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<blockquote data-quote="Slam23" data-source="post: 193561" data-attributes="member: 896"><p>Nice write-up, really nothing much to add here! Couple of stray points:</p><p></p><p>- In Seance you can let the Power also turn off after a few seconds of holding the ball on either flipper, then the countdown timer also sometimes stops. You can then shoot the bear ramp without risk. Just be careful again when the ball returns, because the Power will be on again. I'm not really sure how the mode timer works exactly, because sometimes it stops, and I also had it run down all the way. Seance is by far the most risky mode vs. reward, and this is probably the reason you have a chance for a Super Seance in the Gold Edition (which still sucks in my opinion)</p><p>- Kickouts from the chair and swamp can be catched with upright flippers, even when the swamp kickout seems to go over the right flipper tip, it won't (promised! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ). They can also both be dead-bounced to the other flipper for easy control. </p><p>- I had Thing Multiball at 13.4M at my quickest from a Chair kickout and left to right deadpass, still no chump change. Spot Mansion is the better way though as EOS said.</p><p>- When dealing with return balls from the Bear ramp that feed the right flipper, I always do a flipper pass over to the left to get control or a good shot up the ramp or a bookcase hit. On iOS this gives different results depending on the speed of the ball, but all can be saved, even those that require somewhat of an alleypass back to the right. </p><p>- Holding up the left miniflipper will feed the left flipper in most cases and worst case scenario light the right inner lane at the left flipper for a double Bear Kick. Just don't shoot the left miniflipper too late, or immediate drain in right outlane, and</p><p>- Don't let Thing flip! His timing can be off and miss the swamp, even had him shooting down the right outlane a couple of times.</p><p>- The TTM extra ball is not saved for the next ball, so get it while it's fresh (meaning, don't drain!)</p><p>- With a lock at the swamp, plunge softly and get an easy kickout (and a compliment by the game)</p><p></p><p>That's all I can think of now, just some added points!</p></blockquote><p></p>
[QUOTE="Slam23, post: 193561, member: 896"] Nice write-up, really nothing much to add here! Couple of stray points: - In Seance you can let the Power also turn off after a few seconds of holding the ball on either flipper, then the countdown timer also sometimes stops. You can then shoot the bear ramp without risk. Just be careful again when the ball returns, because the Power will be on again. I'm not really sure how the mode timer works exactly, because sometimes it stops, and I also had it run down all the way. Seance is by far the most risky mode vs. reward, and this is probably the reason you have a chance for a Super Seance in the Gold Edition (which still sucks in my opinion) - Kickouts from the chair and swamp can be catched with upright flippers, even when the swamp kickout seems to go over the right flipper tip, it won't (promised! :) ). They can also both be dead-bounced to the other flipper for easy control. - I had Thing Multiball at 13.4M at my quickest from a Chair kickout and left to right deadpass, still no chump change. Spot Mansion is the better way though as EOS said. - When dealing with return balls from the Bear ramp that feed the right flipper, I always do a flipper pass over to the left to get control or a good shot up the ramp or a bookcase hit. On iOS this gives different results depending on the speed of the ball, but all can be saved, even those that require somewhat of an alleypass back to the right. - Holding up the left miniflipper will feed the left flipper in most cases and worst case scenario light the right inner lane at the left flipper for a double Bear Kick. Just don't shoot the left miniflipper too late, or immediate drain in right outlane, and - Don't let Thing flip! His timing can be off and miss the swamp, even had him shooting down the right outlane a couple of times. - The TTM extra ball is not saved for the next ball, so get it while it's fresh (meaning, don't drain!) - With a lock at the swamp, plunge softly and get an easy kickout (and a compliment by the game) That's all I can think of now, just some added points! [/QUOTE]
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The Pinball Arcade / Farsight Studios
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