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Abra Ca Dabra
|
- Safest plunge is to the 2 or 3 lane, 1 and 4 stand a higher likelihood of going STDM
- Once all drops are lit hit the bullseye standup (ctr) to reset and keep racking points. Nudging up top will usually get bottom half drops.
- Hitting the drop target with the light on behind it scores the bonus value (up to 5000) rather than the normal 500. Do that.
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AC/DC
|
- Strat: pick Hells Bells, one Bell shot lights other shots that build Song Jackpot. Always be in multiball. Bell shots also qualify PF 2x/3x
- super skill shot, hold right flipper as it ejects out of jukebox back down right orbit! Hit a music note for 2 VIPs
- MB Jam (easiest! Just keep redoing): Hit ramps 6X then start at right ramp, JPs are ramps, hit all 5 shots for add-a-ball. Mash action button when draining MB to use VIPs to spot shots and hopefully extend it!
- MB Tour: Hit orbits 5X then start at right ramp, JPs are orbits
- MB Album: complete stand up/drop targets for album multi
- use cannon to hit lightning to collect Song Jackpot. Relight collect completing FIRE in lanes 3x
- Hitting bell 3 times increases PF multiplier 2x - 3x and resets PF multiplier timer
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Addam's Family
Good Score: 111M
|
- Modes: Bear and Chair - Shoot either ramp (Bear ramp often easier) and then Chair or Swamp scoop to start a Mansion mode
- Greed Multiball - Spell GREED, lock balls, shoot Chair or Vault to start. Shoot Train (left ramp) for 1x JP. Shoot side ramp for 2xJP.
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Atlantis
|
- Don’t lose ball out right outlane! Be ready to slap side of cabinet to save it if ball is traveling down plinko lanes
- drops all day
- Skill shot: plunge the lit yellow lane. Note the lane changes with top slingshot hits, so allow for and count your bounces!
- Hit drop targets in pairs [5000 vs. 500], shoot lit yellow lanes [3000 vs. 500] and targets [3000 vs. 500]
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Attack from Mars
|
- If there is a ball save, hold the left flipper for super skill shot and shoot the visor as that will lower it instantly.
- UFOs all day for the points
- Shoot the lock shot, lock three balls and play MB
- Total Annihilation MB (shoot each ramp and orbit 3x). Try light them all only 2x, then complete all 4 and hit Hurry Up at UFO
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Avengers Infinity Quest
|
- skillshot - full plunge then middle drop
- MB: Thor (captive ball)
- Modes: STRANGE disc for gem modes
- drops on left for bingo awards and super modes
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Batman 66
Good Score: 2B
|
- skillshot: full plunge when all 3 lights are lit to turn all top lane lights on. Penguin skillshot: short plunge and backhand into scoop.
- Modes (Main)
- Orbits, Ramps, Joker, Scoop multiple times to start Bat phone hurry up (don't hit it straight away).
- Backhand Commissioner to boost hurryup value (maybe don't stress about this), can switch characters at this point too for boost, then phone (turntable) to start mode.
- First shot! hit orange scoop then left orbit to 2x mode
- At end, SUPER is lit, don't cash out, hit GADGET targets for big score
- Modes (Minor) - 3 TV standups on the right to light TV. Hit left orbit hard to start TV.
- Big strat:
1.Bookworm: makes all awards last game
- Freeze: no timers. DON'T HIT RED shots.
- Egypt: first saves minor progress, second: mode multiplier
- Egghead: scoring frenzy
- Cowboy: 2-ball MB.
- complete 3 Seasons for mini wiz modes (all crazy scoring 6xMBs)
- MB: Either white target on turntable to qualify locks on right orbit. All shots lit for JP. Super is through turntable batcave spinner (atomic shot). Get Commissioner during too. Add-a-ball at mystery scoop
- Combos have a big impact on bonus
- Bat Turn side mode: hit batcave spinner 10x, blue arrow indicates ready at atomic shot.
- Commissioner standup - hit multiple times, ready when white x lights, next hit lights all shot X's - hit shot to lock in shot multiplier for ball, BIG on scoop where Super is cashed out
- Hold action button to change main channel (for gadget spot a shot and what king tut multipliers act on)
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Batman: The Dark Knight
|
- Whenever the mystery question mark on the left orbit is lit, hit it! (can backhand)
- scarecrow MB: crane end positions safest (forehand fine), backhand other two, save centre for last as it starts MB and doesn't matter if it drains
- joker MB
- bat pod MB - just use to help other parts of game
- MB add-a-ball is Alfred (right standup)
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Black Belt
|
- level up belts by completing body hits. use upper flippers for left and right hits
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Bride Of Pinbot
|
- Left Ramps over and over for MB, and hopefully billion (if you get it on wheel, go for heartbeat ramp)
- When balls released to left flipper, ski jump over and left ramp again
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Cosmic Princess
|
- Plunge for #3 Lane
- Left Orbit for spinner and 1-2-3-4-5
- Drops (Bonus X)
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Dolly Parton
|
- 1st drop lights spinner for 1k, (10K per rip?) but drops are DANGEROUS (backhand first?)
- tap pass from right to left flipper (PRACTICE)
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Dr. Dude And His Excellent Ray
|
- Skillshot: full power, let go as 50 just lights
- Collect 3 of each Element of Coolness (Mag. Personality, Heart of Rock, Gift of Gab) from shots or Mixmaster to light Excellent Ray for MB.
- After MB, everything is 2X, go for REFLEX (risky) for 2M
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Dracula
|
- top drops are good
- left side drops seem to build bonus
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Dragon
|
- has a tilt warning (unexpected!)
- Up Top until you have all of A-B-C-D for your 5X bonus and your base bonus at 19K, then vari-targets and or lit spinner all day.
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Dune
|
- skill shot: hold upper left flipper up, plunge under it to scoop to start harvester mode immediately
- modes start at under flipper scoop, can get via little left crescent lane which also has spinner which puts water and spice lights on shots
- day time = yellow lighting = harvester modes
- night time = blue lighting = prophecy modes
- MB: Desert Power, thumper pop to light locks either side of worm, hit worm to start
- MB: Fedaykin - hit left “snake” lane a lot
- sideways drops up middle are for left out lane save, lasguns (big harvester hits) and thumpers (multiplier)
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Elektra
Good Score: 700K
|
- HALF plunge or you will drain!
- UPPER: 1,2,3 in order then you need to hit left hotshot lane in direction of strobe then 4,5,6 on same standups
- captive ball is good and advances bonus X
- MAIN: get blue dots on left to get elektrapoints for lower PF time
- light lock with 123456 or blue dots
- 3 bank opens ball save gate, 3rd time releases right ball for MB
- outer lane best for getting to upper
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Elvira and the Party Monsters
|
- STRAT: Left Ramp All Day: If you can just loop the left ramp it will spot 1M then light an ELVIRA letter. Keep doing this until the 3M lights at the Skull Lock. Collect 3M and repeat.
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Embryon
|
- BPAC tight tilt
- Hit saucer twice (BPAC this is tough! Go for other things) to light spinner, then rip spinner and build bonus.
- Complete upper drops
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Eye of the Tiger
|
- FLIPPERS! Don’t get scissored!
- strat: just go for 2 top lanes worth 5K, can get from upper left flipper
- get single drop, then double drops, the triple, quad
- rip spinner when lit
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Fish Tales
|
- BPAC - plunge won’t make it, feed from pops IS HEADING FOR RIGHT OUTLANE!!
- Monster Fish: Shoot 6 lit ramps then hurry-up at left spinner.
- Casters Club MB: lock 3 balls in Club to start, then put 1 or 2 back in Club and send last ball through left spinner for JP. REPEAT
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Flash Gordon
|
- go for drops on the right for EB first
- left drops to light spinners
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Flip-A-Card
Good Score: 5K
|
- ace all day from left flipper, up top all day from right
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Foo Fighters
|
- Modes white shots then left ramp to start
- MB stack: (start mode), start MB at overlord in the middle
- MB Area 51 at right ramp
- MB Combotron after 6 combos (combo then finish at Overlord), start on upper left ramp (action button plunge it!)
- PF Multipliers: right orbit to little lane above shooter. Skillshot into this when top light is lit to advance
- MB Foobot is HUGE, need sonic radio (left standups) and to start second overlord MB
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Funhouse
|
- Skillshot behind Rudy's head
- Ramps best to advance clock to 11:30. Hallway to lock 2 balls & shoot Rudy to start MB. Trapdoor for JP, ramp to re-enable JP.
- Restart failed MB in Hallway
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Game Of Thrones (Pro)
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- choose house at start: Baratheon (action button is outline save)
- easiest houses: Greyjoy (purple, backhand spinner) and Lannister (red, centre shot). 3x on a shot to qualify, centre to activate
- MB: Blackwater, light lock green standups on right, centre to lock. Cancel MB until you can bring in two houses
- do 2 more houses for MB Hand of the King
- MB Castle Black: 3x kickback (risky!) then start on right orbit
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Ghostbusters
|
- Skillshot- one flipper to choose P on the left and other flipper to choose start scene
- go for lit shots to complete modes.
- Try and get all rectangles on a shot
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Godzilla (Sega)
|
- Multiballs! Start as many together as possible to left of TAXI
- STRAT - stack 2 MBs then bring in others for add-a-ball.
- Left orbit all day isn't a bad strat either - 4th is baby godzilla, 6th is green machine - JPs on same shot
- MB: Taxi drops
- MB: Godzilla right ramp, extra shot to it starts "score does matter mode" then start MB for double JP at this ramp
- MB: Sonar captive balls
- MB: Helicopter [hard] - inlanes to opposite standups
- MB: Baby Godzilla [hard] - left ramps
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Godzilla (Stern)
|
- Modes: both ramps then scoop
- Modes: move cities at scoop
- MB: ramps then building
- MB: green tanks, blue power (scoop to start)
- MB saucer (pop) bashes
- MB right spinner, shields around it then spinner for mecha
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Guardians Of The Galaxy
|
MBs: choose Quills Quest on plunge
- MBs: groot (use for lighting yellow triangles etc, not worth much)
- MB silver orb
- Modes: start at scoop
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Hoops
|
- light spinner with little switch up by top lanes, then rip hangtime left spinner to build bonus? Can collect it somewhere
- Plunge through lit top lane to light locks. Locks are left and centre saucers (not the right)
- 2 Ball Multiball first time, then 3 ball multiball.
- Return balls to the locks during multiball and/or shoot lit left spinner.
- To relight locks shoot from left flipper to right orbit and go through lit in-lane. (get the ball from right to left with the upper left orbit left of pops)
- Gottlieb catch all flippers 😊
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Hot Hand
Good Score: 230K
|
- Strat: drops and spinner all day.
- trying to complete all cards in a row - each row has buff
- bonus X carries over. 2x is pair of same card (2x 10s), 3x is three of kind etc
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Indiana Jones
|
- modes are big points (awarded in bonus), start at scoop
- MB lock balls in centre behind drops. Elephant noise signals ball coming out from RHS
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Iron Maiden: Legacy of the Beast
|
- skillshot: plunge to left outlane for 20M.
- while ballsave is on, go for left spinner to light REVIVE for outlane save
- white shots then centre to start modes.
- Hit mummy every chance you can. Mummy MB stacks well with Mode: Icarus
- go for drop targets a lot, you need them for (add a ball) and light Locks (trooper MB).
- Stay away from loops!
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Jack•Bot
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Multiball
- soft plunge and trap, wait for columns strobe, shoot centre or left when lit to open visor with one shot.
- lock balls in eyes. When MB starts shoot left,right eye for Super JP, then right,left.
Casino Run (do this a lot!)
- start Casino Run at saucer, always choose to risk it, switch hits build JP, saucers spin wheel and give chance to collect. Collect (under ramp) or keep playing but collect before time (45s) runs out!
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Jacks to Open
|
- STRAT - 2 or 3 top lanes then drops
- Skill shot: Go for the middle two lanes on plunge since getting an outlane is easier during game play.
- With drop targets down, the rebound off the rubber behind the drops can be dangerous.
- Dead bounce a lot and DON’T drop catch or hold up flipper. Ball will roll into outlane.
- Nudge ball back into play from an outlane drain, but don’t nudge too soon!
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James Bond 007
|
- MB: lock to right of rocket (either flipper)
- Modes: right ramp for villains, side ramp for henchmen, car for gadgets, bond women at 6 pf areas
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James Bond 60th
|
- skillshot: hold left flipper and one-hit inline drops on right to get them all instantly
- MB - knock down all inline drops, start at back of drops. In MB, lock a ball back in drops AND at top left saucer
- Modes - knock down MI6 drops to start
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Jet Spin
|
- BPAC - lower left side is DEATH
- Go-To Flipper: Right.
- skillshot: plunge for lit lane
- Left side all day. Shoot the bullseye target or center roto target from the right flipper; backhand the roto target from the left if flipper strong enough.
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John Wick
|
- Modes: up by pop to spawn blue enemies on shots, hit shots to defeat enemies and start modes
- Jobs start at weapons crate on right
- Left scoop battles adversaries
- MB - ramp standups will light MB up by pop
- MB - bash captive ball spell WINSTON, locks on middle ramp
- MB - bash car to light MB at left orbit
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Johnny Mnemonic
|
- left ramp (backhand best) then immediate right ramp or orbit for blue ninja star insert. Do it 3x for spinner millions (big points in bonus!) or 4x for multiball, 5x for hold bonus.
- When you hit scoop, watch screen for clue on which spot to put a ball with glove. Position of balls on keypad enable jackpots on shots - see red panel on right
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Jungle Princess/Queen
|
- Remember - Double Bonus on Ball 5! A-B-C also lights double bonus.
- plunge for B (can get others on inlanes)
- try not to use little flippers much - just to guide ball and lower drops
- first get drop banks, then shoot matching upper saucer
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Junkyard
|
- Video mode all day is a good strategy (D-O-G over and over). It's a safe shot, it collects junk, and value increases 500K each time. EASY if can backhand dog or ski jump dog eject over to left
- MB: Bash crane, nearby standups, or sneak behind to spell MULTIBALL. Crane for jackpot, then crane shot behind wrecking ball for super jackpot.
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Jurassic Park (Stern)
|
- Secret Skill Shot: > Short Plunge > Chaos MB Standup Target (10 mil)
- MB: CHAOS letters in order then back standup in pops to start
- T-Rex Events (from spelling T-REX by hitting the Truck) > Left Ramp. If MB times out you don't get it again
- Control Room modes (do Site Reboot - blue shots) can be valuable. Start them right before starting a MB.
- To maximize value earned during TREX MB, shoot for the red arrow (e.g., spell CHAOS sequentially); Double JPs for each red arrow in order.
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King Kong
|
- Strat: put the ball up the upper left side a lot, use the upper flipper to knock the drops down. Action button closes off river and keeps ball up there
- Modes: blue arrows then gong
- Collect all 4 yellow climb arrows for climb awards, 2nd is light lock on right orbit for 2 ball mode next gong, 3rd is NYC mode on right orbit (valuable)
- MB: clear 4 drops twice to light locks at center ramp, right orbit to start
- MB: bash pit on lower left
- Multiplier: hit 4 standups, then roaming lit standup starts 2x
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Kiss (Stern)
Good Score: 100M
|
- Modes (songs) - (choose Deuce - always has two shots) untimed, 8-10 shots, start new song at scoop
- MB - Demon - standups on either side of head OR into head to spell DEMON to light locks. Into head for locks. In MB, all shots are JP, get 5 to light Super. 2 Supers light Double JP which then lights Double Super JP. So trap up and hit shots. Standups and back into head is 2x multiplier for 20 sec
- MB - Lovegun - STAR targets in mini area qualify. Right ramp lights purple to start. Shoot a shot, then shoot it again to progress.
- First scoop award (complete ARMY and KISS) is add-a-ball in MB
- either inner inlane lights flashing hurryup target opposite. Completes ARMY or KISS. Both is 2x PF for rest of ball. Outer inlane to right orbit levels up pops.
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Labyrinth
|
- cycles through modes at start. Best is fireys 2 ball mb, knockers, four guards
- Modes: white arrows spell LABYRINTH on backboard screen, top horseshoe to start. After mode shoot under upper right flipper for 10M and next shot doubled for game
- Modes: at middle shot, knock drop down first
- MB: 5 green standups, lock balls on left orbit, middle ramp, right orbit to start. Left orbit catches ball and is super
- Friends: colored circle shots build friends, level up at left scoop - do 3 at once.
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|
Laser Cue
|
- (right flipper) shoot centre drops in order right to left, then up top until multiplier is 5X or better.
- then recessed 6, 7 ball targets
- then 8 ball at top left via right orbit
- then up top for more X or balls again
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Lost World
Good Score: 250K
|
- tight tilt! Bonus heavy!Spinner all day to build bonus
- C/D for 2x bonus, C/D/E/F for 3x bonus, A/B/C/D/E/F for 5x bonus
|
Magic
Good Score: 320K
|
- centre post!
- Skill shot: plunge for center rollover lane (lights A in MAGIC and alternates 1000 light on spinners)
- Spell MAGIC to advance spinner values
- Rip spinners
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Mandalorian
|
- backhand all the shots!
- Modes (episodes - yellow): both ramps then left scoop (backhand). Scoop spots ramp.
- MB up middle to qualify and start.
- Requalify next MB by starting Hunter (orange shots on left, then main), then start blue hurryup mode up the middle - scoop locks in H/U val, middle collects)
- Green targets on right increase PF multiplier!
- Modes (encounters - red) - left ramp accesses helmet mini PF
- Strat: up middle to be one shot off MB, then start episode, then start MB
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|
Metallica
|
- skill shot: hold left flipper, soft plunge, then go for flashing lane TWICE, then Hurry up on coffin (next to snake)
- MBs - bash the four things (sparky, grave drops, coffin, snake), sparky best and you can repeat him
- when you start MB flashing shots are JPs, but go for flashing guitar pick standups, hit to make solid, then hit lit snake for AAB, ball save and double scoring
- left flipper for graves and sparky. Right flipper for coffin
- light lane inserts by shooting lit spider, all 3 lit starts hurryup at coffin to LOCK THEM IN. Hit lit lanes to
- CIU: crank it up lights at scoop when you get 15 of each thing ON LIT LANES.
- Fade To Black - spinners on orbits, one each big thing. Don't forget DOUBLE SCORING
- For Whom The Bell Tolls mode. Complete a lane (column) and the row (1 of each)
- then scoop to COLLECT or CONTINUE. If you collect, then hit red shots for big scores
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Meteor
|
- Don’t forget the center post!
- Spell METEOR to raise Bonus X, held over ball-to-ball (up to 5x)
- Drop all but one METEOR target to max spinner value and rip spinner. M & R targets worth more.
|
Monaco
Good Score: 560K
|
- up top all day - left side for bonus, right side to collect bonus
|
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Mythology
|
- feed from top lanes might go SDTM! Be ready!
- 5 objectives per ball, each gives bonus x
- max captive ball, max spinner, shoot saucer
- max captive ball, max spinner, 4x vari target
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|
Old Chicago
|
- spinner builds bonus (letters), saucers collect (TEST DANGER!)
- balls 3 and 5 are double bonus
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Paragon
Good Score: 260K
|
- Bonus carries over and is where the points are
- Soft! tap pass left to right, watch out for centre red standup, ski jump right to left
- focus on the Inline drops then the Saucer behind the drops then spinner.
- Drop targets increases bonus multiplier.
- Use mini flipper to guide ball to right flipper after hitting drops.
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Party Zone
|
- Shoot the lower right mini orbit. It will increase by 1M every time!
- R orbit shots start MB. Also a frequent Ha-Ha-Ha Surprise award. Ramp for jackpot. Comic and L orbit increases jackpot up to Big Bang super.
- Combo the Rocket ramp to the top right saucer. Do this over and over and over and over and over and .... Your score will eventually blow up.
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|
Pharaoh
|
- up top all day, drops and captive ball
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Phoenix
|
- Up Top to advance bonus base and Phoenix letters.
- Next, get the drop target banks [four sets] to increase your bonus multiplier to 5X.
- Last, shoot for the bullseye target. For a quick 10K, shoot the A or B drop targets.
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Pink Panther
|
- Complete the left and center drop target banks to light locks under the sides of the playfield. Lock two balls, then play 3-ball multiball. During multiball, UTAD; hitting the left 4-bank is okay, too.
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|
Pokémon
|
- skillshot: hold left flipper, short plunge hit up middle to lower Meowth immediately
- Modes: (start before MB) purple shots to catch pokemon, captive ball is pokedex, battle at right scoop
- MB: bash Meowth. Get all red shots, then up middle for super
- after mode or MB where you got super, hit captive ball, to light all shots to put a shot multiplier on one (Left Ramp best, then right orbit with spinner next)
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|
Police Force
|
- centre post
- skill shot almost full plunge for max 100K
- loop centre ramp all day (nerfed at BPAC)
- ON BALL 3 - 2 Right Ramp shots in a row adds HIGHEST SCORE
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|
Quick Draw
|
- First choice is UTAD.
- If you happen to need only one or two drop targets to complete all ten, do so, then shoot the black targets for 5K each. On ball 5, go for drop targets.
|
|
Quicksilver
|
- STRAT Inlane to Opposite Spinner, R Drop Bank, QUICKSILVER
- plunge: avoid "C" top lane - can drain easy
- Right Drop Target Bank to advance Bonus X - do this on Ball 1 if old ROM where bonus carries over
- Inlanes light opposite Spinner - Shatz inlane & rip Spinner. If it keeps spinning value stays boosted, strong shot will give you another go at it
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|
Road Kings
|
- BPAC - tight tilt! Watch right out lane!
- Spell road and kings to light locks, right ramp spots letter.
- Get lots of valuable Bonus x is via the top lanes and inlanes - 4 green lights only rotate one way
- Keep shooting the ball up the left orbit and move the lanes around
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|
Road Show
|
- Skill shot into blast hole
- Bash Ted for payday MB, then spinner to lock balls.Ted starts MB and is JP, then top flipper into RED! for JP
- Start City at scoop
- inlanes light opposite ramp for Bridge Out - maximise multipliers to 6x!
- under upper flipper is Wildcard target, don't flip to hit it and get progress
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|
Rocky & Bullwinkle
|
- skillshot: always try for Super Select for good things at upper middle scoop
- Either scoop then left ramp to start mode.
- MB: Tri-ball - BOMB standups 3x each light tri ball on right ramp (you get on ball 3 anyway). In MB hit left orbit to light jackpots
- Can backhand left ramp- has good awards including instant MB
- maybe hit the hat trick targets on the left and go left orbit to get the rabbit/lion/rhino awards.
|
|
Rollergames
|
- green drops to light locks (do 3x to light all, then locks to prevent steals)
- to lock, hit scoop, then top flip to left ramp (3x)
- left ramp is jackpot
|
Seawitch
Good Score: 600K
|
- one dropbank will have white X lit - chase that around for bonus X, keep it at 6X so it doesn't reset next ball
- rip spinner, green targets up by pops increases value
- use upper flippers to guide ball to lower flippers
|
|
Sharkey's Shootout
|
- BPAC both extra buttons together DOES put up centre post, (single for outlanes is off)
- skillshot: top middle lane - valuable!
- can play like eight ball deluxe, drops then either 8 ball (upper right) or 9 ball (left orbit) to complete. Will then start trick shot by lighting two drops, try to get to max 30M then collect at 8 ball
- combos: left ramp 2x then upper right 8 ball to complete
- MB: locks off upper flipper around orbit (left orbit comes back to flipper) Second MB qualify locks with 25x spins
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|
Sopranos
|
- control the ball - dangerous rebounds!
- short plunge and backhand Boat lock shot
- collect $ to improve rank - IMPORTANT!
- MB: Boat - drop, lock x2. After MB hit drop again, let time out, backhand lock again to get to phase 2 of MB
- MB: Bling - left ramp x3
- start modes then start MB. Only hit Safe in MB
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Space Shuttle (Williams)
Good Score: 330K
|
- drop targets and spinner all day. drops near spinner increase its value and open outlane gate
- MB (not really worth going for unless you luck into it) lock at L/R saucers start at single drop up middle
|
|
Space Shuttle (Zaccaria)
|
- get ready to NUDGE
- left inline drop shot DANGEROUS (BUMP! On way back), but saucer behind completes set of mission drops
- top middle saucer worth more for mission completed
- lower drops - don’t backhand. Also dangerous to hit bumper behind dropped targets
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|
Spiderman
|
- Skill shot on LAST ball: short plunge and hit Venom ramp
- Start mode then always be in MB, use to fight villains, shoot lit shots
- MODES: Hit all white arrows, then NEXT shot hit sets 2X, then orbits to start. At end, all flash again, NEXT shot sets 3X
- Backhand ramps and L orbit and Doc
- Doc Ock MB - use to light Black Suit MB locks and to battle villains
- Black Suit MB: Light lock target (next to left orbit), then lock on either orbit
- Skill shot on LAST ball: short plunge and hit Venom ramp
|
Spy Hunter
Good Score: 800K
|
- skillshot: time plunge to go over switch at 50K which qualifies right saucer for "bonus value"
- lit saucer all day - light with SHOT standups on right
- backhand shots
|
|
Star Gazer
|
- top drops freeze spinner value - time it for the top
- Side drops are bonus multiplier
- Go for the spinners lit or not
|
|
Star Wars - Stern
|
- Choose Han (6 modes done), so closest to MB
- STRAT: Bash under LCD for up to 20x multiplier!
- Strat get the left drops over and over
- Bash action button when flashes red to get tie fighters
- Modes: hit planet shot three times to start - can stack
- MB at each planet when 3 modes complete
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Stars
Good Score: 180K
|
- Light stars at standups around PF then it's spinner all day — once you light all stars, a roving star is lit special - hit for 100k
|
|
Starship Troopers
|
- inlane lights opposite spinner - if you can do it, do it all day
- planets: otherwise collect bugs (see display), then lower left saucer starts MB
- advance planets at RECON scoop
- if brain bug pops up, ignore it, not worth risk
- MB: Warrior - warrior backwards 4x
|
|
Stranger Things
|
- skill shot: firm plunge hits target on left
- left ramp standups light left ramp for all locks
- up middle all day isn’t bad
|
|
Strikes and Spares
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- BPAC super tight tilt
- plunge for B and rip spinner
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Super Score
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- flippers are weird - left does BOTH left ones, same on right
- spin wheel holes in middle
- on drain try to nudge to lit outlane for spin
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Target Alpha
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- Shoot all of the drop targets, then UTAD for the 5000 lane.
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Terminator 2
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- skillshot hits second light up. Game has centre post!
- MB: bash head. Ball in skull, then shoot the gun at the lit target to start multiball. The left loop, left saucer and skull are lit for re-locks. Lights JP at gun. Shoot gun at lit target for JP. Skull now lit for SJP, load gun and hit moving light.
- Combo ramps
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Theatre Of Magic
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- Spell Magic to light lock, balls are locked on the orbits around the trunk. Shoot the trunk to start multiball. If you can hit the trunk within the first 5 seconds of multiball you get 100 million.
- spend lots of time shooting the left loop for THEATRE letters and bonus multiplier.
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Time Line
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- (Tic Tac Toe – trap a ball and look at the options)
- Mini-playfield – get all 10 drops and you get the centre X in the Tic Tac Toe
- Read the playfield to see where the X goes when you complete something
- Essentially drops at the top is the way to go if you don’t know where to go
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Tri Zone
Good Score: 325K
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- focus only on ZONE drops around bottom of PF, lit ones where possible for 10K. Complete all 3x, lights all for rest of ball.
- A/B advances bonus X
- T-R-I scores and advances lit value
- ZONE completion lights spinner, then top saucer, then all drops
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Trident
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- DONT TRAP ON RIGHT FLIPPER! Centre post! Tilt is tight. Plunge for saucer
- top right standups load up spinners
- drops to increase bonus
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Tron
Good Score: 20M
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- soft plunge into flynns!
- End of Line is valuable. Every time you shoot the right ramp to feed the left flipper shoot the scoop to collect the End of Line Jackpot.
- MB Light cycle is lit on the scoop by collecting lit bike shots.
- MB Shoot the Quorra shot and the right ramp to set up your End of Line and light Quorra multiball.
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Walking Dead
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- Complete left drops to light modes and for bloodbath MB.
- Well Walker (#1 priority) and Prison for MBs.
- If you do well in a mode, look for yellow Multikill inserts
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Whirlwind
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- has CENTRE POST, medium plunge skillshot into the drops
- DONT go for yellow NW directly, shoot super cellar door to raise right ramp, shot under will kick sideways for side ramp shot which spots direction
- get all lit directions to light lock on right ramp
- right flipper to under right ramp is crucial shot for MB JPs on side ramp
- shoot lit super cellar to enable lit backbox award (1M, quick MB)
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White Water
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- soft plunge and upper flip for Insanity Falls (left wavy ramp)
- MB: 2 standups on either side of centre qualify lock, up middle locks. JPs=insanity falls, get when balls kick to upper flipper!
- left ramp or middle shot feeds top, hit whirlpool if lit for MB and points
- flashing shots move boat
- red standups light kickback
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Winchester Mystery House
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- Keys on upper 3 bank drops – always try and keep 2-3 keys to be able to skip risky rooms.
- Safest rooms: foyer, twin dining rooms/mirror banquet (repeatable shots), venetian dining room/Flicker and flame (looping), Grand Ballroom/Echoes
- MB: Wheelbarrow - right orbit or side ramp lights lock, hit drop, then lock.
- Multipliers: build up spirit meter, then hit lit shot next to upper drops - good luck - go for it in MB
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World Cup Soccer
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- DONT TILT. Don’t use magnet either - too dangerous
- GOALS increase MB Jackpots
- MB - Shoot white shots (orbit, both ramps and Striker Scoop) to light lock at either ramp. Lock a ball then shoot Scoop to start MB. In MB shoot the Goal for JP then a ramp to relight the Goal. If no JP scored, Scoop will restart MB (as a 2-ball).
- Secret Cheat! - Extra Ball Button located just under plunger will relight Goal during MB once and only once. At start of MB, shoot Goal for JP, hit EB Button and shoot Goal again. (This cheat may be turned off)
- JP Value - During MB you’re playing soccer against a team. One goal score (JP made) defeats that team and advances your rank which in turn advances the JP value. Your rank/team at the start of MB determines the starting JP value.
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