Hi guys. I have been rocking Tesla since ZP-1. It has changed completely with the re-release. Here are some tips for playing on ZP2. Not sure if it differs from xbox or not.
Kickback: Right kickback only. Use the in/outlanes to spell F-U-S-E.
Ball Save: In this release, the spinner has been fixed. 9/10 times if you hit it, it will exceed level 25, enabling the ball save. Keep the ball save on at all times because you WILL lose the ball often on this table. Ball save also comes on for "bunch of dollars hurry up" and re-activates once completed. It also comes on for one of the multi-ball missions.
Extra Balls: Do 12 experiments (note the hour-hand on the large clock), or do 5 "aimed-shots". EDIT: Originally I had 2 extras per ball (as in ZP1) but now it is 5 per game I think...
Upper flipper: There are 2 areas you can hit opposite the left upper flipper.
1 - The upkicker, which knocks the ball onto the upper playfield where there are drop down targets and magnet 'flippers'. Use the flippers to activate the magnets. Note that there is a brief "re-charge" time where they are inactive.
2 - The Coil Ramp. 3 hits of the coil ramp at any point will activate the Magna-Save. Magna save is activated by the X button
Aimed Shot and Bunch of Dollars are on the rule sheet.
Danger Areas: The biggest danger area on this table is the left out-lane. Sometimes you can nudge the ball across the bottom of the outlane because there is a swinging 'door' there which leads back to the flippers. Biggest advice: keep your ball save on at all times, AND activate the magna-save as a back up. When trying to hit the up-kicker or Coil ramp, many times your timing will be off and the ball will not make it all the way, and roll back out of that area RIGHT INTO THE LEFT OUTLANE.
Useful Notes:
This table is very fast (The ball moves very quickly most of the time).
Use the right orbit and time an upper flipper shot to hit Coil ramp and upkicker.
Hit the left steam ramp with a left-exit (they toggle back and forth) which drops the ball nicely on the upper flipper for a slower timed shot.
Bumpers increase ball out multiplier. Must be hit several times IN A ROW to increase.
Upper Playfield (Magnetic Area): use the flippers to activate left/right magnets near the drop targets. Wait for the ball to be around the center of the fielf before activating. Once they are all down, you can use the right magnet to get the ball up the ramp on the right side, which will change the experiment (noted by the large pointer in the center of the table above the flippers). Send the ball down the left ramp to activate the current selected experiement.
BIG TIP: The 3rd experiment...
Best of luck and quick flippers...
~caper_26
Kickback: Right kickback only. Use the in/outlanes to spell F-U-S-E.
Ball Save: In this release, the spinner has been fixed. 9/10 times if you hit it, it will exceed level 25, enabling the ball save. Keep the ball save on at all times because you WILL lose the ball often on this table. Ball save also comes on for "bunch of dollars hurry up" and re-activates once completed. It also comes on for one of the multi-ball missions.
Extra Balls: Do 12 experiments (note the hour-hand on the large clock), or do 5 "aimed-shots". EDIT: Originally I had 2 extras per ball (as in ZP1) but now it is 5 per game I think...
Upper flipper: There are 2 areas you can hit opposite the left upper flipper.
1 - The upkicker, which knocks the ball onto the upper playfield where there are drop down targets and magnet 'flippers'. Use the flippers to activate the magnets. Note that there is a brief "re-charge" time where they are inactive.
2 - The Coil Ramp. 3 hits of the coil ramp at any point will activate the Magna-Save. Magna save is activated by the X button
Aimed Shot and Bunch of Dollars are on the rule sheet.
Danger Areas: The biggest danger area on this table is the left out-lane. Sometimes you can nudge the ball across the bottom of the outlane because there is a swinging 'door' there which leads back to the flippers. Biggest advice: keep your ball save on at all times, AND activate the magna-save as a back up. When trying to hit the up-kicker or Coil ramp, many times your timing will be off and the ball will not make it all the way, and roll back out of that area RIGHT INTO THE LEFT OUTLANE.
Useful Notes:
This table is very fast (The ball moves very quickly most of the time).
Use the right orbit and time an upper flipper shot to hit Coil ramp and upkicker.
Hit the left steam ramp with a left-exit (they toggle back and forth) which drops the ball nicely on the upper flipper for a slower timed shot.
Bumpers increase ball out multiplier. Must be hit several times IN A ROW to increase.
Upper Playfield (Magnetic Area): use the flippers to activate left/right magnets near the drop targets. Wait for the ball to be around the center of the fielf before activating. Once they are all down, you can use the right magnet to get the ball up the ramp on the right side, which will change the experiment (noted by the large pointer in the center of the table above the flippers). Send the ball down the left ramp to activate the current selected experiement.
BIG TIP: The 3rd experiment...

Best of luck and quick flippers...
~caper_26
Comment