I just decided to play this for a higher score on the weekend. Some tips for the table are as follows:
Extra Ball: because this table is so hard, you will need extra balls to get anywhere when dealing with a new high score. This is done via the roll-overs at the bumpers. Problem is that when you hit the orbit, it almost always goes around the bumpers. however, the elctro-blast mission stops the ball at the bumpers (after you hit the ramps and you hear "Magic vs Machine"). Tip: use the RIGHT orbit to get the ball to light up the roll-over lights at the bumpers. Flippers will change the lights just like inlane/outlane lights. The reason you use the right orbit it so you don't crank the spinner and complete to mission. If you don't get the mulitplier to 10X, let the mission time-out so you can do it again. Also, when you first start your game, use only enough launch power to get it into that area as well and hopefully get a few lights ticked off. Another tip on this is to focus on where the ball is, since sometimes it will bounce back up the rollover from the bumper, at this time, quickly change the light to an unlit one so it will activate when it drops back in.
Tower ramp and Party Ramp: catch the ball on the same side flipper and make a quick shot (ie, right flipper shoots party ramp, left flipper for tower ramp).
Kickbacks: Use the Stock market ramp to light up kick backs via inlane rollovers at the beginning of the game and at any time you use one. Keep them on at all times.
SHIELD Muliball: Use right flipper to catch ball and make a quick shot to try and get the targets.
Not enough power to reach top of ramp resulting in SDTM drain: When the ball goes part way up the ramp, and you realize a center drain is imminant, nudge the table side-to side to change the angle of the ball as it exits the ramp entrance, sending it toward one of you flippers instead of down the middle.
Nudge pass or flipper pass: I find that this table will result in many quick center drains ifyou try and hit the ball when it comes down the inlane. Instead, always pass the ball to the other flipper so you can catch it and make an accurate shot instead.
Extra Ball: because this table is so hard, you will need extra balls to get anywhere when dealing with a new high score. This is done via the roll-overs at the bumpers. Problem is that when you hit the orbit, it almost always goes around the bumpers. however, the elctro-blast mission stops the ball at the bumpers (after you hit the ramps and you hear "Magic vs Machine"). Tip: use the RIGHT orbit to get the ball to light up the roll-over lights at the bumpers. Flippers will change the lights just like inlane/outlane lights. The reason you use the right orbit it so you don't crank the spinner and complete to mission. If you don't get the mulitplier to 10X, let the mission time-out so you can do it again. Also, when you first start your game, use only enough launch power to get it into that area as well and hopefully get a few lights ticked off. Another tip on this is to focus on where the ball is, since sometimes it will bounce back up the rollover from the bumper, at this time, quickly change the light to an unlit one so it will activate when it drops back in.
Tower ramp and Party Ramp: catch the ball on the same side flipper and make a quick shot (ie, right flipper shoots party ramp, left flipper for tower ramp).
Kickbacks: Use the Stock market ramp to light up kick backs via inlane rollovers at the beginning of the game and at any time you use one. Keep them on at all times.
SHIELD Muliball: Use right flipper to catch ball and make a quick shot to try and get the targets.
Not enough power to reach top of ramp resulting in SDTM drain: When the ball goes part way up the ramp, and you realize a center drain is imminant, nudge the table side-to side to change the angle of the ball as it exits the ramp entrance, sending it toward one of you flippers instead of down the middle.
Nudge pass or flipper pass: I find that this table will result in many quick center drains ifyou try and hit the ball when it comes down the inlane. Instead, always pass the ball to the other flipper so you can catch it and make an accurate shot instead.
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