Slam23
Active member
- Jul 21, 2012
- 1,279
- 2
Hi guys,
After a lot of short games and only near 600K (up to 870K after taking my own advice ) to show for it as best score, I still would like to share some observations about this great game. These will be heavily influenced by the as usual excellent Bowen Kerrins PAPA video tutorial, so disclaimer there.
The basics: this table is all about the bonus after each ball and stacking it across the game
- FIRST get the bonus X and EB first by dropping those targets at the upper left alley. Love it that dropping the first one doesn't give you sh*t except some points. EB is offcourse the main thing, but even if you miss it, you'll still get some multiplied bonus out of it. The EB is repeatable every ball, but you can't get more than one per ball I believe.
- SECOND get the super bonus up to at least 20. This is worth at least an extra 20K at the end of every subsequent ball, even if you house-ball one (which will happen)
- THIRD focus on all shots that give bonus to get to the next level of superbonus and build up that score. The max held superbonus is 40K but on the current ball you can get 49K max for a 245K end of ball bonus.
Now for some tips and tricks:
- Ball control: get the ball cradled on the lower left and right flipper. Nudge like a mad man to achieve that, and then aim with precision. Playing flow style is not recommended because wild balls can drain in numerous ways.
- Safest shot to the drop targets: shoot the drop target alley with the lower right flipper. Then hold up the left upper flipper when the ball rolls back, this will often drop the ball back at the lower right flipper, even let you cradle it again. This works best when the ball rolls tightly at the left wall of the drop target alley, when it's more to the middle or right, you can also choose to let it drop to the lower left flipper and nudge to cradle.
- Use the upper left flipper in general to prevent the ball entering the beast lair area at the lower left. Shooting the ball away with this flipper is risky but if you know your angles, go for it.
- If you have the ball at the lower left flipper, alleypass it to the lower right. Just flip the left when the ball just passes the tip, and you'll shoot it up the right alley, the "inlane" for the lower right flipper so to speak. Just look up "alley-pass" on youtube to see the technique. I find it quite easy and low-risk to perform on this table
- Another pass technique from the lower left is doing a reverse alleypass by performing a post pass but too quick to actually hit the slingshot at the right point. This will shoot the ball up the left flipper alley instead and then the ball can be flipper-passed to the middle flipper. However, although you now can shoot the drop targets, the angle from this flipper is more risky for a SDTM drain. Furthermore, the reverse alleypass can have variable strength and speed, and it will be difficult to reliably reproduce safe shots to the drop targets.
- I haven't been able to backhand from the lower left flipper yet, Bowen proved that a weak reverse alleypass could be used to backhand the shot, but those weak alleypasses seem not to be possible or very hard. I'll investigate if nudging the ball up the alley will do the trick. On iOS this will probably tilt the table sooner than later though.
- Nudge every time the ball leaves the "waterfall" area at the right hand side of the table, otherwise SDTM in x% of those returns, catching or grazing it with the lower right flipper gives the most control.
- There are no real safe shots because of the unavoidable bumper area, but I found angled shots to be safer than straight up shots in general Also get to know the angle of the shot from the lower left flipper to the right target bank and up to the PARAGON hole. This seems to be a relatively safe shot to put the ball up top, next to the shot through the waterfall gate.
- Watch that left spinner, because in x% of the time, the ball will catch a bump or something when fallimg back through it and go SDTM
The bad stuff:
- The game will rollover and Farsight forgot to put in the detection for higher scores (should be possible right?) so don't score over 999.999
Let's hear some other tips & tricks!
After a lot of short games and only near 600K (up to 870K after taking my own advice ) to show for it as best score, I still would like to share some observations about this great game. These will be heavily influenced by the as usual excellent Bowen Kerrins PAPA video tutorial, so disclaimer there.
The basics: this table is all about the bonus after each ball and stacking it across the game
- FIRST get the bonus X and EB first by dropping those targets at the upper left alley. Love it that dropping the first one doesn't give you sh*t except some points. EB is offcourse the main thing, but even if you miss it, you'll still get some multiplied bonus out of it. The EB is repeatable every ball, but you can't get more than one per ball I believe.
- SECOND get the super bonus up to at least 20. This is worth at least an extra 20K at the end of every subsequent ball, even if you house-ball one (which will happen)
- THIRD focus on all shots that give bonus to get to the next level of superbonus and build up that score. The max held superbonus is 40K but on the current ball you can get 49K max for a 245K end of ball bonus.
Now for some tips and tricks:
- Ball control: get the ball cradled on the lower left and right flipper. Nudge like a mad man to achieve that, and then aim with precision. Playing flow style is not recommended because wild balls can drain in numerous ways.
- Safest shot to the drop targets: shoot the drop target alley with the lower right flipper. Then hold up the left upper flipper when the ball rolls back, this will often drop the ball back at the lower right flipper, even let you cradle it again. This works best when the ball rolls tightly at the left wall of the drop target alley, when it's more to the middle or right, you can also choose to let it drop to the lower left flipper and nudge to cradle.
- Use the upper left flipper in general to prevent the ball entering the beast lair area at the lower left. Shooting the ball away with this flipper is risky but if you know your angles, go for it.
- If you have the ball at the lower left flipper, alleypass it to the lower right. Just flip the left when the ball just passes the tip, and you'll shoot it up the right alley, the "inlane" for the lower right flipper so to speak. Just look up "alley-pass" on youtube to see the technique. I find it quite easy and low-risk to perform on this table
- Another pass technique from the lower left is doing a reverse alleypass by performing a post pass but too quick to actually hit the slingshot at the right point. This will shoot the ball up the left flipper alley instead and then the ball can be flipper-passed to the middle flipper. However, although you now can shoot the drop targets, the angle from this flipper is more risky for a SDTM drain. Furthermore, the reverse alleypass can have variable strength and speed, and it will be difficult to reliably reproduce safe shots to the drop targets.
- I haven't been able to backhand from the lower left flipper yet, Bowen proved that a weak reverse alleypass could be used to backhand the shot, but those weak alleypasses seem not to be possible or very hard. I'll investigate if nudging the ball up the alley will do the trick. On iOS this will probably tilt the table sooner than later though.
- Nudge every time the ball leaves the "waterfall" area at the right hand side of the table, otherwise SDTM in x% of those returns, catching or grazing it with the lower right flipper gives the most control.
- There are no real safe shots because of the unavoidable bumper area, but I found angled shots to be safer than straight up shots in general Also get to know the angle of the shot from the lower left flipper to the right target bank and up to the PARAGON hole. This seems to be a relatively safe shot to put the ball up top, next to the shot through the waterfall gate.
- Watch that left spinner, because in x% of the time, the ball will catch a bump or something when fallimg back through it and go SDTM
The bad stuff:
- The game will rollover and Farsight forgot to put in the detection for higher scores (should be possible right?) so don't score over 999.999
Let's hear some other tips & tricks!
Last edited: