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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
The Champion Pub (1998)
A good strategy or tactics for Champion Pub?
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<blockquote data-quote="Espy" data-source="post: 104646" data-attributes="member: 3553"><p>This is really useful (and quite easy to pull off on a controller as you don't need to lift your hand off the flipper to hit the button)! Thanks.</p><p></p><p>One tip I discovered last night regarding training. So you want to avoid the punch bag when you can as it's a risky, risky, risky shot. But you can often get your health bar up enough to start a fight on the jump rope or fist area (not sure what to call it as it's a punch bag, too) without "completing" it, and thus you can use that section again for the next training session.</p><p></p><p>Say you've beaten a boxer, and have only lost three bars. Go to the jump rope and only jump three times. That way it will still be lit and you can use it next time. Then if the next boxer really takes a chunk out of your life, you can go back and use the jump rope right up to 30. Same thing applies to the fist area. I think it's about five times you can use them before they're marked as complete? And this value holds, so if you do it three times, mess up, then go back and do two, it will be marked as complete so you can't just build up your life in increments. When it's marked as complete you might as well keep going for the rewards as it's not going to be relit once you finish.</p><p></p><p>I found this really useful as it essentially meant that instead of having to focus on the punch bag for once every three training sessions, you only need to do it once every five (as you can use the other two twice before having to relight them, possibly even more if you're having a good game!) And stray shots to the punch bag will make sure when you do need to focus on it, it should be completed quickly. This is enough to safely and quickly get you to the final fighter with only having to train on the punch bag once, as you essentially have only two shots to make between most fighters (to training area of choice, and then to start fight). And use combo shots and smart punch KO to make quick work of the fighters themselves. It's a simple change but actually made a big difference for me.</p><p></p><p>As an aside, the fists are the only time in pinball where spamming the flippers is actually beneficial!</p></blockquote><p></p>
[QUOTE="Espy, post: 104646, member: 3553"] This is really useful (and quite easy to pull off on a controller as you don't need to lift your hand off the flipper to hit the button)! Thanks. One tip I discovered last night regarding training. So you want to avoid the punch bag when you can as it's a risky, risky, risky shot. But you can often get your health bar up enough to start a fight on the jump rope or fist area (not sure what to call it as it's a punch bag, too) without "completing" it, and thus you can use that section again for the next training session. Say you've beaten a boxer, and have only lost three bars. Go to the jump rope and only jump three times. That way it will still be lit and you can use it next time. Then if the next boxer really takes a chunk out of your life, you can go back and use the jump rope right up to 30. Same thing applies to the fist area. I think it's about five times you can use them before they're marked as complete? And this value holds, so if you do it three times, mess up, then go back and do two, it will be marked as complete so you can't just build up your life in increments. When it's marked as complete you might as well keep going for the rewards as it's not going to be relit once you finish. I found this really useful as it essentially meant that instead of having to focus on the punch bag for once every three training sessions, you only need to do it once every five (as you can use the other two twice before having to relight them, possibly even more if you're having a good game!) And stray shots to the punch bag will make sure when you do need to focus on it, it should be completed quickly. This is enough to safely and quickly get you to the final fighter with only having to train on the punch bag once, as you essentially have only two shots to make between most fighters (to training area of choice, and then to start fight). And use combo shots and smart punch KO to make quick work of the fighters themselves. It's a simple change but actually made a big difference for me. As an aside, the fists are the only time in pinball where spamming the flippers is actually beneficial! [/QUOTE]
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Farsight Studios
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A good strategy or tactics for Champion Pub?
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