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<blockquote data-quote="Butterkins" data-source="post: 4976" data-attributes="member: 300"><p>Some very good tips here. I didn't know about that progressive ball 1 scoring system. Nor about the diverter during multiball! Thanks!</p><p></p><p>I'm no expert (highest is about 5 bil), but can add a few things.</p><p></p><p>I agree about keeping the Vanish ball for the Tiger Saw. You lose the fourth ball pretty much immediately in Magic Multiball.</p><p></p><p>Also agreed about the Illusion scoring. Most of them are not worth the risk. Especially when you can make so many points just safely hammering out MAGIC, the trapdoor and THEATRE. The 15 million for Hat Trick is laughable, given the risk.</p><p></p><p>Midnight Madness... it can be dangerous to dead-flipper-pass the ball from the left to the right flipper. (The ball can bounce off the bottom of the right slingshot, and SDTM). So I sort of drop-catch it, and dead-flipper pass it over to the right, then take the shot from there. Takes a bit of practice, but is fairly easy after a while.</p><p></p><p>The 3 most dangerous shots for me are:</p><p></p><p>1) The right loop. I never go for it deliberately. Maybe one day I'll have the skill to shoot it reliably from a set shot.</p><p></p><p>2) The trunk. Shoot it enough times and eventually you'll drain SDTM. I rarely shoot for a non-lit trunk directly.</p><p></p><p>3) The captive ball. It's a cunning design. Easy to hit, but it's really designed to randomise the ball movement, making you lose control. I mostly only go for it if I have a Ball Saver on, or during Tiger Saw multiball.</p><p></p><p></p><p>The right ramp can be shot reliably from a standing start on the right flipper, if you really need to. Usually you don't, though.</p><p></p><p>Post transfers can be a little unreliable. I've found the right post to be easier.</p><p></p><p>When the ball is going through the multiplier lanes, I just hammer the flippers repeatedly. Works at least as well as actually timing the lane light changes. (And it's one less thing to worry about in multiball.)</p><p></p><p>If you're not nudging when the ball hits the slingshots, well, you're dying. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Fortunately the game is <em>very</em> tolerant of nudges.</p><p></p><p>I play for multiball; locking those balls can be the equivalent of getting an extra ball, except you keep your bonuses. Also, it gives you a safe ball launch, which you can use to set up a shot.</p></blockquote><p></p>
[QUOTE="Butterkins, post: 4976, member: 300"] Some very good tips here. I didn't know about that progressive ball 1 scoring system. Nor about the diverter during multiball! Thanks! I'm no expert (highest is about 5 bil), but can add a few things. I agree about keeping the Vanish ball for the Tiger Saw. You lose the fourth ball pretty much immediately in Magic Multiball. Also agreed about the Illusion scoring. Most of them are not worth the risk. Especially when you can make so many points just safely hammering out MAGIC, the trapdoor and THEATRE. The 15 million for Hat Trick is laughable, given the risk. Midnight Madness... it can be dangerous to dead-flipper-pass the ball from the left to the right flipper. (The ball can bounce off the bottom of the right slingshot, and SDTM). So I sort of drop-catch it, and dead-flipper pass it over to the right, then take the shot from there. Takes a bit of practice, but is fairly easy after a while. The 3 most dangerous shots for me are: 1) The right loop. I never go for it deliberately. Maybe one day I'll have the skill to shoot it reliably from a set shot. 2) The trunk. Shoot it enough times and eventually you'll drain SDTM. I rarely shoot for a non-lit trunk directly. 3) The captive ball. It's a cunning design. Easy to hit, but it's really designed to randomise the ball movement, making you lose control. I mostly only go for it if I have a Ball Saver on, or during Tiger Saw multiball. The right ramp can be shot reliably from a standing start on the right flipper, if you really need to. Usually you don't, though. Post transfers can be a little unreliable. I've found the right post to be easier. When the ball is going through the multiplier lanes, I just hammer the flippers repeatedly. Works at least as well as actually timing the lane light changes. (And it's one less thing to worry about in multiball.) If you're not nudging when the ball hits the slingshots, well, you're dying. ;) Fortunately the game is [I]very[/I] tolerant of nudges. I play for multiball; locking those balls can be the equivalent of getting an extra ball, except you keep your bonuses. Also, it gives you a safe ball launch, which you can use to set up a shot. [/QUOTE]
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