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<blockquote data-quote="smbhax" data-source="post: 69726" data-attributes="member: 396"><p>Just a few things I've noticed in my quest to get a halfway-decent score in the TPA version:</p><p></p><p>- Although SDC noted that the left inner loop is a SDTM risk, this doesn't seem to be the case in TPA, at least not currently in the PS3 version--the ball usually hits the lower part of the left slingshot and kicks off for an easy catch on the right flipper; at any rate, I don't think I've ever had it go SDTM there.</p><p></p><p>- If the pop bumpers are going to kick the ball up through the rollovers, it's almost always up through the right rollover lane--so if you have the right rollover light lit and the ball is in the pops, hit a flipper button to shift the light over to the left, and there's a good chance the ball will come up through the right to complete the bonus x.</p><p></p><p>- If the ball is coming down the right orbit after having gone only part of the way up, it will usually hit the left side of the tip of the right slingshot, and will then be in danger in the slings; to avoid this, nudge to the left as the ball is coming down that right orbit wall. On the other hand, if the ball is coming all the way down from the top of the orbit, it will usually clear the tip of the slingshot on its own, so you can just hold up the right flipper for an easy catch.</p><p></p><p>- On the left orbit, if the ball is coming all the way around from going up the right orbit, it will be going fast enough that it can go SDTM if you don't flip at it--it may not hit the left flipper for a dead pass, I mean. On the other hand, if it's coming down the left orbit from just going part way up, or from the top kickout, you can just hold up the left flipper and catch it; I think dead passes usually work from there, too, but I don't tend to do that as there's usually more I want to shoot at from the left flipper.</p></blockquote><p></p>
[QUOTE="smbhax, post: 69726, member: 396"] Just a few things I've noticed in my quest to get a halfway-decent score in the TPA version: - Although SDC noted that the left inner loop is a SDTM risk, this doesn't seem to be the case in TPA, at least not currently in the PS3 version--the ball usually hits the lower part of the left slingshot and kicks off for an easy catch on the right flipper; at any rate, I don't think I've ever had it go SDTM there. - If the pop bumpers are going to kick the ball up through the rollovers, it's almost always up through the right rollover lane--so if you have the right rollover light lit and the ball is in the pops, hit a flipper button to shift the light over to the left, and there's a good chance the ball will come up through the right to complete the bonus x. - If the ball is coming down the right orbit after having gone only part of the way up, it will usually hit the left side of the tip of the right slingshot, and will then be in danger in the slings; to avoid this, nudge to the left as the ball is coming down that right orbit wall. On the other hand, if the ball is coming all the way down from the top of the orbit, it will usually clear the tip of the slingshot on its own, so you can just hold up the right flipper for an easy catch. - On the left orbit, if the ball is coming all the way around from going up the right orbit, it will be going fast enough that it can go SDTM if you don't flip at it--it may not hit the left flipper for a dead pass, I mean. On the other hand, if it's coming down the left orbit from just going part way up, or from the top kickout, you can just hold up the left flipper and catch it; I think dead passes usually work from there, too, but I don't tend to do that as there's usually more I want to shoot at from the left flipper. [/QUOTE]
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