(Topic ID: 160535)

Little Known Game Rules / Quirks - Owners Edition


By caker137

2 years ago



Topic Stats

  • 46 posts
  • 33 Pinsiders participating
  • Latest reply 2 years ago by multibrawlr
  • Topic is favorited by 9 Pinsiders

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    #1 2 years ago

    So I'm interested to hear those little secrets you've discovered playing your game. You know those things that maybe only a few people have picked up on, maybe they're helpful or just fun, but not something that is obvious or documented in the rulesheet online.

    Here is one to get us started:

    TRON (Animation Skips):

    Depending on your adjust settings, whenever the ball enters the scoop to start a mode, you can usually hit the flipper buttons to skip the DMD animations and get back to play sooner. This is more than just a convenience; when you start light cycles multiball or quorra multiball, the ball save timer begins running during the animations. If you allow those animations to run, you are sacrificing precious seconds of ball save, so hit those flipper buttons to get all your safe ball seconds!

    But be careful! While the skip is mostly disabled, there is a brief moment of time during the start animation of Sea of Simulation where you can skip out. If you do cancel that animation, the game does not award your points for the modes completed before jumping into Sea!

    Whose next, whatcha got? I have a few more I'll post later too.

    #2 2 years ago

    Gottlieb gladiators: holding both flippers disables pop bumpers. Thats the best i got!

    #3 2 years ago

    On Monster Bash, if you are having a bad ball #2 or #3 and want to restart - just hold the start button for 5 seconds. (I assume this will work on any BW machine)

    And the animation skip by hitting the flipper also works.

    #4 2 years ago
    Quoted from amkoepfer:

    Gottlieb gladiators: holding both flippers disables pop bumpers. Thats the best i got!

    You can do that on my WOZ.

    #5 2 years ago
    Quoted from Dante:

    On Monster Bash, if you are having a bad ball #2 or #3 and want to restart - just hold the start button for 5 seconds. (I assume this will work on any BW machine)
    And the animation skip by hitting the flipper also works.

    there's actually a setting in the adjustments for how long you have to hold

    #6 2 years ago

    Power Shifts on Mustang Premium/LE games. These are akin to Walker Bombs on TWD and Back Stage Passes on ACDC. Once earned, they allow you to complete required mode shots, when you wish, by hitting the lockdown bar button (1 free shot per Power Shift).

    Many seem to especially rave about Walker Bombs, but few seem to be aware of Power Shifts. Probably due to only having played a Mustang Pro - if a Mustang at all.

    #7 2 years ago

    Stern Star Trek:
    You can get all three skill shots on a single ball. When you launch the ball from the shooter lane you can go for one of three skill shots by either holding your left flipper while launching, holding your right flipper while launching, or short plunging and shooting the side ramp. Everyone knows that. However less commonly known is that if you end up back into the shooter lane during that same ball, like by shooting under the upper right flipper, you can choose to attempt one of the other skill shots you did not try when first launching the ball. Just hold the other flipper up and go for the other skill shot. There won't be a graphic shown to tell you to try for the shot, but if you make the shot, it will show the skill shot success animation and give you the points. This doesn't always work, so it's probably a bug, but it works more than half the time I try it. I usually go for the "left flipper button" skill shot on ball launch, and the "right flipper button" skill shot when I get back n there. Once you've tried one of the skill shots, it is unavailable for the remainder of the ball, so try for a different one each time you get to the shooter lane.

    Side note: if you have a mode running with the right orbit lit, and you attempt the right button skill shot as your second skill shot, if the ball successfully rebounds off the diverter down the right orbit, it will credit you with a hit to that right orbit for the mode.

    #8 2 years ago

    To get the virtual pin game the first time you get the trap door on TOM, just hold left flipper and press start.
    Yep, that easy

    #9 2 years ago

    The Walking Dead

    1. Left flipper banked of the Well Walker left side to Riot shot(can be done consistently)
    2. Hitting flippers pulses magnets, can lead to two extra hits on prison or one and with the second thrown up riot.

    Learned these two from other pinsiders

    #10 2 years ago

    During beta testing of CV 2.0h, Cameron put in a flipper code to start Neon Multiball on the first 'Side Show' award.

    When v2.0h was released, he was going to take it out, but we asked him to leave it in. So he did. By spelling out 'NEON' on the flippers and then starting a game, the first Side Show award will be Neon Multiball.

    And you CAN STACK Neon Multiball with the others.. So if you're real good, get all balls locked in Highwire, get one away from Arc, and get to RM Frenzie. Then shoot up the ramp to start Arc & Highwire, defeat the RM during those multiballs to add Frenzie to the mix. Play all you want, but before ending up on your last ball, capture it on the right flipper, and right after ball #2 drains, shoot up to the side show. All multiballs will restart and Neon will be added.

    Then once you end up back to 1 ball, shoot up the Highwire Ramp again to get the super duper Jackpot. You can go get a cup of coffee as it goes through every Jackpot animation.

    #11 2 years ago

    On my early stern (big game), if you tilt before hitting a switch, you will get your ball back for free once it drains. It will not advance to the next ball. I assume his works on all classic sterns.

    On Baby Packman, after coming up from the right pacscalator on the first level type, you can leave Pacman facing up at the top of the tunnel and the ghosts will get caught in an infinite loop and never come under that wall you're facing to get you. I would use this to essentially pause the game if I needed to walk away from the game for whatever reason. Also a good way to get all the ghosts together before grabbing an energizer pellet to eat them all at once.

    I have a couple more for baby Pacman, but they are too hard to explain. I've always wanted to record a tutorial of that game in the hopes that people would gain a new respect for it.

    #12 2 years ago
    Quoted from chuckwurt:

    On my early stern (big game), if you tilt before hitting a switch, you will get your ball back for free once it drains. It will not advance to the next ball. I assume his works on all classic sterns.

    Same thing on Meteor. I LOVE that feature.

    #14 2 years ago
    Quoted from MeNaCeFiRe:

    Same thing on Meteor. I LOVE that feature.

    It's on most Sterns. That's why you can't 'tilt through' the next player

    #15 2 years ago

    On Tommy:

    1. After ball drains and the bonus screen is on, press both flipper buttons for 1M extra bonus.

    2. Before you start a game, press and hold the extra ball button while you press the start button to play an entire game with the blinders activated.

    #16 2 years ago

    STTNG: - Hit flipper Buttons when Data is speaking during ball bonus for "Thank you Mr. Data"

    Met has one can't remember now.

    #17 2 years ago

    Godzilla: During the animation sequence for Sonar Multiball, press both flipper buttons to see a spear go through the head of the sonar operator and hear him yell.

    #18 2 years ago
    Quoted from Coyote:

    By spelling out 'NEON' on the flippers and then starting a game, the first Side Show award will be Neon Multiball.

    How do you spell out NEON?

    #19 2 years ago

    When you start multiball on NGG, you can let the first ball that is shot out drain and then if you plunge up the left ramp before the auto fire shoots the new ball, you will get a jackpot.

    #20 2 years ago

    On Getaway, if the lock ball animation has exactly 3 cars in it, and you hit the gear shift 3 times, you enter Secret Mania. But it's not really worth it.

    On Theatre of Magic, when it's counting the bonus scoring, hitting a flipper will cut through the crap and jump to the final value.

    On No Fear, when it's counting the bonus scoring, hitting both flippers together will cut through the crap and jump to the final value.

    on Doctor Who, if you jump into the Tardis to complete the video mode (rather than just running in), you get 1,000,000 x scoring multiplier bonus points.

    #21 2 years ago

    On Scared Stiff, if you see the number 3 crawling up the spider web during the animation for the spider award, press the start button 3 times to get two spins on the spider wheel.

    #22 2 years ago

    I know on Jackbot there are several cheats to the casino games by repeatedly pressing the extra ball button while the casino game animation is playing. Sometimes it gives you the cheat, sometimes not.

    #23 2 years ago
    Quoted from schudel5:

    I know on Jackbot there are several cheats to the casino games by repeatedly pressing the extra ball button while the casino game animation is playing. Sometimes it gives you the cheat, sometimes not.

    can also use this when it is counting up bonus and you have 2x or more. It will add an x which can be VERY lucrative.

    #24 2 years ago

    For some games that have a manual plunger and auto plunger, when you start multiball and balls will be auto launch, stand on only your left foot and with your right knee hold in the manual plunger. This sometimes causes the ball in the shooter lane to be out of reach for auto plunger. Balls will stack up in the shooter lane as allowed. Careful on this though as the timer to keep launching balls during mb will eventually turn off and if you still have balls in the trough, they will not be kicked into shooter lane. Usually only have this on games with more than 3 ball mb. Also dont know if this is allowed in league or tournaments. Check the rules.

    #25 2 years ago
    Quoted from Balint:

    How do you spell out NEON?

    The same as other code you enter in during attract mode -
    B, xL, xR, xL, xR, L. (Where 'x' is the count to the letter specified..)

    #26 2 years ago

    On JD, after starting sniper mode, you'll watch man falling on dmd. Reshoot sniper hole before it times out, and falling man lands on a big spike. Continue holding left flipper and a little dog comes over and pees on the guy. Most people know about the spike animation but seeing the dog excites me every time.

    #27 2 years ago

    IJ - after completing Streets of Cairo Shoot that chump dead with the trigger just like the movie.

    #28 2 years ago

    Stern Star Trek:

    When you start the vengeance multiball, your ball is held under the ship, and during a lengthy DMD animation a second ball is launched into play so that you can hit the ball on the magnet to add a ball for multiball. If during the animation you flip your flippers, you can skip this animation, however you don't want to do that. When you skip the animation, the 15second timer to hit the ball starts immediately. If you don't flip, the animation will play out while your ball is launched into play, and once the animation finishes the 15second timer then starts, giving you effectively 5 to 10 extra second of ball save and time to shoot the ball.

    Seconds matter people

    #29 2 years ago
    Quoted from Whysnow:

    can also use this when it is counting up bonus and you have 2x or more. It will add an x which can be VERY lucrative.

    Supposedly you can also 'cheat' during the match animation, I see the extra ball button flash, and pound away but I have yet to get a cheat match.

    Anyone do this?

    #30 2 years ago

    CFTBL

    You can choke out the snack bar attendant after he serves you a refreshing beverage or hot dog by hitting the flippers repeatedly

    #31 2 years ago
    Quoted from TheLaw:

    STTNG: - Hit flipper Buttons when Data is speaking during ball bonus for "Thank you Mr. Data"

    Haha yeah that is great, Picard cuts him off curtly.

    Also, when you get Shuttle Simulation, on the screen where it asks you if you want to play the video mode or take the points, hold down the trigger and push the right flipper, and instead of Shuttle Sim you get to play 5 card draw poker vs Riker!

    More of an Easter egg, that.

    #32 2 years ago
    Quoted from Jgaltr56:

    CFTBL
    You can choke out the snack bar attendant after he serves you a refreshing beverage or hot dog by hitting the flippers repeatedly

    I think you just have to hit both flippers at the same time; same for blowing up the snack bar and for laying a "fatality move" on the peeper.

    #33 2 years ago
    Quoted from pinwhoo:

    For some games that have a manual plunger and auto plunger, when you start multiball and balls will be auto launch, stand on only your left foot and with your right knee hold in the manual plunger. This sometimes causes the ball in the shooter lane to be out of reach for auto plunger. Balls will stack up in the shooter lane as allowed. Careful on this though as the timer to keep launching balls during mb will eventually turn off and if you still have balls in the trough, they will not be kicked into shooter lane. Usually only have this on games with more than 3 ball mb. Also dont know if this is allowed in league or tournaments. Check the rules.

    Typically not allowed in tournaments.

    #34 2 years ago
    Quoted from neurokinetik:

    Typically not allowed in tournaments.

    I'd replace "typically not" with "definitely not"

    #35 2 years ago
    Quoted from caker137:

    TRON (Animation Skips):
    Depending on your adjust settings, whenever the ball enters the scoop to start a mode, you can usually hit the flipper buttons to skip the DMD animations and get back to play sooner. This is more than just a convenience; when you start light cycles multiball or quorra multiball, the ball save timer begins running during the animations. If you allow those animations to run, you are sacrificing precious seconds of ball save, so hit those flipper buttons to get all your safe ball seconds!
    But be careful! While the skip is mostly disabled, there is a brief moment of time during the start animation of Sea of Simulation where you can skip out. If you do cancel that animation, the game does not award your points for the modes completed before jumping into Sea!

    Wow... to both. I typically cancel out the LCMB and QMB animations simply because I'm impatient. I had no idea that anyone who watches them is costing themselves ball-save time.

    And the thought of losing any of my earned points entering SOS is a travesty.

    Quoted from caker137:

    When you start the vengeance multiball... If you don't flip, the animation will play out while your ball is launched into play, and once the animation finishes the 15second timer then starts, giving you effectively 5 to 10 extra second of ball save and time to shoot the ball.

    The More You Know. Thanks for this -- I didn't know this, and typically cancelled out the animation.

    #36 2 years ago

    Meteor:
    Depending on the condition of the rubber behind the METEOR drop target bank, and strength of your upper flipper... When the -EOR drops are down, you can often get a reverse-spinner rip by hitting the rubber behind the target bank, ricocheting it backwards through the spinner at high speed.

    #37 2 years ago

    Another one for Stern Star Trek:

    On any ball other than your last ball, you shouldn't bang away at the Punch It button when your ball is heading down the drain. When any Vengeance MB or mode is ready to start and you are plunging a new ball, Star Trek does not start a new mission and forces you to shoot an extra shot to start one.

    This behavior is almost certainly a bug.

    #38 2 years ago
    Quoted from Snailman:

    I'd replace "typically not" with "definitely not"

    This reminds me, apparently Stargate is actually programmed to prevent this by disabling all the triggers if the player tries to do it. Not sure if that's on any other games, but interesting nonetheless.

    #39 2 years ago

    On Junkyard. When you get into the time machine and the numbers end in 333..hit both flippers together three times and you will enter secret mania. 30000 per switch hit.

    1 week later
    #40 2 years ago

    The Shadow:

    *There seems to be a lot of confusion about how Vengeance scoring works. During Vengeance mode, each ramp (let's call them A, B, C and D) starts at 5 million and increases by 2 million each time it's hit. As long as you keep the mode going (ie score the Vengeance award to reset the timer) these values keep going up. If there's a maximum value I haven't found it. So if you hit a sequence of A, A, B, C, B, A the scoring would be as follows:

    A-1st time 5mill
    A-2nd time 7mill
    B-1st time 5mill
    C-1st time 5mill
    B-2nd time 7mill
    A-3rd time 9mill

    Hitting a ramp in a combo is not, in itself, worth any extra points. However, regular combo scoring applies, and completing Vengeance with a combo is VERY valuable, as explained below...

    *There is a Super Vengeance MODE and a Super Vengeance AWARD. The Super Vengeance mode is started by hitting all four ramps- lit or flashing- in a combo, ending with the last flashing ramp. You cannot do this if Vengeance is already running. If you have already started Vengeance, you cannot start Super Vengeance unless you end the mode and start again. The ONLY difference in scoring between the Vengeance and Super Vengeance modes is that in Super Vengeance the ramps start at 10 million instead of five. They still increase by 2 million each time you hit them.

    *The Super Vengeance Award can be collected in either Vengeance or Super Vengeance mode by hitting any ramp- lit or flashing- and then immediately hitting the last flashing ramp. This awards 100 million (standard Vengeance award is 50 million) and resets the timer. Note that this WILL NOT convert Vengeance mode to Super Vengeance mode.

    *Completing the scarf inserts lights Final Battle at the Mode Start saucer. But you can also start Final Battle by hitting into the left scoop, even if it's already lit for Khan multiball. This can be useful if you're on your last ball and just want to start Final Battle. However this is not the ideal way to start Final Battle since it's difficult to hit either the Shadow Loop or the Battlefield drop target from the scoop kickout(these should be the first two Final Battle shots you go for). The Mode Start saucer gives you a much easier shot at the loop or the drop target.

    #41 2 years ago

    TSPP: in attract mode.

    Enter LLRLLR on the flipper buttons.

    Secret Message Appears on the screen.

    #42 2 years ago
    Quoted from snyper2099:

    TSPP: in attract mode.

    Enter LLRLLR on the flipper buttons.

    Secret Message Appears on the screen.

    I just tried it. DMD literally said "SECRET MESSAGE." Above that, was simply the number zero. I guess I need to go in and enter one...?

    #43 2 years ago

    GOT in attract mode. Press and hold both flippers for a sec. Then do

    LRLLRLLLRR

    3 weeks later
    #44 2 years ago

    Many come to mind, but on the particular games that I own:

    On LOTR, you can actually carry Gollum Multiball into one or maybe even two more movie multiballs. Once you drain from a movie multiball that was stacked with Gollum, starting a movie multiball during a **very** brief grace period will resurrect your Gollum. Very hard to pull off, but it's just one of many subtle tools left by the brilliant Keith Johnson to help you on your journey to Valinor...

    Also on LOTR... while serving very little purpose outside of Bash Balrog and Fellowship of the Ring, Balrog actually can help you start Ring Modes or collect Ring Frenzy jackpots at certain occasions; stack either of the aforementioned modes with Ring Frenzy and you can make an arguably easier shot at Balrog rather than the jump ramp to the ring to cash out your jackpots.

    And you have a Ring Mode lit at the end of Fellowship and you hit Balrog before he swings out of the way, you can bash him to cheaply start one.
    --
    TSPP has a Treehouse of Horror award called "Really Small Points". On the display the award is -- appropriately enough -- presented in really small text.

    Unfortunately, Bowen's rule sheet said that this award was only in older revisions... though (I swear) on my game with the newest code, the "Really Small Points" award name popped up when I started. The tiny text didn't appear, though, after the opening animation. Weird...

    And of course, you can view the development staff credits via a flipper button code in attract mode. The code essentially is you spelling the word "GAME" with the flipper buttons. Flipping the right flipper selects a letter, and the right flipper locks it in. So really it's:

    7L, 1R, 1L, 1R, 13L, 1R, 5L, 1R

    There's probably even more that I missed... these games are so complicated that it's not even funny. But, heck--- I love complicated games.

    #45 2 years ago

    Also in Shadow , when ball enters saucer , squeeze trigger and it asks you if you want some Peking Duck..

    #46 2 years ago

    Forgot one interesting one in Sharkey's Shootout: there's a hidden bonus and an animation of a UFO taking off if you use the right save post to pop the ball up and into the shooter lane. It was a cool surprise when I discovered it for the first time myself.

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