovered it.

cornycrunch

Judge Dredd: if you start multiball during a mode (remember - modes are your bonus) - the mode resets after multiball… Including any progress you made pre-multiball. So if you’re really destroying a mode, try not to start multiball. Or if you’re not getting anywhere in it and you have MB ready, go for MB.

gammagoat

Just be careful not to do this with sniper of safe cracker after making a shot. Judge Dredd mode stack bug - Games - Tilt Forums

Law

On TotAN, if the magnet does not snag the ball and suck it under the playfield during multiball start sequence, the multiball does not start. Draining will end your ball unless you’ve got ball save active for some reason.

Also on TotAN, if the outlane save fails to grab a ball during single ball play, the game compensates and serves up another. If it fails during multiball you’re SOL. I think this one’s a little better known.

jdelz

If the same thing happens a second time, it will start the multiball though. At least on the one I play.

soren

The extra spicy one. The Shooting star mech lifts the ball over the outlane switch → hello fun with bonus.

keefer

Some discussion on the Pool Sharks jackpot reminded me, here’s how Police Force works:

During “build jackpot” every switch adds 200. This is a really ridiculous sucky amount. The real gain is shooting the hot sheet saucer (lit or not) adds 200K during build jackpot.

CaptainBZarre

In High Roller Casino, the value for the Jackpots & Casino Jackpot in Casino Frenzy actually hold over throughout the game. For instance, if you got an 150 million Casino Jackpot during Casino Frenzy and proceeded to drain, the Casino Jackpot in the next Casino Frenzy would still be 175 million. I’m not sure where it caps out.

Also, one strategy I don’t see many people discuss is stacking Super Loops (the second award from Roll 'n Win) with Slot Machine Multiball. During Super Loops, the left and right orbits send the ball around and score the current ATM value. However, in Multiball, it is possible to get credit for both the left and right orbit with a shot to one of the orbits if Super Loops is active. You can also do this with Casino Frenzy & Break the Bank.

ScoutPilgrim

Back to I500…

Anyone have any confirmation on what triggers Secret Mode from the Green Flag? I believe it’s a replacement mode for the Multiball modes (Quick Pit, Turbo Boost). For Quick Pit it makes perfect sense, since the ball isn’t being stored in the Pit.

MET

if I remember correctly - Quick Pit and Go for the Pole, but definitely not Turbo Boost

ScoutPilgrim

Weird - I had it overwrite Boost at Pinvasion in a qualifying game. Maybe it is random with exceptions?

stevevt

I’ve never seen it do that.

I’ve always assumed that the idea is that it won’t start modes that only make sense to start via the right orbit VUK. And like @MET said, that’s QP and GftP.

keefer

I’m almost positive it caps at 250M. It would match the SDME JP cap and BTB JP cap.

Yeah I noticed this at some point. It wasn’t obvious at first because normally you can’t do ATM shots in multiball. I’m pretty sure I let it stay in on purpose. :wink:

omo

On CftBL, in Unlimited Millions, the DMD shows ‘UNLIMTED’.

If you have OCD and can now never play CftBL ever again, I apologize.

(Edit: Okay, so this was more a shallow cut of utterly-useless pinball knowledge, I suppose.)

cornycrunch

The real OCD-like complaint I have with it is it’s timed, therefore not “truly” unlimited. :wink:

gdd

This like how the awards in No Limit in No Fear actually cap out at 70M.

Pinballwiz45b

World Cup Soccer – Multiball Reset

Either you hit a ramp or hit the Final Draw to restart multiball. But…

https://clips.twitch.tv/EnjoyableFancyPenguinGivePLZ

hisokajp

what the what?!? i gotta try on my WCS94! :slight_smile:

keefer

It’s funny, it never even occurred to me this wasn’t well-known, lol.

EdW

I used to own a WCS94 and I had no idea.

sk8ball

Iron Maiden- during aces and mariner the orb will always add a ball. The level you are at 1-3 will determine how much ball save comes with it 5-15 seconds.

Maiden- while playfield X is active shooting the blinking X targets pauses the timer.

Secret skill shots- some are only available when plunging with the left flipper held in.

Loop jackpots, shooting mini loops during loop jackpot phase will add 3 seconds on to the timer.

Aces super jackpot- you can shatz the lock on phase of the fighter ace

Snailman

Great nuance!! Thanks, Keith.

wfumed2

Just came across this gold mine of a thread! Wow! Keep 'em coming! :smiley:

Driz

Judge Dredd, if you reach Ultimate Challenge during multiball, then proceed to reach Ultimate Challenge by completing all the modes, it will relight over and over after you drain down to 1 ball.

gammagoat

Not rules, but I am putting it here anyone. The P3 has a new flipper skill! Being called the P3 pass (I don’t know who deserves credit for the name), if you flip as the ball approaches the flipper, it applies enough force to the lane guide to bounce the ball over to the opposite flipper.

Snailman

Correct – but even worse is that I usually do this unintentionally to prepare for a traditional cradle. And the unintentional “pass” often ends up out of control.

jdelz

Is that by design or something making contact that shouldn’t? Sounds awful

BonusLord

On TSPP, until you lock your first ball in the couch the garage will automatically re-open itself any time you drain down from the upper playfield via the monorail. This allows you to immediately shoot the garage again and collect another mystery award (assuming you hit the ‘Light Mystery’ target on the upper playfield). If the game is in tournament mode, the garage will always award “Light TV Mode” so you can take advantage of this to rapidly stack a number of TV modes with little risk at the beginning of a game.

G_Money

Does this work with monorail mode?

ChubbyGoomba

Yeah I watched @BonusLord stack that mode in particular. If anything that’s a great one to start with- intentionally let it fall to the flipper and continue to start the TV.

gdd

I always wondered what controlled this! Solid strategic info right here.

keefer

Couple things about this TSPP exploit:

  1. It was addressed in the final release (possibly earlier) in that the garage will not give the same award back-to-back, so it’s at least more annoying to try and start every mode.
  2. The behavior can be defeated by changing adjustment 20 (according to the manual - Garage Door Diff). Setting it anything harder to default should remove the need to lock a ball. The hardest will likely make it never open for free, next-to-hardest probably will not reopen after a mode start has been achieved.

EDIT TO ADD:

Hey, it’s in the readme file. Thanks, me! As of 2.00:

  • Implemented Garage Door Difficulty adjustment. This allows the Garage
    Door to reopen automatically under certain circumstances as follows:
    • Extra Easy: Until Couch Multiball is started.
    • Easy: Until any couch lock is made.
    • Moderate: Until any couch lock or tv mode started.
    • Hard: Until any couch lock, tv mode started, or mystery lit.
    • Extra Hard: Never reopens
Law

Neither - it’s because lexan isn’t as compressible as wood and the designer decided they liked it after finding it was possible. You can do it on some traditional games too but it’s iffier. If you don’t like it it should be addressable with a mod and the flipper assemblies are the easiest thing to swap out on the p3, I’m sure there will be other flipper/sling layouts or mods that change things up.

It’s pretty neat in action, you can pop the ball back and forth between the guides with single flips if timed just right.

G_Money

I am having a hard time picturing this. On Genie a lot of my drains are 1. Ball hits elbow 2. Ball drifts into center and drains. If Genie was a P3 I could save the ball by flipping when it hit the elbow?

ScoutPilgrim

Soft plunging (moving the ball off and back on to the shooter lane switch) on Motor Show resets the timed Skillshot.

On behalf of @bpb who found this fun trick in PPL finals: you’re welcome!

bpb

I only knew this because it was posted on pintips

gammagoat

Slo moing it added a few artifacts, but I think this shows it.

spicytacomuncher

In Bride of Pinbot, if you have one ball locked in one of the eyes, and you can manage to get the game to do a ball search (by trying to not hit a switch with the other ball while not cradling for more than a second or two - which actually isn’t that hard to do) the game will pop the ball out of the eye to the lock position, and for some reason this will turn on the “all switches score double” insert in the middle, and al things do score double. Once you shoot a ball up the ramp again, it will start the multiball and then all switches will score because you are in multiball, which will end when one is drained.

I have also gotten this to happen in the virtual version on Pinball Arcade.

BonusLord

Haha another exploit foiled by @keefer’s attention to detail! I really gotta get an updated ROM for my TSPP :stuck_out_tongue:

Out of curiosity, was the ability to bring a treehouse mode into alien invasion added in a later ROM revision? I attempted the Apu’s Giveaway + AI stack you suggested in the TSPP thread but AI seemed to kill the giveaway mode.

GlennW

Here’s my first post on tilt forums… also, I played my first tourney just a few months ago so I’m still a noob, but I was really proud of myself when I figured this out on “Black Rose”. On the first ball: Plunge the skill shot
, utilize ball save and drain. Full plunge to load cannon, hit as many targets as possible for letters, thus starting double broadside. Seemed like a good strategy nobody else at league was aware/goin for. Maybe not huge secret to ya’ll, but it’s the best I’ve got.

mwelsh

I’m still digging around, but I think these are the requirements to qualify for pity Lard MB on Family Guy, going into the final ball:

  1. Must have less than 2 minutes of ball time. (Clock ticks during valid playfield, but also ticks during end of ball bonus count…!!)
  2. Cannot have collected Extra Ball (even if it’s worth points).
  3. Cannot have started any multiball.
  4. Cannot have played Stewie Pinball.

Score is irrelevant.

If you are pitiful going into the final ball, the beer mode will change to Lard, your beer count will increase to one hit remaining, and bumpers will no longer change the beer mode. Funnily, it’s possible to un-pitify yourself, for example, if you go over 2 minutes of ball time on the final ball. The bumpers will start changing the mode again, although you will still only need one hit to start the beer mode.

acp

I feel like this one is in a bit of a grey area rules-wise, not that any TD would be using BoP unless they were really hard-pressed to get enough games.

Can anyone comment on how legal this’d be under IFPA or PAPA rules? Seems rather exploit-y to me.

jmg

Not in the grey area. Definitely illegal in the IFPAPA ruleset.

A player may not intentionally cause a ball search in order to activate any feature of the game.

djreddog

Excuse my ignorance, by why can’t or shouldn’t you use BoP in a tournament?

ChubbyGoomba

Billionaire Club and its shot are awarded for achieving metamorphosis during multi-ball, but it can also be a big wheel award. It can really make a game lop-sided when something like that occurs. Even if you’re crushing it and have 35 million+, it doesn’t mean anything without a billion in front of it.

There’s a Bride of Pinbot 2.0 rom I’ve heard that does a good job of addressing that, but otherwise…there’s more factors of luck in some places that can really hurt for opponents that felt like they earned their points versus gained via mystery.

That’s a matter of perspective, however. I put Orbitor 1 in my tournaments and people tell me I shouldn’t all the time.

joe

It’s possible to set the Billion percentage to 1% and the Billion collect timer to 1 second, which effectively disables this award. (Occasionally it’ll be awarded and then immediately time out, which becomes a poor award, but still prevents the unbalanced aspect.)

The 50M award (which is also pretty unbalancing) can be similarly neutered.

We use it in one of our leagues and it’s totally fine.

philoflipper

I can confirm that when the timer is set to 1 second, it is impossible to collect even with an immediate shot. I found this out the hard, sad way: the first time I ever earned the billion (through the metamorphosis) it was on a game that had the timer set to one second since it was also used in league play. I made the shot as soon as it was physically possible and it still failed.

acp

Huh, never knew that.

I suppose at that point it just becomes a bit of a dull game, since it’s still largely a one-shot wonder even without the billion award.

BillTheSpill

Even with the billion shot, would it work to include BoP if you just say “ your score is x-1B if you happen to get the 1B” shot?

joe

Yeah, even under the best of circumstances, it’s still a lot of “shoot the left ramp”. But there are a couple other options… if jackpot is high, some left lane shots may be a good idea. Shooting the center ramp repeatedly gets you to a state where each center ramp shot is 1M, which can be good money. And bonus can be huge… I’ve had 40M bonus on a ball. Bonus is primarily switch bonus, so if your game has a juiced spinner and pops, shooting the spinner lane starts becoming interesting, especially once your bonus X has been boosted (completing standup targets).

You could certainly make that a local rule if you wanted; of course this should be announced to players before your event starts. If you were to do that, I’d probably say that any billions digit is discarded; it’s possible to get multiple Billion collects. (Although it might be really interesting to do a -1B solution and allow additional billions to stand; that would become a serious “big risk, big reward” solution…)

keefer

But… but… What if you get one of the backdoor billions like the 10-way combo?

CaptainBZarre

or getting all 4 Extra Ball lanes lit at the same time?
(Has anyone ever done that?)

pezpunk

i’ve done it on Pinball Arcade app. not in real life.

Hepatitis_B_Good

Perhaps this is old news to a lot of people, but you can press the button under the plunger on World Cup Soccer to relight the jackpot in multiball without hitting the ramps. It only works once though. Thanks to @bkerins and his 8 year old PAPA rule sheet for the tip!

https://papa.org/2010/07/worldcupsoccer-2/

unsmith

Bit of a thread necro, but I’d be more inclined to treat this a bit like rings in NBA Fastbreak. Find some suitable amount of points and make billions worth that instead.

This assumes that you must use this game in the first place, in which case, I’m sorry.

raydaypinball

Super deep cut that nobody should care about: On Indy 500 if you start super jets, it will continue to your next ball. Or at least the display claims it, whether or not the points get awarded is a different question…

Snailman

hahaha. Yeah, not sure if that’s even “semi”-useful.

cayle

Pretty much the case for everything Indy500 :rofl:

stevevt

Speaking of semi-useful I500 stuff, I’d love to see a list of everything that does and everything that does not get tripled by the 3X Playfield award. Extra credit will be given for providing both a “Shows triple value on the display” and “Actually gives triple value” column. :slight_smile:

The 3X does triple the Super Jets completion award (so, 90 million). Or at least the game says it does. Mode points that are awarded as bonus do not get tripled, I think. Laps do. Passes/positions? No idea.

Snailman

The multiball jackpots are indeed tripled during 3x Playfield. That’s all you need to know. :slight_smile:

stevevt

I think Super Jets times 3 is pretty good to keep in your pocket in matchplay, and I think Checkered Flag awards – yes they do get tripled – can potentially be useful during best game qualifying.

jdelz

Has anyone ever stacked a collect of all checkered flags with 3x playfield? Seems like one of the toughest collects in pinball.

raydaypinball

@KCB has an ongoing bounty of $500 to anyone that records a full game of this

sk8ball

I500 needs a competition rom that actually awards the points it shows.

cayle

Haven’t been able to do it yet. I’ve picked up the 3x3.

The hardest part imo is avoiding accidental collects. You have to basically start 3x last on modes, then light the raceway checkered flag (as your 4th flag) and collect before time expires.

…Im not sure if you can light more than 4 flags? Or loop around to get one twice? Memory is that you cant.

cornycrunch

I’d love Gasoline Alley to award 45 passes. I’d love it even more if it rolled over like an 8-bit integer and suddenly you’re in 235th or something.

stevevt

Don’t Gasoline Alley passes keep you from getting the position checkered flag award?

cornycrunch

Nope.

raydaypinball

Only if you cross the checkered flag with those passes

soren

Deep dive analysis of games is interesting. And improving them is nice too.

Just remember, it may sometimes be the display (or sound) that is incorrect. And not the score tally. It may require a few times around the loop to figure it out. Or best guessing.

Same with the Fish Tales debate recently. For Fish Tales captive ball, even the scores written on the playfield appear ambiguous.

phishrace

I’m slightly embarrassed to say that I think I learned something new on my favorite game recently. Was playing an AFM with a friend on location. With any ramp shot I made, I would mash the launch button hoping to hear moos, like I always do. (more on this earlier in the thread) After a game, my friend asks me why I’m mashing the start button. I said it was to get to cow video mode and explained how you do it. He asked if it was worth any points (mashing the button) and I said no, it’s more of a show off move.

Next game I hit a ramp again and mash the launch button. I got three or four moos. This time my friend was watching the display. He said each moo scored something like 40M points. Is this right? I don’t recall ever getting points for moos. This was an AFM remake, if that makes a difference. Would appreciate confirmation either way. Like Fluffy in BSD, I’ll still do it every time, but it would be a lot better if I was getting a few points.

chuckwurt

I’d be afraid to restart the game doing this either way. Haha.

Snailman

Unlike GOTG’s other modes & multiballs, there’s no grace period for one last shot on Cherry Bomb MB… getting a ball into Groot’s mouth at the end of Cherry Bomb MB will not credit you with a SJP.
He unceremoniously spits the ball back at your dead flippers. :frowning:

YeOldPinPlayer

AFM was available on Farsight’s Pinball Arcade, you should be able to test it there if you can find someone who owns that table.

Hepatitis_B_Good

What games have very liberal playfield validation rules when combined with a short plunge? Two I can think of off the top of my head:

Austin Powers - I believe you can do nearly anything so long as you avoid the top rollovers and starting a mode.

Sopranos - It’s very liberal with the switch hit count. You should be able to start Stugots boat multiball before it starts your ball save.

And of course basically any early solid state or EM will allow you endless ball save as long as you don’t hit any switches. A good thing to be aware of in tournament play. I was DQ’ed on Stars once for playing my opponents ball this way. In my defense, the active player lights were out on the back box.

phishrace

My mistake. You hit the launch button, not the start button. Corrected above.

phishrace

You can hit a bunch of switches on Ripley’s without validating the playfield. But because it has no ball saver, you’ll want to test exactly what switches you can hit on free play. I believe any switch below the lower scoop won’t validate that playfield, although it’s been a while.

Hepatitis_B_Good

It’s something like that. I remember taking a few tries at the skill shot, which is worth more points than it probably should be, and I hit something that validated the playfield and wasted a ball.

phishrace

The two standup targets next to the upper scoop (skill shot) will most definitely validate the playfield. The spinner in the upper loop won’t.

gammagoat

Certainly not true in general for EMs. It is important to know what playfield validate and which don’t. With Gottlieb, AAB I think generally playfield validate ball one only. Non-AAB don’t playfield validate, so you can score a zero.

jdelz

Try a soft plunge on Pinball Magic for a 0 point ball. Not sure if it’s true on all Capcoms or not…

unsmith

That is utter crap. How is anyone supposed to be sure they are actually up on the machine?

Hepatitis_B_Good

There really wasn’t a way to tell, but since it was just a weekly tournament we made due until they fixed it.

misterschu

Also chiming in to disagree. Many EMs have a base bonus value that awards regardless of whether you hit a switch before hitting the trough. Maybe we need @BMU to opine?

jpways

It will also get a certain number of slingshots and inlanes, I think it’s around 5 or 6 but I also think there’s some variations between machines. I also pretty sure that if you get 1 outlane you’re done.

BMU

It varies. Some EMs will register a no-switch ball as a zero and count it as a ball played once the ball reaches the trough. Others will allow you unlimited replunges as long as there are no switch hits [I know I’ve done at least 5 before, and it’s much harder to do it on an EM than short-plunging on something newer!]. EMs with a non-zero base bonus, however, will score your bonus [1000 typically], then advance to the next ball, if any. Note that there are EMs with bonus but a base bonus of zero, and others with base bonus greater than zero. I think the EMs that still count a zero ball as a played ball tend to be the ones with bonus but where the base is zero. Does anyone know if there are any games where the zero switch replunge is setting-selectable? I never made a list of which games do which; one more thing for my to-do list. Anyone with specific details can send them to me for the next revision. :smiley:

zvrabes

I have unfortunate lived experience that Solar City is a game where you can walk away with 0 points at the end of ball one. I’d extrapolate that to include Canada Dry, etc. as well.

jdelz

I recall there being a wrinkle on Jungle Queen where you can drain as Player 1 on Ball 1 with 0 points and get the ball back, but doing so later in the game, the drain will stand.

Not sure if this is true on other Gottliebs of the era or not.

chuckwurt

Just confirmed with glass off.

Player one, ball one, no switches get the ball back. Doesn’t work on any other ball.

Behaves the same for single or multiplayer games.

pezpunk

This question had me curious, so i just went to the basement and played around with my Ghostbusters Pro a bit with the glass off.

Here are my findings. A lot of this might be common knowledge, and it may or may not be Ghostbusters-specific:

  1. On Ghostbusters, it is pretty easy to short plunge and get the ball to a cradle on the flipper without hitting any switches, and therefore without qualifying the playfield, and therefore without starting the ball save timer. (not news … i think everyone’s seen this)

  2. If you drain with the playfield not yet qualified, it gives the ball back and does not auto-plunge, so you can take your time and short plunge again.

  3. any combination of 3 switches will qualify the playfield, starting the ball save timer, and any subsequent ball you get back will be auto-plunged.

  4. This i did not know: this 3-switch playfield qualifier counter RESETS each time you drain. so in theory, you can hit two switches and drain, over and over, and never qualify the playfield. infinite ball save!

  5. any scoop instantly qualifies the playfield.

  6. the left ramp automatically qualifies the playfield, because it has 5 switches in it, plus the inlane switch (or scoop) the ball ends up at.

  7. a weak shot into the right ramp can theoretically only hit two switches and therefore not qualify the playfield on its own, but it’d be extraordinarily difficult to do this on purpose. (still, it’d be cool to start PKE Frenzy via the skillshot, drain, and have the playfield not even qualified yet, haha.)

  8. any shot into the pops will obviously qualify the playfield due to hitting multiple switches.

  9. the left newton ball, right newton ball, ghost target, proton pack standups, gozer standup (if you can somehow hit it without hitting the pops), terror dog standup, and Slimer are all fair game and count as one switch hit.

  10. it’s not hard to light all 3 locks before qualifying the playfield on ball one simply by short plunging, hitting the left newton ball, draining, and then doing that again. two hits is all it takes.

  11. on later balls, you could even light 2x playfield multiplier and super jackpot this way, without qualifying the playfield.

  12. there are probably even more ridiculous ways to exploit this that i’m not creative enough to come up with.

  13. the real problem as i see it is the counter resetting after ball drain. if someone drains 3 times without qualifying the playfield, it should be obvious to the software that either something is broken or the player is intentionally exploiting the mechanic. at least, that’s how it seems to me.

Austin

There is an indicator light next to player #…

unsmith

He literally said the player lights were out on the backbox.

G_Money

Outlane doesn’t auto death on Ripleys. When it was in PAPA A and the plunger was removed, I had a few spinner - right outlane and there was nothing I could do about it. Sometimes I got it back, sometimes I didn’t. I suspect it was based on the # of spins.

ScoutPilgrim

CHOOSE AND PERISH! CHOOSE THE FORM OF THE DESTRUCTOR!

And on that day, every car in NYC was totalled due to the right orbit…

cornycrunch

Outlanes = insta-qualify. Having learned this the hard way many times myself. :rofl:

BonusLord

This is the best use of invalid playfield on GB I’ve pulled off, although avoiding playfield validation is not strictly required:

  • Walk up to start 3rd ball, notice that both playfield multiplier targets are qualified
  • Short plunge
  • Hit 3X playfield target, bricks down the middle
  • Short plunge
  • Hit 2X playfield target, bricks down the middle
  • Short plunge
  • Shoot right orbit for 20% score skillshot, which actually awarded 120% due to playfield X (which amounted to about 4 billion points~)
BonusLord

You can definitely get away with some shenanigans on Ripley’s. Here’s what I like to do:

  • Short plunge to flippers
  • Shoot scoop; hopefully, it will start one of the 2 ball multiball modes (50% chance I think?)
  • Trap up ball from scoop (meanwhile, the game deploys a ball to the plunger for multiball, but does not autoplunge it since the playfield is not yet valid)
  • Plunge the skillshot with the ball in the plunger
  • Play multiball as usual~
Snailman

This is not unique to Ghostbusters.
The world is your oyster with invalid playfield. :slight_smile:

zacaj

One of the important factors here is whether the game has a trough switch. And note I don’t mean the outhole switch, there’s a second switch on the ‘downhil’ of the trough as the ball rolls into the shooter lane. Most gottliebs do, most williams/bally don’t. On a game with this second switch, it’s that switch that increments the ball count, since at the point where the ball hits the switch, gravity will naturally carry it to the shooter lane. On games without this switch, it’s assumed that if the ball reenters the outhole without hitting anything that it must have not made it ‘over the hump’ to roll down to the shooter lane, so it kicks it again. Not sure if this is 100%, but every EM I’ve seen where you can score 0 points has the secondary switch. If I were playing an unknown game in a tournament I’d try to look up the trough from the shooter lane and play carefully should I see that switch.

Also note that, on williams games like Aztec where the bonus starts at 5k, not 0, if you do somehow manage to not validate the playfield, it won’t give you your bonus, and will just give you the ball back, so ‘bonus starts at 0’ is not a good indicator

mwelsh

Another note for modern games is often it’s not just 3 switches to validate, but 3 unique switches. Say, on GoT, if you soft plunge, and the ball hits both slings 500 times and then drains down the middle, that would be a zero-point save, because it only hit the two sling switches.

Jack-Bot is another game where inlanes and outlanes do not insta-validate, so it’s possible to get zero-point save on an outlane drain.

travam

Spinner outlane on RBION will not validate. However if it hits the switch about halfway up the spinner shot that will validate as a pinguin loop.

bcd

Yep, I lost a match on Target Alpha many years ago (Pinbrawl at Pinball Expo) because of this.

Down by 10 points with 1 ball to play, and didn’t get it.

joe

Wait, I thought it was Orin that zero-drained Target Alpha with 10 points to go. Were you two teammates that year?

bcd

I remember this way too vividly. I think you and I were teammates that year!

soren

All this is invented for the sole purpose of maintaining a stable money grabbing piece of equipment in the wild. Where even the casual-ists of players feel they were not robbed. And where games survive switches going dead or going bananas. That is all there is to it.

Heaven forbid players should a) prefer to play something else or b) kick the machine or, worse of all, c) hassle the staff for a refund.

Hey pinball designers. Get rid of all this when the game is set for competition. Have a nice day.

joe

@bcd: Nope, you and I weren’t teammates that year. I was on a team with Julie, Sergio Johnson, and Scott Sidley. We’ve been enamored with Target Alpha since then, because that insane zero-point drain advanced our team to the finals. But we thought the “guilty” opponent was Orin.

@pinwizj, it seems that pinbrawl.org is offline… do you have the detailed results from these old competitions?

pinwizj

The original PinBrawl site was: www.ournet.md/~pinbrawl

Looks like you can drill down into the detailed results from the past results. I’ll let you and/or @bcd do the digging :slight_smile:

https://web.archive.org/web/20060207152615/http://www.ournet.md:80/~pinbrawl/

cayle

Yeah lets get rid of possibly one of the most interesting strategy avenues in competitive pinball to evolve over the last 10 years…

Sure some games have made mistakes where valid-playfield expoits feel too much like dicking around (hello CSI) - but I’d argue a game like jackbot is an order of magnitude more interesting and skill based with valid-playfield rules.

I’d rather designers use it as an interesting tool, rather than nuke it from orbit (/looks at lyman :smiley: )

zacaj

glares at star wars

BMU

Don’t think I’ve seen this posted anywhere, so I’ll drop it in here. If you make all three different skill shots on Starship Troopers - - #1, the top hole [must hold in left flipper and lob the plunge]; #2, immediate right ramp [also must hold in the left flipper, full plunge], and top lit lane [normal plunge], then it lights the nuke saucer for an Extra Ball.

jacknicklauson

Iron Maiden: During Cyborg mb with 3 balls in play, if you haven’t exhausted your 2 add-a-balls at the Orb standup and the REVIVE outlanes are not lit, lay off hitting the lit Orb standup target until you have them lit.

misterschu

why?

ScoutPilgrim

You have the safety of an add a ball and can use the safety to light Revive/milk points on the base cyborg Jackpot, which can be built at any time.

Risky, but definitely profitable!

misterschu

oh, i assumed there was something deeper there

ScoutPilgrim

During Choose Your Battle on Game of Thrones, induce a tilt warning to cancel without losing the ability to choose again.

Forgot to throw that here!

JSZ

Wow. This could come in handy.

cornycrunch

Baywatch multiball does have a restart. I found this out the hard way today in INDISC finals when almost every single ball in my multiball bounced straight into the right outlane. :rofl::rofl::rofl:

raydaypinball

During the multiball restart animation you can hit the launch button a few times to “drown Kevin”

ScoutPilgrim

Want to know how many weapons your scoop is worth on Deadpool? Just look for the little guy next to your weapon count!

CaptainBZarre

It’s actually possible to stack Juggler and Neon Multiball on Cirqus Voltaire, but it requires a bit of luck. If the third lock for Juggler Multiball also collects a Side Show award, and it awards you Neon Multiball, both modes will stack on top of each other, making it easier to potentially light the Extra Ball from Neon Multiball. If Voltaire’s Super Jackpot is collected at the end of the stack, and you have only one WOW completion left to light the Extra Ball, it’ll light it for you. I’ve only done this once but my god is it satisfying.

Jahkub

Something I see a lot of people miss on batman 66 is the multiball multiplier. After answering the phone to start a major villain, if you hit the Gordon target twice before making any mode shots you will be awarded a total of x4 bonus (x2 per hit) and x2 villain multiball. It gets interesting when you play through a villain after doing this without starting multiball, if you do the same two shots on the next villain then multiball will be x3. I have yet to check if or what the limit is on this.

chuckwurt

It’s probably cause no one knows about it. Haha. Thanks for sharing!

Jahkub

Another good one from batman 66. Gadgets (action button) can be used to open the lock diverter to enable a lock from both the plunge lane or when the ball kicks out of the top saucer. Super handy when you want to carry a minor villain into multiball and you have two balls already locked.

joe

It’s actually possible to stack all 5 multiballs on CV. Presumably everyone knows about the Highwire + Strike an Arc stack… then you bring a Ringmaster MB into it. When you drain down to one ball, during grace period, if you shoot the left orbit and have Juggler ready and get lucky with Neon as you describe, you can revive the other 3 MB’s and have them all running. Machine goes absolutely bonkers.

bkerins

… and don’t forget to pick up Voltaire’s Multiple Jackpots on the way out :slight_smile:

pinballcorpse

Yes, it’s “possible”, but the best I’ve managed is 4 stacked in many years of playing this game. For me, Neon Multiball is Bigfoot riding a Unicorn on their way to meet Elvis-I rarely see it, period :slight_smile:

CaptainBZarre

This, I never knew. I had heard rumors about the Highwire / Juggler stack for a while but I never knew it could be done.

cornycrunch

If the Cellar on Whirlwind is temporarily lit from the right inlane, there is about a 1-second grace period after it unlights to still collect it. Worth knowing on our local WW as it’s just enough time to transfer to the left and backhand it.

MattyF

Pinbot: Once you drop the visor, any subsequent hits to the target banks will count towards progress the NEXT time you need to drop the visor. So if you start multiball and re-lock a ball, you can use that time to safely beat up on the two target banks to help progress towards your next multiball. Even before you start multiball, shots to the side bank will be carried over. These hits do not compromise your chance to take down the visor in one shot once multiball ends. But if you don’t manage to drop the visor in one shot, these previous hits will be recounted.

YeOldPinPlayer

I think that’s operator adjustable, adjustment 36 Chest memory. Default is Yes.PIN-BOTchestMem

ScoutPilgrim

That straight up resets the chest at end of ball. @JSwain has the Sanctum Pin*Bot set up that way and YOU BETTER NOT MISS THE FLASHING LINE SHOT.

Jack*Bot strategies are highly recommended in case of that setting being off.

JSwain

:blush:

MattyF

@YeOldPinPlayer

I was under the impression that setting just restarted visor progress at the start of each ball, as was mentioned by @ScoutPilgrim . However, next time I’m at my Pinbot (it’s on location) I’ll pull the glass and double check each setting.

MattyF

Confirmed: Adjustment 36 does NOT effect target progress carrying over from one visor to the next. Only from one ball to the next.

Law

Corvette: scoring a jackpot during the main multiball grace period does not disqualify the pity multiball restart.

ScoutPilgrim

Lord of the Rings: you can carry Gollum Multiball between the various movie multiballs as long as you quickly start the new movie multiball before the grace period ends.

CaptainBZarre

On Attack from Mars, if you start Rule the Universe while one or more Hurry-Ups are active, they will instantly be collected before the mode starts.

Jack*Bot has a similar feature where you can collect timed features like Double or Nothing or Solar Jets by starting Multiball or Casino Run, but this is common knowledge AFAIK.

raydaypinball

The best version of this is starting Battle for the Kingdom while Royal Madness is running to instantly beat it

Nic

In TWD, if it’s set up hard you want to make sure you get the skillshots. Many TWD rejects the plunge and fumble in the pops, bye bye skillshot.

What I found useful is to do a very soft plunge just off the switch, and the machine will auto-plunge the skillshot for you. Time it right and you’ll get the rollovers as well. Less chance of rejecting; and every points matter in a game of TWD.

COW

What!? I love MM and I love finding silly objectives on it to amuse myself. You just made my Medieval Madness year.

Edit to add: Go Huskies! And as a deep cut of non-useful pinball information I almost didn’t graduate from UW because in my senior year I found a Medieval Madness tucked under a stairwell in the student union that was set to free-play.

CaptainBZarre

You can also complete Trolls! by starting Battle for the Kingdom, which will qualify Troll Madness instantly for when BftK ends. Something worth noting about completing Royal Madness through starting BftK is that it actually awards all the points you would’ve otherwise obtained from that mode, ALONG with the Extra Ball.

multibrawlr

Starting Alien Invasion in TSPP will collect any active hurry-ups or Victory Laps, and it may do other things that I’m not aware of. The downside is that it ends all timed modes, including D’Oh Frenzy, the Victory Laps, and double scoring shots.

Snailman

Yeah, I once got excited when I had TSPP Alien Invasion ready to go and I had Otto, Garage, and Living Room all actively doubled, but noted that the 2x flashing inserts went solid when AI started.

bkerins

It also insta-collects a large amount of each running thing, including (I think) 10 victory laps.

So if you do get there with Victory Laps running, it’s a cool balance between cashing out and trying to find other ways to continue (such as another Otto or even a mystery award time extension).

metallik

Starship Troopers: Quickplunging shooter-lane balls before they’re autolaunched during Nuke Multiball will score the right orbit nuke jackpot. Pretty sure you have to plunge them all the way around… Note that this does NOT work during Live Fire or Orbit multiballs.

ScoutPilgrim

Airballs into the lock on Aerosmith do not count for skill shots. Balls must be plunged on the ground and go in from the back.

WWJ

Specifically, they must trigger the right orbit switch.

I only found this out last night, as I’m in the process of writing a comprehensive AS rule sheet

multibrawlr

The right outlane post save on Sharkey’s Shootout can launch the ball back into the shooter lane; doing so gives you a “Takeoff Bonus” (I think that’s the name) and some points.

keefer

You’re welcome. :wink:

Snailman

Discovered unintentionally this weekend on AFM: if you’ve qualified your roving Super Jackpot and then drain out of multiball, you can start Strobe Multiball (via SOL at scoop) and collect your SJP in the safety of Strobe Multiball. Presumably, the SJP was still on its timer – the Strobe DMD had relegated the SJP timer to the background.

raydaypinball

I believe if you start Martian multiball during this time it will resurrect your multiball!

Last night I had a situation with roving last chance super and regular multiball lit… missed and drained of course but I wonder what would have happened …

metallik

Starting Martian Attack MB during the grace period and scoring the SJ will indeed resurrect regular multiball and add it to MA multiball.

Also, you can start MA jiggly mode, then keep collecting SOL awards; it WILL eventually give you Strobe if it hasn’t been played yet, and you can then finish MA mode and stack it with Strobe.

Never had all three at once; don’t think the game will award Strobe during a SJ grace period.

unsmith

Something I found by accident:

On Demolition Man, if you shoot from the right flipper up the left inlane and into the saucer, you get a Huxley Award for a cool 10M.

CaptainBZarre

If you complete 100 hits to the center target bank during Strobe Multiball on Attack from Mars, each target hit will be worth 250 million for the rest of the Multiball.

Absolutely not worth going for but hey, it’s still kinda cool. 4 target hits give you a billion.

ryanwanger

You…did this?

ScoutPilgrim

If you Plunder a player on JJPOTC, their next MAP award will be the same Plunder enacted on them.

GravitaR

Found a good one tonight on Jurassic Park. Had 1 hit to go to start TRI Ball, started Super Egg via Mr.DNA. Hit Raptor shot and Mball started. Hit a ramp got a jackpot but no CHAOS letters lit up. Hit Egg a few times for 5million points each. Mode ended when got down to 1 ball, and Mball was available after one hit again. Started Mball and game acted like normal.

G_Money

If you are in Strobe, there is nothing else to go for, so it is worth going for, just not very likely to get there.

multibrawlr

Quick Plunge Skill Shots on WOF. Outside of the normal skill shot, the Toss-Up switch awards 1M, increasing by 250K to a maximum of 2.5M per switch hit.

ryanwanger

Can you explain this? To me, Toss Up
is shooting the lock as stage 2 of the skill shot, only if you happened to make the turnaround portion of the plunge.

multibrawlr

It’s plunging an autolaunched ball (either from a ball save, Free Spin, or multiball start) into the turnaround.

jacknicklauson

If you want to spice things up a little, bring in Martian Attack multiball by finishing off the targets to start it during Strobe.

BonusLord

On RBION, North America is actually more valuable than the other two MB continents (Africa and Antarctica) because it’s the only one where you can raise the JP value (via pop hits). A couple trips up to the pops makes for a pretty significant difference in scoring.

Note that this could be a quirk of the ROM version at my location (always seemed strange to me that only one of them had a way to raise the JP value).

LOTR_breath

When playing a Munster’s that has a ball saver turned on, if you are plunging a ball and Munster Madness is ready to go, there will be NO ball saver.

jdelz

Wow another senseless rule in that game.

phishrace

That one has bit me more than once. Probably meant to keep you from getting 7X running before starting MM.

Along the same lines, if you’re used to playing a Munsters with the ball saver turned on, remember it might not be turned on on a different game. This dumb mistake costed me the final game of a match in league playoffs recently. Player 1 finishes ball 3 with about 7M. I step up to ball 3 with 5M, soft plunge and it drains SDTM, measly bonus collected, I lose. Didn’t think to see if was turned on during balls 1 or 2. Don’t make this mistake. From what I gather, many operators are turning on the ball saver.

stevevt

In Total Nuclear Annihilation, if you drain down to 1 ball out of multiball and any inline drop targets are down (because you shot them for jackpots), they do not reset as 1-ball play starts. This can make getting your next multiball significantly easier.

ScoutPilgrim

Deadpool: As long as the ball is locked behind the drop targets for Lil Deadpool MB, you can qualify and start a Battle (but not a Quest).

Snailman

Very cool. But I guess it’s difficult to intentionally take advantage of this, because the drops reset rather quickly on a timer during MB, correct?

stevevt

Now that I’ve been focusing more on jackpots in MB – pending the state of the reactor of course – it feels like I’ll have at least one drop down at the end of MB slightly more often than not. I think the timer for the first one isn’t super quick, but they get progressively quicker. It’s not super unusual to be starting 1-ball play with 2 drops already down – maybe 10% of the time if I had to guess.

zacaj

Note that this times out, as I found out the hard way at a tournament yesterday :confused:

joe

What times out, the Lil Deadpool ball lock? What happens, it lowers the drop targets and you just lose the opportunity to play Lil Deadpool MB?

misterschu

Once Lil Deadpool mb hurryup runs out, it releases the locked ball into play (with lowest jackpot value) and you’ve lost your chance to start a battle.

zacaj

I wish :frowning: I’d rather have the mode. As @misterchu says though, you lose the chance at the mode, and get an even more worthless MB instead

ScoutPilgrim

Use it to light Booms, collect weapons, and/or go for SNKKT multipliers. Any time you can focus on those with the safety of Multiball is time not completely wasted. :slightly_smiling_face:

raydaypinball

https://pinside.com/pinball/forum/topic/stern-star-wars-clubmay-the-force-be-with-you/page/144#post-4992978

keefer

chan_fof

jacknicklauson

At this point, I would like to ask a moderator to move this post to the thread “Deep cuts of extremely useful pinball knowledge”.

Snailman

Already posted the same link over in the Star Wars rulesheet wiki thread. :slight_smile:

ScoutPilgrim

During the Super Jackpot collect sequence on Munsters, induce a tilt warning to pay out the Super Jackpot without having to go through the build up fanfare.

phishrace

On TWD, at the beginning of Well Walker MB, let all balls drain as long as the ball saver is running. You need a certain number of switch hits to light the super JP and the pops (where auto-plunge sends the balls) is the quickest place to collect those switch hits. Once the big dude starts flashing, hit him and collect your super. Display shows how many more switch hits are required to light super.

Showed this to a bunch of folks at league recently and some were a little surprised that intentionally letting balls drain might be a good strategy. The Avatar wiz mode is another mode where draining early is good.

ScoutPilgrim

Indy 500 Multiball start (as long as you have ball save) too!

cornycrunch

Except that’s actually the best part of the game. :joy:

CaptainBZarre

Glass off, I admit it, but still :]

cayle

Explain por favor?

chuckwurt

Also helps immensely when you stack wall and winter has come in GOT. Haha

ScoutPilgrim

Since both balls kick out of the Turbo at the same time, draining them for shooter lane plunges can give you more control over the Multiball (assuming you have ball save).

cayle

I guess I would disagree. The choices in this instance are to attempt shots from a right inlane feed at the start of multiball, or let those balls drain and… then attempt shots from a right inlane feed? And then with less ball save time? The minor advantage of taking those shots with the balls not coming down the inlane successively seems like a questionable trade off.

stevevt

On the Flintstones, everyone knows that you can only get CONCRETE letters for multiball via spelling DIG at the top lanes the first time around, right?

Did you know, however, that if you get the Bronto Crane award “Complete concrete” for multiball number 1, you can then use the top lanes to get CONCRETE letters for multiball 2?

mwelsh

The sequence of Tube mystery rewards in No Fear in tournament settings:

Supercross Level
200 Meters
Next Summit Award (5M/Video Mode Lit/Super Spinner/10M/10M… progress resets each ball)
Advance Raceway
Video Mode
…repeat from top

Supercross Level being the first award is fantastic for setting up the Payback Time MB stack. Tube is always lit on the left if you aren’t in a challenge/MB/video mode lit. Can give some really nice awards in normal settings too.

sir_tankalot

On Party Zone, if you start 10X playfield and get a tilt warning when the 10X background display effect is running, the timer for the 10X playfield will stop counting down. Some shots on the game (Rock-It and Comic Hole) will restart the 10X background display effect and the timer will start counting down again, so avoid these shots if possible. Not sure if this bug was fixed in a later ROM release.

On Cue Ball Wizard, if you have the 8-Ball lit in the multiball sequence, where hitting the 8-ball would light the ramp to start multiball, instead of hitting the 8-ball, start Pool Ball Mania, and continue to avoid hitting the 8-ball. After Pool Ball Mania is over, the ramp will be lit for the 9-ball mode where you have to hit 1-7, then 8, then the 9-ball for 1/2 billion (1 billion if DOUBLE is running). Start the 9-ball mode, and all you have to do is hit the 8-ball then the 9-ball for the 1/2 billion.

On Mystery Castle, leave the Painting for the last mode you start, and stack it with the Skull Multiball. TONS of points here.

mwelsh

Verified this works in every PZ ROM I could find (L-1, L-2, L-3, F-4)! :slight_smile:

misterschu

if you drop the left side drops before Lil Deadpool multiball, then get the ball to come to a rest on the right-side drop(s) the game will (most of the time) reset the drops and credit you the Lil DP MB lock. So you end up needing only 1 shot instead of 2 to lock the ball.

multibrawlr

Sequence of hold awards on WOF. You get a hold award every 4 left loop shots.

  • Hold Bonus Value
  • Hold Bumper Value
  • Hold Wild Card Value
  • Hold Bumper X
  • Hold Bonus X
  • Hold Left Loop Value
  • Hold Right Orbit Value

After you collect all the awards, it appears that afterwards they are awarded again in random order.

stevevt

I’ve tested this one out a couple times and it has worked as stated above. That is, it’s worked until tonight, when I definitely could not get CONCRETE letters from DIG completions after multiball 1. I’m not sure what’s happening here.

CaptainBZarre

On Tee’d Off, if you manage to collect the 8th Hole in One (or whichever Hole in One lights Quick Pick) at the center lane when all drop targets are raised, Lightning Storm will automatically start. However, Quick Pick will STILL be qualified after the Multiball ends, meaning you can play two Lightning Storms in a row.

drainmorten

Bronco award being complete concrete seems random. Anyone know if there is a sequence of thibgs to hit to get concrete conplete?

stevevt

I feel like you’re more likely to get the Concrete Complete award if you have fewer CONCRETE letters. I don’t think I’ve ever gotten this award when I had it spelled past around CONCR. This could be a coincidence, or maybe not. The game also seems to like to give Bedrock Derby as the first award more often than the others. But they are at least somewhat random.

mwelsh

The Bronto mystery award is in this order of priority. If something is already active, the next award in the list is awarded.

Double 1-2-3 Values
Bowling Power-Up
2x Playfield Lit
Multiplier Maxed
Big Points 20M

Complete Concrete, Bedrock Derby, EB can randomly be awarded instead of the above based on the percentage set in feature adjustments (even if Tournament Play is on). Unfortunately you can’t set these percentages to 0%. It did seem like I couldn’t get Complete Concrete anymore when I spelled CONCR. Take with a grain of salt, this is me noodling around in Visual Pinball!

I wasn’t able to repro this either!

raydaypinball

Might have to do with whether or not you scored a jackpot and/or a super?

ScoutPilgrim

On The Shadow, you can cycle through the modes on the ramps. The direction the ball is diverted by the Phurba chooses the direction of cycling - left moves to the left/up, right to the right/down.

ScoutPilgrim

On Jokerz, I had someone today lock a ball, quickly short plunge, and shoot the ramp before it dropped. I have no clue how consistent this is, but if so it could be a strategy to skip a lock light!

GroundControl

On T3, after Assault and ball drain, during bonus count you can cycle the lit rollovers to get as many as possible at the top. As always, the inlanes and outlanes will be lost, and the top rollovers will carry over to the next ball.

mwelsh

On Iron Man, you qualify Jericho by getting to Mark 6, which usually involves completing the six tasks in the game. But completing the Iron Man targets gives you a Mark each time you complete them, as opposed to all the other tasks which only award a Mark the first time.

There might be a situation where you only have one target left for the next Iron Man mode for your last Mark, vs. taking lots of shots to start the last MB you need.

ScoutPilgrim

On Lexy Lightspeed, you can use Agent MB to complete the Spotlight targets for Lights Out MB.

bkerins

… and the second Iron Man completion starts double scoring, which might be useful during Jericho :slight_smile:

[Clarify: you get the mark for spelling IRON MAN, and the next target hit starts the mode. So it’s possible to not even start the mode, if you don’t want it right away.]

G_Money

The thing about Iron Man, Jericho and Do or Die, is that if both Jericho and Do or Die are lit, you go into Jericho.

raydaypinball

False. I used to think this, but it’s actually because you never REALLY had Do or Die Lit. You must start all features on the same ball, GETTING A SUPER IN MONGER DOES NOT CARRY THIS OVER TO THE NEXT BALL.

G_Money

If you are right about the monger super, and I believe you must be, this must have been my situation and I have to say that the inserts are misleading.

mwelsh

Yes, the inserts are super confusing… Solid character inserts indicate progress toward the Do or Die hurry-up and reset each ball, but flashing character inserts (such as from Monger super) indicate progress toward Do or Die MB wizard mode and carry over. These are independent. Unfortunately the flashing takes priority…

genex

This was confirmed at City Champ in competition so was neat to see proof of it (though unfortunate for the player that had it happen to them - though they went on to win the entire tournament on a tiebreaker on that same Iron Man machine)

CaptainBZarre

In Last Action Hero, if you fail to miss the Double Jackpot (which starts 6-Ball), you have to shoot the Crane to relight the normal Jackpot. If you fail to collect the Double again then the amount of shots required to the Crane will increase by one.

Don’t ask me how I know this.

ScoutPilgrim

If the ball falls into the lock on Rollercoaster Tycoon with 1 ball already locked and the lock not lit, the game will remark at this and give you a Quick Multiball. Lock progress is preserved.

mwelsh

Junkyard stuff:

Use the left flipper to change the flashing Junk. This is the Junk you will collect next (except if you get Collect Junk from the Toilet, which will let you choose in a menu).

Before plunging, select the Cuckoo Clock, which lights the Time Machine mode at the scoop. Pray you get Collect Junk from the plunge skill shot. Hit the wrecking ball until your Multi-Ball is ready. Then, shoot the scoop for Time Machine and pray you get Mamushka or mash the flippers if you see 3:33 for Secret Mania (I think these are random, even in competition mode). These are frenzy modes. Start multi-ball. Notice there’s a spinner in the plunger lane…! Purposely let the balls drain during ball saver and palm plunge into the spinner for huge frenzy points.

You can also do this with the Great Toilet Adventure, which is another frenzy, if you collect all the necessary Junk (Bike Tires + Fan + Bath Tub + Fish Bowl).

Collecting Junk on the left ramp will light the toilet to also Collect Junk for a moment. The game also starts with Collect Junk lit on the toilet. But Junk doesn’t stack, so shoot the toilet first or you’ll miss out on potential Junk.

The order of Left Ramp awards
  • 1 - Lite Magic Bus
  • 3 - Lite Collect Junk
  • 4 - Lite Magic Bus
  • 7 - Lite Window Shopping
  • 9 - Lite Collect Junk
  • 11 - Lite Magic Bus
  • 14 - Lite Collect Junk
  • 17 - Lite Magic Bus
  • 20 - Window Shopping
  • 23 - Lite Collect Junk
  • 26 - Lite Magic Bus
  • 32 - Lite EB (does nothing with EBs off)
  • 35 - Window Shopping
  • 39 - Lite Collect Junk
  • 43 - Lite Magic Bus
  • 55 - Lite Window Shopping
  • 60 - Lite Collect Junk
  • 65 - Lite Magic Bus
  • 80 - Lite Window Shopping
  • 86 - Lite Collect Junk
  • 92 - Lite Magic Bus
  • 110 - Lite Window Shopping
  • 117 - Lite Collect Junk
  • 124 - Lite Magic Bus
  • 145 - Lite Window Shopping
  • 161 - Lite Magic Bus
  • 185 - Lite Window Shopping
  • 203 - Lite Magic Bus
  • 230 - Game crashes! (here's one for you to fix @soren :-) )
  • Collect Junk does nothing if all Junk is collected.
The order of Magic Bus mystery awards in competition mode
  • Video Mode (or 500,000 in the Soren tournament ROM)
  • Lite Jackpot
  • Window Shopping
  • Multi-Ball
  • Lite Recycle
  • Lite Jackot
  • Autofire
  • Repeat from top
Fast route to collecting all the Junk (16 shots)
  • You start the game with the Toaster.
  • Get Collect Junk from the plunge.
  • Shoot the toilet for Collect Junk. (1 flip)
  • Shoot the left ramp for Collect Junk. (1 flip, lights Toilet)
  • (In the standard ROM with competition mode enabled, hit the left ramp again for Magic Bus, which will award you video mode. Beat video mode for a junk.)
  • Shoot the toilet again for Collect Junk. (1 flip)
  • Shoot the left ramp 3 times to get the Collect Junk award. (3 flips, lights Toilet).
  • Shoot the Toilet for the final junk. (1 flip)
  • Use the left flipper to select the Hair Dryer. Shoot the right ramp 4 times to spell DOG and play video mode. Complete video mode. (4 flips, collecting Hair Dryer relights DOG).
  • Shoot the right ramp again and complete the Run from Spike video. (1 flip)
  • Shoot the right ramp 4 more times to play another video mode for the final Junk (4 flips), or in the Soren ROM, shoot the left ramp 6 more times for another Junk (6 flips).
  • Total: 16+ shots
  • You can also get Collect Junk from further skill shots if you drain/recycle, from Magic Bus if you aren't in competition mode, and from playing DOG video mode repeatedly if you aren't using the Soren ROM.)
jacknicklauson

On Iron Maiden Pro (2018), if the loop jackpot is left uncollected, you have a permanent diverter back to the mini-flipper from a top spinner shot. This makes mini-flipper ball passes into the lowest drop target(s) much easier than those done from metal ramp feeds to the mini-flipper since diverter feeds are much slower than metal ramp feeds.
This is important, from a 1st world perspective, because you can keep lighting multiball locks and 3rd level mystery awards.

Kevkat

Found one on Big Guns - if “YOU ARE INVINCIBLE” and you manage to drain a ball, tough luck (guess you weren’t really invincible after all). If, however, you manage to drain the last ball while invincible, it’ll give you a ball save! So, yes, you are invincible! :slight_smile:

multibrawlr

I believe on Black Knight: Sword of Rage, during the WAR hurry-ups, you must hit the flail, Black Knight standup, and shield twice each. If the shield is open for any reason, shooting it counts as two shield hurry-up hits.

jacknicklauson

If I play one with video mode capped or disabled I’ll commit this to memory. Nice work.

ScoutPilgrim

You have to hit the Shield VUK, Ramp, and Black Knight once. If you’re fortunate, the whole mode can be done in 4 shots.

In Triple Knights Challenge, the flail behavior for WAR Hurryups takes precedence. You can hit the flail to open it up for much longer than the Super Jackpot would normally allow (at the cost of it spinning towards you)!

multibrawlr

Cool to know. Thanks!

stevevt

A couple Stern Star Trek DCoS-UPKs:

The Captain’s Chair awards (super ramps, super bumpers, super spinner) carry over from ball to ball. Therefore, there is no tactical advantage in waiting to start two Captain’s Chair awards at once – all things being equal.

If you have completed a mission (main mode) and drain, using your photon torpedoes as the drain happens is generally a bad idea. If your use of the torpedoes during the drain gets a Vengeance mode/MB ready to start, before you plunge your next ball you won’t get the option of starting a new mission. You are better off holding the torpedoes until you start the next ball with a fresh mission, then using them to ready the Vengeance mode in a way that doesn’t lock you out on the plunge*. For the same reason, it’s also helpful to avoid getting a Vengeance mode/MB ready via shooting the ship when you are not in a mission (or when you’re close to the end of a mission).

*Yes, you can still plunge and start a mission, but it’s an extra shot you wouldn’t otherwise need to take.

ryanwanger

In AFM, the best case scenario going into Total Annihilation is to have lock lit with the diverter open. Then, during the long grace period after dropping out of TA, you can flail a shot into the lock and you’ll get credit for both the TA collect, and the lock.

This is particularly nice if you’re one of those people like me whose last ditch attempt at the TA collect is often too weak to make it all the way around, and risks ending up coming back down and towards the right outlane. If the diverter is open instead, you’ll get that TA collect you would have otherwise missed.

CaptainBZarre

I’d argue there is a (small) tactical advantage to playing two Super Modes at once. If you have Double Scoring active you’ll be scoring more points on average with the two, especially during a Multiball. Otherwise I don’t bother.

G_Money

I thought if you start a super mode the last super mode is ended.

stevevt

Pretty sure that’s not how it works.

jay

Not sure if this is known, or even all that deep, but…

I was playing Monster Bash this morning after fixing a broken launch coil. I was on ball 3, with Monster Bash going, needing only one shot to Bride to finish that mode and collect the Microphone, the last instrument I needed for Monsters of Rock. Unfortunately, I bricked the ramp at least 4 or 5 times and then double drained Bash multiball. As the ball was heading to the trough I reflexively smacked the launch button just in case I had something to use and low and behold, it applied my Hair Dryer award to complete the mode and started Rock. Obviously there is a grace period for the multiball or both balls hadn’t hit the trough yet. Pretty cool!

cayle

On MB you can bring frankenstein into Bash and get unlimited keyboards at the Frankenstein Buffet.

gdd

On Big Guns you can do a no-swtich valid playfield drain only once in a ball. If you try to do it a second time, you will go to bonus, even though your score is flashing on the screen.

NOTE: If you do this at Pinburgh you will look really stupid.

JoeTheDragon

also after an lock no valid playfield check.

multibrawlr

On LOTR, you can play all three main multiballs with the same Gollum Multiball.

You do this by qualifying all 3 multiballs, then stack one of them with Gollum. Each time you return to single-ball play, start any of the remaining two multiballs during the grace period; if you’re fast enough, Gollum will be “resurrected” by the new multiball as the last one ends.

keefer

While true and intentional, it only really matters if you’re good at exploiting gollum for the 2x, which I’ve found most people are not.

ryanwanger

I’d always thought that the 2x and 0.5x cancel out and I shouldn’t worry about it. But I guess it actually would average out to 1.25x scoring overall, right? (Unless perhaps it’s not an even amount of time spent between the two states).

raydaypinball

Use the light state to guide you! Flashing Gollum light = 2x, solid = .5x

stevevt

In Jack-Bot, the super jackpot shot is worth 2 jackpots – not 3 jackpots.

I think the confusion comes because you get 3 jackpots’ worth of points for the 2 shots needed to collect it – A) single jackpot; then B) double (“super!”) jackpot.

It’s also possible that I’m confused about people being confused and nobody is actually confused about this rule.

ryanwanger

But…are you getting more points than if you shot two different jackpots spaced a few seconds apart?

stevevt

Of course. Super = 2x value and double progression toward Mega Visor. Regular jackpot = 1x value and 1x progression toward Mega Visor.

I’m just clarifying that a super jackpot in Jack-Bot is not a triple jackpot. It’s a double jackpot.

gdd

I thought it was “That jackpot plus the next one in the series”. So if you hit The third jackpot as a super, you get the points of three + four, and the next one you get is the fifth. So technically its not “double” I think.

In terms of advantage, to me, the biggest thing is that you can get four jackpots from two lit eyeballs without having to relight.

stevevt

How about it’s worth the “next two jackpots”? I get what you’re saying and I agree. The idea I’m correcting is that it’s worth the next three jackpots, which I’m almost sure some people believe.

Here’s the jackpot progression, which I’m sure you know.

So lets say your next jackpot value is 150 million. You collect this jackpot then immediately collect a super jackpot. I think that some people believe the super will be worth 200M + 250M + 300M. It is in fact worth 200M + 250M (plus 2 advancements toward Mega Visor).

Frisbez

I’m still not sure about this

The first Super is worth 225M.

First regular Jackbot is 50M and second is 75M.

That’s 75x3 or 100M+125M (3rd+4th regular jackbots) not 50M + 75Mx2.

ryanwanger

Cool, thanks. I wasn’t sure. I’ve never been to Mega Visor. But I spent a lot of time on Jackbot last weekend, so I’m inspired to fill in my knowledge gaps.

stevevt

This is getting interesting. After you collect this earliest possible super, the next jackpot value is 125 million and you have 12 jackpots until Megavisor.

The display shows 225M for the super, but I’m pretty sure it’s showing the value you got for the 2 shots combined. This sounds crazy, but start here:


(6:06:32)
P3 has 194M and restarts MB. Then P3 gets a single JP followed by the super JP. P3’s score then sits at 439M. This is 245M total for the flail/lock points (20M), the single (50M), and the super JP (175M).

Long story short: Jack-bot lies.

stevevt

Exhibit B:

We can see that P1s score (after a 50M jackpot) is 241M.

P1 then does the following:

  • a few flail points
  • 75M single jackpot
  • 100M single jackpot
  • a super jackpot that the machine shows as “375M”

If the super jackpot shot by itself were worth 375M, P1 should have at least 241M + 75M + 100M + 375M. This total is 791M, and assumes no flail points.

P1 actually has 717M at the end of the multiball, which I break down as follows:

  • 241M (starting score)
  • 26M in flail points
  • 75M single jackpot
  • 100M single jackpot
  • 275M super jackpot

Jackpot be lying.

Frisbez

I think this is the correct answer. The second super is worth 450M after you collect the first. 125M+150M+175M.

Therefore a super Jackbot is worth the value of your next two jackbots (not exactly 2x, jackbot).

The value that gets displayed is the total value you receive. Regular Jackbot + next two jackbots from super.

stevevt

Yes. And it’s of course very confusing because it happens in multiball, it always involves pretty large numbers, and also the player score almost never gets displayed when good things are happening. It’s a sneaky thing that I thought qualified as a deep cut.

stevevt

For the record, this is what I wrote above:

I stand by it, though it would have been more clear to say “the next 2 jackpots”.

keefer

TECNICALLY, this is correct. Because if you didn’t make the super, you’d still get the single.

Confusion perhaps comes in because you only see the super amount, which is the sum of the NEXT 3 JACKPOTS, starting at the current jackpot level.

Keep in mind, when getting a super, the game never shows you the original jackpot score. So I would argue that it is correct in showing you the next 3 combined since you never saw the first.

The next 3 is important, because there are cases where it’s not just “3x the next jackpot.” The edge case of being at 275M, the super is worth 275 + 300 + 350 (925M, not 900M). The edge case of being at 450M, the super is worth 1.45B (450M + 500M + 500M) not 1.5B.

This is all inarguable, so don’t try. The only arguing to be done is whether it’s showing you a truly accurate value, and I personally am fine with what it shows you. Since you don’t see the original value, showing all 3 is OK.

No. Technically the single shot is worth 175M + 200M (375M), but it will show you 525M (150 + 175 + 200). No matter how you look at it, the outcome of making the 2-lock combo is that you earned 525M total, even if you want to argue the 2nd shot is only worth 375.

ScoutPilgrim

Not that I don’t love math technicalities, but as per another discussion, the input window for the Secret Jackpot on Demolition Man is wide enough to allow you to hit both buttons with one hand if you’re fast enough. It’s a neat trick for one handed play :slightly_smiling_face:

CaptainBZarre

On Batman Forever, when the final lock to start Multiball is lit and the Batwing is also qualified, you can load the Batwing and shoot the lock shot from there. Beginning Multiball this way increases the base Jackpot values and starts it with 4 balls in play.

Nothing in the game tells you that you can do this.

ScoutPilgrim

Drop Target not resetting on Guardians of the Galaxy after an Orb lock? Completed all the modes, but stuck in Orb jail?

Play a Groot Multiball and force the drop target up by collecting all the jackpots on the Orb. This will allow you to collect your next lock after Groot. No inducing a ball save required!

CaptainBZarre

On Terminator 2, when you’re trying to get the stupid excellent™, you can actually shoot the Escape Route shot and temporarily lock a ball. This allows you to focus on shooting the strobing target without potentially losing a ball.

However, you can easily just trap a ball while the Super Jackpot is lit, so I’m not sure why they decided to include this. It doesn’t work for the Database shot btw.

DBOOTYNABBER

Found this out last night, if you intentionally danger while hitting the last lock on Batman 66, you do not start your multiball. Helpful if you are trying to bring in a TV mode.

May have been pretty common knowledge, but I never attempted it because I figured that just by going through the diverter it would have started MB regardless.

ryanwanger

Which shot is the escape route?

CaptainBZarre

The partial left orbit that leads to a saucer, with all the inserts in front of it.

raydaypinball

Tron hidden feature! 6 TRON COMPLETED

jcambareri

On ST:TNG, the spinner normally maxes out at 3M/spin as a result of hits to the TIME RIFT targets. Reaching Warp Factor 7 will double this spinner value for the rest of the game. However, this doubling can bypass the aforementioned 3M/spin limit.

Subsequent WF7 collections can double the spinner value further, even if it’s already at or above 3M/spin. AFAIK, there is no known limit to the spinner value when increased in this way.

Funnily enough, since Super Spinner (at WF6) scores a flat 10M/spin, this means that given enough WF7 collections, Super Spinner can score less points/spin than a normal spinner shot.

raydaypinball

On Dirty Harry, any time you collect a ransom immediately following a side ramp shot, the ransom is double (on top of multipliers). Any time you collect a ransom directly after a left orbit -> side ramp combo, it’s TRIPLED.

ScoutPilgrim

On Taxi, a ball feeding the left ramp from Drac + shooting the right ramp with the other still counts as a Crossover Bonus.

CaptainBZarre

I might be wrong about this, but if you roll over the right inlane to qualify the left airport ride while Multiball is also lit and then shoot Drac, Multiball will begin even though you didn’t shoot the left ramp.

MikeCP

That’s certainly true of the airport combo values. Drac will count as a left ramp. Didn’t think you could start MB though?

cornycrunch

I heard that limit was 25.5M. Of course, if you get to Warp 7 four times (one for 6, 12, and 24 and calling that close enough), you’re already having an amazing game.

multibrawlr

On WOF, you can stack two Trip Multiballs…one from solving a Prize Puzzle, and another from earning a Trip off the wheel. I think the animations of the last Trip Multiball you start take priority.

As a side bit of trivia, judging by some callouts in Pinball Browser, you were supposed to get a World Tour Multiball for accomplishing this stack.

bkerins

The maximum spinner value on STTNG is 25.5 million per spin.

zacaj

This doesn’t seem to work, at least on mine :frowning:

CaptainBZarre

If you’re going to bring 2x or 3x Playfield Multipliers into Stay Puft on Ghostbusters, try not to activate them until after you’ve chosen the form of the Destructor. A glitch in the current code makes the multipliers time out while the display is showing the intro to the mode.

cayle

mmmmm dem billion ransoms.

raydaypinball

I was just so intrigued by why the ransom value seemed randomly super high, and after much testing it’s because of this unspoken combo multiplier rule… So bizarre

CaptainBZarre

Ah, so THAT’s where the inspiration for End of Line from TRON Legacy came from… :stuck_out_tongue:

(Also, I just realized that building the Ransom value to a giant amount, qualifying Super Ricochet, and then just going for left orbit - side ramp - HQ combos all day might be the way to go on this game…)

gdd

I definitely remember a CAX finals one year where @sk8ball had a multi-billion game of Dirty Harry with some several-hundred-million Ransom collects.

raydaypinball

What is Super Ricochet?

CaptainBZarre

Super Ricochet has a random chance of being awarded off of Get Lucky as the reward for successfully firing the gun. It permanently lights Ricochet for the rest of the ball.

keefer

I don’t remember the ransom collects, but he did setup the (approximately) 1/2 bil side ramp.

For those not in the know, that’s get rank to chief (shoot a ton of left ramps), this causes left ramp to be 50M the rest of the ball. Then start playfield promtion (last magazine award IIRC without looking it up) which is 5x because, again, your rank is chief. Finally start multiball, preferably via the side ramp, which is 50M supers. Then, side ramp = 5x (50M + 50M) = 500M.

Aternately, if you start multiball via the warehouse, the side ramp is “only” 450M.

CaptainBZarre

On Indianapolis 500, it’s a common misconception that the “Super Light-Ups” Speedway does nothing. However, it DOES have a practical use - it’s just not made clear by the game.

Certain souvenirs make it easier to complete waves of Light-Up targets, requiring only one hit to each target instead of the normal four. However, many waves have no souvenir associated with it. Wave 5 is the biggest example, as there aren’t any souvenirs that will allow you to complete it easier and it’s required to access the Light-Ups victory lap. So what can you do? You can collect the Super Light-Ups Speedway award, and complete all the targets with one shot each!

The reason many people believe Super Light-Ups does nothing is because it’s often collected when you’ve made decent progress in the game and you have a ton of Souvenirs. However, collecting it when wave 5 of Light-Ups is active can be insanely useful.

I hope you enjoyed this post relating to targets no one aims for on purpose. :]

ryanwanger

In AFM, if Martian Attack is running and you have a Martian Bomb, the grace period is long enough that you can wait until your last Martian has stopped moving, hit the bomb, and still trigger multiball.

This is particularly helpful if you have another MB running, and other animations are taking precedence over the Martian countdown timer. Once you’re down to one guy, you don’t have to wonder how much time is left. Just notice the moment it stops bouncing up and down, use your bomb, and you’re back in business.

raydaypinball

On Family Guy if you set it to 1 ball per game, LARD is lit immediately.

Learned that the hard way…

JoeTheDragon

alot of games have Muiltball lit on the last ball if you have not gotent it yet.

ChubbyGoomba

You can collect the airport ride via drac, but the multiball requires you to hit the switch at the beginning of the ramp and then the switch at the top to activate multiball.

DDP

This may be widely known but you can start the lil Deadpool hurry up and still start a battle (not a quest) during the ball save time - this makes it much safer than starting a mode then trying to start the mb (if you drain you have to start all the stand ups and mode start over - plus you lose all your team ups!)

If you can loop pass the plunge this is insanely valuable.

Also, you can bring Nina MB into any quest, so starting quest with two balls locked is optimum.

Hepatitis_B_Good

This is my favorite definition of semi-useful. I’m nearly sure I have one or more better things I could be doing with any given shot, especially since I am only reasonably capable of starting the main multiball on Indy 500 on any given game, but if I Start Super Light Ups while flailing in sheer desperation, it was only mostly a waste of my time. Not a complete waste of time.

And it’s probably possible to interpret this comment as sarcastic or an insult to those that leave highly situational tips, but in my opinion that’s exactly what this thread is for. A better player than I could potentially remember this and make use of it. There may even be a way to exploit it to great advantage. But for the majority it’s semi-useful.

jdelz

BUT if you take too long and hit the scoop just as the held ball is released from the drops, the game will display the mode select screen but not actually let you start a mode.

DDP

And you can get a fun little bug that says Lil Deadpool multi-ball total = 00

CaptainBZarre

Yup, exactly! Semi-useful is what we’re looking for here. Not well known. :]

stevevt

In Walking Dead, lit multikill shots, besides being worth the multikill value, also have the same effects as the regular walker shots:

  • add bonus
  • add a walker kill to progress toward EB, Bicycle Girl, and Last Man Standing
  • give progress toward lighting the X or increasing the X level

This means that hitting a shot with a multikill and a walker lit gives you 2X progress toward these things.

[Hat tip to @chuckwurt. This was all news to me until today.]

Hepatitis_B_Good

It would actually be difficult to tell if someone was just fucking with me if they laid out optimal multiplier strategy on GoT. See that shot? The one that builds towards absolutely nothing? That you haven’t hit yet and are terrible at shooting? Yup. That’s literally a super jackpot. But only for six seconds. Do it now or basically go play Surf Champ.

raydaypinball

I don’t think the multi kill by itself will give you a walker. You must hit an already lit cross hair for a walker with a multi kill light on it and then you get 2.

stevevt

I’m not sure I tested the multikill shot by itself, but it seems a little odd that it would work that way.

raydaypinball

It would be on-flavor!
Now if only there was SOME benefit to having multiple mult kills going at once …

chuckwurt

Yes. This is my understanding too. This is why there’s benefit of having multiple multikills lit at once. Better chance that one is on a walker kill.

raydaypinball

But it doesn’t work that way… only one yellow light is ever lit at a time

The number of flashing weapons means nothing other than you got those this ball (source: @sir_tankalot)

chuckwurt

Huh. I haven’t played it in a bit obviously. Could’ve sworn I had multiple lit at a time. I guess not.

CaptainBZarre

In Twilight Zone or Demolition Man, if you’re unsure about which Camera / Computer Award will be given next, you can go through the status report and it’ll show you what the next award will be. Typically this is really helpful early on because the game doesn’t bother to show you the next award until AFTER you collect it.

Not sure if this works with the Tag captive ball awards on WWF Royal Rumble considering, you know, different company…

stevevt

Solid tip. This means you can be checking this info before you even plunge ball 1. I never see anyone doing this, but I think it’s good to know as early as possible.

CaptainBZarre

Here are some good ways to use the strategy to your advantage.

Twilight Zone:

  • If Collect Bonus is the first Camera award, save it until after you’ve completed a ton of modes and / or started Powerball Mania. No point in collecting it when you’ve made no progress.
  • 10 Hitchhikers is also a good early game award, as it’ll light a bunch of Battle the Power rounds for you and make the Hitchhiker door panel score more.
  • Greed Targets can be helpful during Multiball because each hit to a yellow target will both increase the Jackpot by 5 million and score 5 million because it was lit through the award. Don’t forget to pick up the Clock Bonus though!
  • Light Outlanes can be helpful, ESPECIALLY if you’re closing in on Lost in the Zone. This will guarantee you an Extra Ball or Special without losing the ball.

Demolition Man:

  • Maximize Freezes is the world’s best award, as it freezes all four balls and lights one of the four Multiball modes instantly. Unlike “Lock Freeze” from the Cryo-Claw, Maximize Freezes will always guarantee a 5-ball Multiball. If this award is the first one at a start of the game, go for 10 combos to light the computer, collect Maximize Freezes, and let the fun begin.
  • Light Extra Ball is worth trying to obtain, especially if it’s early on. If it’s the next award, definitely go for combos as soon as you can.
  • The other awards are fine and don’t really score much points wise. Light Arrows could be helpful if you’re planning to collect the next Computer Award quickly but is it temporary?
gdd

I think Ted once told me that the lit Greed targets say 5 million on the display but actually score 10 million. Has anyone ever verified this? I wonder if he fixed it in the last home rom he did.

ryanwanger

What is the Clock Bonus? I got this recently but can’t remember what I did.

gdd

If you hit the Clock target when all the Greed targets are lit, you get a Clock Bonus of 10M.

chuckwurt

Collect bonus can be massive if you’re a handle player and the award is late in the game

joe

Demo Man Collect Bonus: of course, try to run up your bonus X (MTL lanes up top) before collecting bonus, because the bonus X does apply. Bonus X maxes at 5X.

cornycrunch

On the subject of Demo Man - for those who hadn’t gotten two chances to collect a Demolition Jackpot - the value is cumulative for all multiballs in your game so far (excluding Demolition Time of course). Not just the last “set” of the four multiballs. This only probably further cements the “lock freeze all day” strat assuming the claw is enabled.

stevevt

Another Demo Man tip: If you see that the Car Crash shot doesn’t give a ball saver, you’ll know the machine is set to Tournament Mode. There’s no other way to disable the Car Crash ball save (other than disabling the switches). Computer awards are identical for each player only when the machine is set to Tournament Mode.

JoeTheDragon

the modded rom get’s rid of the lock freeze all day thing.

ryanwanger

In AFM, each shot to the saucer while the drop target is up (ie: while there is still something left on its health bar) is worth 50m + 10m * n…where n is the number of saucers you’ve already defeated. Once the target is down, then it’s 5m per shot if you happen to hit the standups inside the saucer without going through and into the VUK which destroys the shit.

HOWEVER, if any damage done as a combo will award the full value, even if the process of the combo empties the health bar of the saucer.

By “combo”, I don’t mean: as a follow up shot to a successfully made shot somewhere else on the playfield, I mean: hits more than one of the three targets inside the ship in one trip (drop target, left standup inside the ship, right standup inside the ship).

Example:

Three single shots to saucer on first ship = 150m (50m + 50m + 50m). Drop target goes down. Any subsequent shot is either worth 5m (if you hit the standups without going in) or 200m if you fall into VUK and destroy saucer.

However, if you combo the last shot to the ship, you can get 250m (50m + 50m + 150m (assuming your last shot hits all three targets, ie: 3x damage)).

(A 3x combo on your first shot to the first saucer will empty the health bar of the ship and you’ll get 150m, but the target will drop so you can’t collect any more hits at 50m).

Sorry to keep giving ones for AFM, but that’s what I’m playing at home a lot right now.

LOTR_breath

On Congo, when playing the Gorilla lower playfield. To easily pick off the corner targets, hold the opposite flipper, then flip the ball with the other flipper. This angles the Gorilla for a perfect shot to the corner.

BonusLord

On Iron Maiden, with Cyborg multiball qualified, hitting the pharaoh target when it is lit for a soul shard will collect the shard and start Cyborg multiball. More importantly, this suppresses the post that normally holds the ball during the Cyborg start animation. This gives you a few extra valuable seconds of single ball play to pick off feature shots before the animation finishes and the additional balls start auto-firing into play.

bkerins

Yes: the “5 Million” targets on Twilight Zone actually score 10 million each, even on 9.4.

The “10 Million” award (Power Payoff, below the Piano) … also awards 10 million

CaptainBZarre

Some small tips for No Fear…

  • At the start of any 3-ball Multiball mode, two balls are launched from the plunger lane into the Skydive lane and one is ejected from the Skydive lane. If the ejected ball is shot back into the lane before the other two balls are ejected, you will receive credit for the Skull shot even though you technically didn’t make it. This can be particularly helpful during the normal Multiball, as you can light the Super Jackpot by just shooting the Skydive twice.
  • If Jump This is lit at the left outlane and Kickback is also lit, you’ll have wasted your Jump This and have no choice but to essentially time out the mode for 30 seconds. Try and prevent it from being lit at the left outlane by… lucky slingshot bounces. What, I can’t provide helpful tips for everything. It’s a lot more helpful when lit at the right outlane as it has no alternative form of ball saver.
  • The random awards given at the tube saucer when no mode is active tend to be biased towards things you’ve done earlier. For instance, if you’ve just lit the Extra Ball by maxing out the Raceway, the chances of getting “Light Extra Ball” or “Extra Ball” from the tube award are weighted higher. It can even start some of the Major Challenges for you if you’ve made it that far…
ScoutPilgrim

I noticed on Family Guy that starting Chicken Fight froze my Crazy Chris timer. Is this a thing? If so, that’s a great unintended use for that mode!

raydaypinball

Everything in family guy pauses the timer… such weird sluggishness in that game

unsmith

Tron has an insanely long grace period on Light Cycle Multiball and Quorra Multiball. For Quorra, you have about 3 seconds after the multiball “ends” to hit the Recognizer to add a ball, if you have one left. For Light Cycle, after the multiball “ends” there is enough time to have your remaining ball on the left flipper, post pass, then hit the left ramp/Quorra/side ramp combo for the super jackpot.

ryanwanger

I’m reasonably confident that you have enough time to get in all three needed hits to the Recognizer during the grace period if you did it perfectly. I’ve pulled off two hits on many occasions.

Relatedly, if you’re trying not to stack multiballs, each one has an audio clue that plays as the MB total is displayed. Listen for that. It’s a longer wait than you were probably expecting. :slight_smile:

ScoutPilgrim

Oddly enough, Good Ol Boys didn’t pause the timer when performed in the same order.

phishrace

Good Ol Boys can be worth a lot more than Chicken fight, especially when stacked with Crazy Chris, so maybe there was some thought put into pausing timers.

FGY is an awesome stacking game. Stack Stewie MB, Crazy Chris and Good Ol Boys (or Ipecac) for huge points. Of all the games I’ve sold over the years, I miss that game the most.

metallik

I don’t think the mode itself pauses it, more likely you were putting the ball into the pops more during chicken fight (switch frenzy) and shooting the ramp and lanes during GoB. I’ve found the pops tend to pause the FGY timer. Start a mode and immediately get Stewie going, keep putting balls in the pops and the mode will last forever.

ScoutPilgrim

I didn’t change up the strategy at all, which makes this odd - I was trying to cash out the last few seconds of Chris by alternating loop to ramp as I was before. I didn’t hit the mystery, either.

It seems like the mode froze the timer and started it back up after the Fight was over.

G_Money

That’s strange because FG doesn’t stop the timer during a trap up. If you don’t want to chicken fight you can let the chicken kick your butt on a single trap up.

keefer

Chicken Fight started life as a video mode, so it’s extremely possible a couple things fell through the cracks when it got emergency-changed into a real mode.

(The emergency was that it wasn’t any fun.)

metallik

Came here to say just that… I know I’ve had other modes last forever during a Stewie MB, but seems like CF pauses more than most?

BTW how did anyone get Pat Lawlor to even entertain the idea of a video mode? I thought he hated them…

JoeTheDragon

What about safecracker that had the big board game?

metallik

It plays as a board game, not a video mode. If you set the knob spins to sequential (recommended), there’s skill in stopping the dial on the number you want, and you have to make ‘random’ selections at times, but otherwise it plays out like a board game. Roll a number, move spaces and deal with whatever you land on. Try to move your man to the middle for multiball. No mini-videogames on the display, but still the closest PL ever got to a video mode.

NGG teases with video mode in the Gofer Choice sequence, but it’s a fake award that’s never chosen.

Snailman

Hahaha. Nice. Was this the first example of pin developers trolling the player with a fake mystery/choice award?

CaptainBZarre

Several examples before this:

  • Creature from the Black Lagoon has some Snack Bar awards that are never given out, the most memorable being “A New Car”.
  • Similarly, Road Show has some souvenirs that aren’t given out. Good luck getting the Uranium Pinball. :stuck_out_tongue:
  • The Who’s Tommy Pinball Wizard has some ridiculously fake awards in the Mystery pachinko animation, like “Enable Free Play”, “Crash CPU”, and “$50 Cash”.
  • No Good Gofers has the aforementioned “Video Mode” which doesn’t exist, but “Turtle Wax” as well. I’m wondering if there are any factors that weight whether certain features will be awarded, I’ve only ever seen “Double Skill”, “Triple Skill”, or “Dance Party” a few times in years of playing the game.
soren

Not exactly a video mode.

Remember, Safe Cracker was an experiment. To gain some interest in Euro markets where slot machines were gaining popurarity (*). Slot machines have these top games light sequences that players build up (good old “keep them playing” trick). I guess the SC board game was to intrique people in a similar fashion.

*) Several Lawlor interviews. Actually he name these game “Trail games”. Which to this day is a mystery to me. Eventhough being European, I have no idea what these are. If not “classic” slots. Sound like covert money games. I once suggested Jonathan Joosten to look into it.

soren

Road show too at the souvenier shop. Cute how Lawlor decided, no, video game gimmicks do not belong here. And stuck with this.

bkerins

Phantom Haus is a better example of Wms trying to make a game like the European trail games. In the end, a lot of those ideas got baked into their successful Monopoly slot machines (among other games).

I heard that Safecracker was originally going to be Monopoly? I don’t have any confirmation but it makes some sense.

keefer

Consider it confirmed, but I don’t know much more than that either.

JoeTheDragon

I think Cftbl had a new car as one.

Tommy had enable free play as one.

umbilico

DCoS-UPK request: On Getaway, what determines how many 1M loops a lit Supercharger shot will give you? I’ve seen some weird cargo cult like behavior on that shot, with people repeatedly pushing the gear lever, thinking they coud control the loop magnet that way.

And here’s something I just learned watching the NWPC: A backhand to the Supercharger ramp will probably not make all the way up, but if you’re in the qualify jackpot phase in multiball, with one ball already looping in the Supercharger, just making it halfway up will add 10 loops.

keefer

123 Target hits. Every hit adds 1m. Still need to complete 123 before it times out to actually light. Caps at 10m.

It’s different on l1 but better left unsaid.

And getting high enough to trigger opto and come back down adds 20 (e.g. During super qualifying)

umbilico

Cheers, here’s another DCoS-UPK request for Getaway: I hear this all the time, but I’ve never actually seen it, is there actually a pixel you can place your car on that will get you through the video mode without steering?

cayle

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.

CaptainBZarre

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.
metallik

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.

soren

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.

keefer

Congratulations! Impressive stuff.

G_Money

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

kirbycrouton

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

stevevt

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.

CaptainBZarre

I’ve had that happen on Xenon before.

ScoutPilgrim

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!

zacaj

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

jdelz

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

chuckwurt

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.

multibrawlr

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

bkerins

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

CaptainBZarre

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.

keefer

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!

CaptainBZarre

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…

JoeTheDragon

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

Johan

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

raydaypinball

Aha! That makes sense. I didn’t test the Triple Triple but it sounds like it would just be 5x… not quite as busted but still cool!

Johan

Dirty Harry is the coolest game :grinning:
Forgot to mention the most important deep cut, tilt for an extra badge.

Frisbez

zOWspvR

raydaypinball

Is that why multiball is usually set to hard for tournaments? Same bug as TAF?

ryanwanger

In TZ, when you have a ball on the upper playfield during powerball mania, you can trigger a jackpot by shooting under the upper left flipper. (And then you can still score the jackpot with the ball already on the upper playfield, so back to back 50m shots without needing to relight).

A lot of people know this. I just discovered for the first time last night that you can do the same trick with the Dead End shot, as it will also register a Powerball Mania JP when you have a ball on the upper playfield.

Maybe someday I’ll try to go for the trifecta: one under mini flipper, one in Dead End, and one via the upper playfield.

Johan

If I remember correctly hard is the way to go. The game should also be set to hard to light mode and don’t spot bullets in the left ramp.

pinwizj

SWEDISH PLAYER LIKES DIRTY HARRY . . . NEWS AT 11!!!

Sooooo . . . tell me your thoughts on Indy 500. Asking for a friend :slight_smile:

gdd

There’s another variation of this. During normal multiball, if you shoot one ball into the piano and then quickly jam another one into the slot machine, you will get “JACKPOT DOUBLED BY POWERBALL”. When the game sees a ball at the piano and then one at the slot without triggering the prox in between, it assumes you used the powerball. Saw this happen at Pinburgh finals a couple years ago.

chuckwurt

Acdc. No one goes for the triple MB, but if you do, there’s a cool feature I didn’t know about.

There’s a triple MB jackpot that lights at the bell after you collect one of each type of JP. Seems to be the value of the three jackpots combined and then some. You can definitely increase it. Maybe more JPs before hitting the bell. I was getting over 3mm for these before multipliers. Pretty good if you ask me.

keefer

Well, there’s one important thing: You have to hit the opto at the top (preferably without the ball going in) for any of those to register as Powerfield Jackpots.

There’s another case that scores, too. Balls ejected from the Gumball machine.

There is/was a situation that would cause a ball to get ejected early at the start of LITZ. I don’t remember what did it, but if it happens, get that ball up the right ramp immediately and trigger that top opto because every ball out of the Gumball will be JACKPOT… JACKPOT… JACKPOT.

CaptainBZarre

These are on 1.4 ROMs with stacking enabled (not the home ROMs).

If Strike an Arc is one shot away, then it won’t start because Join the Cirqus cuts it off. Instead, the next ramp shot made after Join the Cirqus ends will start Strike an Arc.

Snailman

I love this thread

CaptainBZarre

No Good Gofers:

  • Even if the Gofers just went into their holes, you can make a shot towards either ramp shortly after and either Bud or Buzz will taunt you. If you hit them during this time, the other Gofer will comment on the situation (ie. if you manage to hit Bud, Buzz will pop up and tell you about how he’s the only one who can hit him). You can hit the other Gofer during this period and quickly lower your total strokes by 2 instead of 1.
  • If you manage to score a Hole in One off of the golf cart, and the cart shot is the one that will start Cart Attack (ie. every 3, 18, etc. hits), all scoring during Cart Attack will be doubled! This is a quick way to earn lots of points early on but considering how rare a rebound off of the golf cart into Hole in One is, don’t count on it…
  • Speed Golf is the only cart award that can’t be stacked with anything else, likely because of how lucrative it is. If you make the final cart hit required to start Speed Golf during Multiball, it’ll simply be skipped with no compensation, so try and avoid hitting the cart until you’re back in single ball play.
bcd

Balls in the normal multiball lock always get released about 10 seconds before the gumball machine is emptied (about halfway through the intro display effect). You basically get one shot at it.

CaptainBZarre

Some interesting rules with the “Wheel Values” in Safecracker that most people wouldn’t realize unless they used the awards in very specific circumstances:

  • “Light Lock” typically spots all of the drop targets required to light the Lock at the ramp. However, if Lock is already lit when the award has been collected, it’ll virtually lock a ball for you. If you’ve already locked 2 balls and then collected “Light Lock” again, it will allow you instantly enter the board game through the main entrance. This can be helpful later on when you have to make shots to the dangerous left drop targets to light additional entrances.
  • “Call Guard” either allows you to enter the board game through the main entrance or awards $100k. The chances of entering the board game are weighted severely higher at the start of the game compared to later. Along with this, if you collect “Call Guard” while the Alarm hurry-up is active, it’ll always award $100k. Don’t waste it!
  • “Light Deposit Window” is a random award, equivalent to making the lit Teller shot. TNT Multiball can be awarded from the Deposit Window, and if it’s awarded to you during an Alarm hurry-up, the hurry-up will temporarily end and restart once TNT Multiball has ended. You could potentially get two TNT Multiballs in a row if this happens! Also, “Blender” is worth $50k, not nothing like you think it would be.
  • “Disable Computer” supposedly affects only the timer until Sudden Death and nothing else, but this is false; activating this award during any timed mode (ie. Alarm hurry-up, Explosives, etc.) will freeze the timer for the mode ALONG with the ball save timer. Along with this, if you happen to collect this award WHILE the computer is disabled, 20 seconds will be added to the frozen timer.
multibrawlr

Two things I’ve found out about in Bowen’s World Cup Soccer tutorial: an exclamation point bonus in Big Goal Round (getting all three goals in 3 seconds, which gives a fourth shot worth 60M) and a Striker’s Revenge TV mode. No idea both existed, but haven’t gotten both yet.

joe

Three goals in three seconds? That doesn’t seem physically possible.

cayle

Shadow, WCS and Corvette have joined the ring…:sweat_smile: #swedendreamlineupforpresident

drainmorten

Sounds like video mode in GoT :smiley:

misterschu

doesn’t the timer pause once the ball is in the net?

bkerins

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!)

joe

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.

CaptainBZarre

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.

Snailman

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

CaptainBZarre

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.
soren

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.

cayle

“fixed”

CaptainBZarre

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.

mwelsh

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).

JoeTheDragon

that is the ball saver for them

CaptainBZarre

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…

CaptainBZarre

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.

Hepatitis_B_Good

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.

kirbycrouton

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

CaptainBZarre

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.

CaptainBZarre

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.

ScoutPilgrim

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.

CaptainBZarre

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.

CaptainBZarre

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.
G_Money

A 5x jackpot may be capped, depending on the code

CaptainBZarre

5x Jackpot maxes out at 350 million on the most recent code. It doesn’t multiply the 2x or 3x Jackpots.
Still… it’s a pretty massive amount of points.

ryanwanger

BSD: If you drop out of Mist MB and are able to shoot back into the lit Mist hole in the back before the game is able to reload the previously drained one, your new Mist MB will start immediately (so you won’t need to shoot it off the magnet to begin the multi-ball).

pezpunk

yes indeed. as soon as you make the shot starting the multiball, you better be measuring up your skill shot. it seems to launch it a split second after the ball settles in the shooter lane. (this may be configurable, but the default setting is pretty snappy)

GroundControl

In Star Trek, if you are about to complete a row for 1M, and you are in Galactic Away Team mode and Double Scoring, and you drain, the mode will complete and the “3 in a row” award given before Double Scoring ends. You get 2M.

This means that theoretically you could have the last ball cradled, and the only sure thing to do to win the match, is to immediately drain. I would love to see that recorded on camera.

EDIT: It also works when “Only One Target Left” even if not in Galactic Away Team mode.

G_Money

This may be the deepest cut yet. I don’t know if I’d want to be doing bonus calculations and million point window calculations during a match, but if I ever do, it’ll be on Star Trek with double scoring away team line completion in the balance.

keefer

It’s at least been considered on Tron which will double your whole bonus if you drain with 2x running.

zvrabes

Lost a women’s world championship match this year thanks to that double scoring bonus :sob:

zacaj

and Jungle Lord

ShootTheOutlane1

Here’s a pretty deep (yet very useful) cheat on The Shadow:

If you finish the last scene in your 2nd+ Khan mb, AND you’ve already played shadow mb and completed the battlefield, Final Battle will be ready during khan multiball.

If you shoot the saucer, you will be in Final Battle, but unlike the usual ‘down to single ball, out of the fun’ version, this bug will let you continue with just a single ball, untimed.

gdd

Oh man! The one time I completed Final Battle I had one shot left and was down to one ball and it didn’t end, so I shot it and finished. I always assumed it was a trough glitch but I wonder if it was actually this.

joe

Speaking of Final Battle: the Start Mode and Start Khan MB saucers will both spot a lit shot, but only after they’ve been shot once (i.e. if they’re unlit, they’ll spot a shot).

bkerins

Tried this but did not succeed at Expo on a Tron LE with one drop left to go.

mwelsh

While poking around Sopranos, I found a code to get into the service menu without the keys on most(?) Stern WhiteStar games. The memory protect switch in the coin door prevents you from changing anything, but maybe a fun parlor trick if you want to check on the settings or something. :slight_smile:

8L 1R 9L 1R 4L 1R 5L 1R (spells “HIDE”)
The game should play a sound (depends on the game)
then:
1L 1R 2L 1R 3L 1R. Then press R again and hold it for a few seconds.
It will pop into the service menu

PirateMike

Two for Beatles:

Normally the lit EB lane alternates with slingshot hits. In MB play, however, it locks into the left lane.

If you did not complete level 5 on your two ball MB, after playing the Help MB, you will be able to select the 2 ball at the beginning of future balls until you have completed level 5. This means you are probably smart to avoid jackpots during the regular MB, and concentrate on drop targets to light extra balls and build bonus multipliers.

JoeTheDragon

some places with card systems in an custom coin door may not have the memory protect switch setup.

CaptainBZarre

Diner:

The extra ball that’s lit from successive left ramp shots increments each time you collect it. However, because your progress on the left ramp is held until the shot times out, you can easily collect a ton of Extra Balls without much effort.

ie. The first Extra Ball is at 5 ramp shots, and the second one is at 10 ramp shots. If you collect the first Extra Ball before reaching the 10 ramp shots threshold, you’ll light the Extra Ball again upon reaching it. If you pass the threshold before collecting the Extra Ball, you’ll have to make the shots manually.

Jokton

Harley Davidson (1991). An interesting exploit on this game, and possibly others that have lock stealing, is you can restart a game after locking a ball. So you can get a jump on multiball for a fresh game.

neilmcrae

spinner on car hop is lit at plunge time and appears to stay lit until you hit another switch.

raydaypinball

While doing this I noticed a number of “proprietary” audits… wonder what audits would be so secretive they wouldn’t want revealed without a key?

aobrien5

Speaking specifically for Mystic, this is true if you complete the card with all the same icons (to get the 72k bonus), at which point the card clears. You are however, able to refill the card which, if done with at least 1 different icon, does result in a higher total bonus (72k + 3k per lit insert). So, your max possible bonus is (72k + 3k x 9 inserts) x 4 bonus X = 396k.

stevevt

Doesn’t the card reset when you fill in all 9 inserts, regardless of whether the symbols match? This would mean max possible bonus is (72k + 3k x 8 inserts) x 4 bonus X = 384k.

aobrien5

No, it only resets when they all match. By not resetting if they don’t match, you have the opportunity to convert any mixed verticals to matching. It may reset if you match just the verticals, I’d have to check that, but if there’s any vertical that isn’t a set, it won’t reset the card.

stevevt

Ah, right. It’s been a while. :slight_smile:

Zeus

I think that’s a setting. Once you fill a card with any combination of symbols you’ll get a new card. Pretty sure that’s how it works at the one on location by me.

JoeTheDragon

they show up in the full menu as well (left over debug or other code from the last games that the code is based on?)

ANM

On Star Trek the Next Generation the only mode that will stay active during Borg multiball is Q. If you already played Q, you can still start it a second time through command decision as a rerun. Lots of points will follow with minimum effort.

aobrien5

I couldn’t find that setting in the manual, just whether or not the card progress carriers over ball to ball (which of course could just be wrong in the manual).

But I have confirmed the following (with the settings on my game):

  1. Cards full with mixed symbols do not reset, and you can continue changing the lit symbol as long as the column isn’t a full match (at which point the symbol goes out and the arrow lights for 2k/drop).

  2. If all three columns are matches, but not all three the same (2 pyramid columns, 1 eye column), you get locked out of progressing bonus. The card will not reset, items on the board will not change (all lit for 2k/drop), and you cannot gain more super bonus.

How’s that for a deep cut on a game you’re probably never going to play in a tournament? :slight_smile:

jdelz

Good info and Mystic gets used in tournaments all the time!

hisokajp

@pinbwzrd had it in INDISC if i recal right :slight_smile:

pinbwzrd

Yep!

aobrien5

Awesome! I’ve only seen 1 other copy, and it was unplayable.

Snailman

Not only in tourneys, but in Italy, they apparently think Mystic isn’t already difficult enough. smh

scochar

On Eight Ball Deluxe, play as players 2 or 4, there’s a bug in the factory software where it counts an extra bonus step for the 8 ball on racks 2 and beyond (63,000 per rack instead of 56,000)
Doesn’t happen for players 1 and 3. Bugfixed rom available on ipdb.

G_Money

We play Mystic every week in the Kickback weekly. Playfield resets every ball, but line bonuses remain. Is this the normal setting, or the difficult setting? Used to play one that didn’t reset the playfield. Either that was easy setting or this is the hard setting :slight_smile:

jay

The “super bonus” holding over for lanes completed is a game feature and not a setting. There is a setting for lit pyramids or eyes to carry across balls but that’s about it.

I also think completing the grid, once super bonus is maxed, resets the grid, so Colin is correct about the maximum collectible bonus. The grid will never reset so long as the super bonus is not maxed though, since lines could still be completed to advance them. In the @aobrien5 example above, bonus has not yet been maxed. Once that light is at 72, the grid clears once all targets have been collected regardless which item they were lit for.

I love Mystic. :slightly_smiling_face:

jay

I was wrong, just checked and the grid seems to stay even at max bonus, as long as you don’t complete it. If you do complete it, it collects all the lines and then resets the grid to start filling in again. In addition, if you lock in one line of pyramids, then fill in the rest of the grid with eyes, it will not collect and you are unable to clear it during the ball in play and will get those points only in bonus.

I think the proper strategy is to try and avoid locking in a line and instead finishing the entire grid to collect the 72k with the ball still in play. It will not be multiplied by the multiplier however, you will only get the 3k per target. Or just shoot for spinners and stars if they’re scoring well.

scochar

Whenever the grid is filled completely (doesn’t matter with what), it resets for the next ball, but the super bonus stays. It IS multiplied by the bonus multiplier.

The special for the super bonus only lights on the NEXT ball with 72k lit (makes sense, because if you complete the whole matrix in one ball, that’s 72k super bonus)

My strategy is to complete the entire grid with the SAME symbol, and lock in the line. That way, when I’m on the wrong symbol, shoot the locked in targets instead, since it won’t change the symbols already on the board, and they are worth 2k per.

Mystic is a great game, AFAIK the sound package wasn’t reused in any other bally from that era… some of the sounds you start to pick up from game to game and it takes a bit away from it I think. Plus I think it has some of Kevin O’Conner’s best backglass artwork.

jay

If you were responding to my post above, I was talking about the case where the super bonus was at max and the grid was then completed again during the same ball. This will collect the grid without the multiplier and then un-light the grid. Only the bonus collected at ball drain is affected by the bonus X amount.

Of course completing the grid with the same symbol is the best strategt but once that’s been done once, or the max bonus is at 72k, it seems like completing the grid again is actually a lower scoring potential since you’ll collect it at 3k per light instead of 3k x bonus X. So actively attempting to keep as much of the grid lit without completing it, then shooting other high value shots makes the most sense to me.

aobrien5

You don’t actually get any additional points for completing/clearing the grid. Just whatever the drop was worth.

There’s nothing like the max bonus/multiplied full grid bonus count down.

jay

I did a ball test this morning and it awarded points for the full grid once it was completed again. Maybe this is a setting of some sort if specials and EBs are disabled? I have my game on novelty because people were getting way too many replays at the location.

aobrien5

Yeah, you may have gotten a special value.

scochar

Can you post exactly what you did so I can try and duplicate it on mine, or at least so I can look in the code to see if it’s a bug? Dip settings, etc.

My grid only resets on the next ball, but some combo of settings might induce it. Sounds bad if it does!! I have extra balls and specials set on (and 7 digit code, but that wouldn’t affect the grid, that’s back end stuff)

jay

If this doesn’t explain, maybe I can make a video? I took the glass off, knocked down all 9 targets to max the grid, the grid reset, I knocked down all 9 targets again to max the grid and it awarded some points (for special) and cleared the grid. I then locked in mismatching rows and it did not clear the grid and it was not possible to clear the grid on that ball. I then tried a full grid with no matching rows and was able to change all symbols to match upon which time the grid cleared and points (for special) were collected. I can take a pic of my dip switch settings also, but not before I get back to the location monday.

Edit: just looked at the manual again, it must be awarding the points for Special when the grid is maxed a second time. The Mystic Novelty setting is either replay specials everywhere, extra balls everywhere or points everywhere. It would be nice if you could turn off specials and keep EBs.

scochar

So you’d want specials to pay the points, but leave the extra balls on, right? That seems to be a common error thing in early bally games, the lack of granular control over awards like this. But it was early days and easy enough to fix :slight_smile:

You cleared the grid with all the same symbol? I’ll try this later today and see what I get. It’s very possible that I’m misrembering what happens. I’m usually happy to get the 72 and double/triple knocks. I know I’ve got the reconstituted source code for Mystic laying around somewhere and can make the extra ball mod relatively quickly… can you test?

aobrien5

That all matches my testing. I can check settings on mine.

jay

Happy to test but I don’t have a rom burner so I’d have to order one or have someone do me a favor. I really should have a rom burner though, if you have recommendations on something inexpensive lmk.

scochar

Minipro866CS (you have to look specifically for this version, it was replaced by the 866II, which will not burn above 16volts which many of the early eproms need, i.e. 2732 for this era machine).

I have to apologize too as the behavior is exactly as you were describing, I had some kind of brain fart and forgot that the matrix will clear the first time. I don’t think it’s a bug though, since you don’t get any score for it, but you have banked the 72. I can see where it might be a bit unfair since if you had the 63 lit for instance you’d get the symbols on the matrix, AND the additional 63k, which you get screwed out of if you get the 72.

I could easily make it give you the 27,000 you would get for having the full matrix completed, although having it multiplied might not be a good variant? I mean, it’s “fair” but I don’t know because it’s a large-ish change to the game… thoughts?

ANM

I think this is the best way to start a decent amount of time of double trouble 2x scoring on Scared Stiff as you enter the wizard mode:
-Save the monster’s lab (jets) as your last tale to complete, but have it close to being finished.
-Start double trouble off the spider wheel.
-Shoot the loop to get the last jets you need to complete the Monster’s Lab tale.
-Start Scared Stiff wizard mode.
I’m wondering if the double trouble timer runs during the wizard mode animation and pre-talking (just like the 5x timer continues to run during WH2O multiball start), or if it freezes.

ANM

Want to play a BONUS wheel mode during trip multiball? You can!
-Have bonus mode ready to go at the mini metal ramp.
-Timing is tricky here, but if you hit the mini ramp to start BONUS round and collect the vowel needed to light the “solve puzzle” light on the same shot, BONUS round will start, and the solve puzzle light will come on.
-Hit that mini ramp again during BONUS round to start trip multiball to stack them together (if trip is in the prize bank of the selected contestant, or if the puzzle is the flashing prize puzzle).
The timing must be right to make that vowel collect the one that gets the solve puzzle light to light, but this is a fun one to take advantage of! I like doing this a lot.

Adam

Want to play a BONUS wheel mode during TWO STACKED trip multiballs ? You can!
First, Follow Andrei’s steps above for your first puzzle.
Then, once the first puzzle has been solved and the first trip MB starts, shoot the left Wild Card shot to collect your second wild card, which will be “Solve Puzzle”. If you are in tournament mode, the second puzzle always awards a trip MB, so a second trip MB will now start when you hit the mini ramp! Depending on where your trip JPs are, some shots will award both trip JPs at once (and they can be double and quadrupled, too. (As an aside, Is there a better call out in all of pinball than Maria’s quadruple super jackpot scream during her trip MB ?)).

I would also note that there is nothing keeping you from stacking the normal MB in with all of this. In pre-6.0 code, it was easier because you could stack regular MB in after Trip MB started by completing the green targets, but from 6.0 on, the green targets are used for an extremely difficult add-a-ball, so if you don’t have regular MB ready when you start Trip, you are locked out of the stack. However, if you have regular MB ready to go at the start of Andrei’s instructions, you can play both AND a bonus mode, and bring in the second Trip.

And, If your BONUS mode happens to be Wheel Frenzy during all of this and you fail to score at least 100 million on the triple stack then you are definitely doing something wrong, lol!

MattyF

Big Buck Hunter:

The stand up target for the Bird shot is a “minor” switch that will not automatically qualify the playfield. It will make the “shoot again” light start blinking, but not actually qualify the playfield. So you can short plunge and hit that Bird target enough times to start a multiball before having a valid playfield, provided you can control the return from it without hitting a sling or inlane.

raydaypinball

@cayle we need a gif for your reaction hearing this information

Smack847

jdelz

image

Sorry if that’s slow to load. Bad at making gifs

stevevt

[Not sure this one is deep, but it’s clear a bunch of people don’t know about it…]

On Getaway, after you lock a ball, the Speed Millions light will be blinking quickly and expiring soon. Launch as quickly as you can when the ball enters the shooter lane to pick up free RPMs before the light goes out.

Even less deep: If I’m one or two lights away from having a lock ready (first MB only?), I’ll at least consider shooting the left ramp to spot them.

CaptainBZarre

First MB only on default settings.

pezpunk

not only does it stay active during the multiball (whereas all other modes pause), but if i recall correctly, it never times out either. the mode will continue to run as long as your multiball is still going. that’s why you can rack up silly points by combining the two.

Snailman

Beatles: during All My Lovin MB, if you’ve lit the jackpot, and you drain a ball during ball-save, you can manually plunge the saved ball, and it will collect your jackpot at the top magnet. But if you aren’t quick enough, and let the ball auto-launch, it will not collect the jackpot.

CaptainBZarre

Mousin’ Around:

It’s well known that if you make the right ramp or left ramp twice and then shoot the far right target, you get 15 seconds of double scoring. The most common application of this is using it on the Million spell-out to award 2 million instead of 1 million. But did you know that you can also use double scoring to double the Multiball Jackpot value?

If you shoot the right trap (ONLY the right trap) first during Multiball, it will lower and allow you to make the target behind it. Shoot the right ramp (or left ramp!) twice while the left trap is still raised and then make the target to start double scoring. Then, shoot the left trap, and make the right ramp again to collect your double Jackpot for up to 10 million points!

If anything is done out of sequence you’ll miss the chance to score your double Jackpot. Double scoring can’t be started when the Jackpot is lit because it’s scored at the right ramp; however, if you’re able to shoot the left ramp twice, it can be done. Good luck…

It’s a fairly specific sequence to master but once you have it down, you can easily score tons of points during Multiball. Just remember to max out your Jackpot value by completing CHEESE enough times.

cayle

iirc, isn’t it two ramps in a row, then target for 2x? (not 1 ramp)

Deep cut here is that you can actually shoot the left ramp twice in a row (in or out of multiball) then the target to start 2X.

CaptainBZarre

Added, thank you!

Snailman

Correct. And for clarity, I’m pretty sure you can’t shoot one of each ramp for your two ramps in a row. In other words, you can’t combo L ramp into R ramp to light the dead-end for 2x scoring, correct?

CaptainBZarre

This is correct. Either left ramp twice or right ramp twice. No combos here.

cayle

“This is correct. Either left ramp twice or right ramp twice. No combos here.”

Someone able to confirm this?
I sold my mousin, but, iirc, you can do this.

mwelsh

Yes, it can be any combo of two ramps (edit: left or right, not center!)

CaptainBZarre

On South Park, before you plunge the ball, you can use the flippers to change the target that’s lit for the skill shot before making it.

Raise your hand if you never knew you could do this, I discovered it on accident. :stuck_out_tongue:

DBOOTYNABBER

Not sure if it works in competition mode but if you just scroll through all the screens in the status for Wonka it awards you anywhere from 100 to 10000 points.

chuckwurt

Apparently in Munsters if you trap up during a mode and try to time it out, the timer stops after like 6 seconds. Apparently if you cycle through the whole instant info screens, when back to the main screen, the mode timer will run again for another 6 seconds. I haven’t had time to test this myself.

CaptainBZarre

Ah, is that one of the gumball achievements?

DBOOTYNABBER

Not sure

Snailman

I used this to help me win a game on Diner at INDISC, and when I watched the stream archive of the game, the commentators didn’t know this deep cut of the very useful knowledge: completing EAT top lanes lights each of your ramps to serve Food (each ramp then spots one complete drop target bank – to help you on your way to Dine Time).

keefer

See, to me that’s kind of amusing since anyone should notice FOOD lights upon EAT completions within a few games. Guess I assume anyone with any time on Diner knows this. I’d consider looping the left ramp to add Dine Time millions to be deeper, heh. Maybe even the (up-to-1.5M) Grill Bonus for completing drops?

Deepest cut on Diner is probably the 1M drops complete bonus during Dine Time lit, but I can’t ever think of a reason why you should be going for this over shooting for Dine Time. Cool sound, though.

Yes it does, anyone can do this.

Yes, it is. Possible to get a Golden Ticket from it as well. Your best bet, though, is to wait until you have a playfield x going before collecting your status report gumball.

CaptainBZarre

Rollergames has a similar feature where you can complete SKATE and WAR during Sudden Death for 1 Million.

When you could simply go for the Wall for 1 Million, though… what’s the point?

keefer

Pretty sure SKATE WAR is 2M, AND ends the mode. But since you can get the mode-ending 2M bonus for like 6 ramps as well, yeah what’s the point.

I think a case can be made for SKATE WAR when you have a target or two left, though.

Binkley

Huge (to me) if true! I must remember to test this next week at league. Dang I wish this was posted 12h earlier haha

FEZ

Always put 1.0 in your AFMs (the Total Annihilation value caps at 500M) and go for those billion-shots: 500M TA + 500M victory laps. :+1:

There’s one of those rare 1.0 AFMs around in Stockholm. It’s not in great shape (I’m happy with 15B on that machine), but I will give the 1B-shots a go, soon. :pray:

ScoutPilgrim

In Rescue 911, the Emergency Room 20 million award absolutely lies and gives 10/15 million instead. When you hit the shot enough times, you get bored enough to look at the finer details of life :slight_smile:

JoeTheDragon

What ROM V2?

CaptainBZarre

Willy Wonka:

The four Computer Ticket modes (“Dots, Dots, Dots”, “The Candy Man”, “Unlimited Kickback”, “Wonka Bar Craze”) are unlike any other modes in the game because they share the same timer AND the base values for each shot made increase if more modes are active (in addition to the base value being incremented by other game features). Starting another Computer Ticket mode while one is already active will reset the timer to its maximum, and collecting “Add Time” will add time to the timer for the stacked modes.

The music / SFX for these modes also become more hectic depending on how many modes are currently running. Ideally you want to get all four of the modes, and then bring them into any Multiball for big points.

Speaking of Computer Awards, I’d love to have a list of which achievements are required for certain awards…

ScoutPilgrim

In JJPOTC, after playing the first regular difficulty At World’s End Multiball, you must shoot each shot twice to re-light the Multiball. If a shot is hit once, it will light up in red but will be faint compared to a complete shot.

Balls plunged that trigger the right orbit switch also spot the orbit for modes, Stranger Tides combo shots, At World’s End progression, etc.

@keefer, another thing - it seems that the left loop (the one that qualifies Black Pearl modes) also spots the right loop. Is this the game playing “as intended” or is it a switch error I should get our tech on?

keefer

It’s not as intended, but it’s a bug not a switch problem.

I believe the basic issue is that the ball is going by the magnet with enough speed that when it wants to engage, the ball leaves the opto, then gets sucked backed onto the magnet triggering the opto again. I’ll be suppressing the 2nd hit when the magnet is firing.

drainmorten

Dont know if its common knowledge, but on Stern Iron Maiden (premium), if you just started hallowed be thy name and already have lit mummy lock, shooting the left ramp will complete two hallowed shots in one: First the ramp shot, then when the ball is dropped into the mummy lock it will award the second hallowed shot which is the captive ball.

No biggie, but the more shots you get “for free” the better :slight_smile:

raydaypinball

Does anyone know if this is a deep cut or a series of malfunctioning machines?

On Congo, I’ve heard two reports and I have also experienced that AMYs later in the game always divert to the volcano, making you shoot the left orbit from the right flipper instead of the easy loop shot. Can someone confirm or deny this?

BMU

I’ve seen this, too, but only when I’ve successfully completed Amy multiple times [I think it was after the third completion]. It would appear to be a programmed way of limiting exploitation of the Amy mode.

metallik

Owned a Congo and yes, after one or two completions (can’t remember which), you get all volcano feeds instead of easy staged loops to make it harder.

raydaypinball

Could it just be after you’ve done a Super Multiball?

ryanwanger

Ask and ye shall receive (somewhat). I streamed Congo tonight.

Played two Amy modes, and they both worked normally. Then played Super Multiball. My third Amy started diverting balls shot into the volcano out of the top of the volcano and back to the right flipper. Subsequent Amy modes worked the same way.

So, I guess I can’t say for sure if it’s the 3rd time, or after Super Multiball. Unless you’re going all out Amy, it’s pretty likely that you’d have played Super Multiball by the time you get to your third anyway.

Game starts here: https://www.twitch.tv/videos/543508159?t=54m47s

First Amy: https://www.twitch.tv/videos/543508159?t=56m45s

Second Amy: https://www.twitch.tv/videos/543508159?t=1h2m

Third Amy: https://www.twitch.tv/videos/543508159?t=1h13m10s

There was at least one or two other Amy modes, but they worked the same, so I’ll leave those as an exercise for the viewer.

Binkley

I tested this last week and couldn’t get it to work…anyone else have success? (No time was removed at all)

ScoutPilgrim

On Batman 66, you can indefinitely freeze timers during the main (Villain) Multiball by shooting a ball into the Mystery for an award and then constantly shooting Jackpots. Mystery awards are a lower priority animation than the Jackpots, and all timers freeze until the Mystery award is collected.

Technically it can work for any Multiball, but Villain Multiball has longer Jackpot animations and more convenient ways to collect them (alternating ramps, left ramp to scoop, etc)

Snailman

This also applies to ball-save timers, too, iirc. And also applies to many other recent Sterns (not necessarily just Mystery causing the Multiball ball-save timer freeze).

ScoutPilgrim

These are both also true - there’s a few games where this doesn’t apply (GotG on mode timers for example), while others don’t have the animations to exploit with.

Comboing out Villain Multiball (shots never un-light) is the peak version of the exploit that I’ve seen. “Add Time” provided an extremely long ball lock for legal single ball Multiball play as well as froze the Playfield X timer it was working on for way longer than 15 seconds!

FEZ

Avoid starting the multiball on TAF, at any cost! Don’t break the flow/spell of ramp->chair, ramp->chair, ramp->chair, ramp->chair, ramp->chair, ramp->chair, ramp->chair…

misterschu

On TAF you can no-switch drain when you’re plunging for the skill shot after locking a ball for multiball. On whirlwind, you will lose your ball if you try this.

FEZ

I can’t remember the details on which ROM(s) this is possible but if you drain fast enough on CFTBL you will get an eternal ball save. Eg. an extra ball.

I used to plunge, get KISS and drain fast to plunge to get the PAID-letters. To save some time I started doing a so called “drop-insta-drain” to make the ball drain fast, to save a second or four (it’s, obviously, incredibly boring!). As far as I remember it doesn’t happen every time (might be related to how fast you can drain?) but sometimes the ball save continued to active the entire ball. Probably just on ball 1.

ScoutPilgrim

On KISS, Heavens on Fire and Hotter than Hell are (funny enough) an anti-stack: the KISS targets don’t reset until a Super Jackpot is collected.

ryanwanger

All it took was this one use of the concept of “anti-stack”…and I already need another hit. Got any others?

(Not just things that don’t work well together, but things that would actively prevent progress).

Snailman

DP’s Berserker Rage + (anything) :slight_smile:

CaptainBZarre

I freaking hate when I have Sauron lit, but the game won’t let me play it because Berserker Rage gets in the way. I’d rather score points than score no points. :stuck_out_tongue:

ScoutPilgrim

The Munsters blocks you from Munster Madness if you’re in any other mode. Extra fun if you accidentally start Lily during your last mode.

raydaypinball

Funny thing is berserker rage is probably worth more points!

FEZ

Hmmm, how do you score on Berseker’s Rage? I guess I tried it once or twice and got nothing out of it really. Other than very cool animations and sound!

COW

Like everything else in the game if you can hit the snickt multiplier at 5X it’s valuable. Otherwise it doesn’t score much.

ryanwanger

I think a lot of the above examples are “being in X mode blocks you from starting (or progressing toward) Y mode”, which is extremely common in pinball.

I want stuff where there are multiple modes/features running, but the implementation of one prevents you from scoring opportunities in the other. I can’t think of any examples right now, but I bet there is an example we can come up with that involves a diverter.

cayle

Starting regular multiball on HSII when you are 1 shot / RPM from lighting Redline Mania will start multiball and kill your redline mania.

When you exit multiball you will be back to gear 1 with no redline lit.

metallik

Similar can happen on NGG: have both multiball lit and hole 9 lit for putt-out, shoot HIO shot to start multiball, multiball ends and you’re on hole 10.

Snailman

That’s right… I completely forgot about that one.

In a similar vein: anti-stack of Congo’s Super Multiball when you’re one lock away from regular Multiball. Not only is the Super MB scoring underwhelming, but you get sent back to square one on progress toward next regular Mb. Thanks, Amy!

cornycrunch

Pushing aside the answer to the question of why I’m playing Munsters at all, I’d much rather deal with Lily as a last mode than Spot.

ANM

I appreciate JJP games because almost everything is stackable, so you don’t have to worry about anti-stacks too much

Hepatitis_B_Good

It’s a spinner mode, just shoot the spinners. Or time it out and play something that isn’t a complete waste of effort.

FEZ

Ok. I could barely remember what it was about, and haven’t played Deadpool for a long time. As far as I remember the points are miniscule and I always went for something else instead.

zacaj

But you play both in the same exact way, by timing them out! :frowning:

PinballYeti

LOTR: Starting Fellowship of the Ring (FotR) MB and the Super Ring Frenzy Gift at the same time.

You can’t make progress on FotR until you cash out Super Ring Frenzy. And due to FotR MB, it’s nearly impossible to progress Super Ring Frenzy all the way to the EB without accidentally hitting the Balrog.

FEZ

It’s a complete disaster every time it happens. :frowning: However, I wouldn’t say “nearly impossible” really, to get the EB. Depending on your priorities (Valinor(s) vs. a three hour long game with billions of scores) you might to just want to bash that Balrog at once, to end the misery (with an EB on the line). :broken_heart:

PS. Welcome to tiltforums (I’m not a regular/veteran though) DS.

keefer

At first I thought you meant SRFMB and was wondering how that was even possible.

Yeah the balrog/ring thing kinda sucks, but it became evident I had to award ring stuff on the balrog for when it was stuck out. (And I wasn’t allowed, at the time, to make a determination as to whether it was broken or not.)

JoeTheDragon

What about the setting CONSOLATION BALROG? What does that do in that case?

CaptainBZarre

I think that setting enables Bash Balrog as a mystery award if a player is doing terribly. My memories of that mode are kinda vague though…

keefer

Correct, Consolation Balrog just means that “Bash Balrog” is available either as a mystery award or the first cave award. If you get FOTRMB first, it’ll not be awarded.

zvrabes

If you have the Demogorgon open on Stranger Things and you start the Monster Hunting mode via the L orbit or ramp, the mode is running but you can’t hit the required shots because the drop targets are blocked by the open Demogorgon. I assume this will be fixed with new code (and I haven’t played it in like a week, so who knows, maybe it’s already fixed!), but it’s an annoying stack to accidentally start.

multibrawlr

The left ramp entry switch on Tommy tends to spin and register consecutively, thus making a it a good shot for earning more frenzy points in the Christmas and Tommy Scoring modes.

ZED

I’m a bit behind here, but Dr Dude will also drain a no switch multiball plunge and kick the ball back into single ball play. I presume other games of that era may do so as well.

zvrabes

This reminds me of a fun deep cut we discovered during the INDISC women’s finals. On Hoops, the machine was set to always start a multiball after 1 ball was locked. You’d think that locking the ball would start the multiball, but all that does is lock the ball and kick a second ball into the plunger lane. That second ball triggering a switch is what starts multiball. A player soft plunged and didn’t hit any switches with her second ball, and when she drained it, the machine ended her ball, counted her bonus, and kicked out the locked ball before the next player.

FEZ

What’s up with the “Bash Balrog”-mode? There’s no secret in there with a lot of hidden points, or so? I guess I tried it a couple of times when it was new but since then I’ve always ignored it.

chuckwurt

I think I did this the other night and the ramp went back up while the mode was running.

joe

I would guess that play-testing showed that it was relatively difficult for casual players to start FOTR multiball, so people weren’t seeing the game’s primary toy… an easier-to-achieve Bash Balrog mode would allow players to get the enjoyment of seeing the big guy reveal himself and getting to whack him a bit.

Of course, Keefer may have a different explanation. :smiley:

CaptainBZarre

You can do this on a lot of Data East games, actually. Try doing it with the ramp switch on Star Wars, sometime.

FEZ

It makes sense. But the points for bashing the big guy could have been a bit more. Making i worth bashing that nasty bastard sometime(s). Ever. I can’t be worth it, ever now?

Possibly if you’re ~800.000 (can’t remember the exact points) behind on your last ball in a tournament match and know for sure that one little bash (right in the face! - diffucult to do though) is all you need to win the match?

keefer

It wasn’t happening enough FOR GARY. It was pretty much right on-pace for what I targeted (~33%) but Gary demanded to see the Balrog more often, so I came up with the stupid Bash Balrog rule (and, incidentally, GaryRog).

multibrawlr

On Spider-Man, if you start Bonesaw via the left orbit, any spinner spins don’t count towards completing the mode when the opening animation plays. Skip it with the flippers, and you can get some switch hits right off the bat.

I’m not sure if the opening animation prevents other switches from counting as Bonesaw hits.

chuckwurt

If you tilt in firepower, it resets your center target progress.

stevevt

And lit spinner, and top lanes, and anything else it would have remembered. This is true for all Williams games of this era (Alien Poker, Black Knight, Blackout, Gorgar, Scorpion, etc.)

Not tilt ends game; more like…tilt ends any notion that you are playing a machine with ball-to-ball memory.

Snailman

For Joker Poker with Pascal board, if you’ve earned an EB and then tilt, you lose your earned EB.

drainmorten

Uuh been burnt by that too many times. Wonder if its an unintended sideeffect of code, or if it is meant to be like that.

chuckwurt

Since it affects so many games, I would think intentional but who knows. Could just be a bug in the base code that was in all those games.

The similar sopranos tilt progress reset is definitely a bug. Dwight confirmed. He also confirmed he isn’t going back and fixing it. Haha. It was honestly one of the reasons I sold the game.

hisokajp

i discovered that in a tournament… not fun!

chuckwurt

Glad to hear the setting was turned off to reset them each ball. Hate that setting!

scochar

[quote=“chuckwurt, post:636, topic:2879, full:true”]
Since it affects so many games, I would think intentional but who knows. Could just be a bug in the base code that was in all those games. [/quote]

It’s not a bug, it’s intentionally coded that way.

Well, in STOCK code, anyway :wink:

JimiWolf

This may be stretching the “semi-usefulness” of this topic, but by rapidly shooting 5 prison walkers (bash the head) on The Walking Dead (pro), you earn the “Killing Spree” animation, and ONE MILLION points.

drainmorten

The sopranos what?! :stuck_out_tongue:

chuckwurt

On newest code if you tilt at any rank before underboss, your rank resets to associate next ball.

Don’t tilt until you get underboss. Haha

raydaypinball

Can you farm extra balls this way?

raydaypinball

Just realized how counter productive that would be

drainmorten

Waaaaaaaat? Gotta check this out when im at our club in some days :rofl: thats critical if working towards extra ball in tournaments.

JoeTheDragon

IF EB is set to unlimited then maybe can hit max score

drainmorten

Just to follow up my own tip here, I didnt seem to be able to do this on a location premieum, but not sure if its my mummy-captiv ball which is too sensitive, or if the one at location was too little sensitive.

MikeCP

I broke the glass on my AC/DC so I’ve been doing some messing around and I discovered what I consider to be a Deep Cut of Completely-Useless Pinball Knowledge:

In super lanes, the flashing lane awards 2x your next shot. But if you can some how manage to go through the blinking 2x inlane, and then complete all 4 inlanes again (without hitting a shot) it’ll relight the blinking inlane for a 3x shot. And it appears there is no cap to this. I “shot” a 15x shot.

Even if you a Lord Shatz himself, I don’t see how this can be used to your advantage. There aren’t too many single ball shots worth multiplying. Now, if it were possible to do multiball shatz juggle like some kind of wizard, you could really jack up that song bonus.

ectobar

I was under the assumption that Lord Shatz was a wizard.

unsmith

Lies, no TWD has a head that registers 5 times in the time period allowed.

misterschu

you know those failed cradle separations where one ball is backhanded straight to the outlane? just aim for the inlane!

keefer

If you have one ball caught and another ball behind it up the inlane, you can possibly backflip that ball up the inlane over and over again. I know I’ve done this to light cannon jackpots in multiball. No reason this couldn’t be extended to your super lane find.

CaptainBZarre

You can also do this to collect your Hand of Fate in House of Horrors, or collect your Super Jackpot using the Magna-Save in Black Knight SOR.

JoeTheDragon

do need an Magna-Save to do that? and does it burn one?

CaptainBZarre

Yes and yes.

raydaypinball

On F14 Tomcat you can flip the flippers before plunging to change which diverter it goes to. Specifically I think hitting the right flipper 3 times will divert to the right kicker instead of the default left

zacaj

I thought the default was to feed the side with less targets completed? Or do you mean it overrides that? Or just when the numbers are equal?

CaptainBZarre

In The X-Files, you have to choose an agent at the start of the game, but they don’t tell you what the purpose of it is. After over 20 years I figured it out.

Muller makes it easier to get the main multiball by requiring less hits to the filing cabinet. Scully makes it easier to get Truth Multiball by always have 2 Xs lit at a time (3 if the ball goes down a return lane).

JoeTheDragon

1st Truth Multiball only and then it goes down to 1 + 1 ball goes down a return lane and then to 1 at time no return lane.

Default difficulty

ANM

Although location pinball is not happening right now, there are some spots you can use multiplayer games on location to get GCs. Cayle’s post about using them to help maximize JM scores this way reminded me of this.

Basically, you use multiplayer games to set yourself up for big scores. Earlier player balls you play yourself set up the final player (still you) with great opportunities. It’ll cost you a few extra bucks, but it’s worth it! And is it ethical? You paid for the games, so it’s fine; both you and the operators win! You can do this at home too to maximize your personal bests. Some examples are:

Setting up stealable locks with players 1, 2 and/or 3, like on TNA (lock two balls for the last player for every ball), Wonka (Wonkavator locks), and a good number of solid state games.

Increasing the number of balls you’ll get in a multiball, especially on Aerosmith; put five balls in the toy box. GOTG Groot locks too (for one more ball).

Setting up progressive awards, like on BK2K (RANSOM letters) and Time Machine (STARWARP letters).

Building up progressive jackpots like on Taxi, Cyclone, Police Force, and Bad Cats. Have at it if you can find a 24 with old nuke code too! Doing this may take you a lot of games to get the max jackpot values sometimes.

Super deep cut that I like a lot:
Get a 3-ball quick multiball on WW by locking 2 balls and then starting quick multiball with the final player.

There are likely many other similar exploits like this. Be creative and you’ll find them and be GC!

cayle

Niiiiiiiiiiiiiiinety…Million.

CaptainBZarre

On Monster Bash, activating the flipper code for Lyman’s Lament as the fourth player activates the proper mode, meaning every switch adds to the bonus, which normally doesn’t happen if you activate it through the flipper code.

JoeTheDragon

Not in an multi player game unless something is broken

ANM

The box dumps the 5 balls. The thing is jackpot values are lower than the 6-ball ones if you start multiball off locks 3, 4, or 5.

raydaypinball

Playing Lord of the Rings today I discovered a neat little Easter egg… If you collect the Big Points elf gift with 2x scoring running, you get 4 million points and an epic quote “The prize is doubled!” said exactly the same way as in Indiana Jones when you light a 2x jackpot!

keefer

You found it! Nice job!

LOTR_breath

And Big Points is on the opposite side of the wheel from 2x, three spaces away. Congrats on pulling that off and I see why I’ve never done it! Did you hit the white target in the Shire more than once, or have several Gifts of the Elves stacked and collect them one after the other while 2x was running?

raydaypinball

Happened totally by accident. In fact because I always cancel the animation of collecting a gift I almost didn’t even notice the line, but once I heard it I paused and pondered and was like… whoa

LOTR_breath

Ha, crazy. I got it today, also by accident. When I started 2x, the next two Gifts were already collected. So the very next gift was Big Points. I heard the call out. Pretty cool to hear something I’ve never heard on a game I’ve owned for over 10 years!

Koi

I thought 2X Big Points is worth 10M, not 4M. 4M would be more like medium points at best to me. I do remember getting 2X Big points years ago and hearing that quote, but I remember getting 10M as the point award.

raydaypinball

Oh maybe I was confusing it with the 2 million tower award.

Specials are worth 7.5 mil which can be doubled and (I think) quadrupled!

Koi

Yup, Specials can be quadrupled to 30M (collecting the Special with 2X scoring running and Golum at 2X).

raydaypinball

Now THAT’s BIG POINTS!

Koi

Has anybody gotten both the 20M from Big points (4X Big Points) and 30M from the Special in the same game? I’d imagine that’s tough to pull off because both would have to be collected while 2X Scoring is running AND collecting each award when Golum is at 2X. I’ve never done that nor have I seen anybody get that.

raydaypinball

Can you collect gifts with Gollum running?

Koi

If Golum is the only multiball running, then yes you can collect Gifts while Golum is running. If I recall correctly, Gifts can’t be collected while Golum and another multiball are running at the same time. In one game a while back, I had 2X Scoring as the next Gift to be collected (it was lit) and I started Golum MB. Two Towers was lit so I tried to start 2X Scoring before TTT, but I started TTT first. I then shot a ball around the left orbit to try to start 2X scoring but I don’t remember the game awarding me the Gift. To add insult to injury, I wound up unintentionally changing the Gift award away from 2X Scoring during the stacked MB so that when the MB was over, I had a different Gift lit. :frowning_face: Big scoring opportunity missed!

raydaypinball

so I ran in to this when I was about to do the coveted “first DTR valinor”… I needed to play there and back again but of course had DTR lit. I gathered the necessary elf rings, then the man rings to light Gollum. Lighting Gollum also started ring frenzy, which I was like “okay fine… I’ll just Time it out”. When I timed it out during golum I suddenly only had 2 elf rings and I couldn’t start there and back again… Because I still had mystery lit I was now in the same position: lighting mode and lighting golum would start ring frenzy. I guess the moral is always collect your mystery?

Snailman

Damn! Nice!

raydaypinball

Would have been if it happened :frowning:

Snailman

Even first time each SJP on all three multiballs is IMPRESSIVE

JoeTheDragon

I think that there and back again is 1 ball play only

Snailman

IIRC, you can start TABA when Gollum is running? It’s the only way to avoid starting DTR (once it’s qualified) and start a mode/TABA instead.

raydaypinball

Yeah I’ve definitely done it before, the points opportunity is massive. But there’s definitely some quirk to it

keefer

Acktually,

All rings must be consumed and re-earned in order to light ring frenzy again.

The game tries its best to help you though. Here’s a deep cut: have mystery and Gollum lit when you drain. If you’re still on normal difficulty, mode lights at ball start, but you just got screwed out of ring frenzy. If you collect mystery, it will almost certainly give you light all dwarf rings to relight mystery AND start ring frenzy for you.

What a guy, huh?

MET

BSD:
I always make some changes in the settings on BSD (f.e. Mistery not lit, Mistery Time 1 s, Mistery locks on 0%, etc.). The Bonus X memory is factory on ‘Yes’ even on extra hard, but I prefer this setting on ‘No’. Playing with Extraballs keeps your Bonus X for your Extraball(s). OK, this isn’t even semi-useful.

multibrawlr

If your Walking Dead Premium/LE is set up so that failing Horde doesn’t end your ball in play, then upon failure you can spam any remaining walker bombs to resurrect the mode (assuming that’s enough kills for your add-a-ball).

stevevt

Hah/whoops!

EDIT: This would be the grace period for Horde ending, though, assuming you can’t do it after the “Horde Total” screen appears. Right?

multibrawlr

I believe so. If I recall, I did it during the animation where the approaching walker leaves a bite mark on the display.

raydaypinball

Whoa I had no idea horde ended your ball in play if it timed out… I’ve never had that happen…

multibrawlr

It’s a setting in Feature Adjustments, I believe.

cornycrunch

Yeah, I believe it’s off in normal play, but on in competition install.

Snailman

On Iron Maiden, during Fear of the Dark, you can get your double spinner value from the R ramp after you rip the spinner, provided that it’s still spinning when you shoot the purple-lit R ramp. The points award for the spinner rip doesn’t get awarded until after the spinner completes its spins.

chuckwurt

Crazy! First game since Firepower to do this?

ANM

You can also get both spinners going at once if you hit the upper spinner then let the ball bypass the upper flipper, then nail the lower spinner while the upper one is going. I learned this one from @ZRW

beyndtstng

Did this last night

beyndtstng

I’ll add this one for Iron Maiden Premium/LE. Want a consistent way to potentially finish hallowed in 10-15 seconds? Prime mummy to where it is ready for the sarcophagus lock. Start hallowed and immediately shoot the left ramp. This will complete phase one and two along with stopping the timer. Beat the auto plunger and short plunge to the left flipper. Shoot the right orbit and perform a “skate ball drop catch” with the mini flipper to the drop targets. Shoot the inner orbit and then the bullseye to finish.

You could make it even faster by having your trooper locks lit. Take the right orbit shot with lock two. Hold the little flipper up to get those drops. Shoot the inner orbit to start trooper which again would pause the timer. Short plunge the auto launch to the left flipper and hit the bullseye.

classicgamefan

This isn’t scoring-related, but it’s pretty deep and it could be really semi-semi-semi-useful information if you are running a tournament and the launch button fails on The Adventures of Rocky and Bullwinkle (and maybe some other DE games of this era as well). R&B does not appear to have a flipper autolaunch setting. Well, it actually kind of does, it’s just not in Adjustments. If you start a game on R&B but power cycle without the launch button being registered (as when the button is broken) then it increments a counter. Start 5 games without pressing the launch button (not 5 total players, but 5 total games) and the button is flagged bad. The right flipper button will now launch the ball. One caveat, if the launch button ever registers again the game will clear the flag. Therefore, if the button is merely flaky, you probably would want to disable it if you can’t reliably fix it.

classicgamefan

Sega (Data East) Maverick: when you get into the Raise/Fold VUK, those are the only two options you are presented with. However, there is a non-obvious third option: Stand. This leaves Raise/Fold lit at the VUK so you can still decide later. Ideally, it would be a double flip, but that doesn’t do anything. Instead, you just have to wait out the timer. It’s rare that I would use this option, but if I’m running a little low on discards and already have 2 or 3 of the lit top left five bank down I sometimes use Stand since missing the top left drops often ends up in the VUK anyway and I can reevaluate my discard situation then.

beyndtstng

A couple more for Iron Maiden thanks to arcades being closed.

Having a tough time hitting that SJP shot during trooper? With a ball on each flipper try to glance the mummy captive ball into the super target from the lower left flipper (similar to a monger glance on IM). On a premium it works better if the ball is not locked in the sarcophagus in order to get enough velocity for the target hit. On some machines you can hit the SJP target directly from the lower left flipper.

If you are doing really well in a game and have your sixth tomb award ready to collect, check revive prior to collecting. All the progress you made on revive will be wiped away by collecting this award. I like to stack these back to back especially on competitive mode where using one revive takes both out.

Struggling to get decent Cyborg scores? Bringing a playfield x in always helps but it is sometimes not worth the risk. You can either channel your inner Raymond Davidson (@raydaypinball) or try this. Once you start Cyborg focus on the ramps. Keith designed this game to not reward flailing, in particular at the ramps. I will skill drain to focus on hitting one ramp and the left orbit (spinner plus orbit). The targets and pops come from flailing. Consistent Cyborg scores start and end with the ramps. Use skill draining to hit that orb as well. You aren’t getting that many points from hitting everything else when the orb is lit. Nothing worse than hitting a ramp when you have the orb lit and it counts for virtually nothing.

Finally, mummy MB on a premium can be fun and way easier than a pro. When your left ramp is lit red, shoot the ball up there to lock for double switch hits. While it is waiting to lock in the sarcophagus, shoot the left orbit to light the next letter. If you have done it prior to the lock it will credit you with the letter collect and still one ball play. The double jackpot is usually not worth the risk of collecting so I light the next letter and just wait for ball to come back into play. I believe collecting the double does not relight the left ramp but that could be wrong. If so then it is NEVER worth it! :crazy_face:

multibrawlr

On TSPP: if you miss the Comic Book Guy skill shot but get a ball on the lower right flipper, you can make a Cletus (left orbit) shot and nail Comic Book Guy with the upper right flipper. I believe this will still count as a skill shot.

PirateMike

Twilight Zone - collecting the ten million point skillshot also awards the ten million door panel

CaptainBZarre

Collecting an Extra Ball at any point also lights the “Light Extra Ball” door panel even if it hasn’t been collected yet.

bkerins

And both of those are settings in the menu. A third rarely used setting is also in the menu, allowing Battle the Power to be spotted when it is played.

JoeTheDragon

also when EB is set to 0 it’s auto spotted

classicgamefan

In Ripley’s (RBION) you can start RIPOFF with 3 balls instead of the normal 2. If two balls are locked for Multiball (yours or another player’s) and you start RIPOFF, it will launch the two locked balls instead of the single ball in the trough. Probably nothing you’d intentionally try to set up, but if you find yourself close, you might as well go for it. Also, jackpots in RIPOFF are 100k times the number of balls in play so you get 300k instead of the normal 200k per jackpot. And you can still get another Add-a-Ball from the scoop (and 400k jackpots). Once you drain down to 1 ball, if they were your locked balls you can still start regular multiball without relocking any more balls. Also, this only appears to work with RIPOFF, not the normal 2-ball modes (Africa, North America, and Antarctica).

JoeTheDragon

will not add a ball when 2 are locked?

classicgamefan

I don’t think it will give an add a ball in the normal 2-ball modes when 2 balls are locked. At least I’ve never seen it. I would think it would give you 4-ball multiball if you airballed into the third lock switch :grinning:

I know it gives you 3-ball “single ball” play if that happens in single ball play and I think that’s the only purpose for the third lock switch (to account for air balls or a malfunctioning diverter putting a third ball in the lock). I’ve seen an opponent get the 3-ball “single ball” play during local tournament play and I think the ruling was it was allowed, but that was years ago.

CaptainBZarre

On Elvis, at the start of Video Mode, you can use the right flipper to determine which level you want to play the mode on. Level 1 is the easiest and the default and it goes up to Level 3. This can get you around 5 million on a good attempt, as opposed to about 1 or 2 million on Level 1.

I used to think that the level just increased when you made it through all five Elvis Gifts (which is pretty tough and something you shouldn’t go for) but nope, you can change it and nothing in the game tells you that this is possible.

ANM

A relatively poor level 3 Elvis video mode should still net you more points than a solid level 1 or 2 one

CaptainBZarre

4.1 million seems to be the average whether you’re good at it or not.

mjr

not sure if was posted, but you can revive multiball on attack from mars if you are in the grace super jackpot, start martian attack, and get martian attack multiball, collecting the super jackpot will relight all the jackpots

CaptainBZarre

You can score a Super Secret Skill Shot on Deadpool by plunging the ball to the left flipper, shooting the right orbit, and then making the SNIKT! to ramp combo. This awards you with 15 million base for the skill shot, a temporary +1x playfield multiplier from the SNIKT-ramp combo, and the Ninjapocalypse award from shooting the right orbit followed by the right ramp.

Snailman

Iron Maiden: each time you collect a Level 2 Eddie card, it also gives you a +15M award to your current Power Jackpot Base value.

ChubbyGoomba

You can get the super secret from just sknit without going around the orbit, but the extra ninjapocalypse points are always a plus

CaptainBZarre

There’s a specific name & display for this combo that isn’t the super skill shot.

bcd

On Spider-Man, qualifying a mode lights 2X shot multipliers, and finishing a mode lights 3X shot multipliers…

It is actually possible to light the 3X multipliers before the 2X is collected. The 3X does not completely override the 2X; rather, both are lit at the same time. The first strobing shot made will become 3X, then the next shot made will become 2X. So you’re not cheated out of a multiplier when this happens.

Jahkub

Heres a dumb one I found recently.
Getting 2 skill shots on BM66.
Plunge a top lane skill shot and let the ball drain, (ball save on) then quickly short plunge without hitting the orbit switch and the penguin skill shot will be available. This gives points and bonus x from each skill shot.

YeOldPinPlayer

Starting with v1.60 Walking Dead score doesn’t roll until well over 18 quintillion.
(Thanks Lyman!)

cayle

What , the , heck

Awesome

chuckwurt

I didn’t even know shot multipliers existed. Haha

CaptainBZarre

There’s a bit of strategy when it comes to those, too, especially when it comes to trying to multiply the valuable side ramp shot. I like putting my 2x on the left orbit, and then putting my 3x on the side ramp.

zvrabes

I’m having trouble parsing exactly how this works. You qualify your modes and every shot is flashing for 2X, but in order to start/progress/complete the mode and light 3X, you need to hit some of those shots. Or if you finish a mode, all shots are flashing for 3X but you still need to hit some of those shots to qualify your next mode and get 2X shots flashing. Does this deep cut specifically apply to cases where you’ve already multiplied some shots, so you could use those already-lit shots to qualify/complete the mode, then hit still-flashing shots for 3X and 2X?

jmg

Example:
You already played a mode and have 2x on the left orbit from that mode. You then qualify another mode (Bonesaw) and start it on the left orbit. Since there is already 2x on the left orbit, your 2x will still be available. You finish Bonesaw exclusively from left orbits. Your 3x will now be available without having used up your 2x.

I don’t think it’s possible without already having multiplied shots, since you have to hit an orbit to start a mode.

cornycrunch

More to the point: you could have other shots with 2x’s from previous modes. Bonesaw/Electro is probably the most likely example though since it’s a one-shot (repeatedly) mode. Then there’s Jack O’Lantern/New Goblin with the left/right ramps.

scochar

On Flight 2000, if you have your multiball ready to start and you hit 5-4-3 down in order for the next sequence collection and then start multiball, you will not get the 40k spot lit until you drop 2-1. Normally if you are on 5, 4, or 3 it will light directly upon starting multiball.

CaptainBZarre

Lethal Weapon 3 - During the uzi modes, if you start firing the gun right when the voice call “Now!” is heard and the red light above the plunger is flashing, you’ll score more points than you would if you had started shooting earlier.

Pinballwiz45b

No Good Gofers: Quite a bit.

  1. If you make a Hole in One, machine may vary on response. Some will send the ball into the bumpers. Others have Buzz throwing the ball back to you: “Here, EAT THIS!” …hitting it right back where it came from prompts this response: “Tough guy!”

  2. You can bank the ball off a Cart target and into the Hole in One for a unique animation. Buzz will quote on this.

https://clips.twitch.tv/HungrySincereBaguetteTwitchRaid

  1. Some machines also vary based on Wheel Awards activated or modes active. If the Wheel Award is Gofer Attack, Cart Attack, or Ripoff, the game can fling the ball to the flippers. Some modes also have this behavior active until that mode ends. Multiball also exhibits this behavior.
metallik

This is operator adjustable: last feature adjustment “kick down middle” - set to ON to get the “eat this” throwbacks. I set mine to this - the kickout consistently makes the tip of the right flipper so no problem. I expect many games would instead send it SDTM, hence the default to OFF

CaptainBZarre

Corvette - The “puzzle challenge” mode where you have to collect all the puzzle pieces to reveal the 1997 Corvette model actually carries over between balls, so if you drain and you have balls remaining, it will continue from where you left off. As far as I know, this is the first mode in pinball to actively carry over between balls (think Iron Throne from GOT or Lightsaber Duel from Stern Star Wars).

zacaj

Depending on how you define a ‘mode’… Jungle Lord has ‘Double Trouble’ which carries over between balls once you start it.

soren

Creature has one I deem buggy. Pop hits to light Super jackpot during multiball carries to next multilball. But on same ball only. And has an underflow harzard (long nose for the player). 255 hits to light… Bah.

I am sure the @keefer encyclopedia has info on a few more.

CaptainBZarre

Definitely sounds more like a bug than a feature to me.

keefer

Haha, I can easily guess what this might be.

On normal operation, you get to the bumper part, and some variable has # of hits left. You hit a bumper, it decrements the count, then checks if it’s 0. If it’s 0, then either set some other flag or change multiball state so that multiball knows we’re in collect super state now.

Not knowing anything about it before now, I’m going to assume that you drain out of multiball with the super lit (the horror). Since the game probably goes into bumper hit state after the jackpot, and it hasn’t reset the bumper count (like it SHOULD) and relies on the bumper count going down to see if it needs to switch states (instead of checking DYNAMICALLY), the first decrement underflows the counter to 255 and you’re screwed. I would bet pretty good money on this scenario being the actual case.

Another fun CFTBL bug is to lock a ball for multiball, plunge into a non-working PAID lane, then drain. Ball never kicks out until ball search IIRC (relies on a PAID lane or presumably the full plunge) and multiball rules never start. But, bye multiball!

soren

This is confirmed. Same for a full plunge, left lane return switch is not registering, slingshot, outhole.

This is unfortunetly not easily fixable. Fixes may introduce exploits (push the problem to another one). Like starting multilball (release locked ball) with a ball in the shooter lane. Or the possibillity of playing for other game objectives (loop ramps). Knowing that a drain will ball-save you back into it.

Auto plungers to the rescue.

Just make sure your game works. And have a sensible rulebook ready in competitions.

JoeTheDragon

does it do any thing after the game flags the switch bad and turns on the credit dot?

And be ready with an 100% same judge with maybe video review / fixed game judge for the games with issues.

soren

Forget the credit dot and faulty switch compensation. This debacle may incounter the first time the switch fails.

Multilball is programmed to start phase two (after the intro sequence) when the shooter lane ball activates either of PAID or the full plunge return lane. If ball goes past these without register, and drain with no furhter switch hits, ball is reserved. If other switches hit, game goes to ball-in-play without serving the locked ball (error state one). On drain, the games goes to end-of-ball and serves the locked ball (super error state two).

These multiball starts when ball is plunged type rules are sensitive to switch problems one way or the other. No solid solution. Not when without an auto plunger. Tomorrow I will look into how Dr Dude is going about it.

Wizardmode

•Fishtales- Fast cast starts at 2 million and increases by 1 million every time you do it. Maxes out at 9 million.

• Completing the top lanes relights the fish finder on right inlane.

• Each completion of the fish target banks during mb adds a million to the jackpot. (Definitely not worth it)

• If a ball comes out of the casters club in Single ball play goes right down without hitting any other switches it will give u the ball back.

• You can NOT double your supers

• After 7x bouns, each lane completion awards 5 million, and goes up by 5 million to a max of either 15 or 20 million per lane completion.

•It is possible not to collect your bonus even if it shows your bonus. Mabye @cayle can go in deeper about this.

keefer

Some guy who wrote a rulesheet on the game over 25 years ago says it maxes at 10M. :wink: Pinball Archive Rule Sheet: Fish Tales

Also, LIE lanes remove the lowest-lit Stretch the Truth lamp, too, making tales more valuable on average.

20M. Also, hold bonus saves your lane completion bonus progress, too.

ANM

:smiley: “Some guy,” eh?

multibrawlr

Family Guy apparently has a “Triple Super Secret Jackpot”. You get it by shooting the Drunken Clam saucer right after you score a super jackpot in Stewie Multiball.

Source: http://www.pinball.org/rules/familyguy.txt

raydaypinball

That is correct https://clips.twitch.tv/CrispySpikyPonyKippa :smiley:

multibrawlr

The ATM Bonus from High Roller Casino. It’s a value of 700K that increases by the current pop bumper value (which is increased by orbits and multiplied every 20 pops, to a max of 4X) and can be as high as 2.5M.

Collect by rolling through an inlane and shooting the opposite loop. Making another loop before the combo timer ends collects the ATM Bonus at 2X, then 3X, 4X…to a max of 10X if you keep making loops.

Theoretically possible to get a bunch of loops going worth 2.5M x 10, or 25M a loop.

keefer

Protip: Super Loops extends the X timer for the duration of the mode, and for both loops.

multibrawlr

Really cool! Always discovering something new with your games.

Also, I know that landing directly on Start with Roll 'n Win starts the timed Super Modes at 50% more time. But does anything special happen if you land directly on Start with Super Surprise, which isn’t a timed mode?

keefer

Ballsaver is 50% longer. It’s probably like a minute or something so it goes to 90s. I think. Whatever the ballsaver time is, you get 50% more, so the rule still holds. It says “super time” so in that case ballsaver is the time.

PirateMike

Heres a semi useful tip for Stern Wars:

Lightsaber Duel is lit via Force target completions, but doesn’t start if you are in a planet mode or multiball.
Once it does start, you’re stuck in it until you complete it or time it out.
BUT it is also superceded by hurryups (Hyperspace or Tie Fighter)
So, if you realize you have lit it, but would rather, say, play a planet multiball you have already lit, you can start a hurry up, complete the mode you are playing and then hit a lit planet shot to choose your next mode/multiball.

CaptainBZarre

Mystery Castle - As it turns out, there are combos in this game, which is surprising because I never thought they’d even be implemented in a game with such rudimentary code. Left orbit - upper loop - upper ramp is a 3-way combo, so is left ramp - left orbit - upper loop. If you make the left ramp followed by the first 3-way combo sequence, you’ll get a 4-way combo. 3-way combos are around 10M, 4-way combos are around 20M. They also seem to give you whatever items are lit at the shots you made.

multibrawlr

From WPT:

  • During No Limit Multiball, the left ramp’s “Flop”, “Turn”, and “River” inserts will light to indicate the multiplied jackpot available. So if you have a 1X jackpot qualified, the “River” insert will flash. 2X-- both “River” and “Turn” will be flashing. 3X-- all three inserts are flashing.

  • Each tell in Spot the Tell has a unique sound effect when revealed, so if you’re too preoccupied to look at the display, you can play the mode by ear (single ball only; multiball choreography takes priority over Poker Corner modes).

    • The tell will also reveal itself if you lock a ball for Ace in the Hole, get a new ball served in the shooter lane, and wait a few seconds.
  • During Poker Hands Multiball, drop target banks award varying jackpots and advance a certain number of “Poker Hands” playfield inserts: the center bank is 1X and awards one advancement; the right bank is 2X and awards two advancements; and the left bank is 3X and awards three advancements.

    • In addition, if you score a triple triple jackpot (complete left bank with Triple Scoring activated), you collect all nine poker hand inserts instead. Not sure what collecting all the inserts is supposed to yield, though (a super jackpot)? I got about 13-15M for it.
  • The more hurry-ups you miss, the faster future hurry-ups will count down.

keefer

Collecting 9x worth of jackpots (any combination; note that a triple double will add 6 lights) lights the super which IIRC is a roving shot (big red arrow). I believe it scores 5M+1M (triple-able of course).

The more hurryups you start the faster it will count. But collecting them raises the start (probably up to ~2.5M), so it helps cancel out. This is why I say not to ignore them if you’re going for KI.

multibrawlr

I keep learning something new from your games. Thanks, Keith!

multibrawlr

Just found out that if you win the WPT World Championship and still have balls in play, each shot is worth 1M “Champion’s Toast” awards until the end of the multiball. Dang!

raydaypinball

Just found out you can stack Heartbreak Hotel and Jailhouse multiball in Elvis by using grace periods. In my case I drained out of heartbreak then the jailhouse was lit and i shot it, and it resurrected Heartbreak! Saw two mode total screens at the end even. Funny how there’s no other way to do this besides reviving in grace yet they clearly programmed them to work with each other (or they just happen to work ha)

Elvis is awesome btw

jcambareri

From Wipeout: During multiball, if you can collect the Super Jackpot while there is another ball in the ski-lift, then once that ball reaches the top of the lift, the ski-lift will immediately reopen and qualify the next set of Jackpots without having to shoot for the dangerous drop targets first. There are several caveats that make this trick not so simple:

  1. The ski-lift will close once the SJ lights.

  2. The ski-lift also temporarily closes while a ball is climbing the lift even if the SJ is not lit - in this case, it will reopen once the ball reaches the mogul area.

  3. If the SJ is lit, but the ski-lift ball reaches the mogul area before the SJ is collected, the trick fails.

So, in order to pull this off, you would need to shoot a ball into the ski-lift after another ball reaches the top of the lift, but before that ball can collect the final Jackpot in the mogul area (which lights the SJ). Then, you have to collect the SJ with the second ball before the first one can reach the top of the lift. You’ll probably only have enough time for one shot at the SJ, maybe two, before this timing window passes.

jacknicklauson

Isn’t it though. I think this was the first game where the jet bumpers awarded random prizes. I get that Whodunnit awarded prizes, but only if the ball went down the non-gobble hole. The jets just qualified the hole if the slot prizes lined up, but no direct award from the jets. Same thing with Klondike, you had to go over a rollover or hit a stand-up to collect it IIRC.
So Elvis served as a template for Stern Star Wars, Ghostbusters, Game of Thrones and whatever else I am missing from Stern.

keefer

I wrote the Elvis bumpers, but it was clearly a Whodunnit ripoff. It just made sense to be with the 3 TVs.

I’d been to Graceland as a kid, and I remembered being wowed by it at the time. And of course, it was referenced in Simpsons at some point too (the show not the game).

Dwight worked on Elvis too, though, so I’m pretty sure I got his blessing or OK or whatever.

The Elvis bumper rule has a legit tournament mode, too. Same award order, same # hits for each award.

JoeTheDragon

in Game of Thrones and others? when in non tournament mode it carries over player to player.
In tournament mode per player

jacknicklauson

If the jets line up three of the same prize in GOT, you get the prize. The same thing is true in Elvis. That’s good enough for a simpleton like me.

jacknicklauson

I think the direct bumper award tweak you made to Dwight’s original Whodunnit? rule where you only get the award if it goes down the hole above the elevator was great. I guess if players are looking for a bigger challenge than the direct award, but want to take the luck element out of it that Whodunnit? had, since the last jet hit could create a match but send the ball upward, banking off the disappearing post and down the right orbit, another variation would be to start a 20 second timer if the three bumpers create a match. During the 20 seconds, the player must hit a feature on the playfield outside the bumper nest, like a standup target, ramp, saucer, drop target or what have you to collect the match award.

soren

On the other hand, Who Dunnit always pays you something. Which is nice. When no match, you get at least a measly 5M, if not a second chance and sometimes three matches is not even a demand (which I have yet to figure out).

Other games with this concept, you can have several trips to the pop nest with only a long nose to be given.

Also mind you, that the implementation of these is not necessary an honest wheel of awards per pop. The whole mechanic of what award to give, if any, can be chanced, if not entirely controlled, by other stuff in the game state. Sorry to mess with your illusion.

jacknicklauson

That’s if the ball makes it through the jet nest and falls into the hole above the elevator right ? Otherwise, if the jets put the ball back up top, it can go down an orbit, usually the right orbit and you do not get an award of any sort IIRC.

CaptainBZarre

Yup. Also I think Who Dunnit might not be truly random with what the slots give you when it comes to the bumpers. Specifically I’ve seen people get 4 extra balls in a row off of them.

A tournament classic! :wink:

jacknicklauson

Time to extract the slot PAR sheet from the Whodunnit assembly code. Just Kidding.

bkerins

Well it’s definitely not random: if you have three the same when you go into the bumpers, it’ll lock two of them. So you will either get that reward or a second chance.

Works especially well for collecting extra jackpots after multiball. Or collecting all the equipment. Heck it’s even useful just to open the elevator safely.

keefer

Elvis has 2 control methods: Normally, a weighted table for each tv (pretty sure the table was the same for all 3 tvs) which is 100% chance. IIRC, when 2 matched (by pure luck), any bumper would change the 3rd, and it would just be luck when you finally matched up. I would assume, but do not know, that Dwight’s latest games operate similarly.

In tournament mode, the first 2 bumpers you hit should lock into whatever the next award is going to be, then it just produces garbage in the 3rd tv until the requisite number of bumpers goes by to award you the 3rd match. Pretty sure it was a straight table of awards to try, given game state. In general, the same # of bumper hits should produce the same # of awards, and generally the same ones. Again, IIRC. It’s how I’d do it now for sure, at least. :wink:

I’m almost positive Whodunnit stuck to the reels, I don’t think it cheated advances at all (1 bumper hit = 1 reel advance). Subject to the 2/kind rule.

ANM

The slots on Who Dunnit can get you tons of extra balls if two or three EBs are on the reels, and the jets that change the reels aren’t too sensitive.

CaptainBZarre

See? Tournament classic, right up there with Junk Yard!

CaptainBZarre

Back on topic - Cue Ball Wizard allows you to do a very interesting strategy to skip pretty much all of 9-ball to guarantee a shot at the half billion. If you qualify the 8 ball shot before Pool Ball Mania, and then shoot the ramp again afterwards to start 9-ball, the 8 ball shot will still be flashing and hitting it will immediately light the 9 ball drop target for the half billion. Normally you’d have to complete the 1-7 drop targets in order to get there which is much tougher.

jacknicklauson

Two topics for the price of one since Cue Ball Wizard has Elvis in it as you know.

Snailman

I believe for this to work, you also have to avoid hitting the 8-ball into the side pocket during Pool Ball Mania. Is that correct?

CaptainBZarre

This is correct.

keefer

Haha… this is no guarantee you’ll get the 500M. It’s extremely easy to not get that 9-ball target when you really need it. Pretty much guaranteed a SHOT at it, though!

The other 9-ball deep cut is that it’s possible to time it out entirely so that you don’t even get to play it. I took some well-deserved shit over this, too.

CaptainBZarre

It times out after 100 seconds or something like that, right?

Silly Gottlieb, lol.

jackbenson

On Funhouse if you light the steps from the mirror, it opens the gate immediately, so if you left outlane drain, it will instead go to the steps instead of the trough.

https://pinballvideos.com/v/752/19456

CaptainBZarre

Also happens if you light the steps twice off of the hole near the bumpers.

CaptainBZarre

Can I put the Stern Jurassic Park rule where if you make the truck to start Feed T-Rex and the ball rebounds into the amber target to start Chaos Multiball (or Raptor Multiball from the smart missile), you can stack the two Multiballs? Because I should.

mwelsh

Robocop stuff:

After completing a green/yellow/red bank to light a lock, the white target practice lights will start to cycle. Hit the targets when they are lit to advance toward ED-209 Million. You need 4 targets on default settings to start ED-209. This increases by 1 standup each time you successfully collect an ED-209 hurry-up.

Combo two sweet jumps to start 2x scoring (10 seconds on default settings). Combo three sweet jumps to earn Bonus Hold. The combo is switch based, not timed – hitting 2 or 3 other switches will invalidate your combo. The state of the combo is displayed on the playfield by Robocop’s patented chest-lamp.

Tying the jump record starts Everything Lit, which lights a timed special on the ramp and timed EB on the Robocop saucer. Your next ramp shot will also give you a 500k Jumpmaster bonus.

After scoring a Jackpot in multi-ball, hit any green/yellow/red targets to advance towards Special. You need 5 targets on default settings to light Special on the ramp. Special worth 1M when set to award points.

At PATL, Robocop was on settings where the spinner was lit via collecting a lock, as opposed to only lighting a lock (Ad 46 SPINNER LAMP, HARD). This was fun because it encouraged you to make a sweet jump or two.

Theoretical max dream shot?
Light the green and yellow locks.
Lock two balls.
Shoot three flashing standups to get 1 away from ED-209.
Make sweet jumps until you start Everything Lit. 2x will also be running.
Hit the captive ball to light the red lock.
Hit the last flashing standup to start ED-209.
Make the sweetest jump.
2x (1M ED-209 + 1M Special + 500k Jumpmaster bonus + 180k lock) = ~5.36M

mwelsh

I’m always reminding myself about this stuff in last year’s Iron Man update:

  • Super skill shot: hold left flipper and plunge to either upper rollover without the orbit up-post for 1M (+250k). Tourneys often completely disable the up-post anyway, in which case there’s no reason not to do this.

  • After reaching Mark 3, a 2.5M Arc Reactor bonus is lit at the center spinner. Decent points in a tight game. It doesn’t carry over if you drain.

  • Extra ball is lit by 2 completions of IRON MAN targets (then 3 completions, then 4…).

  • These line up nicely if you can get Mark 3 with the second completion of IRON MAN targets for Double Scoring. 2x (2.5M Reactor bonus + 3M EB) = 11M

  • Whiplash MB was decently buffed, 250k → 350k (+12.5k) per shot. Mid-way JP changed from two shots for 500k+1M to one shot for 2.5M. Super JP increased from 3M to 5M. The number of hits for subsequent Whiplashes now only increases by 1 instead of 5. This might affect your calculus of when to go for Monger vs Whiplash.

Adam

Don’t forget that plunging to the rollovers means there will be a chance (10-15% ?) that the ball exits the pops to the left and into peril, instead of an easily controlled exit to the right, so in a tournament where ball saver is off, this super skill shot is still not worth the risk, IMO. I would always short plunge to a live catch on the right… unless I was last player, last ball and I trailed by 900k :slight_smile: YMMV.

ANM

Plus, with the ball saver on, by the time the ball gets to a flipper from the jets, it’s oftentimes already timed out by then.
I appreciate the Lyman-programmed games that don’t let ball saver time be depleted by time in the jets, like AC⚡️DC

CaptainBZarre

Secret 3-way combo on FunHouse - if the ramp is lit for Crazy Steps, shoot the ramp, then plunge the ball into either the light extra ball or 500,000 slot within 5 seconds, then shoot the trapdoor loop twice. If the trapdoor is already raised or if you plunge for Superdog you can’t get this combo, but it will still count if you shoot into the trapdoor for the second shot in the combo, and it will also progress towards 4-way combo as normal. Can’t imagine anyone would benefit from this considering the dexterity required to plunge from the steps that quickly, but just putting it out there…

MattyF

Metallica:

I haven’t pulled the glass off to confirm the details of this, as my Metallica is on location. But it’s something I’ve achieved twice now…

If you successfully cash out EOTL at the scoop, then re-light CIU again on the same ball, it brings you right back to EOTL. No need to complete any CIU modes. I’m not sure if this applies if you time out EOTL, and it definitely doesn’t work if you drain your ball in between. But there’s pretty enormous scoring potential if you can crush two consecutive EOTLs.

LOTR_breath

That’s pretty strange. I wonder if it’s a bug or intentional?

gammagoat

If I remember correctly, that happens here.

JShop

Metallica second chance super skill shot.

The regular super skill shot is hold the left flipper while full plunging then hit one of the 10 major shots. You can get a 2x top lane skill shot in the left upper lane or 4x skill shot in the upper right lane if you skillfully plunge while holding the left flipper button which disables the post from coming up to stop the ball.

If you plunge for a super skill shot by holding the left flipper button and don’t hit most switches, then let the super skill shot time out, the upper lanes will remain lit for the 2x and 4x super skill shots, but now if you shoot the ball up either orbit the post will come up to stop the ball and allow it to roll into the left upper lane for a 2x skill shot.

The upper lanes will still remain lit for this 2x skill shot if you hit the slingshots, the orbit switches or spinners (on Premium). Furthermore, the 2x skill shot opportunity will remain even if you hit Sparky (opto or standup) or Snake or the first 2 drop targets. You can actually hit Sparky or Snake as many times as you want. If you start one of these multiballs the skill shot remains lit, but when the game auto-plunges balls you will only get a normal 1x skill shot.

All other switches will extinguish the upper lane skill shot opportunity.

keefer

So, I just realized there’s a bit of an untapped resource out there… Video/streams of virtual pinball.

I’ve never actually seen a backdoor billion IRL. Finally, video exists of it! The 10-loop combo starts here:

The one-timer save at the end is particularly awesome.

Some other interesting tidbits:

The 7, 8, AND 9 combos start here:

And the 11, 12, and 13 start here:

There’s probably more interesting stuff, but it’s so long and I was mostly looking for “10-loop proof”.

metallik

In Mousin Around, pay attention to the state of the 3 upper bonus rollovers when you drain or lock a ball. When the new ball is served to plunger lane, only the skillshot will be flashing up there, but the original state of the lanes is preserved. You can still use the flippers to rotate them and collect an unlit lane/bonus X separate from the skillshot itself.

misterschu

On Stern Hot Hand, the attract mode shows how a flush in each suit affects playfield features, e.g. the spades row lights and then the spinner lites.

mwelsh

The items in Mystery Castle advance in a set order, even though the order doesn’t match the playfield at all. The order is:

  • Potion
  • Dragon Idol
  • Bell
  • Coat of Arms
  • Scepter
  • Gold
  • Candelabrum
  • Skull
  • Goblet
  • Mirror
  • Crystal Ball
  • Jester
  • Pandora’s Box
  • Painting
  • …repeat from top

So “theoretically” it’s possible to set things up to get the Skull early. You can change the lit item with the bumpers or by combing into the flashing “Change Item” standup after rolling through an inlane. Note that the standup is normally lit solid but won’t do anything if you hit it – it will start flashing after an inlane. Flashing “Change Item” standup also changes the shots lit to collect the Item.

Seems like the game starts randomly with either the Potion, Candelabrum, Jester, or Pandora’s Box lit. Candelabrum would be the best as the Skull is the next item.

Every 3 right ramps gives an award (skill shots not included). The awards are:

  • Light both scoops for Mega-Mode quick MB.
  • Bonus X
  • Bonus Hold
  • Bonus X
  • 5M
  • Award Item
  • Bonus X
  • Light mystery
  • Bonus X
  • Bonus X
  • …repeat from top
raydaypinball

Only 27 ramps away from multiball at any time!

Snailman

While the solidly-lit Change Item standup won’t do anything in regards to your flashing “next up” Item on the playfield inserts, it does do something: it changes which shot(s) are lit with the white arrow(s) to collect your flashing “next up” Item.

CaptainBZarre

Bride of Pinbot - There’s another backdoor billion besides the 10-way combo described here. If you light all four return lanes for Extra Ball at once, then roll through any lane, the backdoor billion will be scored. This is of course very difficult to do, arguably even more difficult than the 10-way combo because you have to constantly manage lane change, but it’s there…

Pistol Poker - Another Alvin G. game with rudimentary code. Unlike pretty much any other pinball machine I can think of, if you fail to collect any jackpots during Mega Mode, you get an unlimited number of 20-second timed Mega Mode restarts after draining down to a single ball. This is damn useful because it’s tough to even light jackpots on that game. Also, during Black Jack Ramp, you can actually loop the ramp after lighting it for 21 million a shot even though the game doesn’t indicate that being the case.

Frank Thomas’ Big Hurt - If you collect “Double Entire Score” by trading in exactly 16 cards, but your score is over 5 billion, the score tally won’t roll over properly. ie. if you had 6 billion points, and get Double Entire Score, then you would only have 2 billion points afterwards. I’m not sure if this is the case on other Gottlieb games with this rule but it sure is a pain.

Shaq Attaq - Not quite an obscure rule, but the annoying coach callouts can be completely disabled by holding in the left flipper at the start of the game. You can do the same thing on Stargate with the “shoot the pyramid!” callouts. These both help out the game a lot, I think :wink:

Batman Forever - If you load the Batwing, then make an aimed shot to the VUK when it’s lit for multiball, multiball will begin with 4 balls instead of 3 and the base jackpot values will be increased. I only learned about this because the game stats in the operator’s menu mentioned it.

JoeTheDragon

Mario Andretti as well

CaptainBZarre

Apparently Shaq Attaq has this too, 14 game balls qualifies Double Entire Score.

MattyF

Dirty Harry: If you manage to light Magnum Jets and Shootout magazine awards on the same ball, Magnum Jets will continue to run if you outlane drain into the Shootout frenzy mode. In this case, you can easily achieve 100-200mil by simply letting balls drain and get plunged into the pops (significantly more than actually playing shootout, which you probably won’t win, anyways). Extra balls can also be collected during Shootout, if you have one lit.

Metallica: The inline drops alone don’t qualify the playfield. If ball-save is on, it will start the ball-save lights blinking, but the ball-save timer won’t start. So it’s possible to short plunge and start Grave Marker multiball before the playfield is qualified. Although, doing so without hitting a sling or inlane is very unlikely.

jcambareri

On Dr. Dude, whenever the I-Exam target is hit while it is lit for the 75K award “I am Cool”, the game also temporarily increases the bumper value to their max value of 5k per hit. The only indication that this feature has activated is that the 3 lights on the right orbit (that indicate the value of the bumpers) will all start flashing during this time. The bumpers return to their original values after about 5 seconds of no bumper activity.

Only “I am Cool” triggers this behavior - it does not work for the 100K award “I am Way Cool”, nor does this happen for any lower value on the target.

There’s no good reason to intentionally shoot the ball up towards that area, though - so this will pretty much never be useful. Nevertheless, this scoring quirk is there.

raydaypinball

Now that’s a deep cut

CaptainBZarre

It almost comes off to me like the game is trying to compensate for the points that would’ve been scored from the 100k award, which is odd because no other I-Exam awards do that…

keefer

There is some history to lower awards doing extra, though it is usually far more obvious. Consider 75K+POLICE letter or 25+Spot Passenger for example.

I can definitely say I never noticed this one, though.

CaptainBZarre

(is suddenly reminded of Shaq Attaq “choose 5,000 from the tipoff twice” being a hidden feature)

JoeTheDragon

it can be 3 at higher game difficulty (maybe even more)

arenapoutine

On Guardians of the Galaxy - every super jackpot can be comboed for double value, with the exception of the Orb super jackpot, for whatever reason. Always try and hit a ramp before collecting a super in Groot/Cherry Bomb/Immolation/Zandar, but don’t bother with the Orb super.

CaptainBZarre

This rule also applies to a lot of “target practice” games - Stern Star Trek, KISS, Aerosmith all allow you to multiply points if you make shots as combos. It’s especially nice on Star Trek during Vengeance Battle - final shot scores 5% of your total score, but you can get 40% if you make it as the last shot of a 3-way combo with 2x scoring…

raydaypinball

Someone was saying you can combo into the Kobiyashi start for 2x but I’m not buying it … I know you can start 2x scoring from the warp and it will double the medal collect but I don’t think the combo will. Otherwise a 4x collect would be possible which I think we would have heard about by now …

Snailman

You’re correct, @raydaypinball. From my experience, you don’t get the 2x medal value Collect unless you have Warp 9 2x running.

stevevt

A combo definitely doesn’t value of the EB when set to points.

abagwell85

Yeah doubling your entire medal bonus for the low low price of one left ramp would be a teensy bit OP methinks(heard a commentator say you could at Pinfest).

chuckwurt

If you have a no switch outlane drain on bad girls, you get a scratch award of 500k. I’ve already seen it be the difference in multiple competitive games.

House balls are people too!

Snailman

Reading “scratch award” now has me hearing Pool Sharks’ callout: “SCUH-RATCH!!”

raydaypinball

Earthshaker -
Everyone knows about the center ramp all day exploit, but did you know… if you sprinkle in a captive ball hit, you can light quick multiball? It works just like in Whirlwind - ramp builds the captive ball value, and if you cash in a max value, it lights quick multiball! There are also rumors that shooting into the quick multiball VUK when not lit will permanently advance the captive ball value up to a point, so perhaps you can use that to get even more quick multiballs.

stevevt

Whirlwind factory default on Quick MBs is something like 3, but is a setting. I assume this setting only applies to Quick MBs from ramps + drop target.

Not sure if ES has a similar setting or correspondingly small default cap.

CaptainBZarre

Also worth noting - scoring the million during Quick Multiball instantly starts normal Multiball as well if a ball was already locked before starting it. Plus, scoring three Quick Multiball millions in a game scores an extra ball. So definitely worth going for.

scochar

No, that’s not in the code at all.

Snailman

I believe it is

CaptainBZarre

This is done with the shelter lock, not the Quick Multiball saucer. Each shot to the shelter advances the captive ball value up to 150k, without a timer; when it reaches 150k it can no longer be advanced through shelter shots and the ramp must be shot to light 250k + Quick Multiball at the captive ball for 7 seconds.

Interestingly, the values at the captive ball can be repeatedly claimed if the shelter was shot before the captive ball, meaning you could hit it for 150k all day if you got it to that value. If the value is on a timer, it resets back to its base of 25k when the captive ball shot is made. It also resets to 25k if the captive ball times out.

raydaypinball

Yeah I wasn’t sure what the term was so I said quick multiball VUK but I meant that little upkicker where you lock balls sometimes, not the one that feeds the upper flipper.

This makes sense why nobody would notice this if, every time after a ramp shot your value will one way or another go back to 25k. Kind of makes the “permanent” bump kind of meaningless, but maybe that was the point. Just a neat little extra thing sprinkled in

bkerins

It’s a nice rule. There is no similar shot in Whirlwind to raise the value, but it typically resets to 75k until you’ve played a QMB and then resets to 25k thereafter.

The Earthshaker rule about doubling up the multiball also works on Whirlwind but in a different way – start QMB when 2 balls are locked and you instantly get both multiballs started. Lock stealing at its finest.

Snailman

Indeed. It was on display during last “night’s” finals of pre-IFPA17 match on WW.

  1. In semifinals, I believe it was Daniele that tried to take advantage of stepping up to his ball with 2 balls left in the lock, and QMB as his next up Cellar. He cashed in the QMB+regular MB stack, but alas, wasn’t able to hit any side ramps for those sweet 3+ million shots.

  2. Also in semis, Drew Cedolia stepped up to his ball 3, P4, in last place, with two balls locked and QMB next up at the Cellar. Interestingly enough, Drew also had a regular lock lit (from qualifying it on his ball 2), and shot the under-ramp shot for virtual lock #2 – he didn’t need to. He then shot the lit cellar to lite QMB, and shot the under-ramp shot to start QMB and regular MB simultaneously. He could have done without the lock #2, as starting the QMB with the two balls locked would have given him the exact same stack. The good news? Drew made use of his stack. :slight_smile:

scochar

Ok, I was wrong about the fault hole and the zone 9 progression. That might help me decipher some more stuff in the code though.

The timed zone 9 timeout will still count down when you hit the center ramp to reset it, but it will stick at whatever you’ve ‘earned’ out of the fault hole. Didn’t wait for ball 2 to see if it sticks.

Zone 9 might be a safe shot on a backhand I’d think.

bkerins

If it wasn’t said yet, Zone 9 will also spot any other zone. So if you can hit it safely…

keefer

The really deep Earthshaker cut is that your THIRD QMB Million award also awards an extra ball.

Also you can stack QMB and regular multiball on Funhouse too, if the clock is at midnight when QMB starts. I don’t necessarily recommend this stack, and it’s quite a bit of work to setup given the game will avoid QMB at all costs when lock is lit, but there you go. Plus, nowadays, I’d guess the majority of FH plays are in tournament mode, which, if you’re on the latest ROM, starts with QMB lit.

ScoutPilgrim

On a Star Wars Premium/LE, at least on the recently-shopped one we have on location, there are a few ways to “dodge” a neutral state (gameplay with no modes or multiballs running) by using the Hyperspace loop with Death Star modes lit. If the last shot in a mode is to the Hyperspace ramp/loop (unconfirmed if this works if you complete the mode but have an active Hyperspace Hurry-Up running), the ball will be immediately parked in the Death Star mode select “thing” to start a new mode.

The main reason for this is that it allows you to temporarily avoid Lightsaber Duel even when Lightsaber Duel is qualified.

zacaj

I’ve also managed this (although I’m not sure I can reproduce it reliably, might be a timing thing) by comboing onto the left ramp to finish a mode with more endor modes lit

misterschu

On Comet, if extra ball is set to award points, base value is 200k and it’s increased by playfield multipliers. If you set it up so 5x is running, and extra ball is at the furthest cycle ramp hole, you can earn 2,000,000 on a single shot if the cycle ramp is lit.

Snailman

Yeah, that’s a spicy EB potential value given typical Comet scoring! Just noting in this thread what @keefer mentioned in the Comet-specific thread: EB is lit by completing the two side target banks twice each (adjustable whether this is across the game, or resets between balls).

misterschu

EB lights on the corkscrew ramp after multiple consecutive shots to the comet ramp too (but obviously doesn’t have the 2-for-1 potential)

CaptainBZarre

Worth bumping my favorite little detail from Stern Jurassic Park - you can start T-Rex Multiball with Raptor or Chaos Multiball by ricocheting the final truck shot to spell TREX into the Amber target when Chaos Multiball is lit, or by choosing Raptor Multiball off the Smart Missile then choosing it.

vikingerik

Found an odd detail on Avengers Infinity Quest. If you have the Mind Gem on Captain Marvel, and press the button to spot a shot that will start the Binary hurryup… it also COLLECTS the Binary hurryup!

(I totally see how this happened in the code, even if it wasn’t intentional. The button first awards the ramp count-up, then looks to see if anything else is lit to award - which includes the hurryup that was just started.)

Shaub

cant you do that with Mummy and Trooper MB on Iron Maiden as well?

CaptainBZarre

Yup, ricochet off the captive ball when Mummy Multiball is lit into the third lock, and Trooper Multiball will begin with 4 balls instead of 3. No stacking multiballs like in Jurassic Park though.

vikingerik

Two more for AIQ:

The Soul Gem Jackpot is based on your last successful quest. This matters when you collect a gem without a quest, from Thanos Attacks or Hawkeye Challenge. I won Mind Gem with a big value (98M), played and lost Reality Gem, then recovered Reality from Thanos Attacks, for which the Collect Gem shot lit the Soul Gem Jackpot, which was a percentage of that 98M from the Mind Gem.

There’s a shortcut to opening the portal (on Premium at least.) If you have two balls portal-locked, then light a third portal lock, the disc opens to start the quest. It has to happen in exactly that order - it doesn’t work if you had the second portal lock lit but not yet locked, when you lit the third. It has to be two balls in the lock (virtually is OK if the game had to push one out for some reason) and then light the next portal lock. You don’t lose that portal lock, it carries over after the quest to the next one.

I can see how this happened in the code: lighting a portal lock sets the disc to open, but if two balls are already locked, it can’t accept another lock, so the only other thing for the open disc to do is allow starting the quest. I’ve been taking advantage of this intentionally - it’s less risky to shoot combos for the next portal lock, than to aim at the disc to spin it.

raydaypinball

Had the game of my life on TSPP and noticed two things -

Starting alien invasion appears to automatically complete any comic book guy hurry ups you have running… perfect if you can’t get that left ramp in time

I had all requirements for wizard mode except mystery spot super - during the grace period I took one last shot at the garage and BOOM straight to wizard mode! It even trumped the super jackpot animation and Frink callout haha

CaptainBZarre

Cirqus Voltaire - if you lit “spot marvel” via the Menagerie or a random side show award, you can actually time the ramp shot so that the flashing marvel is one you want. I just did this to guarantee Destroy All Ringmasters off the award.

CaptainBZarre

Can confirm this is the case for Alien Invasion, it also awards 10x the current victory lap value if any TV modes are running when you start it.

CaptainBZarre

Cyclone - start double scoring by completing 1-2-3 and drain to score double bonus! Maximum bonus that can be obtained from doing this is over 1 million points, which isn’t small on this game.

bkerins

Also works on Tron

ScoutPilgrim

On Baby Pac-Man, tilting the machine while dying in the maze (not during pinball) will carry the tilt through to your next ball/life in single player games.

And yes, you can tilt while not playing pinball.

chuckwurt

That’s some heavy/intense pacman play!

ScoutPilgrim

I’ve had a few games that went sour so I decided to see what was going on. The video maze tilt freezes play and immediately plays Pac-Man’s death animation. Plus there’s a nice red “TILT” over the center of the screen.

ScoutPilgrim

Grand Lizard officially scores the mystery after the score is fully displayed on the screen. This means you can shoot a lit ramp, start Multiball before the animation finishes, and collect your mystery with the multiplier from the Multiball.

GravitaR

Dr Dude:

I found a Bag of Tricks award not listed on the pinball rulesheet that made me say “WTF” and laugh at the same time last night during a tourney game. Hit the mystery scoop to be awarded “High Score #3 has been erased” I dont remember the exact text on the displays. It could have been “#4” score and / or “has been taken down”

CaptainBZarre

… Oh my god this is the first I’ve heard about this! Must be very rare.

stevevt

I had a Dr. Dude that gave away this award regulary.

bkerins

It’s High Score #4 and occurs in multiplayer. Then the winner of the game gets Score #4 and encourages the others to keep pumping in coins

ANM

I got this award during Pinburgh playoffs one year. Sure would have preferred the lit million shot instead!

johnnyfive

I don’t check tilt forums often but whenever I do there’s a backlog of awesome reading on this thread to look forward to. Still going years later. Thanks all!

CaptainBZarre

Not “deep” but always worth considering - on Rush, if you land a ball behind the upper right flipper, you get another skill shot chance. This means you can activate ball save during multiball and you can use it to manually send balls to the upper flipper.

misterschu

There’s definitely the opportunity for an “infinite ball save exploit” if you’re consistent enough with hitting the under flipper shot (and the scoop always gives ball save on kickout too).

But you seem to be saying that if you preempt the autoplunge with a short plunge, you can get skill shots during multiball? I’ve not noticed that but maybe i haven’t tried to hard to short plunge during multiball

CaptainBZarre

I’m not sure how well-known this strategy is but it’s something I’ve done on a few games, so I might as well bring it up. On games that send balls to the plunger at the start of multiball, I tend to plunge the balls manually before the auto-plunge kicks in so I can set up more worthwhile shots. Some good examples of this:

  • Monopoly - send the ball to the upper flipper from the plunger instead of letting the auto-plunge kick in to score your first jackpot / double jackpot.
  • Iron Maiden - if there are shots I want to shoot as soon as possible, I’ll short-plunge instead of letting the ball go all the way around the loop.
  • Wonka - feed the upper right flipper and shoot Camera ramp for double jackpots.
  • Rush - feed the upper flipper at the start of One Little Victory to light the super jackpots easier.
MattyF

I do that on Godzilla Pro for a very specific situation:

  • Play Titanosaurus and hit the first two Power Line targets (on either side of the building). This leaves only that annoying one next to the right ramp.
  • Start building multiball, which holds a ball on the magnet.
  • DO NOT let the auto-plunger feed balls to the magnet. Short plunge the balls so they hit one of the switches near the pop.
  • This will drop the single ball off the magnet, giving you a best-possible shot opportunity at that annoying right Power Line target.
mwelsh

Beating the autoplunge is very useful on TNA as well – quickly short plunge to safely get the ball to a flipper, or dial in the plunge to the rollovers to easily max out your reactor.

arenapoutine

Being in Sabretooth on Deadpool and plunging to the pops, and needing the top rollovers for Hadrons during Orb in Guardians, are two games I do that move frequently on as well.

MattyF

Stern Star Trek:

It seems that the “pops stop the timers” rule applies to multiball ball saves, notably Vengeance Multiball. I like to exploit this by playing Prime Directive w/ Away Team, where all you’re aiming for is the top rollover lanes. Just let the balls keep plunging up there, and let them drain when they roll out. As long as the balls don’t hit lower playfield switches, they ball save will keep going (I hold up the left flipper to help the balls drain). Then once Prime Directive is complete, you can start playing the multiball normally.

MattyF

Note: It occurs to me that the aforementioned exploit may only be possible on my Star Trek because one of the upper gates doesn’t work (the coil for which is specific to this game, and not available to purchase anywhere at the moment). But if you have your top-lane plunge dialed in, you can go about it that way.

calvin12

Have you checked with Andrew at ABP, he makes the coils.

MattyF

I have not. Is ABP Absolute Pinball?

calvin12

No, this is the coil manufacturer who makes them for everyone. Andrew Barney runs it. Contact him, he’d know if it is available, or if there are the correct cores to make it. Or if the core is fine he might be able to rewind it, but I don’t know about that part for sure.
https://www.facebook.com/search/top/?q=apb%20enterprises
sales@apbenterprises.com
I let him know you might contact him. He’ll keep an eye out for a message.

misterschu

i believe pinball resource makes their own coils?

calvin12

I don’t know. I know they have stock of coils but I don’t know if its NOS or if they have a winder.

phishrace

I hate to ruin a tasty beneficial malfunction, but it looks like the coil is available at the link below. Not sure if I’ve bought from that site, but it’s been around a while.

MattyF

Thanks for the help fellas!

ScoutPilgrim

When pressing start and adding players to Blackout, the game will make a series of “pew” numbers based on the number of times start was pressed:

1 player - 1 pew
2 players - 2 pews
3 players - 3 pews
4 players - 4 pews

jackbenson

Not useful knowledge, but Blackout is awesome

vikingerik

Two more deep cuts for AIQ:

For Black Order Multiball, the rules for the mode kick in the instant the ball enters the portal. If the spinner is still spinning, the switch hits count for lighting Hulk’s jackpot and raising the value. If you get a good rip that cleanly falls through the bumpers into the portal quickly, you can start BOMB with the jackpot value already increased by a couple hundred thousand and Hulk already progressed by ~20 spins. (This is on the Premium; I guess it’s also possible on the Pro if you shoot Cap at high speed and then instantly one-time the return from Hulk up the gauntlet ramp to start BOMB.)

For Battle Royale, it’s possible to lose the mode by your last avenger taking damage while the second ball from Wasp is in play. If this happens, the game transitions back to single-ball play even while both balls are still on the playfield! (This can happen other ways, like if you death save an outlane drain while a ball saver is active [on many games], but it’s odd that AIQ actually builds one case into its rules.)

It’s even possible to combine these - you’d have to end Battle Royale in that state, then progress all the way around through Soul Gem again to get BOMB ready again, while keeping both balls in play and not starting any other multiballs (you’d have to collect Thor and Iron Man via the grid or Mystery.) If you did, then you could start BOMB and rip the spinner at the same time - in fact you could play quite a bit with a ball in play during BOMB’s lengthy intro.

vikingerik

More beat-the-autoplunge tricks:

On AIQ, you can quickly short-plunge into the bumpers, for lots of reasons. After a portal lock (on premium/LE), if another portal lock is lit, grab the plunger and short-plunge to the bumpers to get it to fall into the lock. This is particularly useful if you just collected a gem that you want to place on the bumpers. Or if you just need a few pops to collect/level Captain America. Also works for collecting a Soul Gem Jackpot if that’s on the bumpers. Also works for selecting the gem on the bumpers in Thanos Attacks. The greatest is during Black Order Multiball when the pops happen to kick it up the super jackpot lane for you!

Beatles is another simple one, short-plunge to the upper-right flipper to shoot the upper-left loop for jackpot.

There are some games where you can short-plunge after a ball-save or physical lock without validating the playfield, to try to get a catch and you can just let it drop if you can’t. I do this constantly on Game of Thrones and often on Stranger Things. I think I remember Houdini also allowing it.

VIG

The right orbit on AIQ in multiball can also be cheated by short-plunging one ball to get the right orbit switch and then plunging another ball fully around right away. This is extremely helpful in Space Gem if you are having trouble with the right orbit or if the flippers are beginning to weaken.

COW

On Medieval Madness if you play barnyard (?) before you get video the video mode will say “save the calves” and the children will be little cows. Not positive what made the cow change but I suspect it was barnyard

stevevt

Catapult three cows. The next time you get the video mode (and this will probably be the second video mode, activated after say 40 or 50 FIRE’s) it will be save the calves, where the children are replaced by calves.

MET

three with 1.00, only two with 1.09

Snailman

People often claim the cow version of MM video mode is easier than the default bird version. Not sure if this has been proven, or just psychological

COW

I was distracted by the cows and failed to complete it so I couldn’t say.

CaptainBZarre

On AFM I know it is, because the cows occupy a larger amount of DMD space than the saucers.

keefer

There’s also a random chance of it happening, like 1:100 or 1:200. Same with the cows in AFM (random chance + the launch button way to force it).

Fun story: I’ve played Cow Attack on a Junkyard, and the first time I ever saw the AFM “3” was also on a Junkyard.

mwelsh

On Rock, ROCK&ROLL LIVES! letters are your bonus (10,000/letter). You earn these via lit inlanes (1 letter) or the lit drop target on the bottom bank (2 letters). On default settings, completing ROCK&ROLL LIVES collects the multiplied bonus value, max 150,000 x 5x = 750,000. But this also resets the letters, removing them from your end-of-ball bonus. So it’s not really any extra points and could potentially harm you by erasing your bonus on ball 1 or 2.

So you really want to collect this with double scoring. When you have 1 or 2 letters left, and your left inlanes are lit, shoot the center loop to start double scoring. This feeds directly to the inlanes which will give you the final letters for up to 150,000 x 5 x 2 = 1.5M collect. If your inlanes are all unlit, you can shoot the right standup target to relight them.

Completing ROCK&ROLL LIVES! also lights your EB on the same center loop shot, worth 500k in tourney settings.

Thx to @pinbwzrd for cluing me in :slight_smile:

Adam

So this isn’t really a “Deep cut” by any stretch of the imagination (considering that this “knowledge” is literally spelled out on the display, lol), but I’ve seen it trip up a few players in critical spots lately, so it’s a good thing to remember. In Deadpool, when you shoot the scoop and it is lit for a battle but you don’t want to play a battle, you can hold the Boom button down to skip starting a battle. There are a few places in a game where you might want to skip a battle (say, you would like to get 2 Ninja MB locks first, or some such), but the critical place is when you you have, say, 43 weapons collected and you shoot the scoop to collect another two combos. This will give you 45 weapons and qualify mechsuit MB, but you will need to shoot the scoop one additional time to actually start it. However, you can’t stack mechsuit with a mode, lol, so when you shoot the scoop to collect your 45th weapon AND battle is available, please DON’T PICK A BATTLE, and instead, hold the Boom button down to eject the ball so that the next scoop shot will start mechsuite.

Since we’re on the topic of Deadpool, an interesting thing occurred at INDISC that I hadn’t seen or heard about before. Apparently, if you start Lil’ Deadpool first and then shoot the scoop to pick a mode (a wonderful “new” ish rule that makes stacking a mode with Lil’ Deadpool a whole lot safer), the timer for Lil’ Deadpool does not stop while you are making your battle choice, so if you take too long choosing a mode, Lil’ Deadpool can time out on you losing your chance for a ballsaver and an add-a-ball. I think this happened to @travam in the second round at INDISC, but he was able to recover and still make it out of his group (and all the way to the finals!). Anyhoo. If you play Lil’ Deadpool and then mode start, don’t waste too much time starting and/or picking a battle to go with it!

#TheMoreYouKnow

cayle

CarHop

image

umbilico

I liked how people who found INDISC on the Twitch front page and were introduced to competitive pinball through Car Hop kept asking whether this or that game had a Ketchup, like it’s a normal pinball thing.

jay

Feels like someone should add ketchup to hotdoggin’.

cornycrunch

Not if it’s Chicago-style.

genex

This also happens on GoT if you don’t select your houses to battle in time when starting Blackwater MB. So might be a Stern coding thing that runs some timer in the background to start a MB and if you exceed it you lose the MB… cc @Dwight @timballs

misterschu

when you choose Donatello on TMNT, it seems impossible to bring a mode into Turtle Power multiball because your right ramp is lit for MB from the start. BUT! if you get a ball through the inner left inlane to start 1-2-3 foot combo, the right ramp will be locked in for your first shot in the combo, not start Turtle Power MB, and will credit you for qualifying start episode

CaptainBZarre

Another hot TMNT tip - Pizza Eating Contest, when qualified, remains lit across balls until you start it. On at least my local TMNT, if you hold up the left flipper and plunge past the bumpers, the ball will often rebound right into the right pizza standup target and start the button mashing mode. You can do this after locking a ball for Ninja Pizza Multiball or, preferably, at the very start of a new ball - this allows you to make all the button presses you need without risking a quick drain.

Potatoloco

The game state was interesting. I’d never seen it before. The countdown timer was nearing the end (at least hearing the sound of it). I went into the scoop and took a few seconds to decide on which battle. When I picked my battle, the ball from the Lil Deadpool drops immediately gets released, then the ball from the scoop kicks out. I kept playing as if I were in Juggernaut but quickly realized the battle wasn’t running. Tried to get control to get a ruling but instead I flailed while cussing for about 10 seconds until draining down to one ball. Lesson learned. :smiley:

soren

When Fish Tales super jackpot is shown 100M higher than it should be one the display, the game actually awards the correct score value to the player. So, dont get too exited.

The incident occures when you drain out of multiball while the sjp animation is ongoing. In the end of it when it is time to show the score, the game logic has already +1 the multiplier (for a next super jackpot phase to reach). Which the DMD procedure adapts to at that point. But as the points are awarded immediately (and unrelated to the DMD procedure, actually) not too much harm done.

mwelsh

On Indy 500, if you have one ball locked, but there are no balls in the Turbo (say, because a previous player cleared it out with their own MB), fun things happen!

For one, the next ball you shoot into the Turbo will insta-start multiball, regardless of game status. For example:

  • P1 locks 1 ball towards their 2nd multiball, but doesn’t light their 2nd lock. Drains.
  • P2 plays their own multiball, clearing out the Turbo. Drains.
  • P1 shoots the Turbo, MB starts immediately even though they never qualified their second lock.

This lets you stack things that aren’t normally possible. You can start a PIT round, then shoot the Turbo, and now you’re in a PIT MB + normal MB stack. Or you can stack Turbo Boost MB + normal MB.

The best part is when you stack MBs, the game is totally confused, and any shot to the Turbo scores a 60M Super JP. Here it is happening at GSPF.

Maybe another case for using multiplayer games to get GCs on location.

raydaypinball

@cayle has been searching for this his whole life ever since we saw the turbo boost + regular multiball stack and could never figure out how to repro it!

JoeTheDragon

time to put Indy 500 on the single player only list? or can some use an tilt in single player to pull off the same thing?

cayle

My life is complete now.

Goodnight sweet prince.

CaptainBZarre

Corvette - the shots lit for spark plugs (w/ yellow arrows) change when the ball rolls through either inlane. Generally lots of shots are lit for spark plugs so this isn’t too big of a deal, but shatzing the inlanes can help you light easier shots for spark plugs to get to extra ball, “Race Today” and the 30M or 40M points award quicker.

PirateMike

Free Ride from the mystery award on Getaway is a timer dependent ball save, rather than ending on a draim, just like the ball save on launch, so you can make use of it to score multiple loop shots.

skquinn

I remember a discussion on another forum regarding the ruling on this, and surprisingly, the ruling is “normal course of play” (not a major malfunction). If players really expect this to be the correct ruling it’s enough for me to consider not having STTNG in my tournaments.

joe

So add a note to your tournament’s rulebook stating that if that event happens on STTNG, it will be treated as a Major Malfunction. Done. Your tournament, your rules. Just make sure to communicate clearly to players and (if you have them) assistant TDs.

JoeTheDragon

modded roms fix some of that

chuckwurt

Luke strat on display here. A reason to play him/light saber duel for sure.

Combine this with some hyper space MB and could be a great strat for really hard SWs.

Starts at 4:33:50

https://www.twitch.tv/videos/1926064009

mwelsh

Generally, Bally Harley-Davidson allows lock stealing. If P1 locks a ball in the left saucer and drains, P2 only has to hit the right saucer to start a multiball.

But the game doesn’t handle this case properly:

  1. P1 hits the left saucer until lock is lit, doesn’t lock a ball, drains.
  2. P2 hits the left saucer until lock is lit, locks a ball, drains.
  3. The game tries to restore P1’s lock progress. The left lock will start blinking even though a ball is already locked, and the right saucer unlights.

The game’s then in a weird state. If P1 shoots the unlit right saucer, the ball locks and a 3rd ball is served, but multiball doesn’t start, and all the saucers are unhittable for P1. When P1 drains, the game recovers, and the next player gets a free multiball when they plunge!

Here it is happening at INDISC.

Each player has their own jackpot value, but any jackpot building is shared. So if P1 builds their jackpot up by 1M, P2 will also have 1M added to their jackpot value. If P1 collects their jackpot, P1’s jackpot resets back to 5M, but P2 will retain their progress. As far as I can tell, the Tournament setting doesn’t affect this!

Fun with bonus:

DHS

I’m not sure what the expected behaviour would be for a game that rolls over at 10 bil that isn’t this behaviour. It silently rolls over at 10 bil however you get there.

PirateMike

More Getaway tidbits.

When you are in any multiball, completing the stop light standups lights another extra ball. Considering the free RPMs you can collect by plunging and draining at the start of an EB, even if no flips are allowed, I’d say this is at least semi-useful.

Ive noticed a similar progression appearing to happen during the Supercharger mode, but have not managed to hit all 9 to see if it happens there as well.

If you have the last RPM segment to collect, and lock three lit, it is possible to stack Supercharger with the 3-Ball, but it does cause some hinkiness with the jackpot progression. Edit: I think there may be some other conditions required to trigger this, and I’m not fully clear on it.

vikingerik

Iron Maiden: you can get an additional ball in play during any multiball. Have a Revive lit and lose a ball down that outlane. A replacement ball will immediately be launched upon hitting the outlane switch. Quickly hit the multiball’s regular add-a-ball before the outlane ball reaches the trough, and the activated ball saver will also save the outlane ball in addition to adding one. It’s possible to get all 6 into play during Cyborg this way.

I wonder if this works on any other Sterns with an outlane resurrect and an add-a-ball? Feel like I would have noticed if it ever happened on say Godzilla or Deadpool, but maybe it just never did.

misterschu

worth testing on AIQ with super ball saver during a MB too?

vikingerik

AIQ doesn’t have any outlane ball resurrect, so this wouldn’t happen there. You need the outlane switch to immediately trigger a replacement ball, so there’s a window of time to activate a new ball saver before the outlane ball hits the trough. Any ball saver in multiball on Sterns (including AIQ’s super) doesn’t do the first part of that and only operates from balls hitting the trough.

vikingerik

Got a new one. Iron Maiden: it’s possible to collect the same soul shard twice.

I had 3 of the 5 shards, and had played 2 Minutes to Midnight. Currently playing the second instance of Mariner. I got the super jackpot, then started working on Mystery level 3 to spot a soul shard. I got that, but realized it might have credited me the shard for Mariner itself. Trapped up to check and it had. But then when I drained out of Mariner MB, the shard hurry-up started it anyway! I got it, and collected the tomb treasures - both copies of the shard had lit one.

I didn’t get to see if collecting the last remaining shard (the 6th total) would have lit another tomb treasure. If it does in this case, then that’s actually a serious shortcut to Run to the Hills - you don’t need either the 6-way combo or the level-2 Eddie cards. (You get 10 treasures total from 6 shards, Mummy super, Trooper super, loop jackpot, Beast.)

jcambareri

On Elvis, draining with 2x scoring running will add double the displayed bonus value to your score, just like on Tron.

The score on Elvis is not constantly displayed on screen unlike Tron, so this wasn’t as easy to spot.

I’m now curious if there are any other machines around this era that also share this quirk.

ANM

CSI does something funky with its display during end-of-ball bonus, unless it was fixed at some point

acp

I learned a few weeks ago that if your last room before Tour the Mansion on Addams Family Gold is 3 Million + Trap Door, it will NOT give you the Tour for free, but just spot you another random room you already had (in my case Thing multiball)

vikingerik

Here’s a neat one. Elvira’s House of Horrors: it’s possible to collect the Trailer Trash value twice for the same haunt.

I completed my fourth haunt to light Director’s Cut. This starts the untimed version of the Trailer Trash round, with the blue lights. While that was active, Gappa Angry became lit. The lights turned yellow. The shot to the house that started Gappa Angry also collected the Trailer Trash value, shown in yellow. Then after Gappa Angry, the blue lights for untimed Trailer Trash were on again, and the shot to the house that started Director’s Cut also collected the same Trailer Trash value again, shown in blue.

Said differently: if Gappa Angry becomes lit during the blue untimed Trailer Trash round, it converts to the yellow version and can be collected, then the blue version is active again after Gappa Angry. I wonder if this could actually be looped indefinitely - avoid the blue shots forever and get enough switch hits to light Gappa Angry all over again, which would convert the blue round to yellow again and collect it again and relight it blue again afterwards.

CaptainBZarre

On James Bond 007, the smart missile awards lit shots with the following priority:

  • Side loop
  • Side ramp
  • Left eject
  • DB5 eject
  • Right orbit
  • Left ramp
  • Rocket lane
  • Right ramp
  • Center lane
  • Rocket
  • Left 3-bank target
  • Center 3-bank target
  • Right 3-bank target
  • Goldfinger target
  • Dragon tank target
  • Pop bumper exit lane

You can use this order to help with the “pick it up!” achievement, one of the toughest Insider achievements there is. Essentially you need to use the smart missiles to hit exclusively the blinking shots during Professor Dent, and this list can help you prioritize the blinking shots over the ones that aren’t blinking. Therefore the preferred order for locking in blinking shots for the achievement with smart missiles would be: right orbit, DB5 eject, left eject, side ramp. Then hit the remaining blinking shots as you light them.

stevevt

Genesis

When your shot completes any body part, the game will randomly flash the left or right ramp to indicate which shot will lock a ball for multiball. The same rule is in effect for finishing ARMS on the left ramp and for finishing LEGS on the right ramp.

However, if you finish the body part for a ramp and the machine randomly flashes the ramp for the body part you just completed… congratulations, the machine kicks a second ball into the shooter lane and multiball begins when you plunge. If not, you have to survive the kickout from the lock and shoot the other ramp to start multiball.

I’m sure a lot of people knew this already, but I don’t think I’ve ever heard anyone talk about it.

MTP

In Judge Dreads safe cracker mode you only receive the points from the last shot you got, not the total of all the shots like on CFTBL move your car

mwelsh

On Game of Thrones, while playing as house Stark, you can also use your button press to complete a Winter is Coming hurry-up. (TIL!)

This could actually be useful in some situations:

  • At least you can use it if you drain while the hurry-up is running.
  • With Stark’s higher hurry-up value, maybe you just need a handful of points to win the game and can cash it in immediately.
  • If it’s your last hurry-up for Winter Has Come, you could use it like a TWD walker bomb to play with some impunity (can someone confirm this? I didn’t try!)
genex

third bullet point is correct

Wizardmode

Had an interesting situation on Mustang at state”s on Saturday.
Played a gear 4 mb on ball 2. Drained out of mb, and then worked my way back up to lighting mb at gear 3. Come ball 3, I hit the “plus 1 gear” super skill shot. That brought me up to gear 4, but because I already played a gear 4 mb, I was locked out of starting it, so I had to survive getting to gear 5, and luckily I did.

MTP

On UXM premium if you hit the open mouthed head just as it’s sinking into the playfield, the ball will drop down into the cabinet😳