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="ostrich2" data-source="post: 73565" data-attributes="member: 2177"><p>My best score thus far is 716m - I agree with most of DJWhoDunnit's points above. I managed to complete 3 High Noons in that game, those and large amounts from the end of ball bonuses were the biggest contributors. Boy I wish this game had a hold bonus reward somewhere but I haven't seen one. </p><p></p><p>- the effect of your rank level on the point awards from High Noon is something that is easy to miss from the instructions, it doesn't really make that clear. The instructions mention a $1 million award per drop target going up to $2.5 million per on subequent High Noons, but doesn't explain the ranking. I had noticed that some High Noons seemed to award a lot more than others but it wasn't clear to me why. </p><p></p><p> During High Noon since balls are relaunched until the timer ends, I tend to launch balls with light to medium force so that if they miss a drop target they'll come back down to the flippers quickly for another shot. I concentrate on making sure I get the required number of drops - the other awards are inconsequential. </p><p></p><p>- the unpredictable kicking out of the ball on the right and left orbits are aggravating, but I try to remain ready for it with the flippers - if the ball come down normally I will usually trap on the flipper. I find it's easy to shoot Bart from the left flipper. The left ramp I find to be by far the toughest shot on the table so I'll go for this from a trapped right flipper if I still need it to get Stampede. </p><p></p><p>- particularly when you're trying to setup later High Noons it takes a lot of hits on Bart to get that star, so if I've got everything else I'll try to keep trapping on either flipper as much as possible. From the left flipper I'll take another shot at Bart, from right I'll shoot the mine to set up more mine multiballs along the way. Even when you've already got the mother lode star, multiballs have got a lot of value on a good ball as ways to keep jacking up the bonus multiplier as much as possible. When I've got the mine multiball going, I'll often pay more attention to getting the ball up there to the top rather than actually working about the mine jackpots. When the ball is up at the top and in the bumpers, I'll generally toggle so that the left side is unlit, because I've found most of the time when the ball pops up off the bumpers it comes up the left one. </p><p></p><p>- starting Polly's peril with the mine multiball ready to go and then starting the multiball I find often works reasonably well. The right loop shot is much much easier than the left ramp and with the multiball you tend to get a fair amount of balls coming down to the left flipper with a good line at it. And if you miss you've got a better chance of finding another ball to try again to stop the train with, unlike doing this with a single ball. Aside from the first time when you have the chance to earn an extra ball I don't really worry a whole lot about this mode though.</p></blockquote><p></p>
[QUOTE="ostrich2, post: 73565, member: 2177"] My best score thus far is 716m - I agree with most of DJWhoDunnit's points above. I managed to complete 3 High Noons in that game, those and large amounts from the end of ball bonuses were the biggest contributors. Boy I wish this game had a hold bonus reward somewhere but I haven't seen one. - the effect of your rank level on the point awards from High Noon is something that is easy to miss from the instructions, it doesn't really make that clear. The instructions mention a $1 million award per drop target going up to $2.5 million per on subequent High Noons, but doesn't explain the ranking. I had noticed that some High Noons seemed to award a lot more than others but it wasn't clear to me why. During High Noon since balls are relaunched until the timer ends, I tend to launch balls with light to medium force so that if they miss a drop target they'll come back down to the flippers quickly for another shot. I concentrate on making sure I get the required number of drops - the other awards are inconsequential. - the unpredictable kicking out of the ball on the right and left orbits are aggravating, but I try to remain ready for it with the flippers - if the ball come down normally I will usually trap on the flipper. I find it's easy to shoot Bart from the left flipper. The left ramp I find to be by far the toughest shot on the table so I'll go for this from a trapped right flipper if I still need it to get Stampede. - particularly when you're trying to setup later High Noons it takes a lot of hits on Bart to get that star, so if I've got everything else I'll try to keep trapping on either flipper as much as possible. From the left flipper I'll take another shot at Bart, from right I'll shoot the mine to set up more mine multiballs along the way. Even when you've already got the mother lode star, multiballs have got a lot of value on a good ball as ways to keep jacking up the bonus multiplier as much as possible. When I've got the mine multiball going, I'll often pay more attention to getting the ball up there to the top rather than actually working about the mine jackpots. When the ball is up at the top and in the bumpers, I'll generally toggle so that the left side is unlit, because I've found most of the time when the ball pops up off the bumpers it comes up the left one. - starting Polly's peril with the mine multiball ready to go and then starting the multiball I find often works reasonably well. The right loop shot is much much easier than the left ramp and with the multiball you tend to get a fair amount of balls coming down to the left flipper with a good line at it. And if you miss you've got a better chance of finding another ball to try again to stop the train with, unlike doing this with a single ball. Aside from the first time when you have the chance to earn an extra ball I don't really worry a whole lot about this mode though. [/QUOTE]
Verification
Post reply
Members online
No members online now.
Latest posts
D
Anyone still playing?
Latest: Dan
Mar 3, 2025
The Pinball Arcade / Farsight Studios
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