Deep cuts of semi-useful pinball knowledge

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.

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.

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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.

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