Search titles only
By:
Home
Forums
New posts
Search forums
Articles
New articles
New comments
Search articles
Pinball DB
Pinball Tables
Pinball Games
What's new
New posts
New articles
New profile posts
New article comments
Latest activity
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Welcome Back to Digital Pinball Fans -
please read this first
For latest updates, follow Digital Pinball Fans on
Facebook
and
Twitter
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Cactus Canyon (1998)
CC Tactics and Strategies
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zaphod77" data-source="post: 125454" data-attributes="member: 2101"><p>Here's my lore.</p><p></p><p>ALL balls coming out of the orbits ARE saveable, but sometimes you need a slap save on the left one. the trick is to recognize and do it. I still haven't mastered that. and it DOES happen in real life too. but i think it should be tweaked a bit to never hop far enough to drain SDTM.</p><p></p><p>Part of the key to doing well is knowing what will and won't stack. The Golden Rule (or is that yellow?): once a drop target is up it can not be locked out for any reason until it drops.</p><p></p><p></p><p>Polly Peril locks out the following.</p><p></p><p>Gunfight.</p><p>quickdraw inlanes.</p><p>quickdraw standups.</p><p>progress on adventures.</p><p>and, sadly, combo stars. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> This is most unfortunate, as you would otherwise score a lot of them.</p><p></p><p>polly peril does NOT lock out</p><p></p><p>bart hits. in fact, because it locks out gunfight, it UNLOCKS bart hits that would otherwise be locked out by a lit gunfight.</p><p>active quickdraws. any drop target that's up you can hit it.</p><p>the lost mine. you can make progress towards multiball.</p><p>bounties.</p><p>starting High Noon</p><p></p><p>Quick Draw locks out gunfight while it's running, (and gives you the same ability to rack up bart hits while gunfight is qualified) but when not running, gunfight locks out quickdraw.</p><p></p><p>All mulitballs lock out</p><p>a) progress towards other multiballs</p><p>b) ability to start other mutliballs, UNLESS quick draw 4 is active, then you can stack showdown by striking it.</p><p>c) combo stars</p><p>d) bounties</p><p>e) progress towards adventures.</p><p>f) bart hits. these must be done in single ball play.</p><p>g) quickdraws. quickdraw targets don't register, and lit inlanes unlight.</p><p>h) gunfights. they unlight and relight at the end of multiball.</p><p>i) high noon. you need to end the multiball first.</p><p></p><p>All running modes continue into multiball, including polly peril (but you then have to beat it blind)</p><p></p><p>Doing a grace period showdown multiball restart will end any other stacked multiballs and jsut leave you with showdown.</p><p></p><p>I find that showdown multiball can easily last a LOOOOOONG time. I've gotten over 20 million many times from just that mode alone.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 125454, member: 2101"] Here's my lore. ALL balls coming out of the orbits ARE saveable, but sometimes you need a slap save on the left one. the trick is to recognize and do it. I still haven't mastered that. and it DOES happen in real life too. but i think it should be tweaked a bit to never hop far enough to drain SDTM. Part of the key to doing well is knowing what will and won't stack. The Golden Rule (or is that yellow?): once a drop target is up it can not be locked out for any reason until it drops. Polly Peril locks out the following. Gunfight. quickdraw inlanes. quickdraw standups. progress on adventures. and, sadly, combo stars. :( This is most unfortunate, as you would otherwise score a lot of them. polly peril does NOT lock out bart hits. in fact, because it locks out gunfight, it UNLOCKS bart hits that would otherwise be locked out by a lit gunfight. active quickdraws. any drop target that's up you can hit it. the lost mine. you can make progress towards multiball. bounties. starting High Noon Quick Draw locks out gunfight while it's running, (and gives you the same ability to rack up bart hits while gunfight is qualified) but when not running, gunfight locks out quickdraw. All mulitballs lock out a) progress towards other multiballs b) ability to start other mutliballs, UNLESS quick draw 4 is active, then you can stack showdown by striking it. c) combo stars d) bounties e) progress towards adventures. f) bart hits. these must be done in single ball play. g) quickdraws. quickdraw targets don't register, and lit inlanes unlight. h) gunfights. they unlight and relight at the end of multiball. i) high noon. you need to end the multiball first. All running modes continue into multiball, including polly peril (but you then have to beat it blind) Doing a grace period showdown multiball restart will end any other stacked multiballs and jsut leave you with showdown. I find that showdown multiball can easily last a LOOOOOONG time. I've gotten over 20 million many times from just that mode alone. [/QUOTE]
Verification
Post reply
Members online
No members online now.
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Cactus Canyon (1998)
CC Tactics and Strategies
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top