Slam23
Active member
- Jul 21, 2012
- 1,279
- 2
Well, I have been binge-playing Scared Stiff to get those 1000 HOF Points and waddayaknow, I pulled out a respectable 1.9B game out of the hat. If not for daily life distractions, this one could easily be higher but as it was, the game took place in spurts over 3 days, probably around 3,5 hours total. I don't think there is much to add to this thread but maybe some insight into making particular shots can be useful.
How to get to the Spider Hole
One of the major ways to get extra balls, which in turn can help you extend this game beyond belief (top score as of 15 september 2014 70B+, if this is not a bogus score/hack, and this equates to 100+ hours of playing if I extrapolate correctly from my own game) is spinning the Spider Wheel and playing Spider Mania MB:
- the three eyeballs lit extra ball
- starting Spider Mania lits an extra ball
- crystal balls (or orbs?) can give an exta ball outright or lit one outright, not sure which of the two (happened to me once, so may be rare)
- crystal balls can give 3 or 4x multipliers, sometimes in the same Spider Wheel round (never 8x together for some reason, always max 7x), this goes towards the 8x Dead Head bonus multiplier for extra ball that is otherwise quite hard to get in regular gameplay. If you get your bonus up to 3-4x in regular play, getting a crystal ball can get you over the hump. The bonus multiplier actually goes beyond 8x, I had it up to 12x in my 1.9B game. I'm curious if it maxes out.
- I'm not sure that the "Telepathetic Special" earned from achieving Spider Mania MB really counts towards your extra balls. Common wisdom for season 1 tables is that it would, given that on most tables the special equates to an extra ball, but even in my 1.9B game in which I activated Spider Mania MB probably around 4-5 times, I didn't think it did. That maybe would have even been to "stiff" a reward for TPA to implement as extra ball. Get it? "Stiff"
In short: the Spider Wheel beats regular table play in giving repeatable extra balls, especially later on in the game when you already got the 6M "replay" extra ball, the Leaper Mania extra ball and the 8/30 Web Ramp extra balls. So I think one of the main objectives is to visit the Spider Hole often and filling out that Spider Wheel!
There are essentially 5 shots that lead you there, ranging in difficulty and risk:
- plunge softly to go direct to the Spider Hole. This is lit at the start of a new ball. When plunging after a locked ball, you'll offcourse have to lit the Spider Hole beforehand. If you plunge and miss the hole but also not trigger any other main switches, you can safely drain and try again. You have to weigh this strategy against going for the 2.5M maxed skill shot which is good scoring for one shot that is also quite easy to go for. (thanks to VikingErik for pointing this one out)
- the most safe shot after plunging is from a controlled ball on the tip of the left flipper. Just shoot it when it's still full on the end of the flipper. If you are late, the ball will go under the Web Ramp to the crate, if you are a bit earlier, you often get a soft ricochet from the rightpost of the Web Ramp and still go into the hole. If you are very early, you just have shot for the Web Ramp, congratulations! Doing this with a moving ball is far more risky (see below)
- the next safe shot is from a controlled or rolling ball from the right flipper into the left orbit when the "Monsters Lab" light is on. This will feed the bumpers under the Web Ramp and often ends with the ball going into the Spider hole. I would say 2/3 of the time this will happen, especially with a softer shot. The risks associated with this shot is hitting the left post of the Bony Beast Ramp with unpredictable result, or a popout from the bumper area towards the crate.
- next up is the Crate shot from the left flipper. If your aim is really good, you can shoot it from the right post of the Crate directly in the bumper area, almost straight to the Spider Hole. Also a really early shot to the Crate (aiming left) will sometimes do this. Otherwise it's a tossup if you get some lucky bounces between Crate, bumpers and the Dagger Hole. A late shot will go towards the Dead Heads and via the Dagger Hole back to bouncing around. Just don't be very late with the shot, because you'll hit Leaper target number 3 on the left post of the Web Ramp and that's a definite risk for a SDTM drain. Main advantage of this shot, is that it will up your Crate hits with a direct one, and often some more from lucky bounces. The Crate MB is the most difficult mode to relight later on in the game because it takes a progressive number of shots. Coffin MB also progressively needs more ramps, but those can be looped without difficulty with some practice. Looping the ramps is a major skill to master on this table, especially double looping when in MB. I haven't kept track of my record for double looping, but I know for sure I have achieved 30 in a row and even more!
- lastly you can try to one-time it from the left flipper with a moving ball, but that's really risky. The added momentum will give unpredictable results and often result in an uncontrolled ball and drain.
It's all in the rhytm
In this thread was already mentioned that flipper passing after a ramp shot can help you alternate between ramps, especially nice when you have Coffin MB going. It's also a major move to get the Spider Hole relit after a left ramp or eject from the Spider Hole itself. When you have visited the Spider Wheel, keep the right flipper up to let the ball go over to the left flipper. Now comes the tricky part: you have to give it a millisecond pause and then shoot for the right ("Web") ramp. Et voila, lit Spider Hole again in most cases. Sometimes you'll have a ball that lost momentum somehow in the right inlane, this will still go over to the left flipper, but now you'll shoot for the unlit Spider Hole, setting the thing up again for another try. Resist the temptation to one-time it directly to the Spider Hole from the left flipper when you just shot the Web Ramp, unless you are very steady in your aiming. I often go for the Crate instead, building up those hits and hoping a lucky ricochet will get me back to the Spider Hole. Otherwise I try to get ball control on the left flipper and then shoot for the Spider Hole with much less risk. I found that I was around 80-90% accurate in relighting the Spider Hole again with this method. This really speeds up the filling of the Wheel and gets you those extra balls that much quicker.
Other useful shots
* The passage to the Dead Heads right next to the Crate is important, it's where you get your extra balls and light those Dead Heads. Later in the game, the Dead Heads themselves are major scoring opportunities, they max out at 2.475M each. That's almost 5 ramps or Crate shots worth of points when compared to jackpots in Coffin Multiball! The passage is quite narrow and only reachable from the left flipper shot. I found that a controlled shot is most succesfull when you shoot the ball if it is directly above the "gap" on the flipper between both bones. A rolling shot is just slightly after that. A rolling shot has a decent chance to be send right back to the left flipper without clearing the passage, as if the ball hits soms kind of post at the top of the passage, be on the lookout for that one. The best way to collect lit extra balls, is to start a multiball and get the lucky shot to the passage. As far as I know, lit extra balls "stack" so don't hurry to get them immediately, especially if a MB is right around the corner.
* If you get proficient in shooting ramps, it can be a nice payoff to go a step further and learn to master the left ramp shot while "grazing" the left-most Leaper target. Just shoot a bit late from the right flipper and you'll take that Leaper out while still making the ramp shot. It's a bit risky because being too late will hit the Leaper right on, and this leads to uncontrolled balls and drains. In the end I think it's a safer way to collect Leapers than shooting straight for them, I would recommend this especially for collecting the extra ball from the first Leaper Mania. The most safe shot directly to a leaper is shooting the second one (right post of the left ramp) from the right flipper. This will usually feed a controllable ball back to the left flipper.
* As usual the question is flow or control? I think looping the ramps is a "flow" aspect to this game that with enough practice can be semi-automatic and very safe. I sometimes just shoot for ramps if I can't decide on my next move quickly enough. An incomplete left ramp is not very risky, and can most of the times even be one-timed back up the ramp from the left flipper. An incomplete right ramp is a different thing, because the ball often ricochets from the left rampwall when coming down. With high speed this still goes to the left flipper albeit with a bit of a curve, but when "trickling" down you have to watch out for a SDTM drain. Nudge it towards the right flipper and you'll be good. Ball control is essential for safe shots to the left orbit (although I often onetime it from a left ramp to the Coffin lock), Dead Head passage and Spider Hole. Deadpassing to control the ball on the other flipper is a good skill to use for setting up those shots.
Well, that's it from me. After that 1.9B game I'll probably won't revisit Scared Stiff anytime soon. It takes an autistic-like patience to go towards the 10B barrier, a patience-level that I don't possess I'm afraid Prolonging those MB's into multiple tens of millions is very satisfying though....one more game!
How to get to the Spider Hole
One of the major ways to get extra balls, which in turn can help you extend this game beyond belief (top score as of 15 september 2014 70B+, if this is not a bogus score/hack, and this equates to 100+ hours of playing if I extrapolate correctly from my own game) is spinning the Spider Wheel and playing Spider Mania MB:
- the three eyeballs lit extra ball
- starting Spider Mania lits an extra ball
- crystal balls (or orbs?) can give an exta ball outright or lit one outright, not sure which of the two (happened to me once, so may be rare)
- crystal balls can give 3 or 4x multipliers, sometimes in the same Spider Wheel round (never 8x together for some reason, always max 7x), this goes towards the 8x Dead Head bonus multiplier for extra ball that is otherwise quite hard to get in regular gameplay. If you get your bonus up to 3-4x in regular play, getting a crystal ball can get you over the hump. The bonus multiplier actually goes beyond 8x, I had it up to 12x in my 1.9B game. I'm curious if it maxes out.
- I'm not sure that the "Telepathetic Special" earned from achieving Spider Mania MB really counts towards your extra balls. Common wisdom for season 1 tables is that it would, given that on most tables the special equates to an extra ball, but even in my 1.9B game in which I activated Spider Mania MB probably around 4-5 times, I didn't think it did. That maybe would have even been to "stiff" a reward for TPA to implement as extra ball. Get it? "Stiff"
In short: the Spider Wheel beats regular table play in giving repeatable extra balls, especially later on in the game when you already got the 6M "replay" extra ball, the Leaper Mania extra ball and the 8/30 Web Ramp extra balls. So I think one of the main objectives is to visit the Spider Hole often and filling out that Spider Wheel!
There are essentially 5 shots that lead you there, ranging in difficulty and risk:
- plunge softly to go direct to the Spider Hole. This is lit at the start of a new ball. When plunging after a locked ball, you'll offcourse have to lit the Spider Hole beforehand. If you plunge and miss the hole but also not trigger any other main switches, you can safely drain and try again. You have to weigh this strategy against going for the 2.5M maxed skill shot which is good scoring for one shot that is also quite easy to go for. (thanks to VikingErik for pointing this one out)
- the most safe shot after plunging is from a controlled ball on the tip of the left flipper. Just shoot it when it's still full on the end of the flipper. If you are late, the ball will go under the Web Ramp to the crate, if you are a bit earlier, you often get a soft ricochet from the rightpost of the Web Ramp and still go into the hole. If you are very early, you just have shot for the Web Ramp, congratulations! Doing this with a moving ball is far more risky (see below)
- the next safe shot is from a controlled or rolling ball from the right flipper into the left orbit when the "Monsters Lab" light is on. This will feed the bumpers under the Web Ramp and often ends with the ball going into the Spider hole. I would say 2/3 of the time this will happen, especially with a softer shot. The risks associated with this shot is hitting the left post of the Bony Beast Ramp with unpredictable result, or a popout from the bumper area towards the crate.
- next up is the Crate shot from the left flipper. If your aim is really good, you can shoot it from the right post of the Crate directly in the bumper area, almost straight to the Spider Hole. Also a really early shot to the Crate (aiming left) will sometimes do this. Otherwise it's a tossup if you get some lucky bounces between Crate, bumpers and the Dagger Hole. A late shot will go towards the Dead Heads and via the Dagger Hole back to bouncing around. Just don't be very late with the shot, because you'll hit Leaper target number 3 on the left post of the Web Ramp and that's a definite risk for a SDTM drain. Main advantage of this shot, is that it will up your Crate hits with a direct one, and often some more from lucky bounces. The Crate MB is the most difficult mode to relight later on in the game because it takes a progressive number of shots. Coffin MB also progressively needs more ramps, but those can be looped without difficulty with some practice. Looping the ramps is a major skill to master on this table, especially double looping when in MB. I haven't kept track of my record for double looping, but I know for sure I have achieved 30 in a row and even more!
- lastly you can try to one-time it from the left flipper with a moving ball, but that's really risky. The added momentum will give unpredictable results and often result in an uncontrolled ball and drain.
It's all in the rhytm
In this thread was already mentioned that flipper passing after a ramp shot can help you alternate between ramps, especially nice when you have Coffin MB going. It's also a major move to get the Spider Hole relit after a left ramp or eject from the Spider Hole itself. When you have visited the Spider Wheel, keep the right flipper up to let the ball go over to the left flipper. Now comes the tricky part: you have to give it a millisecond pause and then shoot for the right ("Web") ramp. Et voila, lit Spider Hole again in most cases. Sometimes you'll have a ball that lost momentum somehow in the right inlane, this will still go over to the left flipper, but now you'll shoot for the unlit Spider Hole, setting the thing up again for another try. Resist the temptation to one-time it directly to the Spider Hole from the left flipper when you just shot the Web Ramp, unless you are very steady in your aiming. I often go for the Crate instead, building up those hits and hoping a lucky ricochet will get me back to the Spider Hole. Otherwise I try to get ball control on the left flipper and then shoot for the Spider Hole with much less risk. I found that I was around 80-90% accurate in relighting the Spider Hole again with this method. This really speeds up the filling of the Wheel and gets you those extra balls that much quicker.
Other useful shots
* The passage to the Dead Heads right next to the Crate is important, it's where you get your extra balls and light those Dead Heads. Later in the game, the Dead Heads themselves are major scoring opportunities, they max out at 2.475M each. That's almost 5 ramps or Crate shots worth of points when compared to jackpots in Coffin Multiball! The passage is quite narrow and only reachable from the left flipper shot. I found that a controlled shot is most succesfull when you shoot the ball if it is directly above the "gap" on the flipper between both bones. A rolling shot is just slightly after that. A rolling shot has a decent chance to be send right back to the left flipper without clearing the passage, as if the ball hits soms kind of post at the top of the passage, be on the lookout for that one. The best way to collect lit extra balls, is to start a multiball and get the lucky shot to the passage. As far as I know, lit extra balls "stack" so don't hurry to get them immediately, especially if a MB is right around the corner.
* If you get proficient in shooting ramps, it can be a nice payoff to go a step further and learn to master the left ramp shot while "grazing" the left-most Leaper target. Just shoot a bit late from the right flipper and you'll take that Leaper out while still making the ramp shot. It's a bit risky because being too late will hit the Leaper right on, and this leads to uncontrolled balls and drains. In the end I think it's a safer way to collect Leapers than shooting straight for them, I would recommend this especially for collecting the extra ball from the first Leaper Mania. The most safe shot directly to a leaper is shooting the second one (right post of the left ramp) from the right flipper. This will usually feed a controllable ball back to the left flipper.
* As usual the question is flow or control? I think looping the ramps is a "flow" aspect to this game that with enough practice can be semi-automatic and very safe. I sometimes just shoot for ramps if I can't decide on my next move quickly enough. An incomplete left ramp is not very risky, and can most of the times even be one-timed back up the ramp from the left flipper. An incomplete right ramp is a different thing, because the ball often ricochets from the left rampwall when coming down. With high speed this still goes to the left flipper albeit with a bit of a curve, but when "trickling" down you have to watch out for a SDTM drain. Nudge it towards the right flipper and you'll be good. Ball control is essential for safe shots to the left orbit (although I often onetime it from a left ramp to the Coffin lock), Dead Head passage and Spider Hole. Deadpassing to control the ball on the other flipper is a good skill to use for setting up those shots.
Well, that's it from me. After that 1.9B game I'll probably won't revisit Scared Stiff anytime soon. It takes an autistic-like patience to go towards the 10B barrier, a patience-level that I don't possess I'm afraid Prolonging those MB's into multiple tens of millions is very satisfying though....one more game!
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