superballs
Active member
- Apr 12, 2012
- 2,653
- 2
Hi all. I'm surprised to not see a post about this yet
Skill shot: I used to always start illusion however I tend to choose 2x bonus when available since I find the bumpers in general rather hard to hit.
Also it's important to be able to hit the captive balls after any locks as this advances the clock and advances the captive ball count towards vanish.
Center ramp: this is my go-to shot from the left flipper. At times it advances MAGIC to light the locks and a lot of shots will uncover the cards to open the trap door. Being able to combo the center and right staircases at will is huge as this will help you get the Haunted Basement rewards easily.
Magic Trunk: this is my go-to shot from the right flipper. We need to get those illusions active. Don't be pressured in beating the illusion mode. The points are handy but sloppy shots that hit the oulanes aren't worth it.
Bonus: so far as I've seen aside from the Straight Jacket illusion, the only way to get to the bumpers is to make an orbit shot too weak to go around for the right or two weak to go up the ramp for the left. If you accidentally put it in the vanish hole it will kick out to the left. This is my biggest argument against using the locked camera option. Bonuses in this game can be huge if you have a big first ball. I've had some over 600 million. That's bigger than completing the Grand Finale.
Extra Balls: If you are lucky you will get the midnight magic award for midnight madness before you advance the clock to 6 o'clock. This will light the 6 o'clock extra ball and still award another one for advancing the clock. Also the 600mil replay extra ball is helpful and the ever important basement pinball award and hopefully you can snag the lite extra ball award.
All I can think of now.
Skill shot: I used to always start illusion however I tend to choose 2x bonus when available since I find the bumpers in general rather hard to hit.
Also it's important to be able to hit the captive balls after any locks as this advances the clock and advances the captive ball count towards vanish.
Center ramp: this is my go-to shot from the left flipper. At times it advances MAGIC to light the locks and a lot of shots will uncover the cards to open the trap door. Being able to combo the center and right staircases at will is huge as this will help you get the Haunted Basement rewards easily.
Magic Trunk: this is my go-to shot from the right flipper. We need to get those illusions active. Don't be pressured in beating the illusion mode. The points are handy but sloppy shots that hit the oulanes aren't worth it.
Bonus: so far as I've seen aside from the Straight Jacket illusion, the only way to get to the bumpers is to make an orbit shot too weak to go around for the right or two weak to go up the ramp for the left. If you accidentally put it in the vanish hole it will kick out to the left. This is my biggest argument against using the locked camera option. Bonuses in this game can be huge if you have a big first ball. I've had some over 600 million. That's bigger than completing the Grand Finale.
Extra Balls: If you are lucky you will get the midnight magic award for midnight madness before you advance the clock to 6 o'clock. This will light the 6 o'clock extra ball and still award another one for advancing the clock. Also the 600mil replay extra ball is helpful and the ever important basement pinball award and hopefully you can snag the lite extra ball award.
All I can think of now.