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Farsight Studios
Pinball Arcade Tables
Gottlieb Tables
Rescue 911 (1994)
First impressions...
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<blockquote data-quote="Slam23" data-source="post: 236932" data-attributes="member: 896"><p>Hi Invitro,</p><p></p><p>My 32B was a bit by accident, not intentional to just pass your score <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I was actually aiming for the 48B that Tarek posted earlier, he is already up to 99B. I think this game will take 100B plus, it just takes somebody to potentially sacrifice a very good game. We'll wait for the usual Dizzer2012/Tarek shoot-out to see if that happens <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>About strategy: I play as you do but there are more EB's to be had in the early going. It pays off to shoot for Med-Alerts early because the chance for an EB is present. Sidenote: later on in the game, Med-Alert doesn't seem to award something everytime anymore, wonder if that is a ROM bug (also see Relaxation's post about that). I tried to look it up in rulesheets, and they don't mention it. Back to EB: Stork BAWL offcourse, and locking a ball three times will also light a hurry-up EB. Specials do award an EB on this table, preferably collected by draining a ball in MB. The later Stork EB can be tricky to get if you don't activate the helicopter, you then have to shoot the Emergency Room by yourself. </p><p>In MB: when starting a regular MB (not out of a mode) I plunge the new ball and catch that on the right flipper. Then I directly shoot the second ball up the ramp to the upper flipper and catch the third on the left flipper. If I make these shots, I shoot for Jackpot and let the ball on the right flipper drain. This gives me the ideal position to start the MB "train". If I miss the ramp, I let that ball drain if possible. Then shoot the ramp with the third ball, cradle it at the upper flipper and post-pass the ball on the right flipper to the left. Although you don't actually get to use the two-stage flipper mechanism present on the real machine, post passing is very safe and will not lose you your upper flipper ball. The number one thing that messes up the MB train is shooting for the ramp a bit too early, this is a very SDTM drainy situation which I can only save 1 in 3 times with some nudging and a lot of sweat. When the train is rolling, you can rack up billions in a couple of minutes.</p></blockquote><p></p>
[QUOTE="Slam23, post: 236932, member: 896"] Hi Invitro, My 32B was a bit by accident, not intentional to just pass your score :) I was actually aiming for the 48B that Tarek posted earlier, he is already up to 99B. I think this game will take 100B plus, it just takes somebody to potentially sacrifice a very good game. We'll wait for the usual Dizzer2012/Tarek shoot-out to see if that happens :) About strategy: I play as you do but there are more EB's to be had in the early going. It pays off to shoot for Med-Alerts early because the chance for an EB is present. Sidenote: later on in the game, Med-Alert doesn't seem to award something everytime anymore, wonder if that is a ROM bug (also see Relaxation's post about that). I tried to look it up in rulesheets, and they don't mention it. Back to EB: Stork BAWL offcourse, and locking a ball three times will also light a hurry-up EB. Specials do award an EB on this table, preferably collected by draining a ball in MB. The later Stork EB can be tricky to get if you don't activate the helicopter, you then have to shoot the Emergency Room by yourself. In MB: when starting a regular MB (not out of a mode) I plunge the new ball and catch that on the right flipper. Then I directly shoot the second ball up the ramp to the upper flipper and catch the third on the left flipper. If I make these shots, I shoot for Jackpot and let the ball on the right flipper drain. This gives me the ideal position to start the MB "train". If I miss the ramp, I let that ball drain if possible. Then shoot the ramp with the third ball, cradle it at the upper flipper and post-pass the ball on the right flipper to the left. Although you don't actually get to use the two-stage flipper mechanism present on the real machine, post passing is very safe and will not lose you your upper flipper ball. The number one thing that messes up the MB train is shooting for the ramp a bit too early, this is a very SDTM drainy situation which I can only save 1 in 3 times with some nudging and a lot of sweat. When the train is rolling, you can rack up billions in a couple of minutes. [/QUOTE]
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Rescue 911 (1994)
First impressions...
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