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  • #46
    Marvel Pinball – World War Hulk Table guide

    I wrote a table guide on ps3trophies, but i post it here too:

    Marvel Pinball – World War Hulk Table guide

    Before beginning it is highly suggested to go to the operators menu and decrease the sensitivity value to the minimum for both lower (0.15) and upper arms (0.00). This way the delay between button press and the flippers moving is reduced to the minimum value. Changing the sensitivity will not disable trophies.

    Ramps and Orbits are pretty straightforward, but here are them, from left to right:
    Hulk ramp, Gamma hole, random reward targets (3 lights on the right side of the gamma „car”), Hiveling ramp (accessible by upper arm shot), Left orbit a.k.a. Sakaar orbit,Rage ramp, Left mini orbit (left warbound), Arena ramp, Mission target, right mini orbit (right warbound), Strength ramp, right orbit a.k.a. Ship orbit, Save targets (2)

    Skill Shot: At the beginning, one of the three random reward targets is lit. There is a ship turned on her side left to the launch and there is an open hatch on it. Apply pressure on the launch button and watch the end of the crane as it begins turning. (The very tip, where the wire connects to the end of the crane) Now watch the open hatch, the red edge on the right with double black lines.
    WWHulk launch_cr.jpg
    Middle light - Turn the crane till the tip is between the two black lines
    Upper light - Turn the crane till the tip is just above the left black line
    Lower light - Turn the crane till the tip is just reaching the right black line
    Skill shot worth 500K points.

    Kick Backs: Light the letters S M A S H in the inlanes and outlanes to activate the left kickback, and light the letters A G A I N ton activate the right kick back. If both kickbacks are activated, then lighting the letters again earns you 250K. Kickbacks do not stack.

    Ball save: Hit the Hulk ramp to activate the Save targets for a short time, then hit both targets for a ball saver.

    Extra ball: You have to kill 200 hivelings. To kill hivelings shoot the bumpers or the Hiveling ramp. Each bumper hit kills one hiveling and each Hiveling ramp shot kills 5 hiveling. (See Strength multiball) The other way to earn an extra ball is from a random reward.
    Multiplier: After killing 30, 60, 90, 120, 150 hivelings the multiplier increases to 2x, 4x, 6x, 8x, 10x

    Random rewards: For a random reward hit all three random reward targets.
    1 million points
    5 million points
    Ball Saver
    Multiplier Increased
    Extra ball

    Combos
    1st hit - 50k
    combo - 100k
    Double Combo - 200k
    Triple Combo - 300k
    Super Combo - 400k
    Mega Combo - 500k
    Hulk Combo - 600k

    Shooting the Gamma hole five times turns on the diverter on the Hulk ramp and a successful Hulk shot will earn you a 30 second double scoring period.
    Shoot the warbound orbit (either side) to light one of the WARBOUND letters. Collecting all letters will get you a Warbound member and 250K points. (The warbound members with a 10x multiplier can increase your bonus score a lot)

    Enter Hulk’s Arena Trophy:

    Hit the Arena ramp, to start building the arena. Each successful shot lights one letter in ARENA, the sixth shot will take the ball into the arena mini playfield. Here you can see the head of Doctor Strange, Iron Man, Black Bolt, and Mister Fantastic. Shoot each ramp for 500K points. After all four of the are defeated. Two targets will pop up, blocking the ramps behind them. Hit the pop up targets for 250K and the ramp behind them for 500K. After this just shoot the ball into the middle hole strong enough to earn another 500K. For the trophy just enter the arena, everything else is just a bonus.

    Hulk’s Vengeance Trophy:
    For this trophy, you have to complete 3 side mission and 4 main missions.

    Side missions: You can check the side mission progress: Under Rage, Strength and Ship there is a Hulk fist, with the name of the corresponding side mission. If the fist is lit, then the side mission is completed at least once.

    Strength Multiball:
    This is the most important side mission. Shoot the Strength ramp five time to completely fill the bar and a trap hole opens at the Strength ramp. Shoot it to start the Strength Multiball. During this multiball the warbound mini orbit diverts the balls to the bumpers. Each bumper hit will earn 2K point. All ramps and orbits are lit and each ramp or orbit shot will increase the bumper score.

    Tip: Since the bumpers are hard to hit, this game mode is the perfect way to get extra balls. It is easy to start this game mode and you can earn millions at the same time. You get a 10x multiplier which gets you around 20-30 Million bonus at the end of the ball. So go for it.

    Evacuate Manhattan:
    To start this game mode shoot Rage ramp 6 times. You have to fill the transporters with civilians and then evacuate them. The maximum capacity of the transporter is 50.
    Warbound orbits increase the remaining time. Gamma hole, left and right orbit (Sakaar, Ship), Rage and Strength ramp will put 5 civilians into the transporter, while Hulk and Hiveling ramp puts 10. Shooting the arena ramp will send the transporter and rescues the civilians. If the time is up the number of civilians saved is multiplied by 100K. So if you rescued 43 civilians you will get 4,3 Million.
    Starting this side mission the second and third time will turn this game mode into a two and three ball multiball. Scoring is the same, but if you lose a ball the game mode ends.

    Sakaar Ship Multiball:
    Shoot left orbit 6 times and right orbit 4 times to light the S A K A A R S H I P letters. After all letters are lit lock three balls into either orbit to start multiball. Each ramp and orbit will earn you a jackpot, after shooting all of them at least once; all ramps and orbits are lit again to earn jackpots.

    Main missions:
    The mission target is blocked by a closed gate, you have to shoot it 5 times to open it. Shooting it with the left flipper can make your ball bounce back SDTM, so shoot with the left only in the beginning, while ball save is still active. Otherwise just use right backhand shots (Hold the ball, release for a short time and apply full pressure. Full strength is key). The rigth backhand shot often falls back onto the rigth flipper and sometimes a missed shot will take the ball to the bumpers.

    Fantastic Four: The Thing
    To defeat The Thing you have to hit him three times. Shoot Arena (drop down opens on Hulk wire ramp), then Hulk ramp. From Hulk ramp the ball drops above the upper right flipper, shoot onto the Hiveling ramp to hit The Thing. If you hit the Hulk ramp you have one chance to hit the Hiveling ramp. If you fail, you have to repeat the arena – hulk combo.
    You have a long time for this, but you can increase the time by shooting the ball to the warbound orbit (either side).
    Tip: Every Arena shot (when lit) is a jackpot (350K). After you hit Hulk ramp (either you hit Hiveling ramp or not) the arena is lit again but this time the jackpot is increased (375K). You can complete two hits on The Thing, and deliberately fail the third hit and doing only Arena, Hulk combos. Every time the jackpot increases by 25K points.

    Iron Man: Hulkbuster
    You have to fight Tony Stark in his Hulkbuster armor. To defeat him you have to deliver 3 left and 3 right punch. No overall time limit, just for the punches, so take your time.

    Left Punch: Shoot Arena ramp, your ball wild be kept held for a few moment under the right inlane. When the ball is released you have 15 seconds to shoot onto the Rage ramp.
    Right Punch: Shoot Hulk ramp, your ball wild be kept held for a few moment under the left inlane. When the ball is released you have 15 seconds to shoot onto the Strength ramp.
    After 3 left and 3 right punches, Tony Stark is defeated and you get 25 million points.

    Dr. Strange:
    First the Rage and Strength ramps are lit. Hit either of it and you get another ball. During the two ball multiball hit the other ramp, and a third ball will be added. During this phase Shoot any 6 ramp or orbit to light lock is lit at the left and right orbit (Sakaar, Ship). Lock the remaining balls to defeat Dr. Strange. Draining a ball during the two ball multiball phase will end the mission. You may drain one ball during the three ball phase.

    X-men: Wolverine
    At the beginning of this mission four ramps will be blocked by green and blue claws. Arena and Hiveling ramp is blocked by blue claws, while Rage and Strength ramp is blocked by green claws.
    You can change the colour of your ball. No overall time limit, but your ball loses its colour, when the timer reaches 0 (20s).
    Shoot Gamma hole to make your ball green and Hulk ramp to blue. Shoot green claws (Rage, Strength) with a green ball and blue claws with a blue ball to break them. After breaking the claws shoot these ramps again to defeat Wolverine.
    For the Hiveling ramp, shoot the ball to the Sakaar orbit and then use you upper arm to shoot the ball onto Hiveling.
    All main missions are 25 Million points.

    The Final Battle Trophy

    After completing the 4 main missions, open and shoot the mission hole one more time. A 4 ball multiball mode will start. Build up Hulk’s rage by shooting every orbit and ramp at least once. After it all ramps and orbits are lit again for a short time for some extra points. To finish the mission lock the remaining balls into the arena.
    For completing the final battle you get 50 Million points
    Last edited by Prototype_79L; 06-27-2012, 02:22 PM.

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    • #47
      Awesome Guide Prototype_79L!

      Edit - This bit is the best part of the guide IMHO "Shooting it with the left flipper can make your ball bounce back STDM, so shoot with the left only in the beginning, while ball save is still active. Otherwise just use right backhand shots (Hold the ball, release for a short time and apply full pressure. Full strength is key). The rigth backhand shot often falls back onto the rigth flipper and sometimes a missed shot will take the ball to the bumpers."
      Last edited by rapierdwit; 06-26-2012, 06:16 PM. Reason: Added Info

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      • #48
        Originally posted by rapierdwit
        Awesome Guide Prototype_79L!
        What he said

        This will help everyone out.
        sigpic

        Official Pinball Guides (PFX3 etc.) - Written & Video Form

        PSN = SrkToTheChin
        Xbox Live = SrkToTheChin
        *Send a msg with any Friend Request!*

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        • #49
          Thanks for taking the time to post all that. Will definitely be a great help!

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          • #50
            Anyone found a way to attack the "Rage" multiball? With one ball I can get 100-200 civilians with some time increases and such but with more than one ball I either end up with too much time because I hit the "Warbound" ramps too much or I lose a ball(s) really fast (faster than the other multiballs for some reason).
            PSN: Loc_Dog_ (feel free 2 add, mention ZP2 or these forums if you will! )
            Wizarded on ZP2: Avengers, Infinity Gauntlet, Captain America, Plants vs Zombies, Ghost Rider, X-MEN, Epic Quest, Sorcerer's Lair, Spider-Man, Wolverine, Blade, Paranormal

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            • #51
              Originally posted by Prototype_79L
              I wrote a table guide on ps3trophies, but i post it here too:

              Marvel Pinball – World War Hulk Table guide

              Before beginning it is highly suggested to go to the operators menu and decrease the sensitivity value to the minimum for both lower (0.15) and upper arms (0.00). This way the delay between button press and the flippers moving is reduced to the minimum value. Changing the sensitivity will not disable trophies.
              Never knew about this. Do people do this with every table?

              Comment


              • #52
                Originally posted by Loc_Dog_
                Anyone found a way to attack the "Rage" multiball? With one ball I can get 100-200 civilians with some time increases and such but with more than one ball I either end up with too much time because I hit the "Warbound" ramps too much or I lose a ball(s) really fast (faster than the other multiballs for some reason).
                Rage is my score racking mode, with enough time and practice I could get 100 million of this mode alone. Atm im still getting used to the shots on the table but sofar Ive managed 3 truck loads (150 civs ~ 15m) very easily on the first ball. When its on multi-ball the trick is to go very early with the flippers and use as much pace on the ball as you can. Use the rails to keep balls delayed from one another and hit that ARENA ramp as often as you can as the other balls will be putting in people so might as well bank it. In multi mode Ive manage roughly 300 civs ~ 30m simply because the ramps are easier for me in this mode plus the bumpers at the back add people and is a good place to keep a ball in play.
                Last edited by lexandro; 06-27-2012, 06:11 AM.

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                • #53
                  So just had another bash at the table and gave it a good run of just ramping and getting gamma bonus. Only managed one mission but I scored 231 million (218th) so thats not to shabby. Pretty much got ironman down pat, strange is giving me a bit of trouble as the balls are getting a little wacky at times putting me off, i had one ball that "floated" at the tip of the flipper every time I tried to hit it for about 5 tries before it eventually shot off up the table again. Thing is a little tricky as Im not used to the drop down shot just yet, and I leave Wolverine to last because its gated ramps and I hate that.

                  All in all though I reckon I could wizard this one, which is more than can be said for some tables. Good job on the design I like it a lot, though the skillshot is kinda bad. And the guide for the skillshot above makes zero sense (what dual black lines on the ship? I dont have any!).

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                  • #54
                    Someone has got to tell Wolverine to stop playing with his claws. I am reminded of my mother when i was a kid running in and out of the house. She always yelled, "in or out." Wolverine, keep those damn claws in or out. Your driving me nuts.

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                    • #55
                      Originally posted by surf1der
                      Someone has got to tell Wolverine to stop playing with his claws. I am reminded of my mother when i was a kid running in and out of the house. She always yelled, "in or out." Wolverine, keep those damn claws in or out. Your driving me nuts.
                      Yea, once you start his mission the first time you get to hear knives sharpening the rest of your game. Can be really annoying.
                      Last edited by Loc_Dog_; 06-27-2012, 11:50 PM. Reason: typo
                      PSN: Loc_Dog_ (feel free 2 add, mention ZP2 or these forums if you will! )
                      Wizarded on ZP2: Avengers, Infinity Gauntlet, Captain America, Plants vs Zombies, Ghost Rider, X-MEN, Epic Quest, Sorcerer's Lair, Spider-Man, Wolverine, Blade, Paranormal

                      Comment


                      • #56
                        Originally posted by surf1der
                        Never knew about this. Do people do this with every table?
                        That is the first thing I do on every table. Without sensitivity setting, a fast ball at an upper arm and you are hitting air. Trust me, you will be more accurate.

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                        • #57
                          Originally posted by lexandro
                          And the guide for the skillshot above makes zero sense (what dual black lines on the ship? I dont have any!).
                          As the crane turns eventually it will reach the rim of the open hatch. The double black lines are only 1-2 mm apart, so we speak about a very little differences in launch force. The strength must be around 3 lamps lit. I tried to upload a pictur here, but i alwas get an error code.
                          Attached Files
                          Last edited by Prototype_79L; 06-27-2012, 10:48 AM.

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                          • #58
                            Originally posted by surf1der
                            Never knew about this. Do people do this with every table?
                            Neither did I. Did you ever get a response?
                            If life's really just a game, it was designed to be played co-op.

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                            • #59
                              Originally posted by surf1der
                              Never knew about this. Do people do this with every table?
                              Not necessarily. Like ps3, on the 360, it will not interfere with achievements, but it doesn't work quite like implied. On a 360 controller and assuming you have shoulder buttons and triggers set as the flipper control: Buttons activate corresponding flippers instantaneously. If you want instant, this is more reliable than adjusting the settings.

                              The settings control how far you must press a trigger to activate flippers. Zero is instantaneous, and each amount higher is proportionally more you must pull the trigger to get the flipper to activate. This obviously translates to time depending on how fast you pull the triggers, but strictly speaking, it is not a delay setting. Also, I think the lower flipper always has the small value, so you can hold a ball on a lower flipper while still activating an upper flipper, or activate a lower flipper without worrying about the upper flipper interfering with the shot. If you use these techniques (I do not), you might want a greater difference between the upper and lower settings.
                              Last edited by Rudiger; 06-27-2012, 02:34 PM. Reason: edited for clarity

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                              • #60
                                I adjusted the flipper sensitivity and it did improve my accuracy with upper flipper shots. I don't have to mash the button as hard as i can to activate it. Thanks for the info.

                                @loc dog: if you listen carefully, you hear that sharpening knife sound a lot through the entire game. I notice it mostly when i'm not going for combos. When i catch and hold for aimed shots, i hear that damn sharpening knife sound constantly. It drives me nuts.

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