Quoted from RetroGamerJP:Thanks, and what contributes to a successful smart middle hit? Seems every time I’ve done that the missile never hits anything
I think others have addressed this, but one thing is that smart missile is only enabled when the truck facing left - this makes it a very tight shot. If in multi-ball you can try to spin the truck while the missile launch is counting down, to give you an easier shot.
Quoted from StoneyCreek:smart missle is a one-shot mode. You have to hit the target up inside the Amber bumpers.
You can control the reward by using the action button to cycle thru them.
Clear Paddok, Award CHAOS, etc.
Check the rule set for the order. I usually try to clear the paddock.
Below are the Smart Missile choices (they are all valuable at various places in the game - I typically go for +5 rescues first up which also re-enables smart missile; raptor multiball and chaos are useful not only for scoring but also for accessing control rooms; and clear paddock is most useful if in a super predator paddock or the last paddock before visitor centre)
• Choice 1
o If Chaos Multiball is active or lit - Super Supply Drop - Awards the next item in the Super Supply Drop sequence.
o Otherwise - Complete CHAOS - Awards five CHAOS letters, wrapping back to where your current lit letter was if spelling CHAOS doesn’t light the MB. This does not necessarily immediately start Chaos MB if it lights it; the ball still has to hit the target again.
• Choice 2
o If you’re in a Paddock - Clear Paddock - captures the current dino and collects all remaining rescues for the paddock, adding them to both your rescue total and rescue streak.
o Otherwise - Super Combos - Combos score 5x for the remainder of the ball.
• Choices 3 and 4 - Two different awards from the following options, with the last two not available until some of the earlier options have been collected:
o Rescues - +5 Rescues at first; collecting it can add +10 Rescues to the award pool. May not be a bad first option if you’re good at the Smart Missile shot, considering the +5 automatically relights it.
o Raptor Multiball - Immediately starts Raptor Tri-Ball. This also counts as having gone through the regular sequence of lighting it, meaning you’ll start over at the next difficulty for the next RTB.
o Extra Ball - Immediately awards an extra ball.
o Fossil - Spots a “wildcard” Fossil.
o Super Escape - For the remainder of the ball, “Lite Escape” no longer needs to be qualified using the pops switch (ie, “Lite Escape” will always be flashing if “Escape” is not lit.)
• Choice 5 -
o During any Multiball and / or mode (Control Room / T-Rex), or after Invalid?? was earned - 25 Million - I dunno…
o Otherwise - Invalid?? - Starts Invalid Frenzy immediately, without having to qualify and play all four Control Room modes. Scoring is the same as in the normal Invalid Frenzy and you can still enter your initials by getting a high enough score during this mode. Invalid Frenzy can only be chosen once per game; afterwards, Choice 5 becomes 25 million. This option is disabled during competitive play. If Chaos Multiball is lit at the target, you can stack the two with a successful shot. You can still play a second Invalid Frenzy through the traditional path of lighting it.
• Choice 6 - Abort - selecting this award will deactivate the Smart Missile and the inlane insert will flash instead of being lit solid; you can requalify it (lit solid again) with two shots to the Truck.