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High Scoring Strategy Guide for Paranormal

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  • High Scoring Strategy Guide for Paranormal

    I managed to put on a really high score on this table with my 5th game and that is all because within the first couple of games I realised that there are a few aspects of the table that can be fully exploited for a long and ultimately a high scoring game - easy kickback, magnasave and ballsave activation, 15 extra balls and multi-ball jackpots that build for the duration of a game. Here is what you need to do if you want to emulate my strategy (and here is a video that demonstrate some of the strategy):

    General

    - Start the game off by avoiding at all cost to lock a ball into the film reel.
    - Initially concentrate on shooting the ball up the main ramp and then into the cube. The cube should be on the position with the hole on the third lane of the cube. Press both flippers when the ball is above the lane with the hole and the ball will drop into it.
    - If a ball is not locked you will have a very short time to make an "intuitive choice" by pulling one of the triggers when you hit the hole - there are quite a list of "random awards" from points, multiplier increase, hold multiplier etc. but the one that you are looking for is "light extra ball". Because it is an intuitive award I have found that it is actually quite appropriate with the selection it gives you so your chance of getting a "light extra ball" is very good within the first 2 or 3 times.
    - Once the extra ball is lit... shoot up the main ramp, then into the cube again to collect the extra ball by dropping the ball in over the 4th lane.
    - I usually repeat that until I have all 5 extra balls.
    - Once you get enough extra balls it is worth trying to get "Hold Multiplier" through the intuitive award before you actually start playing.
    - Once you are ready; focus on activating your left and only kickback and magnasave. Magnasave do work but you have to be lightning quick and have to lift one of the flippers at the right time to get it right - first practice to get it right before you seriously start playing. Reactivate it again if used. Magnasave is most useful when the ball goes down the right out lane... hold the right flipper up as you press the launch button to activate the magnasave.

    Multi-Ball

    - You can play all the missions/modes but there is only one strategy that will end up giving you super high scores.
    - It is actually quite simple as it is built around the fact that your multi-ball jackpot can be increased during the game and it is built up and held for the duration of the game.
    - It works for each of the multi-balls but I only play one because I feel it is better to concentrate your efforts and build only one up as quickly and as highly as possible.
    - The one that I played in my high scoring game was levitation multi-ball - to start it, lock a ball into the film reel. Shoot a ball up the main ramp and shoot it into the cube. As soon as the ball is locked into the hole... the multi-ball mode starts and a levitating ball comes out of the hole and start moving down the table. When it comes to a certain point the second ball is released out of the film reel and then the fun starts!
    - To get the super jackpot you need to hit the levitating ball when it hovers close to the table (keep an eye on its shadow - I find I hit it easier when it is over the middle of the table rather than on the sides). Then you have two balls again in play and you have to relock one of the balls into the cube for a jackpot and to start the ball levitating again.
    - Avoid hitting the ball when it is levitating on the right hand side of the table because it can get stuck and you won't be able to continue your game. I managed to hit it on the right by mistake a few times during my high score game and the one time it popped up I nearly had a heart attack
    - You have a couple of seconds while the ball is levitating to try and build your jackpot. I usually try it as soon as the ball is locked as it gives you about 10 - 15 seconds before you have to start focussing on hitting the levitating ball again before the multi-ball ends if you don't hit it soon enough.
    - To build the jackpot you have to hit the ball past Nessie - up the furthest right ramp (Jersey Devil ramp - which is usually closed) or through the Nessie mini-ramp with the top right flipper. Once the ball comes past Nessie you have to hit it with the reverse scoop flipper through the spinner. The rotations of the spinner increases the jackpot.
    - At some point in the game that becomes your fastest way of scoring, but you first have to build up the Jackpot. On my high scoring game my jackpot was on around 103mil with a 206mil super jackpot when my game ended. My score was growing very quickly in the end and my last 50bil was scored in about 4 - 5 hours.
    - The nice thing about this table is that although you basically spam one multi-ball for a high score the other missions get activated from time to time for some variation. I have to admit though that I very rarely play the Haunted Mansion mission because I usually shoot the ball into the cube rather than up there and later on in the game I just focus on the levitation multi ball.

    My game lasted 15 hours and I was aiming for a 100bil score and a 100mil jackpot. After I got both I played a little bit further to record this video to demonstrate some of the strategy. I have played 19hours on this table - less than half my usual on a table after a couple of months - and I'm sure I'll never play it again!!!

    If I was ever going to go for the high-score again, I would not play Levitation multi-ball. I would rather play Dobbleganger multi-ball because once you have the first ball locked, you can shoot the spinner to up the jackpot value to your hearts content. Here is a more detailed description of how it works.

    There you go... good luck!!!
    Last edited by Cloda; 11-08-2011, 01:31 PM.
    XBox One Gamertag - PinStratsDan

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

  • #2
    Thank you very much CLODA, wonderful strategy guide.
    I never noticed that we could increase the jackpots!
    I will try this as soon as possible.
    (I predict that the fanatics pinball gamers will go to the trillion.)
    Last edited by Hypno74; 10-28-2011, 06:20 AM.

    Comment


    • #3
      Thanks a lot for the tips Cloda, I'm now in the top 20 on Paranormal and climbing cause of you!! Just passed Shoryukentothechin,lol (has not been posted yet). And thanks Zen for making another fun great table. Love the challenge of Paranormal. Keep the brilliant work coming.
      http://www.pinballmuseum.org/ The City Is My Church

      Comment


      • #4
        Thanks for the very nice guide!

        Zen realy has to think about putting caps to every increasing score bonus, so things like this or Spiderman wont happen in the future.. as far as i´ve seen here in the forum, even the best players arent happy with easy exploitable grind-mechanics like that and I´m not either, since I play for fun and dont want do grind the same thing over and over again.. on the other hand pinball is always about the score, so with mechasims like that, we get to the point where you actualy have to descide between fun and highscores.. that should never happen! And I always feel kind of dumb when I have to play a game deliberately ineffective to keep up the fun..

        It should be easy to just put a cap on such scores.. but it should always be high enough that the cap can only be reached by very good gamers and everyone else will never notice, that there´s a limit.

        Comment


        • #5
          Down with caps!!!
          http://www.pinballmuseum.org/ The City Is My Church

          Comment


          • #6
            Thanks Cloda! I have to definitely try that!
            PINBALL4EVER!!!!

            Comment


            • #7
              Zen, we have a problem

              Nice work figuring out this strat Cloda.


              Unfortunately, this is a game breaking "feature" (or, more likely, mis-design).

              Zen, please consider some modifications for the next title update:

              - cap the Jackpot bonuses. (What's the point of having a mode that makes every other game mission and target utterly irrelevant? A table should have risk/reward scoring balance, and preferably should not be grindable on a single mode.)

              - cap the Mansion bonuses.

              - reduce the (truly ridiculous) number of Extra Balls that can be awarded.

              - cap the Ball Savers or otherwise nerf them

              - remove the stacking on the (already incredibly easy) KickBacks.

              And, at the risk of repeating myself toooo much: replace Super Score. It's not just unrepresentative of a player's skill range, it's fundamentally broken.

              Further, as a general table design: consider requiring all modes to be completed before the Wizard mode, rather than merely being started.

              (Sorry, I can't hide my disappointment. I was looking forward to a challenge with this table. It was going to rekindle my waning interest in Pinball FX. And there are cool things about the table: the core design is good, the production values are great and the theme is excellent. But the lack of difficulty combined with extreme scoring imbalances really harms the table's longevity. A problem shared by most other recent releases... )

              Comment


              • #8
                Thanks for this guide Cloda - very informative!

                I have to say though that its quite disappointing to discover that getting a high score on what at first I thought was a complex table boils down to grinding a mode over and over again. Shame..

                There seems to be no incentive to completing all the multi-ball modes. I agree with those who say cap the jackpot bonuses. They should have done this and made a bigger incentive for 'completing' all the multiball modes.

                Also the amount of extra balls is ridiculous.

                Actually I can save myself a bit of time with this.......basically what Womble said!

                I have been disappointed with every table since Mars and I still think Zen's best work are the Core and Marvel multi-packs.

                For a company that focus on Pinball they constantly make some very strange design decisions. I think they need to stop patronising their customers with all these ways they come up with to ensure you get a high score or reach a wizard mode.

                They should have more confidence in the design of tables like Pasha. I started out on that one, I didnt care that it was difficult. To me it was satisfying just to improve my score by 2 or 3 million.

                Comment


                • #9
                  Originally posted by Womble
                  Nice work figuring out this strat Cloda.


                  Unfortunately, this is a game breaking "feature" (or, more likely, mis-design).

                  Zen, please consider some modifications for the next title update:

                  - cap the Jackpot bonuses. (What's the point of having a mode that makes every other game mission and target utterly irrelevant? A table should have risk/reward scoring balance, and preferably should not be grindable on a single mode.)

                  - cap the Mansion bonuses.

                  - reduce the (truly ridiculous) number of Extra Balls that can be awarded.

                  - cap the Ball Savers or otherwise nerf them

                  - remove the stacking on the (already incredibly easy) KickBacks.

                  And, at the risk of repeating myself toooo much: replace Super Score. It's not just unrepresentative of a player's skill range, it's fundamentally broken.

                  Further, as a general table design: consider requiring all modes to be completed before the Wizard mode, rather than merely being started.

                  (Sorry, I can't hide my disappointment. I was looking forward to a challenge with this table. It was going to rekindle my waning interest in Pinball FX. And there are cool things about the table: the core design is good, the production values are great and the theme is excellent. But the lack of difficulty combined with extreme scoring imbalances really harms the table's longevity. A problem shared by most other recent releases... )
                  Zen, please don't listen to this petty nitpicking. You are doing an unbelivable job. Keep cranking out brilliant tables like Paranormal. It is absolutely perfect. Paranormal is a real player's table. Even with all the extra balls it is still very much a challenge. I just scored a billion some odd points and took me about 5 hours. People who complain about this table just cannot achieve any kind of decent score on it.
                  Last edited by lasvegaspinballhalloffame; 10-28-2011, 11:30 AM.
                  http://www.pinballmuseum.org/ The City Is My Church

                  Comment


                  • #10
                    Definition of a fanboy

                    An extreme fan or follower of a particular medium or concept, whether it be sports, television, film directors, video games (the most common usage), etc.

                    Known for a complete lack of objectivity in relation to their preferred focus. Usually argue with circular logic that they refuse to acknowledge. Arguments or debates with such are usually futile. Every flaw is spun into semi-virtues and everything else, blown to comedic, complimentary proportions.

                    Comment


                    • #11
                      Originally posted by Womble

                      - cap the Jackpot bonuses. (What's the point of having a mode that makes every other game mission and target utterly irrelevant? A table should have risk/reward scoring balance, and preferably should not be grindable on a single mode.)

                      - cap the Mansion bonuses.

                      - reduce the (truly ridiculous) number of Extra Balls that can be awarded.

                      - cap the Ball Savers or otherwise nerf them

                      - remove the stacking on the (already incredibly easy) KickBacks.

                      And, at the risk of repeating myself toooo much: replace Super Score. It's not just unrepresentative of a player's skill range, it's fundamentally broken.

                      Further, as a general table design: consider requiring all modes to be completed before the Wizard mode, rather than merely being started.

                      (Sorry, I can't hide my disappointment. I was looking forward to a challenge with this table. It was going to rekindle my waning interest in Pinball FX. And there are cool things about the table: the core design is good, the production values are great and the theme is excellent. But the lack of difficulty combined with extreme scoring imbalances really harms the table's longevity. A problem shared by most other recent releases... )
                      Well said! I agree 100%.

                      Comment


                      • #12
                        Thank you all for the feedback.

                        Originally posted by Hypno74
                        (I predict that the fanatics pinball gamers will go to the trillion.)
                        I predict that you will be first in line

                        Originally posted by Sildorian
                        Thanks for the very nice guide!

                        Zen realy has to think about putting caps to every increasing score bonus, so things like this or Spiderman wont happen in the future.. as far as i´ve seen here in the forum, even the best players arent happy with easy exploitable grind-mechanics like that and I´m not either, since I play for fun and dont want do grind the same thing over and over again.. on the other hand pinball is always about the score, so with mechasims like that, we get to the point where you actualy have to descide between fun and highscores.. that should never happen! And I always feel kind of dumb when I have to play a game deliberately ineffective to keep up the fun..

                        It should be easy to just put a cap on such scores.. but it should always be high enough that the cap can only be reached by very good gamers and everyone else will never notice, that there´s a limit.
                        Well put... believe it or not, I hate grinding I just decided if I was going to put 20 hours into this table I can just as well try and do it in one game and score as much as possible at the same time. I have played 5 games on this table and except for maybe trying one or two further things (haven't activated the multi-ball wizard mode yet and have to redo my achievements) I doubt that I will ever put a full game in again. Tables like Earth Defence, Excalibur and Pasha I go back to ever now and then because there is always a challenge and I only have to play and hour or so to have a very rewarding challenge etc.

                        I fully agree that there should be a cap on all modes, including EOB (like on Mars)... I really, really hope that Epic Quest's 100 level up cap is it and that there is nothing else that will keep on growing.

                        Originally posted by Womble
                        Unfortunately, this is a game breaking "feature" (or, more likely, mis-design).

                        Zen, please consider some modifications for the next title update:

                        And, at the risk of repeating myself toooo much: replace Super Score. It's not just unrepresentative of a player's skill range, it's fundamentally broken.

                        Further, as a general table design: consider requiring all modes to be completed before the Wizard mode, rather than merely being started.

                        (Sorry, I can't hide my disappointment. I was looking forward to a challenge with this table. It was going to rekindle my waning interest in Pinball FX. And there are cool things about the table: the core design is good, the production values are great and the theme is excellent. But the lack of difficulty combined with extreme scoring imbalances really harms the table's longevity. A problem shared by most other recent releases... )
                        Fully agree with all you said... as I said above, this table is basically dead for me now.

                        Originally posted by Alipan
                        I have been disappointed with every table since Mars and I still think Zen's best work are the Core and Marvel multi-packs.

                        For a company that focus on Pinball they constantly make some very strange design decisions. I think they need to stop patronising their customers with all these ways they come up with to ensure you get a high score or reach a wizard mode.

                        They should have more confidence in the design of tables like Pasha. I started out on that one, I didnt care that it was difficult. To me it was satisfying just to improve my score by 2 or 3 million.
                        As I have also said before... I really hope that Marvel V&V will have some challenging tables... it seems that Zen is now convinced that the tables have to be as accessible as possible to attract and keep new players. For me this is quite ironic because after a year or so of the fx2/Marvel games being out you would think that they would keep the challenge up and increase it because everybody that has been playing from the beginning skill level would most definitely have improved a lot.
                        XBox One Gamertag - PinStratsDan

                        Pinball FX3 Tips & Strategy Guide YouTube Channel - PinStratsDan

                        Discord server - PinStratsDan

                        Twitter - PinStratsDan

                        Facebook - PinStratsDan

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

                        Comment


                        • #13
                          Nice strat' Cloda, most tables do come down to grinding something or another theres not really a way round that, I do agree certain tables more so than others.
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                          • #14
                            First i'd like to say excellent guide!

                            Just one thing i've noticed is that Hold bonus doesn't seem to be in the list anymore. I must have shot the cube 50+ times and got all extra balls, but never did i see Hold bonus passing by? :S

                            Comment


                            • #15
                              Originally posted by Womble
                              Nice work figuring out this strat Cloda.


                              Unfortunately, this is a game breaking "feature" (or, more likely, mis-design).

                              Zen, please consider some modifications for the next title update:

                              - cap the Jackpot bonuses. (What's the point of having a mode that makes every other game mission and target utterly irrelevant? A table should have risk/reward scoring balance, and preferably should not be grindable on a single mode.)

                              - cap the Mansion bonuses.

                              - reduce the (truly ridiculous) number of Extra Balls that can be awarded.

                              - cap the Ball Savers or otherwise nerf them

                              - remove the stacking on the (already incredibly easy) KickBacks.

                              And, at the risk of repeating myself toooo much: replace Super Score. It's not just unrepresentative of a player's skill range, it's fundamentally broken.

                              Further, as a general table design: consider requiring all modes to be completed before the Wizard mode, rather than merely being started.

                              (Sorry, I can't hide my disappointment. I was looking forward to a challenge with this table. It was going to rekindle my waning interest in Pinball FX. And there are cool things about the table: the core design is good, the production values are great and the theme is excellent. But the lack of difficulty combined with extreme scoring imbalances really harms the table's longevity. A problem shared by most other recent releases... )
                              I agree with you, man. But i wonder...If Zen's sales are getting better( are they?) maybe this strategy is the right one...As i always say, better 100 noobs happy and 10 pros unhappy than the contrary, since "casual" pinballers are certainly the most,and every company must care about money first...

                              I surely prefer the old tables and the challenge they offer, the idea of playing 10 or more hours scares me to death.
                              "The heart reveals what smiles betray" - Rise against

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