EldarOfSuburbia
New member
- Feb 8, 2014
- 4,032
- 0
Kicking it off, with a few observations:
- Extra balls are gold dust. There are three guaranteed one-time extra balls available: 20M, 3x bonus, and 6x bonus. What's more, you can't light both the 3x and 6x EBs on the same ball. if you want more, you're going to be shooting the Cats (right-hand 4 bank of spots) to relight the Mystery more than you'd like. Special only gives you points (the instructions say 1M, I've not been able to verify this) - I've absolutely verified that Special does not award an EB.
- That said, shooting the Dummy from a trap on the right flipper is pretty safe. Far more so than on a real Hurricane where the Dummy is a drain-o-matic. A decent shot will rattle between the posts on either side of the target, softening the ball's path back down the table for an easy catch on the right or more likely bounce pass from the left flipper.
- Clown Time and Jackpot are decent score boosters, but not worth chasing. Take a Palace letter when it's on offer. Grab Clown Time when there's one piece left. Stacking Clown Time into multiball isn't necessarily as good as it sounds, because Clown Time is all about the Comet (center ramp) and multiball is all about the Hurricane (right ramp).
- The consistent points are all in multiball. Keep 1 or 2 balls on the right flipper and keep looping the Hurricane for 8M every 3 ramps.
- After multiball, try to have the following lit: Mystery, and the Comet. Grab the Mystery, you could get up to 5x5M. Then go for the Comet, and get as many multiplied millions as you can.
- Otherwise, if locks aren't lit, keep shooting the Ducks (drop targets), practice your angles so you get a bank into the Juggler every time.
Hurricane has very linear scoring. There's no fast scoring strategy, bonus maxes out at 6x500K, and anyway because of limited EBs the key is keeping the ball in play and staying in multiball and looping that ramp.
- Extra balls are gold dust. There are three guaranteed one-time extra balls available: 20M, 3x bonus, and 6x bonus. What's more, you can't light both the 3x and 6x EBs on the same ball. if you want more, you're going to be shooting the Cats (right-hand 4 bank of spots) to relight the Mystery more than you'd like. Special only gives you points (the instructions say 1M, I've not been able to verify this) - I've absolutely verified that Special does not award an EB.
- That said, shooting the Dummy from a trap on the right flipper is pretty safe. Far more so than on a real Hurricane where the Dummy is a drain-o-matic. A decent shot will rattle between the posts on either side of the target, softening the ball's path back down the table for an easy catch on the right or more likely bounce pass from the left flipper.
- Clown Time and Jackpot are decent score boosters, but not worth chasing. Take a Palace letter when it's on offer. Grab Clown Time when there's one piece left. Stacking Clown Time into multiball isn't necessarily as good as it sounds, because Clown Time is all about the Comet (center ramp) and multiball is all about the Hurricane (right ramp).
- The consistent points are all in multiball. Keep 1 or 2 balls on the right flipper and keep looping the Hurricane for 8M every 3 ramps.
- After multiball, try to have the following lit: Mystery, and the Comet. Grab the Mystery, you could get up to 5x5M. Then go for the Comet, and get as many multiplied millions as you can.
- Otherwise, if locks aren't lit, keep shooting the Ducks (drop targets), practice your angles so you get a bank into the Juggler every time.
Hurricane has very linear scoring. There's no fast scoring strategy, bonus maxes out at 6x500K, and anyway because of limited EBs the key is keeping the ball in play and staying in multiball and looping that ramp.