I still don’t understand the 2 white, round van inserts. Sorry if i missed that in the thread but the rulesheet does not explain it.
My understanding is that they relate to building bonus X. If you hit the paddle target while a drop target is still up, it will build toward bonus X and not Van Mods. But Im not positive, I may have heard that on a podcast or stream when the game was first announced.
edit: it appears to be mentioned in the Bonus section: Foo Fighters Rulesheet
I don’t completely understand them either, but I got 4x bonus right after playing DC earlier, so it appears you can increase bonus x any time. Just keep hitting the paddle.
I think the game should have loop and combo champ initials. Initially (pun intended) I never thought I’d string together more than two or three loops at a time. Too tight. Turns out I can do more than 3 and the ball is moving at like 9000 mph at that point. I’ve probably gotten 6 or 7 in a row and I want to see what others can get.
Combos are super easy to get up to red using the right flippers and are worth a decent amount, add to bonus too, but I’d like to try running them up huge, and see what others are getting.
I keep trying to get Foobot multiball but can never collect the right leg (rami). Can anyone explain an “easy” way to get it? Can I use one of the multiballs to complete the targets? They keep timing out on me during regular play before I can collect enough.
when I see it flashing, I just try and aim that way. It’s a relatively safe return so, if you can hit it, it usually works out.
The only trick to it is you can’t start radio mode during a multiball, but you can advance the dial to the end during multiball all you want. So at some point you’ll need to go for em in single ball.
I updated some van mode scoring, and included details on the Bomb Bonus scoring.
I’m not sure I understand this. Are the mods something you carry into D.C.? Are mods in the first sentence the same thing as van parts in the second?
For now I just primarily wail on the drops all day and seem to rack up huge points, but would like to understand the nuance.
Van parts are just theming for the dc mode: complete all drops during dc lights the paddle to reclaim a van part and light a super jackpot of the matching shot/color.
Big update today - the final wizard mode is finally live! https://twitter.com/sternpinball/status/1704909341562740868
FINAL BATTLE
- The Final Battle is qualified by completing all 6 cities, playing the two city wizard modes,
playing Foobot Multiball, and playing The Pretender Multiball (3rd Overlord feature). - The Final Battle final wizard mode starts on left ramp.
- No more cities can be visited once you’ve played them all until The Final Battle is played.
- Phase 1:
Hurry up value counts down, shoot Pat and Dave shots to collect, hit enough to free them.
Hit both bot targets on left and right of the right ramp to spot a Dave shot.
Now free the other four band members: Rami (Left orbit), Nate (Upper Loop), Chris (Right Orbit),
and Taylor (Side Ramp). Each hurry up grows in multiplier, from 1x to 4x. - Phase 2:
All shots light to do damage to Overlord, hit one and it goes out, with a score and
damage multiplier 1x 2x 3x etc. Overlord does 1x damage, relights shots, and resets multiplier - Phase 3:
All shots do damage, hitting any shot relights all others.
Hit both Overlord targets to light a Super Jackpot. Hitting Overlord targets moves Super Jackpot.
Scoring Super Jackpot adds a ball into play.
All scores multiplied by number of balls in play - After The Final Battle is played, all Foobot parts are lost, but a permanent Foobot Part Multiplier is incremented,
for example after The Final Battle any active or upgraded Foobot shot multipliers earned will be 3x instead of 2x.
How does the combotron video mode work?
Combotron Multiball - after completing six combos, the side ramp will light to start this multiball. The flippers will lose power and the ball will drain as the display tallies up the shots made in the best three combos that were completed prior to starting the multiball. Not a video mode, just a really cool display effect.
Easiest way is the skill shot. I found it was always last for me so I make sure it’s spotted for every skill shot. And a locked ball gives you another chance. (Years later on a game nobody plays anymore but still).
As an aside, the last step before wizard mode for me is always the third overlord multiball. So I prep all of that with the ball save from bot frenzy
I think I found a bug in the code. During Supersonic Radio on the premium, the radio jackpot never lights if you make either of the upper playfield shots. If you don’t and make all 7 regular playfield shots, then the sonic radio jackpot will light as normal.
See this video starting at 10:00 for the sonic radio jackpot never lighting: https://youtu.be/UkSKeb3eNdc
I’m guessing the code says “if shots == 7” rather than “if shots >= 7”, forgetting to account for the extra shots on the premium.
The FooBot Left Arm is Bot Frenzy, the Right Arm is Overlord Multiball. According to the Insider Connected Achievements page. Currently this guide says otherwise.
I’m guessing it matters if you’re looking at the foobot or if you’re talking from the foobot’s perspective which arm it is…
+1000 to this reply haha
I have encountered this bug as well. I’ve found that if you keep going and clear all the pink shots on the lower playfield, it will reset all the shots back to white, which gives you a second chance to then hit only the white shots on the lower playfield and get the jackpot to light properly. Because the sonic radio targets will add more time if not lit for jackpot, I’ve been able to loop all the way around 3+ times, with each white shot increasing the values more and more, and then finally cash out for more than 1 billion points. It’s actually kind of fun to go for.