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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
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<blockquote data-quote="Captain B. Zarre" data-source="post: 129143" data-attributes="member: 2355"><p>Found this strategy guide on the internet:</p><p></p><p>"What do we start shooting at? Well, first off, always go for the skill shot, unless the locker is already open of course. Once the ball makes its way to the flippers, the first thing I usually try and do is shoot the whirlpool. Shoot it 5 times for the extra ball, and at the same time it will light the lock. If the locker is open (either from a skill shot, or just from hitting the random targets), give it a shot in there. During the first level, shoot for the yellow targets so that the ball will fire out and hit them, hopefully bouncing and hitting the green and red targets. Each target you hit is a SINK SHIP letter. After this, Double Broadside is running. Shoot the broadside as much as you can before time runs out. There is a nice grace period of about 3-5 seconds, so keep trying even after it's ran out of time. </p><p></p><p>If the locker isn't open, then you shoot for the multiball. When you start multiball, wait a good 5 seconds or so before plunging the ball all the way. It'll go up the locker ramp, count as a ramp shot, and give you another chance at it. I usually then try and lock a ball. Once one ball is locked, I use the other one to keep shooting the whilrpool and left ramp to get many letters. Usually by now, all the jewels are lit except for the broadside. Shoot the broadside to get the last jewel, starting Hidden Treasure. When the ball comes back to your rigth flipper from the broadside, lock it in Pirate's cove to start 3 ball multiball. Now you have 3 ball multiball with hidden treasure mode!</p><p></p><p>When you're not in multiball, your main goal is to sink ships when they are lit, or shoot the whirlpool to start getting LOCK letters to light multiball again. If you're sitting with an extra ball and you have plenty of SINK SHIP letters, you can go ahead and shoot for the broadside. It sometimes gives you valuable modes.</p><p></p><p>If you get Ramp Millions+, try and start a multiball immediately. During multiball with Ramp Millions+, the whirlpool will go up 2 million each time for some reason, making it worth A LOT of points.</p><p></p><p>After collecting a broadside award, always try and relight it by shooting it back in the broadside. You get a nice 2 mil, and a cool animation and sound, and now the broadside is lit again.</p><p></p><p>Once you start getting deep into the game and SINK SHIP letters are hard to come by (usually after the 4th ship or so, since the letters reset to SIN, then SI, then S, then finally none.), you should try getting it in the cannon for the cannon awards. Shoot the easy targets like the green and the red. The yellow targets are much better gotten from the upper flipper. Looping the locker is another way of opening it, and is a really fun shot to shoot. The cannon awards can become pretty valuable, as the 7th level is Extra Ball.</p><p></p><p>So that's basically it... always try for an extra ball early on, unless a more pressing opportunity is present (like SINK SHIP lit)."</p></blockquote><p></p>
[QUOTE="Captain B. Zarre, post: 129143, member: 2355"] Found this strategy guide on the internet: "What do we start shooting at? Well, first off, always go for the skill shot, unless the locker is already open of course. Once the ball makes its way to the flippers, the first thing I usually try and do is shoot the whirlpool. Shoot it 5 times for the extra ball, and at the same time it will light the lock. If the locker is open (either from a skill shot, or just from hitting the random targets), give it a shot in there. During the first level, shoot for the yellow targets so that the ball will fire out and hit them, hopefully bouncing and hitting the green and red targets. Each target you hit is a SINK SHIP letter. After this, Double Broadside is running. Shoot the broadside as much as you can before time runs out. There is a nice grace period of about 3-5 seconds, so keep trying even after it's ran out of time. If the locker isn't open, then you shoot for the multiball. When you start multiball, wait a good 5 seconds or so before plunging the ball all the way. It'll go up the locker ramp, count as a ramp shot, and give you another chance at it. I usually then try and lock a ball. Once one ball is locked, I use the other one to keep shooting the whilrpool and left ramp to get many letters. Usually by now, all the jewels are lit except for the broadside. Shoot the broadside to get the last jewel, starting Hidden Treasure. When the ball comes back to your rigth flipper from the broadside, lock it in Pirate's cove to start 3 ball multiball. Now you have 3 ball multiball with hidden treasure mode! When you're not in multiball, your main goal is to sink ships when they are lit, or shoot the whirlpool to start getting LOCK letters to light multiball again. If you're sitting with an extra ball and you have plenty of SINK SHIP letters, you can go ahead and shoot for the broadside. It sometimes gives you valuable modes. If you get Ramp Millions+, try and start a multiball immediately. During multiball with Ramp Millions+, the whirlpool will go up 2 million each time for some reason, making it worth A LOT of points. After collecting a broadside award, always try and relight it by shooting it back in the broadside. You get a nice 2 mil, and a cool animation and sound, and now the broadside is lit again. Once you start getting deep into the game and SINK SHIP letters are hard to come by (usually after the 4th ship or so, since the letters reset to SIN, then SI, then S, then finally none.), you should try getting it in the cannon for the cannon awards. Shoot the easy targets like the green and the red. The yellow targets are much better gotten from the upper flipper. Looping the locker is another way of opening it, and is a really fun shot to shoot. The cannon awards can become pretty valuable, as the 7th level is Extra Ball. So that's basically it... always try for an extra ball early on, unless a more pressing opportunity is present (like SINK SHIP lit)." [/QUOTE]
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