Deep cuts of semi-useful pinball knowledge

What is Super Ricochet?

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.

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.

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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. :]

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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.

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

Learned that the hard way…

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

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.

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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.

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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.

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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.

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

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

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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.]

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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.

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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.

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

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

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.

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)

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