MARS Table Trophy Guide
Ramps and Orbits:
This table has 3 ramps, one vertical up-kicker, two orbits, one mini-orbit, and a lift(sink) hole:
Table notes:
There are two major notes for this table that are worth mentioning:
Kickbacks and Ball Save:
Ramps and Orbits:
This table has 3 ramps, one vertical up-kicker, two orbits, one mini-orbit, and a lift(sink) hole:
- The left ramp - This ramp is on the left side of the table with a large entrance. It is the ramp with a holographic space ship floating above it. This is the easiest ramp to hit and the only one that usually lets the ball drop slow enough to catch.
- The middle ramp - This ramp is to the right of the left ramp (literally touching it) and can only be reached using the upper right flipper. It is the ramp with a holographic pyramid floating above it. You can reach the upper right flipper either by hitting the left orbit or the mini-orbit. Also, using a ball save will shoot the ball around the left orbit and using a left kickback will shoot the ball up just above the top right flipper so take advantage of these shots when you can!
- The right ramp - This ramp is on the right side of the table with a small entrance. It is the ramp with the holographic space spider floating above it. This ramp can be tough to hit. Often, missed shots at this ramp can result in the ball dropping down the right outlane so be careful!
- The vertical up-kicker - This is just to the left of the right ramp and is proabably the hardest shot on the table. It is the only up-kicker on the table and it has a holographic satellite floating above it. You can hit this from a semi late position on the left flipper (be careful because this will miss more often than not and can lead to the ball bouncing into the right outlane), or from an early position on the right flipper. Using the right flipper is a much safer shot, but can sometimes result in the ball deflecting toward the center hole.
- The mini-orbit - This is the orbit just to the left of the vertical up-kicker. It can be hit from a middle position off the left flipper or an early position on the right flipper. Once again, be careful with this shot because it can result in the ball draining down the right outlane.
- The orbits - The orbits are on the far left or right of the table and circle around the top of the table as usual. Both can be hit with late flipper shots relatively easily. The right orbit is a little tougher to hit than the left.
- The lift hole - This is the hole in the center of the table. When this hole is hit, it will lift the ball sending it left center lane or right center lane, alternating each time.
Table notes:
There are two major notes for this table that are worth mentioning:
- There is only one "generally" reliable shot that will end up with a caught ball, the left ramp (but only if hit from the right flipper). Almost every ramp on this table will result in the ball coming down the lane too fast to stop on the corresponding flipper. The general strategy here is to recognize this and simply nudge the ball to the other flipper. I can't tell you how easy it is to hold a flipper up hoping the ball will stop only to have it suddenly tip over the edge of the flipper. This of course leads to either a ball drain or a very late flipper shot to try to keep the ball in play. Knowing when the ball has at least a chance to rest will save you a lot of headache! Almost all of the time if you hit the left ramp from the right flipper it will end up caught on the left flipper. Of course there ARE times when this is not the case, so you definitely have to pay attention. If it looks like it might go over the edge, hit it again. It's not worth chancing it because there's no big harm in hitting the ball again to stay safe. I can't emphasize enough, DON'T WAIT UNTIL THE LAST MINUTE to decide to hit the ball (or your controller could end up in your tv, lol)!!! Having said this, there ARE other times when the ball WILL stay on the flipper, but few and far between after it has come down a ramp, so be careful! This is one of the things that makes this table particularly challenging when compared to some of the others.
- The other important note is that this table only allows TWO nudges before it will TILT. This is particularly devious due to the first note. They really wanted to make this table tough! The first nudge will display the word "DANGER" all in CAPS and the second nudge will display the word "danger" in bigger font, but all in lowercase...lol You will also hear a voice saying "Watch Out!" the second time. Fortunately, as with the other tables there appears to be a nudge counter which will reset after some amount of time. In other words, after you nudge the table twice, you can nudge it again safely after a bit of time. I don't know the exact amount of time, but I'd give it at least 30 seconds.
Kickbacks and Ball Save:
The kickbacks on this table are critical to achieving the silver trophy. The kickbacks are activated by lighting all 3 of the lane lights on the left or right side of the table. The left lane lights activate the left kickback and the right lane lights activate the right kickback. You can rotate the lights left or right by using the left and right flippers respectively. My general strategy after activating a kickback is to keep two of the lights lit at all times so that if I ever used that kickback it was easy to reactivate it. This is especially important for the right kickback because it is a little tougher to hit the right ramp. Quite often when you are trying to hit the right ramp, you will instead hit a target and it will deflect down to the right outlane. Due to this, if the right kickback was not already active, I would set up the lights so that after hitting the ball with the left flipper, the missing light would be over the outlane. This would allow the kickback to be activated as the ball was going down the outlane. If instead you make the right ramp shot, then simply hit the left flipper again to move the unlit light to the center right lane so that you can activate the kickback normally. Likewise, if the kickback is already lit when the ball is dropping down one of the lanes, I would always make sure I rotated the lights so that I never lit the third light (thus essentially wasting a kickback). The goal is to always keep both kickbacks activated and 2 lane lights lit on each side of the table. Make sense? This may sound complicated, but it will save you over and over again and it will become natural as you practice it.
The Ball Save is not nearly as important on this table and is too risky in my opinion. You will activate the ball save by accident many times trying to hit ramps (you'll end up hitting the targets surrounding the ramp openings a lot). The problem with going for this intentionally is that you may end up using kickbacks as hitting targets frequently sends the ball toward the outlanes. I've never been a huge fan of ball save simply because it's only temporary. You can't accomplish much in the time that it stays lit, and it takes effort to enable it. At any rate, the ball save for this table is enabled by hitting all 5 targets that surround the left ramp, vertical up-kicker, and the right ramp.
The Ball Save is not nearly as important on this table and is too risky in my opinion. You will activate the ball save by accident many times trying to hit ramps (you'll end up hitting the targets surrounding the ramp openings a lot). The problem with going for this intentionally is that you may end up using kickbacks as hitting targets frequently sends the ball toward the outlanes. I've never been a huge fan of ball save simply because it's only temporary. You can't accomplish much in the time that it stays lit, and it takes effort to enable it. At any rate, the ball save for this table is enabled by hitting all 5 targets that surround the left ramp, vertical up-kicker, and the right ramp.
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