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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Safe Cracker (1996)
Obligatory strategy thread. :)
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<blockquote data-quote="vikingerik" data-source="post: 216013" data-attributes="member: 3745"><p>To be clear, what we mean is unpausing the emulation a fraction of a second before the game accepts any more flipper input. That would indeed plug all these holes.</p><p></p><p></p><p></p><p></p><p>Yeah, I may have overstated that case a bit. ±1 or ±2 mod 5 is exactly the same thing as allowing any available number other than a repeat. After playing more, I'm thinking there isn't any reliable pattern to the next number. But the pause method is consistent at avoiding one particular result.</p><p></p><p>The one case where you can control your next number is if you catch the pause at the single frame instant where one number is fading into another. Then you will get the faded-into result. You must be able to identify which of the two crossfading numbers was the previous one before the pause.</p><p></p><p>One more aspect: The Gate space falls to this manipulation too, but it's tough. Basically, sometimes the cursor will advance one notch after unpausing and sometimes it won't. It depends on how late in its duration on that space you caught the pause. The timing isn't the same as the ? spaces, it's slower, which actually makes it harder. The way to do it consistently is the same as the movement dial - catch it at the instant where it's fading from one to another, and you'll get the second one.</p><p></p><p>This manipulation definitely improves my success rate at reaching the vault. I'd guess it at maybe 30% for the best case setup (main or roof to nearest gate) without manipulating and 60% with. The biggest threat is being caught by the guard, which this method doesn't do anything about, particularly if you wound up needing to avoid a 4 or 5. The other threat is ? spaces full of move-backwards and TNT multiball.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 216013, member: 3745"] To be clear, what we mean is unpausing the emulation a fraction of a second before the game accepts any more flipper input. That would indeed plug all these holes. Yeah, I may have overstated that case a bit. ±1 or ±2 mod 5 is exactly the same thing as allowing any available number other than a repeat. After playing more, I'm thinking there isn't any reliable pattern to the next number. But the pause method is consistent at avoiding one particular result. The one case where you can control your next number is if you catch the pause at the single frame instant where one number is fading into another. Then you will get the faded-into result. You must be able to identify which of the two crossfading numbers was the previous one before the pause. One more aspect: The Gate space falls to this manipulation too, but it's tough. Basically, sometimes the cursor will advance one notch after unpausing and sometimes it won't. It depends on how late in its duration on that space you caught the pause. The timing isn't the same as the ? spaces, it's slower, which actually makes it harder. The way to do it consistently is the same as the movement dial - catch it at the instant where it's fading from one to another, and you'll get the second one. This manipulation definitely improves my success rate at reaching the vault. I'd guess it at maybe 30% for the best case setup (main or roof to nearest gate) without manipulating and 60% with. The biggest threat is being caught by the guard, which this method doesn't do anything about, particularly if you wound up needing to avoid a 4 or 5. The other threat is ? spaces full of move-backwards and TNT multiball. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Safe Cracker (1996)
Obligatory strategy thread. :)
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