Quoted from Ferret:
Yay! I've been semi-patiently waiting for players to start seriously digging into the rules... I love this stuff...
It's a shot in some modes and multiballs. Shooting it as part of a combo (e.g. left orbit->captive ball) gives a combo bonus. In the next code release, there's a Super Striker feature available occasionally (when Inga catches the ball on the UR flipper and says "Eins... Zwei... Drei... Strike!") for bigger points.
One nice thing about the captive ball is that there's a couple switches in its lane, so we can (and do) detect the strength of a hit on the captive ball, and alter awards accordingly.
No quick and easy answer to this question... 14 tent modes, 14 different answers: a mode like Füd Frenzy that wants you to make dozens of switches by necessity has different scoring patterns than a mode like Rotor that wants you to make a few lit shots. But for every tent mode, more ducks = higher scoring.
Similar answer to above.
I should note that I've focused a lot on score balancing over the recent couple weeks, so all the exact details of scoring will be different (and hopefully more fair and fun) soon anyway.
- Skill shot into the bar door
- Bash the bar X number of times, where X is based on difficulty adjustment setting, how many steins you've already collected, and how many Ish Pale Ales ("Easier to Collect Steins") you have.
- Bankshot off the PROST targets into the bar, which immediately opens the bar
- Do a left orbit->bar combo, which immediately opens the bar.
Either inlane -> opposing orbit will generally do an automatic nab. So will X number of pop bumper hits followed by an exit to the UR flipper.
You can complete the TAP lanes again while 2X Playfield is running; this will bump you to 3X Playfield and reset the timer. This is easier to do if you've collected one or more Baker Street Ales ("Increases Playfield X Time").
On a related note: if your Playfield X is larger than 2, when it times out, it doesn't drop all the way to 1X, it just decreases by 1X... you only get partial time at the reduced level, though.
It might be. However, actually making the ? Skill Shot is a bit excessive on difficulty, so hopefully it balances out.
Yep, already there, although not currently well celebrated when you get them. Yes, left orbit -> side ramp, left orbit -> captive ball, and left orbit -> bar are all combos, because who doesn't love orbit -> upper flipper combos? As I mentioned above, I consider bankshotting PROST into the bar to be a combo. Right ramp -> right orbit -> (auto-magnab) -> ramp is kind of a combo, though I need to enhance that one.
True. Already improved for the upcoming code release.
Yep, thanks for that feedback, I agree that Corkscrew MB is rather... red. There's a bunch of improvements I want to make to the lighting in both Corkscrew and Beer Barrel multiballs.
You should be able to. Not sure what to say about this one. So you have a ball trapped up, hit MagNab... it doesn't make the "electrical buzzing" sound or decrement your MagNab count? If it's only "sometimes", perhaps try checking/adjusting the switch on that button?
I'm very glad that you're enjoying the game!