Slam23
Active member
- Jul 21, 2012
- 1,279
- 2
Hi fellow pinheads,
Let's start a thread about this fun table and discuss tips and strategies. I'm currently at 18th place with a 9.3B score, that probably cost me an hour, maybe a bit more.
EB before anything
As [MENTION=3745]vikingerik[/MENTION] 's famous saying goes: "just get more EB's than balls you lose". There are some fixed non-repeatables (8 & 50 right "speed" ramps), but all other EB's are repeatable as far as I know and have seen. I usually try to get the 8 right ramps from the bat to get a first cushion, also collecting POLE in the process. The 50 ramps will take care of themselves in the course of the game. The others are: Light EB mode, Completing 4 complete Light up Targets, Change Setup (I found an EB in 1 in 2 or 1 in 3 instances easily, just try not to pass one....), and Video mode ("Caution Mode"). I have never gotten past 9 obstacles max, and haven't seen that EB (and probably won't in my lifetime, that's a hard video game)*. So if you collect EB from the Mode and one from Change Setup before losing a ball, you are set for very long games. Change setup gets harder to activate after a while, because you'll need to hit the blue target an extra time after each Change Setup, with a max of 6 hits. **
One strategy would be to ignore everything and just go for modes to stack that freebie mode EB. You can even shoot speed ramps to move the mode light closer to EB if you want, that can take a few ramps though. When my cushion of EB's get too low (say 2), I may switch to this strategy, although I find it very hard to not play modes....
* Additional note: I just read the IFPA pro tips section and it states that you can drive through oil slicks if you don't steer. Those are probably the little round puddles you encounter. This could make the video mode easier. Will report back if that is the case...
** Additional note II: Change Setup can be a little mean heartbreaker, best summed up by Dan Bradford: "you go click-click-click-damn" as you just saw Light Extra Ball pass under your fingers. Those are costly misses, especially later in the game when Change Setup is activated less easily. I have found that I get the best results if I take it a bit more slowly and concentrate on the spot just under the "C" from "choose your award". This is the place where the "L" from "Light Extra Ball" will lign up under, and it's the only text that does that.
Scoring Points
Victory Laps are easily the best instant point total you can get, especially if you learn to stack them (and not hit one of them early!), AND combine them with 3x playfield. I got a cool 1.5B one time from 2 stacked Victory Laps (500M total) and 3x playfield, but that was an accident. Just don't shoot the center hole when it's lit for Victory Lap and always get modes from the right orbit shot. Max points to get here, is 3B (4 stacked Victory laps = 1B, times 3x playfield). Victory laps can be had from 200 laps, from "winning the race" which means advancing "passes" from 28th place to 1st, completing the mode circuit ("Checkered Flag"), and lighting 6 Light Up Waves (maxing all three Light Ups). So while the point total is instant, all Victory Laps take quite some time to reach, and in the mean time, you have to be careful not to inadvertently hit the center hole. This is especially difficult if you play a MB (or MB modes) in between collecting, a stray ball can go to the center hole quite easily, and you can collect Victory Laps at any time in the game. I haven't aimed at the stacked Victory Laps, but whenever I'm near 3x playfield and have a Victory Lap lit, I'll try to combine them. Otherwise I just collect them. If you do that, you just got points to the equivalent of 4 maxed Jackpot (=50M) ramps in Turbo MB, so it may be more profitable to play Turbo MB a lot.
Bonus can be a very profitable point total after a long ball time. You want to get the bonus X up to 8 to multiply Position and Laps, and the rest is just added Mode points (Laps do carry over between races, so they go above 200). I have had bonuses upward of 300-400M. Offcourse this also means losing a ball.
Regular or "Turbo" MB is a nice scoring mode, especially if you upped the Turbo to 50M (max) per jackpot. If you can get a flow going where you alternate ramps with two balls (I'm working on getting a good rhythm to that), it's probably more profitable and easier than shooting all three balls in the turbo for a Super Jackpot (worth 60M). Offcourse combine with 3x playfield for more fun.
To be clear: I haven't played the table long enough to have a preference for how to score (reliably) big.
Edit: Tarek gave advice in this thread: http://digitalpinballfans.com/showthread.php/11681-transcribed-Indy-500-rules-from-TPA He states: 'Start turbo boost multiball, catch one ball at the left flipper and shoot the combo right ramp - turbo boost with the second ball again and again. Not very much fun but the fastest way for big points... ' This maxes out at 90M per Jackpot
Play Style
I know Indy500 to be a brutally fastpaced game IRL, and the TPA version is definitively more forgiving in my opinion. An incomplete ramp IRL for instance is instant death, here you can save a lot of those balls. Anyway, the table will try to seduce you to play a flow style and if you rock that the right way, it's pure bliss. But as always this is also far more risky. Better get some ball control. I use a lot of deadpassing and (passive) flipper passing. Almost all the long returning balls can be safely flipper-passed (keeping one flipper up) to the other flipper for a cradle, though more easily from right to left, than left to right. Flipper-passing is also my favorite way to get a fast Pit-stop and starting a ball (playing POLE) in general: keep up the right flipper and you get the ball before the left to shoot the right ramp directly. You can also go for a right orbit depending on what you. This is one-timing but there are no shots impossible from the cradled position, so it's always the better and more safe option.
The left orbit is a sneaky bastard sometimes, especially incomplete orbits that return to the left flipper can suddenly veer toward the middle for a drain, although you can often save those with a timely right flip. The blue target at the left of the left ramp can also be instant center-drain-death if shot from a particular angle from the right flipper. So better be on target for those left ramps and orbits, or have a nudge ready. Hitting the blue target with a left backhand is far more safe. Indy500 is quite forgiving with nudging, just don't do a lot of them directly after each other. Tilting that big bonus away is costly, especially with EB's that can be had quite regularly. Be on the watch for screaming left-to-right orbits that go SDTM if you don't keep up the right flipper. This is usually foreseen with one ball in play, but with MB a lot harder. Outlane drains can be nudged back fairly easy, because they are quite slow to trickle over in a lot of instances.
I like to feed the right upper flipper with left ramps instead of one-timing a left orbit. That's quite a hard shot and can produce wild balls with misses. You can max those left orbit-Turbo combo's from 10 to 30M in steps of 2M which is no chump change. So if you got that shot pat, go for it.
The center hole is reachable via left and right flipper, also from running balls and cradled position. I find shooting it from the left the most easy and safe. The Turbo VUK can also be hit quite consistently and fast from the right flipper with a ricochet to the rubber post right next to the middle Target Light-Up. The right upper flipper can be used to guide balls back to the lower flippers when kept upright, just don't do that with screaming left orbits, because those will insta-drain at the left outlane.
Post-passing is very easy and safe on Indy500 and can be very valuable when pressed for time and wanting to shoot something from the other flipper.
Just experiment a lot with shots and flipper control, and in no time you'll have a solid strategy to go for. I love tables that facilitate this. I think this is a very solid release from TPA, one that I can see coming back to to just get one more game under the belt. And I don't even like car racing....
Let's start a thread about this fun table and discuss tips and strategies. I'm currently at 18th place with a 9.3B score, that probably cost me an hour, maybe a bit more.
EB before anything
As [MENTION=3745]vikingerik[/MENTION] 's famous saying goes: "just get more EB's than balls you lose". There are some fixed non-repeatables (8 & 50 right "speed" ramps), but all other EB's are repeatable as far as I know and have seen. I usually try to get the 8 right ramps from the bat to get a first cushion, also collecting POLE in the process. The 50 ramps will take care of themselves in the course of the game. The others are: Light EB mode, Completing 4 complete Light up Targets, Change Setup (I found an EB in 1 in 2 or 1 in 3 instances easily, just try not to pass one....), and Video mode ("Caution Mode"). I have never gotten past 9 obstacles max, and haven't seen that EB (and probably won't in my lifetime, that's a hard video game)*. So if you collect EB from the Mode and one from Change Setup before losing a ball, you are set for very long games. Change setup gets harder to activate after a while, because you'll need to hit the blue target an extra time after each Change Setup, with a max of 6 hits. **
One strategy would be to ignore everything and just go for modes to stack that freebie mode EB. You can even shoot speed ramps to move the mode light closer to EB if you want, that can take a few ramps though. When my cushion of EB's get too low (say 2), I may switch to this strategy, although I find it very hard to not play modes....
* Additional note: I just read the IFPA pro tips section and it states that you can drive through oil slicks if you don't steer. Those are probably the little round puddles you encounter. This could make the video mode easier. Will report back if that is the case...
** Additional note II: Change Setup can be a little mean heartbreaker, best summed up by Dan Bradford: "you go click-click-click-damn" as you just saw Light Extra Ball pass under your fingers. Those are costly misses, especially later in the game when Change Setup is activated less easily. I have found that I get the best results if I take it a bit more slowly and concentrate on the spot just under the "C" from "choose your award". This is the place where the "L" from "Light Extra Ball" will lign up under, and it's the only text that does that.
Scoring Points
Victory Laps are easily the best instant point total you can get, especially if you learn to stack them (and not hit one of them early!), AND combine them with 3x playfield. I got a cool 1.5B one time from 2 stacked Victory Laps (500M total) and 3x playfield, but that was an accident. Just don't shoot the center hole when it's lit for Victory Lap and always get modes from the right orbit shot. Max points to get here, is 3B (4 stacked Victory laps = 1B, times 3x playfield). Victory laps can be had from 200 laps, from "winning the race" which means advancing "passes" from 28th place to 1st, completing the mode circuit ("Checkered Flag"), and lighting 6 Light Up Waves (maxing all three Light Ups). So while the point total is instant, all Victory Laps take quite some time to reach, and in the mean time, you have to be careful not to inadvertently hit the center hole. This is especially difficult if you play a MB (or MB modes) in between collecting, a stray ball can go to the center hole quite easily, and you can collect Victory Laps at any time in the game. I haven't aimed at the stacked Victory Laps, but whenever I'm near 3x playfield and have a Victory Lap lit, I'll try to combine them. Otherwise I just collect them. If you do that, you just got points to the equivalent of 4 maxed Jackpot (=50M) ramps in Turbo MB, so it may be more profitable to play Turbo MB a lot.
Bonus can be a very profitable point total after a long ball time. You want to get the bonus X up to 8 to multiply Position and Laps, and the rest is just added Mode points (Laps do carry over between races, so they go above 200). I have had bonuses upward of 300-400M. Offcourse this also means losing a ball.
Regular or "Turbo" MB is a nice scoring mode, especially if you upped the Turbo to 50M (max) per jackpot. If you can get a flow going where you alternate ramps with two balls (I'm working on getting a good rhythm to that), it's probably more profitable and easier than shooting all three balls in the turbo for a Super Jackpot (worth 60M). Offcourse combine with 3x playfield for more fun.
To be clear: I haven't played the table long enough to have a preference for how to score (reliably) big.
Edit: Tarek gave advice in this thread: http://digitalpinballfans.com/showthread.php/11681-transcribed-Indy-500-rules-from-TPA He states: 'Start turbo boost multiball, catch one ball at the left flipper and shoot the combo right ramp - turbo boost with the second ball again and again. Not very much fun but the fastest way for big points... ' This maxes out at 90M per Jackpot
Play Style
I know Indy500 to be a brutally fastpaced game IRL, and the TPA version is definitively more forgiving in my opinion. An incomplete ramp IRL for instance is instant death, here you can save a lot of those balls. Anyway, the table will try to seduce you to play a flow style and if you rock that the right way, it's pure bliss. But as always this is also far more risky. Better get some ball control. I use a lot of deadpassing and (passive) flipper passing. Almost all the long returning balls can be safely flipper-passed (keeping one flipper up) to the other flipper for a cradle, though more easily from right to left, than left to right. Flipper-passing is also my favorite way to get a fast Pit-stop and starting a ball (playing POLE) in general: keep up the right flipper and you get the ball before the left to shoot the right ramp directly. You can also go for a right orbit depending on what you. This is one-timing but there are no shots impossible from the cradled position, so it's always the better and more safe option.
The left orbit is a sneaky bastard sometimes, especially incomplete orbits that return to the left flipper can suddenly veer toward the middle for a drain, although you can often save those with a timely right flip. The blue target at the left of the left ramp can also be instant center-drain-death if shot from a particular angle from the right flipper. So better be on target for those left ramps and orbits, or have a nudge ready. Hitting the blue target with a left backhand is far more safe. Indy500 is quite forgiving with nudging, just don't do a lot of them directly after each other. Tilting that big bonus away is costly, especially with EB's that can be had quite regularly. Be on the watch for screaming left-to-right orbits that go SDTM if you don't keep up the right flipper. This is usually foreseen with one ball in play, but with MB a lot harder. Outlane drains can be nudged back fairly easy, because they are quite slow to trickle over in a lot of instances.
I like to feed the right upper flipper with left ramps instead of one-timing a left orbit. That's quite a hard shot and can produce wild balls with misses. You can max those left orbit-Turbo combo's from 10 to 30M in steps of 2M which is no chump change. So if you got that shot pat, go for it.
The center hole is reachable via left and right flipper, also from running balls and cradled position. I find shooting it from the left the most easy and safe. The Turbo VUK can also be hit quite consistently and fast from the right flipper with a ricochet to the rubber post right next to the middle Target Light-Up. The right upper flipper can be used to guide balls back to the lower flippers when kept upright, just don't do that with screaming left orbits, because those will insta-drain at the left outlane.
Post-passing is very easy and safe on Indy500 and can be very valuable when pressed for time and wanting to shoot something from the other flipper.
Just experiment a lot with shots and flipper control, and in no time you'll have a solid strategy to go for. I love tables that facilitate this. I think this is a very solid release from TPA, one that I can see coming back to to just get one more game under the belt. And I don't even like car racing....
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