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!
On Terminator 2, when youâre trying to get the stupid excellentâ˘, 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 Iâm not sure why they decided to include this. It doesnât work for the Database shot btw.
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.
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 itâs 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.
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, itâs TRIPLED.
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 didnât shoot the left ramp.
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), youâre already having an amazing game.
On WOF, you can stack two Trip MultiballsâŚone 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.
If youâre going to bring 2x or 3x Playfield Multipliers into Stay Puft on Ghostbusters, try not to activate them until after youâve 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.
I was just so intrigued by why the ransom value seemed randomly super high, and after much testing itâs because of this unspoken combo multiplier rule⌠So bizarre
Ah, so THATâs where the inspiration for End of Line from TRON Legacy came fromâŚ
(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 gameâŚ)