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<blockquote data-quote="Sean DonCarlos" data-source="post: 39764" data-attributes="member: 152"><p>I'm not the greatest at the new Sterns, but here's a few tips.</p><p></p><p><strong>Batman Dark Knight</strong></p><ul> <li data-xf-list-type="ul">The skill shot is those three flashing inserts in the plunger lane. Whichever one you collect doubles that feature's scoring for that ball. So aim for Joker when you're close to starting Joker Multiball, etc. Collecting all three in the same game doubles your bonus for the last ball.</li> <li data-xf-list-type="ul">Starting Scarecrow Multiball involves hitting the moving crane. Some of these are death shots. In particular, save the center crane hit for last so that if you get a SDTM, it won't matter because the multiball will be starting up.</li> <li data-xf-list-type="ul">Multiballs do stack with each other; it is possible to make progress and start the other modes while you're in one. Combined with 2X Scarecrow (from the skill shot), this is probably the most accessible opportunity for good scoring.</li> </ul><p><strong>X-Men</strong></p><ul> <li data-xf-list-type="ul">Before playing, study the upper playfield and learn where the shots are. Stern crammed a <em>lot</em> of ramps and holes up there, and while there are of course inserts to guide you, some of the shots are partially obscured.</li> <li data-xf-list-type="ul">The main multiball (Magneto) takes a lot of work to get to; it is quite possible to go through an entire game and not see it. If you're in search of quick points, hit Wolverine a few times (carefully - he's a bit of a center drain risk) to start Weapon X Multiball instead. Not huge scoring, but nice for getting into the game.</li> <li data-xf-list-type="ul">Keep off that damned whirlwind disc with the magnet in the center if you can help it. The infernal thing loves to throw your ball down the center or direct to the outlanes. (But when not disc-assisted, the outlanes are actually quite friendly and amenable to nudging.)</li> </ul><p>And of course, Ye Olde <strong>Medieval Madness</strong>. Warning: The real table is <em>much</em> harder than the TPA version.</p><ul> <li data-xf-list-type="ul">Accuracy is key. Errant shots off the ramp posts or Troll standups cause most of the drains on this table.</li> <li data-xf-list-type="ul">Most of the rest of the drains are caused by wailing on the Castle Gate. Aim carefully from a trap, and be prepared to nudge after every Gate hit if needed.</li> <li data-xf-list-type="ul">Try to stay out of Merlin's Magic when only 1 Madness light is lit, because you'll only get a 2-ball Multiball Madness with really crappy jackpots. Get more Madness lights before starting Multiball Madness.</li> <li data-xf-list-type="ul">Also, Multiball Madness is an excellent time to complete Trolls! with minimal risk. If you succeed, not only do you get credit for Trolls!, but your Multiball Madness <em>restarts</em> with Troll Madness added, any lost ball(s) returned (and a 3rd or 4th ball if your new Madness light count qualifies for another ball), and higher jackpot values. Plus, the trolls stay active for an easy chance to hit 10 of them for the Master of Trolls light.</li> <li data-xf-list-type="ul">Don't forget about Castle Multiball at the lock. The first one only takes three lock shots. There's an extra ball available if you complete the Super Jackpot shot at the lock during the round.</li> <li data-xf-list-type="ul">Other relatively-easy extra balls: The one at two castles destroyed, and the one for successfully completing Royal Madness.</li> </ul><p>Good luck, and have fun!</p></blockquote><p></p>
[QUOTE="Sean DonCarlos, post: 39764, member: 152"] I'm not the greatest at the new Sterns, but here's a few tips. [B]Batman Dark Knight[/B] [LIST] [*]The skill shot is those three flashing inserts in the plunger lane. Whichever one you collect doubles that feature's scoring for that ball. So aim for Joker when you're close to starting Joker Multiball, etc. Collecting all three in the same game doubles your bonus for the last ball. [*]Starting Scarecrow Multiball involves hitting the moving crane. Some of these are death shots. In particular, save the center crane hit for last so that if you get a SDTM, it won't matter because the multiball will be starting up. [*]Multiballs do stack with each other; it is possible to make progress and start the other modes while you're in one. Combined with 2X Scarecrow (from the skill shot), this is probably the most accessible opportunity for good scoring. [/LIST] [B]X-Men[/B] [LIST] [*]Before playing, study the upper playfield and learn where the shots are. Stern crammed a [I]lot[/I] of ramps and holes up there, and while there are of course inserts to guide you, some of the shots are partially obscured. [*]The main multiball (Magneto) takes a lot of work to get to; it is quite possible to go through an entire game and not see it. If you're in search of quick points, hit Wolverine a few times (carefully - he's a bit of a center drain risk) to start Weapon X Multiball instead. Not huge scoring, but nice for getting into the game. [*]Keep off that damned whirlwind disc with the magnet in the center if you can help it. The infernal thing loves to throw your ball down the center or direct to the outlanes. (But when not disc-assisted, the outlanes are actually quite friendly and amenable to nudging.) [/LIST] And of course, Ye Olde [B]Medieval Madness[/B]. Warning: The real table is [I]much[/I] harder than the TPA version. [LIST] [*]Accuracy is key. Errant shots off the ramp posts or Troll standups cause most of the drains on this table. [*]Most of the rest of the drains are caused by wailing on the Castle Gate. Aim carefully from a trap, and be prepared to nudge after every Gate hit if needed. [*]Try to stay out of Merlin's Magic when only 1 Madness light is lit, because you'll only get a 2-ball Multiball Madness with really crappy jackpots. Get more Madness lights before starting Multiball Madness. [*]Also, Multiball Madness is an excellent time to complete Trolls! with minimal risk. If you succeed, not only do you get credit for Trolls!, but your Multiball Madness [I]restarts[/I] with Troll Madness added, any lost ball(s) returned (and a 3rd or 4th ball if your new Madness light count qualifies for another ball), and higher jackpot values. Plus, the trolls stay active for an easy chance to hit 10 of them for the Master of Trolls light. [*]Don't forget about Castle Multiball at the lock. The first one only takes three lock shots. There's an extra ball available if you complete the Super Jackpot shot at the lock during the round. [*]Other relatively-easy extra balls: The one at two castles destroyed, and the one for successfully completing Royal Madness. [/LIST] Good luck, and have fun! [/QUOTE]
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