I finally made it into my 4th CIT in MET. When I started it, I wondered, should I be timing this out? I don’t know if it would have been worth it, but I played to earn my exit, lit it and proceeded to brick the shot until I drained.
5 minute timeout is something I don’t have patience for. I was wondering what the longest timeout people actually use is?
If the right ramp is being flaky, Gozer in GB is usually 40 seconds of “pretending” to miss it. Usually draining with 1 second left so I have to do it all over again.
“Worthwhile” because Stay Puft is, well, Stay Puft.
STTNG, mode Search the Galaxy has 2 different bugs. Normally you shoot alpha, beta, delta ramps for an artifact. If you shoot them in that order, it will light the neutral zone for the “gamma quadrant” for an extra artifact.
Bug #1 is that the gamma quadrant actually awards you 2 artifacts.
Bug #2 is that if you wait for the mode to time out with a ball on the right flipper, then as the mode is ending (start taking your shot at 0 seconds), the gamma quadrant is available during grace period for some reason. And, yes, it awards you 2 artifacts (and 50M IIRC).
EMP Strike on Dialed In. 30 seconds long and doesn’t require any switches to keep the timer running. There’s no way I’m letting three balls drop straight down the middle of the playfield with that magnet running.
Heh yeah I normally play on a normal-slope machine where trapping is pretty feasible. Joking aside, in practice I rarely actually drain out of UAMB intentionally; it’s pretty easy to being in a mode or a lit SIM card which provide lucrative shots to pursue. Also, if I’m playing on an unfamiliar machine I’ll go for jackpots just because my shot-making confidence is not high enough to justify throwing away the safety of ‘free’ multiball points.
I do wish the magnet was a little less active during MB though, I’ve had too many double drains due to the magnet flinging a ball into the one I have trapped and triggering a sling frenzy.