Eegah
New member
- May 12, 2013
- 165
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Just had an hour-plus 2.7B game on the iPad version which is good enough for 3rd on the Leaderboard for now. My left thumb is sore. Here's what I did for posterity.
Get the Ball Up The Ramp There: 90% of this table boils down to nailing the ramp shot ad infinitum. The ramp works a lot like the Mystery Mirror in Funhouse in that one mode is the extra ball and you need to clear the wagon wheel (ie the ramp modes) on the same ball you collect the EB so that it resets when you drain. CBW is more forgiving than FH however in that if you finish the wheel and go on to get the 1/2B from completing 9-Ball the wheel resets, allowing you to get more than one EB per ball. Sweet.
Technique: It's a late Gottlieb which means high-angled flippers and easy trapping, but this table is even easier than Tee'd Off in that regard. Virtually any ball that goes through an inlane can be trapped, most importantly successful ramp shots. This means if you can consistently make the ramp shot (and you absolutely must have that shot down to do well), you've always got an easy trap to set up your next shot... which is usually another ramp shot. Sisyphus would be proud.
The Horseshoe for the EB can be backhanded easily enough from a trap on the left. Easy peasy, just take your time.
Elsewhere, Kickouts from the Corner Pocket on the far left can be trapped on the right by holding down the right flipper the whole time, and if you're good you can spot two POOL letters this way (more on this below). Post transfers are pretty reliable, though left-to-right transfers can take a couple tries. Be careful trying to cradle separate when you have two balls in play -- I've had a couple double drains when they kinda cancelled each other's momentum.
The cue ball can be a drain hazard -- avoid it in single-ball play except for 9-ball.
Rock Me Mama: With the exception of Horseshoe EB, multiball and 9-ball, every mode on the Wagon Wheel can be safely ignored. The ramp is the most consistent shot and straying from that path yields control of the ball which means danger, and other modes don't yield too much score anyway. Maybe go for the Rowdy Ramp since you're hitting that shot anyway but even that's like 30M at most unless you're good at hitting the ramp on the fly. Wheel modes lock everything else out on the table (even POOL letters) so you gotta wait 'em out from a trap, but at least their timers are pretty short.
There's probably an argument to be made for going for the DOUBLE letters, but it'll take you a few rounds to do it. The first letter is from the corner pocket (read: post transfer to the right flipper) and subsequent letters are the ramp (read: post transfer back to the left), and 15 seconds or whatever isn't enough time to get too many of them. I'm not that great at making the corner pocket shot anyway so I don't risk it.
Video Modes: Terrible, aren't they? At least Cactus Jack is kinda cute.
Don't P in the OOL: For whatever reason you have to UN-light the letters instead of of light them. Anyway these are easily collected via ramp shots. If you're coming from a trap and plan to trap again, make sure the L is lit so the left O will be lit when the ball feeds into the inlane. If you have a kickout coming from the a Corner Pocket you can often light two letters as stated above.
(Un)Lighting all letters lights the Sweet Spot shot at the top, worth a cool 50 mil. I let multiball collect it.
Bank Shot: The bank shot is pretty good at yielding an EB early in the game (and tends to double-trigger so you get two awards), so you may want to focus on that before heading to the ramps.
Welcome to the Half-Billionaire's Club: The single biggest point scorer by far is from completing 9-ball. This requires pocketing the 1-7 drop targets in order, followed by a good cue ball hit (to fire the 8 ball) which sets up a 20-second hurry up for the 9-ball on the right. That's plenty of time so just trap up, transfer to the left if you need and make your shot. If you miss high onto the higher drop targets it's probably okay as it'll likely hit the 9 anyway from all the bouncing around. Speaking of which if you're feeling greedy you may want to hit the ramp a few times while 9-ball is active to get POOL letters since you'll probably hit the Sweet Spot targets at least one while the ball is up there.
End of Ball Bonus: The only substantial bonus is from Pool Ball Mania when you complete the Wagon Wheel. That bonus will likely be nine figures though so for Dog's sake don't tilt.
tl;dr: Trap on the left and hit ramp shots all day erry day, stopping only for EBs and 9-Ball. Everything else on the table is fluff.
And that's way more words than this table probably warrants. That hour long game was only good for about 150 HoF points so uh... Bring a book?
Get the Ball Up The Ramp There: 90% of this table boils down to nailing the ramp shot ad infinitum. The ramp works a lot like the Mystery Mirror in Funhouse in that one mode is the extra ball and you need to clear the wagon wheel (ie the ramp modes) on the same ball you collect the EB so that it resets when you drain. CBW is more forgiving than FH however in that if you finish the wheel and go on to get the 1/2B from completing 9-Ball the wheel resets, allowing you to get more than one EB per ball. Sweet.
Technique: It's a late Gottlieb which means high-angled flippers and easy trapping, but this table is even easier than Tee'd Off in that regard. Virtually any ball that goes through an inlane can be trapped, most importantly successful ramp shots. This means if you can consistently make the ramp shot (and you absolutely must have that shot down to do well), you've always got an easy trap to set up your next shot... which is usually another ramp shot. Sisyphus would be proud.
The Horseshoe for the EB can be backhanded easily enough from a trap on the left. Easy peasy, just take your time.
Elsewhere, Kickouts from the Corner Pocket on the far left can be trapped on the right by holding down the right flipper the whole time, and if you're good you can spot two POOL letters this way (more on this below). Post transfers are pretty reliable, though left-to-right transfers can take a couple tries. Be careful trying to cradle separate when you have two balls in play -- I've had a couple double drains when they kinda cancelled each other's momentum.
The cue ball can be a drain hazard -- avoid it in single-ball play except for 9-ball.
Rock Me Mama: With the exception of Horseshoe EB, multiball and 9-ball, every mode on the Wagon Wheel can be safely ignored. The ramp is the most consistent shot and straying from that path yields control of the ball which means danger, and other modes don't yield too much score anyway. Maybe go for the Rowdy Ramp since you're hitting that shot anyway but even that's like 30M at most unless you're good at hitting the ramp on the fly. Wheel modes lock everything else out on the table (even POOL letters) so you gotta wait 'em out from a trap, but at least their timers are pretty short.
There's probably an argument to be made for going for the DOUBLE letters, but it'll take you a few rounds to do it. The first letter is from the corner pocket (read: post transfer to the right flipper) and subsequent letters are the ramp (read: post transfer back to the left), and 15 seconds or whatever isn't enough time to get too many of them. I'm not that great at making the corner pocket shot anyway so I don't risk it.
Video Modes: Terrible, aren't they? At least Cactus Jack is kinda cute.
Don't P in the OOL: For whatever reason you have to UN-light the letters instead of of light them. Anyway these are easily collected via ramp shots. If you're coming from a trap and plan to trap again, make sure the L is lit so the left O will be lit when the ball feeds into the inlane. If you have a kickout coming from the a Corner Pocket you can often light two letters as stated above.
(Un)Lighting all letters lights the Sweet Spot shot at the top, worth a cool 50 mil. I let multiball collect it.
Bank Shot: The bank shot is pretty good at yielding an EB early in the game (and tends to double-trigger so you get two awards), so you may want to focus on that before heading to the ramps.
Welcome to the Half-Billionaire's Club: The single biggest point scorer by far is from completing 9-ball. This requires pocketing the 1-7 drop targets in order, followed by a good cue ball hit (to fire the 8 ball) which sets up a 20-second hurry up for the 9-ball on the right. That's plenty of time so just trap up, transfer to the left if you need and make your shot. If you miss high onto the higher drop targets it's probably okay as it'll likely hit the 9 anyway from all the bouncing around. Speaking of which if you're feeling greedy you may want to hit the ramp a few times while 9-ball is active to get POOL letters since you'll probably hit the Sweet Spot targets at least one while the ball is up there.
End of Ball Bonus: The only substantial bonus is from Pool Ball Mania when you complete the Wagon Wheel. That bonus will likely be nine figures though so for Dog's sake don't tilt.
tl;dr: Trap on the left and hit ramp shots all day erry day, stopping only for EBs and 9-Ball. Everything else on the table is fluff.
And that's way more words than this table probably warrants. That hour long game was only good for about 150 HoF points so uh... Bring a book?