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Farsight Studios
Pinball Arcade Tables
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<blockquote data-quote="vikingerik" data-source="post: 224159" data-attributes="member: 3745"><p>I just finally put up a 999B score to take #1 just short of the trillion rollover.</p><p></p><p>Just some random stuff to report:</p><p></p><p><strong>Farsight has indeed fixed the unshootable right ramp</strong>, at least on the PC version. It can be hit fine from a trap on the left flipper now. Makes lots of stuff noticeably easier: multiball jackpots, starting Total Annihilation, and the 5-way combo.</p><p></p><p>The new flipper physics do work, live catches are possible. It doesn't seem to make much of any difference to the game, though. I don't feel anything different in the flippers other than the catches. I think the right ramp was tuned separately from anything involving the flipper physics.</p><p></p><p>Something odd that happened: The drop target broke and never came back up. It happened at the end of an RTU. I shot the drop target and a jackpot that completed RTU at almost exactly the same time. I don't know if that caused it or if that was some coincidence. The ROM handled this okay and compensated fine: the important bit was that shooting the saucer still advanced and relit Victory Laps. This did indeed make the game easier, shooting the saucer became a way of getting loose balls under control easily.</p><p></p><p>Another oddity: Martian Multiball can resurrect regular multiball. I ended multiball with the super jackpot lit, so it went into Last Chance mode. I didn't need the SJ, so ignored it and started Martian Attack then Martian MB while Last Chance was still running. This resurrected multiball! During Martian MB, I saw the SJ tick several times more than there should have been time left on the clock. Then I shot the SJ, and all the jackpots relit - regular multiball was now running again along with Martian MB. (I'm really wondering if there's some loophole here to stack regular multiball and Total Annihilation.)</p><p></p><p>Strategic tip: <strong>Don't shoot the lock ramp from a cradle.</strong> I had a few washout games on my way to the 999B, as I then realized all my drains were coming from lock ramp rejections down the right outlane. The shot is makable from a catch, but not consistently. Weird things happen as the ball reaches the diverter; it doesn't follow a railroad, but randomly rattles around and doesn't like to go all the way up. And rejections from this ramp point directly at the right outlane, by far the most dangerous situation on the table.</p><p></p><p>To shoot the lock ramp reliably, you need more power with a moving ball than you can get from a cradle. Use a feed from the right ramp, or shoot it from a dead pass coming out of Stroke of Luck. There's two railroads that occur out of the SoL scoop. One bounces about a flipper-length up the right inlane (call this "low roll"), one rolls up to the right inlane elbow ("high roll"). From the low roll, there's a reliable railroad that cleanly makes the lock ramp. From the high roll, this doesn't occur, but there are reliable railroads up the left orbit and also left ramp.</p><p></p><p>(None of this is necessary for shots diverted into the lock, that's reliable. Only talking about the ramp, to light the lock or shoot multiball/TA jackpots.)</p></blockquote><p></p>
[QUOTE="vikingerik, post: 224159, member: 3745"] I just finally put up a 999B score to take #1 just short of the trillion rollover. Just some random stuff to report: [b]Farsight has indeed fixed the unshootable right ramp[/b], at least on the PC version. It can be hit fine from a trap on the left flipper now. Makes lots of stuff noticeably easier: multiball jackpots, starting Total Annihilation, and the 5-way combo. The new flipper physics do work, live catches are possible. It doesn't seem to make much of any difference to the game, though. I don't feel anything different in the flippers other than the catches. I think the right ramp was tuned separately from anything involving the flipper physics. Something odd that happened: The drop target broke and never came back up. It happened at the end of an RTU. I shot the drop target and a jackpot that completed RTU at almost exactly the same time. I don't know if that caused it or if that was some coincidence. The ROM handled this okay and compensated fine: the important bit was that shooting the saucer still advanced and relit Victory Laps. This did indeed make the game easier, shooting the saucer became a way of getting loose balls under control easily. Another oddity: Martian Multiball can resurrect regular multiball. I ended multiball with the super jackpot lit, so it went into Last Chance mode. I didn't need the SJ, so ignored it and started Martian Attack then Martian MB while Last Chance was still running. This resurrected multiball! During Martian MB, I saw the SJ tick several times more than there should have been time left on the clock. Then I shot the SJ, and all the jackpots relit - regular multiball was now running again along with Martian MB. (I'm really wondering if there's some loophole here to stack regular multiball and Total Annihilation.) Strategic tip: [b]Don't shoot the lock ramp from a cradle.[/b] I had a few washout games on my way to the 999B, as I then realized all my drains were coming from lock ramp rejections down the right outlane. The shot is makable from a catch, but not consistently. Weird things happen as the ball reaches the diverter; it doesn't follow a railroad, but randomly rattles around and doesn't like to go all the way up. And rejections from this ramp point directly at the right outlane, by far the most dangerous situation on the table. To shoot the lock ramp reliably, you need more power with a moving ball than you can get from a cradle. Use a feed from the right ramp, or shoot it from a dead pass coming out of Stroke of Luck. There's two railroads that occur out of the SoL scoop. One bounces about a flipper-length up the right inlane (call this "low roll"), one rolls up to the right inlane elbow ("high roll"). From the low roll, there's a reliable railroad that cleanly makes the lock ramp. From the high roll, this doesn't occur, but there are reliable railroads up the left orbit and also left ramp. (None of this is necessary for shots diverted into the lock, that's reliable. Only talking about the ramp, to light the lock or shoot multiball/TA jackpots.) [/QUOTE]
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