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Kickback, Multipliers, Ball Savers and Extra Balls

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  • #76
    Captain America

    OK, I'll give it a shot.

    Kickbacks

    - spell B-U-C-K-Y through the inlane/outlane rollovers to light the left Kickback.

    - repeat to light the right Kickback.

    - Kickbacks have a short grace period after being used, where they can be reused.

    - Kickbacks are NOT RESET when a ball is lost.


    Multipliers

    - complete the 3 round targets in the middle of the playfield to advance the multiplier. These are very hard to hit from the lower flippers. Best bet is to hit them from the upper-right flipper, or randomly in multi-ball.

    - a lit "Bonus Held" sign is a random reward when completing the Supply Drop mini-game.


    Extra Ball

    - complete the 3 Bonus Multiplier targets one more time after X10. The extra ball light will be lit at the Howlers sink hole.

    - extra ball is a random award in the Supply Drop mini-game. This is awarded automatically at the completion of the mini-game.


    Ball Saver

    - a 30 second ball saver applies at the start of each Ball.

    - a temporary ball saver is one of the random awards when completing the Supply Drop mini-game.

    - some modes (e.g. Archives and Multiballs) will activate temporary Ball Saver (10 secs?)

    - if you gain the Bucky Commando, and have him activated, there is a 30% chance that Bucky will ball-save on a drain.

    Note 1: the "shoot again" sign does not light when Bucky saves you, and no sound effect is played! The ball will be relaunched, and a DMD notice will be presented.

    Note 2: it is possible for Bucky to save you repeatedly on the same ball.
    Last edited by Womble; 06-29-2011, 12:57 AM.

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    • #77
      I jumped on to check out the info on Speed Machine. Damn, I am disapointed no one has filled those in, so...

      Kickbacks: Light the Gears in the inlanes, which replace letters on this table. The small blue circles beside the lower flippers. First time you light it enables the single kick back, the next time it activates the ball saver.

      Mutiplier: Light the three targets just below the Race Hole

      Ball Saver: As stated before, Light the gears in the inlanes, which replace letters on this table.

      Extra Ball- (Edit) - Not 100% sure but about 90% sure that you have to get 10x Multiplier (and you might need to THEN hit a shot). Real hard for me to track because I tend to advance the multiplier during Night Run Multiball or Wizard Mode. Seriously, How hard is it to put in a SIMPLE "Extra Ball" soundbite in these older tables? Re-use the same one, I don't care!
      Last edited by rapierdwit; 07-11-2011, 03:07 AM.

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      • #78
        Flynn's slackin' off. :-p I think we have the Captain America and Speed Machine info.

        All we need now is Extreme, and since Rapier just topped 100M on that POS, I think he should be the man for THAT job too. :-p

        This should have been finished EONS ago.

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        • #79
          Extreme

          Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
          Multiplier: Light the three dots above the upper bumpers.
          Ball saver: There are two separate ball savers. Bungee Jump (Which does not expire until it is triggered) and the normal Ball Saver. Bungee Jump is activated by Hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
          Extra balls: Complete Extra Ball Adventure.
          Last edited by rapierdwit; 07-10-2011, 03:30 AM.

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          • #80
            Originally posted by UranusIsBroken View Post
            Flynn's slackin' off. :-p I think we have the Captain America and Speed Machine info.

            All we need now is Extreme, and since Rapier just topped 100M on that POS, I think he should be the man for THAT job too. :-p

            This should have been finished EONS ago.
            Slight problem. My 2nd post with all the table info has exceeded the maximum character limit allowed. I will sort this when I have the time (working all weekend). Sorry for slacking ;-)

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            • #81
              Originally posted by Flynn74 View Post
              Slight problem. My 2nd post with all the table info has exceeded the maximum character limit allowed. I will sort this when I have the time (working all weekend). Sorry for slacking ;-)
              You're forgiven.

              Hey...if you're out of space...take whatever you would have put in a third post, and send it to Vincent. Ask him if he'll edit his first post and put it in there. That should take care of things nicely.

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              • #82
                Speed Machine - Extra Ball - Night Run Multiball - Do Night Run Multiball and hit the lits ramps/orbits at least 9 times. (You complete the mission by hitting them 14 times). There is a RANDOM Extra Ball given out for hitting any lit ramp between shot 9 and 14. But it IS Random and sometimes is NOT given out at all.

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                • #83
                  Originally posted by rapierdwit View Post
                  Extreme

                  Kickbacks: Light up (the inlane/outlanes) INDY to activate the kickbacks.
                  Multiplier: Light the three dots above the upper bumpers.
                  Ball saver: There are two separate ball savers. Bungee Jump (Which does not expire until it is triggered) and the normal Ball Saver. Bungee Jump is activated by Hitting the Ollie Ramp which will then light the Bungee Jump light/Entry Ticket Hole on the lower table. Hit the Entry Ticket/Bungee Jump hole within 30 seconds to claim it. Bungee Jump will save the ball for sixty seconds in which you must hit the Ollie ramp. If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball. The second (timed) ball saver is activated by lighting INDY after lighting the kick backs.
                  Extra balls: Complete Extra Ball Adventure.
                  Extra Balls: Complete Extra Ball Aventure - addtional info.

                  There are 2 ways to activate Extra Ball Adventure. The first is to advance the multiplier lanes on the upper board to 10x. The second is a random award for completing the TAG lanes on the upper board.

                  When you complete either of these 2 tasks, you will have to activate the Extra Ball Adventure mode by getting the ball to the capture hole area that also awards the kickbacks and 2-ball multiball. You will see the light flashing in the area above and to the left of the left slingback.

                  Once you activate Extra Ball Adventure, you will have to hit one of the 8 red targets on the right side of the lower playfield (these are the targets you have to hit to activate the competition modes). There will be one lit target that will slowly scroll from left to right. You have about 20-30 seconds to hit the lit target. I believe that if you hit the wrong target 3 times it will cancel the mode. Also if you have failed to hit the correct target, during the last 10 seconds the lit target will scroll faster.

                  If you successfully hit the target, the DMD will show Extra Ball and an audio cue of "YO!"

                  Feel free to edit this information to make it more concise.

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                  • #84
                    Rocky & Bullwinklle

                    Extra Balls:
                    - Advance mutliplier to 10x by completing HIT lanes above bumpers. Complete HIT lanes an additional time to active Extra Ball hole (Left of HIT lanes - Extra Ball/Top Hat/Start Aesop Tale). In other words, complete HIT lanes 6 times during one ball to activate Extra Ball shot. (confirmed July 20, 2011)

                    When lighting extra ball shot from HIT lanes, the shot will remain active/available even if you lose the ball. Example: If you activate the shot on ball 1 and lose the ball, the shot will still be active when you launch ball 2.

                    - Achieve a score of 200 million.
                    When you reach 200 million, you will be immediately rewarded with an extra ball. (Unknown if extra ball is rewarded for higher scores, ie every 200 million). I've only noticed this during my EOBB (end of ball bonus), but assume that it would be rewarded during normal play.

                    - Random reward from mushroom bumpers???
                    The slingback bumpers (every 25 hits), spinner (special after 300 spins), and mushroom bumpers (after 100 hits) give random rewards. I am not sure which one activates the extra ball shot next to the HIT lanes, but the help/instructions for the table list the extra ball reward from the mushroom bumpers.

                    Kickbacks:

                    - Right Kickback: complete 100 spins of the spinner.
                    If the right kickback is not lit, it will activate after you complete 100 spinner spins. For example: If you have completed 100 spins, activated the right kickback, used/lost the right kickback, you will have to complete 100 more spins (200 total) to reactivate the right kickback. (confirmed July 20, 2011)

                    - Left Kickback: complete CAKE lanes while Ball Save is active.
                    To activate Ball Save, complete the CAKE outlanes first. Next complete the CAKE lanes a second time. Ball Save has a short timer, so you have to be fast. In other words, spell CAKE 2x in quick succession. An easy way to activate the left kickback is to spell 3 of the 4 letters in CAKE; activate multi-ball or a mission which enables ball save; and then finish CAKE (confirmed July 20, 2011)
                    Last edited by IndyRC_Racer; 07-20-2011, 09:31 PM.

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                    • #85
                      Updated some info. I'm really sorry this has taken me so long. Ms Splosion Man added and I promise I will update the info as soon as it becomes available.

                      I've still to add Ballsaver info on Secrets of the Deep and Agents. I don't think you have to collect 10 samples in a row for extra ball on SOTD. I'm sure it's only 5 or 6 you need. Can anyone confirm?

                      Let me know if I have missed anything. Thanks for the updated info contained in the last 6 or 7 posts.

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                      • #86
                        Originally posted by rapierdwit View Post
                        If you do NOT hit the Ollie Ramp during those sixty seconds, the flippers will go dead and you lose the ball.
                        THAT is just pure evil. No need on an already low scoring table. I was so pissed off when that happened to me. A huge part of the reason why I will probably never play that table again.

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                        • #87
                          Originally posted by Flynn74 View Post
                          Updated some info. I'm really sorry this has taken me so long. Ms Splosion Man added and I promise I will update the info as soon as it becomes available.

                          I've still to add Ballsaver info on Secrets of the Deep and Agents. I don't think you have to collect 10 samples in a row for extra ball on SOTD. I'm sure it's only 5 or 6 you need. Can anyone confirm?

                          Let me know if I have missed anything. Thanks for the updated info contained in the last 6 or 7 posts.
                          I updated the SotD guide so please take a look there (sorry can't remember all the bits now). I can though confirm that you only need to collect 5 samples in a row for the extra ball.
                          XBox One Gamertag - PinStratsDan

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                          Cloda's somewhat vain and sort of self-indulgent thread

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                          • #88
                            Updated with Socerer's Lair info. Well, some of it. Missing how to activate the ball saver.

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                            • #89
                              Originally posted by Flynn74 View Post
                              Updated with Socerer's Lair info. Well, some of it. Missing how to activate the ball saver.
                              Ball Saver is activated by hitting the Upper Left Playfield Ramp using the Small upper left flipper 4 times. I am looking for the correct term on the ramp but it is the one used to collect an Extra Ball once it is lit.

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                              • #90
                                You can get another extra ball on Sorcerer's Lair by advancing the multiplier past 10X.

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