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Pinball Games - Pinball FX, Pinball Arcade, etc


bradigor

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Here's my Rome tips, there's probably a tonne of stuff I've still to learn. The table is basically set out with 3 holes in the left/middle. The legionnaire with the scales, the Romulous hole and the statue hole in the centre. Along with the 2 central ramps with water flowing down these are your key to scoring big.

Skillshot: When you launch the ball hit it into the central statue with the upper left flipper for 1M.

Conquer Mode: Hit the 2 central ramps with the water flowing down them to spell "Conquer" while they have a blue lamp flashing. Hit the ball into the central statue to select a game mode. Hitting the central statue before you spell conquer will select a different game mode so try and hit the ramps cleanly before you hit the central statue. Select the Southern Territory. This will open up a mode where the 3 central holes need to be hit 5 times. The scales hole is worth 1M, romulus 500K and the statue hole 250K. With some practise you can hit the 1M hole and the ball falls perfectly for you to just hit it again. Once you have hit 5 holes you get your points total again and a minute countown starts for you to complete the game mode (worth another 1M) by hitting a right orbit then hitting the ball into the central statue. This is a tough shot anyway so just avoid doing it. The table resets, rinse and repeat. The Western Territory opens a multiball that is also easy to rack some good points from.

The ship/left plunger. You need to hit the ball that is locked underneath the right hand ramp with water flowing a few times to open up the seige tower in the lower left of the table. The light on top of it will flash and you hit the right water ramp to get the ball to the siege tower. You can select 2 game modes. I've only learned Mock Warfare. The big ship on the right of the table has 2 lamps at each end of it that will flash. There are 2 catapults beneath the left ball launcher. Time your 2 shots so you launch to send the ball to the right catapult corresponding with the flashing lamp on the boat at the other side of the table. The ship will be in flames if you do this correctly. You can now hit the locked ball once to light the seige tower. Send the ball up the right ramp to lock them in the burning ship. I find this mode risky, the initial locked ball shot can send your ball down the left side lane easily.

Blessed: Hit the high orbit over the bumpers with the upper left flipper when the arm lamp is lit and the right water ramp will lock the ball up by the high statue. The ball becomes "blessed". You get a good score for this and everything is worth double points for a short time.

Romulous Multiball: Lock the ball in the romulous holes to spell all the letters for a multiball. Find repeatedly hitting this hole fiddly as I have my timing down for the hole next to it for the 1M from the conquest game mode.

If you get to X10 multiplyer by lighting veni vidi vici above the bumpers the statue hole gives you an extra ball.

The 2 central ramps with the water flowing do tend to chuck the ball out. I use the tilt method if I fire the ball up the ramp but it stalls near the top and rolls back.

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If you get to X10 multiplyer by lighting veni vidi vici above the bumpers the statue hole gives you an extra ball.

Dont think thats right. I've done that a few times and you just get 100k for every one past 10x. The extra ball is achieved with a quick succession of right ramp/left ramp/right orbit/top left orbit. I've had the multiball light within about 20 seconds of a new game once.

Romulus multiball is big points. Spell ROMULUS in the left drop, then I think you hit the locked ball to start the mode (or it might be the right loop). When you have two balls active you repeatedly hit the locked ball until the head turns, then hit a ball into the turned head. Like I say, I expect big points are possible from this because the countdown starts at 100M!

Having said that though, the hurry up timer from hitting the centre head starts at 1M and I haven't been able to complete the loops before it counts down to 700k.

In other news - Tournaments should be starting today! Apparently SOTD is the first one, and you have a week or two to register a high score. Not sure what (if anything) is awarded.

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Here's my Secrets of the Deep guide. Corrections welcome!

----- SECRETS OF THE DEEP -----

Skill Shot

Adjust launch power to hit the flashing drop target for 500k (then 400k, 300k..)

Top target can be hit reliably with power of 5000 (or auto launch). Middle with about 4200 and bottom roughly with just over 4000

Extra Ball

See TREASURE. Collected in top right drop.

Multiplier

See LEFT PLUNGER

Left Plunger

Activated by hitting the drop targets on the bottom right. Drop ball into plunger and make the skill

shot for 2M and advance the multiplier.

TIDE

light all escape lights to enable Tidal Wave. Three yellow lights appear in the inner left escape

When the ball passes through the escape 'ride the tide' for 50k

ESCAPE

Appears on the left near the crane after 5 shots to the left ramp. Hit the launcher when ball passes

down the habitrail from the left ramp (and near the escape) for 100k and to advance the sub. Also resets the Kraken

PERISCOPE

Activated when ball is launched into periscope

Launch the ball at the target that appears in the dot matrix screen for 500k. Watch the markers at the bottom to help time

the shot.

CRANE

Activated by hitting crane drop target, then hitting the ball into the crane drop before the timer runs out

Crane automatically makes a sweep from left to right, then back again. Hold the flipper to move the crane up

the table. When flipper is released it will either release a ball that is being carried, or pick up a ball

under the crane. Crane then returns home.

TREASURE (drop targets at top of table)

level 1. Hit the four drop targets to spell SHIP

level 2. Hit the four upper targets with the wrecking ball (to spell SHIP) and the lower targets (WRECK)

level 3. Hit the four upper targets first, then the lower targets

level 4. Hit each of the four targets exactly once for 100k each. Missing will end the mode. If all 4 are hit

it lights the extra ball and awards 1M

MAGNA-SAVE

Charged by hitting the loops above or below the SHARK drop targets on the left of the mini playfield

Right save is enabled first, then left. Charges can be stacked.

DEEP

Letters are lit for completing various modes.

MODES

- Roar of the Kraken

Activated when x shots on the left ramp are made without 'escaping'

Shoot all loops/ramps (for 100k each) before the timer runs out, there are 8 in total (3 left, 2 right, middle,

one above and one below the SHARK drop targets). Completing awards 5M

- Shark (3 ball)

Activated when the shark drop targets have been completed 2 times (to light out shark attack)

Shoot highlighted loops for 500k

Feed the shark by shooting the outermost left loop (towards the shark) (for rewards of 500/600k?)

Feed the shark 6 times for an extra 5M and light a letter of DEEP when mode ends.

- Mine Chaos (2 ball)

Activated by making 5 shots to the left loop.

Shoot the highlighted loops/ramps for 500k. Shoot 5 combos for an extra 5M when the mode completes, and to

light a letter of DEEP.

- Abyss (5 ball)

Activated by locking 3 balls into the submarine (by repeatedly hitting the right loop)

Shoot highlighted loops/ramps for 500k. Keep balls active for 50 seconds for an extra 5M when the mode

ends, and to light a letter of DEEP.

- DIVE

Activated by shooting the two drop targets under the divers helmet (top right). Each time

both are hit it lights a letter (so hit the two targets four times). Then shoot the ball into

the open helmet to start the mode.

Shoot the spinner to add air (time). Shoot the DIVE drop targets to add 1 metre distance for 500k. Make a

distance of 50 metres for an extra 5M and to light a letter of DEEP when mode ends.

- HULL BREACH

Activated by failing Kraken/Video modes/Ball returning down the right loop

Stops all other modes/combos until timer expires or mode is completed

Repeatedly get the ball over the flashing area for awards of 200-800k

There are four sub games which are all activated by hitting the spinner (which picks the

game) then dropping the ball into the top right hole:

- SAVE THE TURTLES

Repeatedly hit the flashing loop (sometimes centre gap) for 300k. Mode ends when loop is not

hit within 15(?) seconds.

- NARROW TRENCH

Video mode. Use the flippers to guide the sub through the trench for 1M, 2M, 3M ...

- FEED THE MORRAYS

Video mode. Use the right flipper to advance past the morays for 1M, 2M, 3M ...

- DEEP SEA SURVEY

Stop the ball on the magnetised ring (for 100k) then pick it up using the crane (for 400k

and a chance to survey another spot). Repeating about 5 times seems to light the extra ball.

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My SFII table guide (most of it ripped from something I wrote for Big Gus a long time ago).

Kickbacks - you need to hit the little bullseye on the right hand side of the lower part of the table dead centre and a left or right kickback will activate.

Ball save - lighting YOGA by the ball falling into the lanes will activate a ballsave. You can toggle the position of the lights with your bumpers to help with this.

Right hand bumper - you can use this to jump onto the Yacht and if you catch it sweet you gather fans, get into Kens fan club and can bag 1 Mil. I think 'Getting Wet' (not catching the ball sweetly) resets this.

Barrel breaker - never reliably done anything fantastic with this. Apparently you can unlock extra balls here too.

Main orbit - at the top of the table around the main lane/ramp there is a green light with arrows indicating where the ball will be directed (around the orbit or down into the bumpers which if hit enough times will bag an extra ball. In multiball I've managed to get 2x extra balls in the same multiball session. Going around this orbit a number of times will open the (crap, in my opinion) Shadowloo Hunter game where you have to hit the flashing Cammy pillar that rises out of the table three times with a successful orbit between each hit. Hitting the innocent pillar will end this game.

Blanka orbit - hitting this consecutively will unlock a two ball multiball. I find that when the ball exits this it is in a perfect position to be hit into the yacht jump or pick off that front bumper on the car.

Akuma ramp - hitting this to light his name and then locking the ball will unlock sparring with Akuma. Beating him by hitting ramps and orbits will light up one letter of CHI, which apparently offer damage enhancements in the main fights. Stay away from the targets and bumpers - he seems to beat you much more easily since the physics update.

Multiball - for the three ball multiball you need to hit all 5 red targets on the car, twice each time (4 targets are on the side facing you, the remaining one on the front of the car to your right). The rear of the plane in Blankas orbit should open up, lock three balls in there and away you go. A very time generous ballsave is always activated at the start of this feature. Hitting flashing ramps and orbits will drop Jackpots in this mode. I tend to be able to easily unlock the x2, x4, x6, x8 and x10 bonuses in this mode but dont actually know HOW I'm doing this. I also unlock those multipliers when the green arrow on the top orbit is pointing down and I hit the main orbit from the left hand side

Fights - the meat of the table for me (or used to be when I could reliably hit what I needed to). How to unlcok the fights - you have to hit the following ramps IN ORDER without breaking as indicated by the lights next to each character. If you break by hitting another of the ramps you'll have to start again.

Ryu: left around, left around, Akuma, left around

Chun-Li: right around, right around, left around, right around

Guile: right around, Blanka, Akuma, right around

Ken: left around, Blanka, Akuma, right around

You need to hit the ramps and orbits on order to do moves. The main orbit just jabs as far as I'm aware but can be comboed if you hit it consecutively. Akumas does a stronger move (like a Dragon Punch) but Blankas is the one to go for. It opens up the very left hand lane on the lower part of the table where, if you can hit the ball into, will fire a projectile at your opponent for big damage. Energy is displayed by the yellow bars at the bottom of the table and hitting bumpers or targets will result in you taking damage. 5 (Chun Li), 10(Ken), 15 (Guile) and 20 million (Ryu) are the prizes.

I assume that if you beat all of the four enemies in the fights you can then fight Bison but have never got anywhere near close to doing this. Hope this has helped someone. I'd be grateful if anyone can offer any corrections or supplements to any of the above.

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Just managed a top 10 in the Deep Tournament, a bit of a slog all told and it'll undoubtedly be slaughtered by someone scoring several billion shortly :( On the positive side, it seems to add your tournament score separately on top of your wizard score, so I've almost got the wizard robe :omg: At which point I feel I can happily retire from gaming.

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Just managed a top 10 in the Deep Tournament, a bit of a slog all told and it'll undoubtedly be slaughtered by someone scoring several billion shortly :( On the positive side, it seems to add your tournament score separately on top of your wizard score, so I've almost got the wizard robe :omg: At which point I feel I can happily retire from gaming.

Hats off. 200M is a fair slog on that table! 4th in the tournament overall last I looked, not too sloppy.

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Just reached 185 million on my first ball, with an early extra ball to boot... ended up with 193 million :lol: I could swear it messes up giving you an extra ball sometimes, I was expecting one more ball at the end when it said game over. Some things on that table are near impossible, I've not once ever got even a 2x bonus up. And I can't do the any of the crane games at all.

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It's all about the Abyss multiball on SOTD. Fair enough. the grind of locking the 3 balls in the sub usually means I'm on ball 2 before I activate it but even the worst trigger spammer can keep at least 2 balls in play for 50 seconds. My second favourite way of scoring is the Kraken "escape" ramp which is the obvious combo for advancing the sub and timing the escape to get 1.2M each time. I'm a bit rubbish at the "shipwreck" section at the top and also crap with the crane.

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My second favourite way of scoring is the Kraken "escape" ramp which is the obvious combo for advancing the sub and timing the escape to get 1.2M each time.

This confused me, I was getting half that each time. Turns out if you hold the launch (escape) button down longer you seem to get more points for some reason? I think that's the only thing I tried differently anyway.

Zen Pinball forums say they are awarding codes for the Marvel tables (due out Dec 29th) for top scorers on the current SOTD tournament.

What counts as "top"? I got an FR from the chap who seems to be at the top of virtually all the leaderboards (probably on his relentless quest to hoover up all wizard points in existence), if I need to get up to that standard to win a prize then fuck that! You'd have to keep a single game going for bloody hours.

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This confused me, I was getting half that each time. Turns out if you hold the launch (escape) button down longer you seem to get more points for some reason? I think that's the only thing I tried differently anyway.

I think it depends on how many times the ball spins round the little circular "basin" thingy before dropping through the hole in the middle.

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I think it depends on how many times the ball spins round the little circular "basin" thingy before dropping through the hole in the middle.

Yeah I'm also confused. I usually avoid the escape. In my experience Escape only awards 100k (plus some multiple of 2k whilst the ball spins in the basin and advances the sub)

Instead, bring on The Kraken! Kraken awards 100k for each shot (so up to 800k) and then either 5M for completing all shots, or you go into Hull Breach (which can variously award between 600k to 1.4M for completing.

No idea how many 'top' tournament places will be prize winners. May even be just one (!), but its not clear.

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The escape lock is just down to timing it perfectly. I just tap the launch button for the 1.2M so it's not down to holding it down. Tap the launch just as the ball comes to the escape tube. If you do hit the perfect timing it does indeed roll around twice in the Sub Cup on the right for another 4K. I always use it cause it's great for advancing the minisub which leads to the Abyss feature that is point-rape every time.

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