(Topic ID: 288626)

Favorite skill shot

By Chetrico

3 years ago


Topic Heartbeat

Topic Stats

  • 28 posts
  • 21 Pinsiders participating
  • Latest reply 3 years ago by TheLaw
  • Topic is favorited by 1 Pinsider

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    15
    #7 3 years ago

    There have been multiple threads on darn near everything around here, so who cares if there is another on something fun to discuss.

    My favorite has to be Stern JP, with its multiple stages. I just hit the MXV for the first time the other day (left ramp, right ramp, upper loop, raptor tower) which was awesome. I have hit the Ultra Super a couple times (left ramp, right ramp, raptor tower, O lane). Few shot sequences are so satisfying! Plus what, three different secret skill shots if you short plunge instead? Awesome.

    I also love the variety of skill shots in AIQ, especially the secret rolling down the upper loop for that sweet portal lock. I hope they add a couple multiple stage ones like JP has. It would be easy to do with all the combos in this game. Even if it's just building on the Tower super skill shot to add the Gauntlet Ramp for double, Gauntlet plus upper loop for triple.

    Mustang is another great one. Hold left flipper to allow a full plunge orbit. Then hit the scoop for 2M points, or the strobing lit drop target for 1M points. Time it to hit the center drop when its lit for 1M PLUS 2 gears towards multiball! That's huge, and not easy to pull off with both catching/controlling the ball and timing the hit. It also has a normal lane skill shot, plus a "sneak in" skill shot lane from a controlled plunge. This game overall doesn't get enough credit for its awesome ruleset (and unique layout for that matter). Very underrated.

    I also really love plunging directly into the scoop for the super on Stranger Things. I haven't pulled off the MXV of hitting the lit strobing drop target and banking it into the scoop. I'm not sure it's possible on my machine.

    TMNT's is an interesting take, having a different shot for each turtle, and then having that light Weapon hurry-up so it becomes kind of an extension of the skill shot. I'm not sure it really feels like a skill shot with how much time they give you though. It's not easy (Leo especially) even with the time given though, don't get me wrong. It feels even less like a skill shot since you can also get a top lane skill shot (on the pro at least), and the timer for the "turtle" skill shot doesn't start until after its out of the pops. And then you also have the option of holding the left flipper to allow a full orbit. But that seems to do nothing for you, so I'm not sure why you would. It's a bit confusing overall exactly what they were going for in the code there. Hopefully it will be flushed out a bit more in a future update. If not, still fun, and a unique take on a skill shot.

    Most any game that allows the left flipper hold to open up a plunge orbit and hit a good shot for a super skill shot is satisfying for me. Metallica has a great twist on it instantly lighting the inserts for hurry-up on the lit shot, and also if set up correctly allowing a simple dead bounce to go right in the scoop. Star Trek's and especially Deadpool's version of the left button full plunge skill shot are also very satisfying.

    One last mention, I also really love games with upper flippers that allow a short plunge to upper flipper skill shot. X-Men is the best with three different ones from hitting either Storm, Rogue, or Xavier (not likely from upper, but possible), each with different character cameos and different point amounts. Spider-Man to Venom and Star Trek to Warp Ramp are good examples of this one too.

    Basically, anything other than a boring lane change "skill shot" is all good with me! I'm not a huge fan of the timed launch button shot from the old days either. Data East JP or SW, etc at least had something themed. The B/W like ST:TNG or NF where you just timed what award you wanted were super lame.

    Oh! A couple more...going old school. Fireball and Four Million BC! Slightly different implementations, but basically the higher up you go, the more points it's worth, but too high and you fall off the end. Freaking brilliant (especially for their time) and fun.

    #16 3 years ago
    Quoted from Purdue:

    What is the third? Asking for a friend ... Control room, amber,?

    Control Room (C), Amber Target (Smart Missile Target), and Right orbit (O). The wiki on Tilt Forum mentions a fourth being the Amber Target from the RIGHT flipper (!) for double the points, a much longer ball save, and amber value vs from the left. My mind boggles at that being possible though, LOL! It would have to be a very lucky bounce or maybe graze off of the truck or the gate post? Plus how would the game know it was off the right flipper, unless maybe any flip from the left flipper negates it? That Elwin guy really thinks of everything!

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