(Topic ID: 87901)

Metallica is BLOWING MY MIND!!


By MapleSyrup

5 years ago



Topic Stats

  • 25 posts
  • 19 Pinsiders participating
  • Latest reply 5 years ago by Duff
  • Topic is favorited by 1 Pinsider

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#1 5 years ago

Picked up a Metallica Premium Dirty Donny Monsters Edition on Tuesday. WOW!!! I'm LOVING this game.

Are all of my all caps emphasizing my enthusiasm enough??!! Haha.

Would anybody care to share some more advanced game play strategy, or perhaps point me to somewhere where this has been covered? I've been looking around with no luck.

I've only had the game for 2 days, so I'm learning a lot quickly, but I'd be interested to hear how some approach the game.

BTW. I know the Hammer Magnet has been a huge issue (had to replace my board, and then trouble shoot for 3 hours to get it working properly)... BUT, that has to be one of the most satisfying mechanics in modern pinball!! So fun.

Any tips (especially in depth approaches!) would be welcome! I put up a 246 Million game last night that felt awesome, but if I may quote Rumsfeld here, "There are known unknowns"... etc.

Cheers

#2 5 years ago

Metallica looks awesome from the video I've seen.I'd love just to be able to get some time on one of these pins.

#3 5 years ago

You can start here, it's for the pro version, but I assumed there is a lot of similarity!

http://pinside.com/pinball/forum/topic/metallica-rules-how-to-play-pro-v-106-rulesheet

#4 5 years ago

Great freakin game. An adrenal rush with great replay value. Love it!
Is it just me or does anyone else when "master of puppets" multiball starts I mimmic the hand animations on the dmd before the balls start launching out.

I've got a game play question. How am I earning broken pistons? Can't figure that one out yet.

#5 5 years ago

I've been playing it a lot the last week at a local Irish Pub in McClean VA. With the new code on the super skill shot one shot lights up_ like the super on all shot on Attack from Mars- and if you make the shot all inserts are lit from that one shot. With needing to get to a certain number of shots on all targets to reach crank it up making the super skill shot on the lit shot makes it sooo much easier to get to crank it up. What i've been doing is holding the left flipper for the super but then doing a soft plunge so it doesn't even get to the upper rollovers, then some quick control and an attempt at the lit shot. I'm only successful about a third of the time but the reward of getting all inserts lit is well worth it. The other thing i try and do is get double scoring towards the end of crank it up to collect big- everything in between is just a fun crazy blurrrrrr

#6 5 years ago

I'm getting mine delivered next Sunday I can't freaking wait

#7 5 years ago

You'll have tons of fun with Metallica Premium!!

Post edited by ShootAgainDave: typo

#9 5 years ago

How about a top 10 tips to have a great game.

#10 5 years ago

Thanks everybody. I knew about the super skill shot, though soft plunge hadn't occurred to me?!

Beyond simply pursuing the various Multiballs, I haven't really scratched the surface yet. I'll dive I to the link above.

Any other suggestions??

#11 5 years ago

The above link looks very informative. Copied in from Movingpictures thread...

Metallica PRO RULE SHEET (v1.50)
latest revision: 11/03/14
v1.50 changes / additions

CRANK IT UP

4 new crank it up modes added with major scoring opportunities and new animations:

For Whom The Bell Tolls
Fade to Black
Battery
Enter Sandman

To activate one of the new modes, 15 hits are required for each of the following:
Grave marker, sparky, snake, and coffin.
Coffin requires 15 captive ball hits, while all others can be scored by the associated shot or a lit corresponding insert on a ramp, loop, or grave marker.

Once all are completed, CIU will light at the scoop.
CIU can only be activated in single ball play.
Note: If Seek & Destroy is running, CIU will end the mode. If you want to continue S&D, choose the option for 5,000,000 points at the top of the CIU menu.

CIU can be used to achieve monster scores or progress to END OF THE LINE.
To complete a CIU mode, you must hit each of the 4 major shots and finish at the scoop.
Any ramp or loop will award a jackpot.
Completing enough ramps or loops (or sparky hits in battery) will award a finishing bonus of 15mil+.
After hitting the 4 major shots, followed by the scoop, you have the option to end of the mode and cash out or continue. Choosing to end the mode will give you the opportunity to relight CIU quickly by hitting all arrow shots, which also score jackpots.
If you are playing for EOTL, finishing CIU quickly and relighting it is the way to go.

Other Changes:
Grave Marker Multiball – Ball saver extended.
After completing 5 jackpots, the cross will light for a double jackpot.
If you hit it, the magnet will hold the ball. You have a limited amount of time to knock the ball off the magnet for a SUPER JACK FUCKING POT.

Coffin Multiball – Locks can no longer be collected while in multiball on default settings. However, captive ball hits do count towards next lock if the lock is not lit.

Fuel – Ending a combo in the fuel lane will award a blown piston. 10 blown pistons lights extra ball.
Combos – Extra ball requirement lowered to 20 instead of 25.
Mystery – Many new awards and a tiered system. Complete the rollovers multiple times for better awards.

Super Skill Shot - Holding the left flipper activates the super skill shot to any major shot. One lane will have all inserts flashing, hit it to start the hurry up and have a chance to complete the lane.

END OF THE LINE – Notes coming soon.

More to be added as discovered!
________________________________________________

#12 5 years ago

Seek and Destroy progression is my favorite part of the game.

#13 5 years ago
Quoted from gambit3113:

Seek and Destroy progression is my favorite part of the game.

This is the key to easy CIU lighting. Progress to SnD but don't start it until you've played a couple CIU modes, and every shot on the PF counts toward chair, snake, and cross collection for CIU.

#14 5 years ago

Love everything about the game...c'ant wait for the coming update!

Lyman is The Great One,i am waiting to see what theme game he will be working on;

#15 5 years ago
Quoted from Purpledrilmonkey:

This is the key to easy CIU lighting. Progress to SnD but don't start it until you've played a couple CIU modes, and every shot on the PF counts toward chair, snake, and cross collection for CIU.

This is my problem. I keep starting SnD by accident. Still trying to get to 3 CIU in one game, but no luck thus far.

#16 5 years ago
Quoted from TimeBandit:

Eye candy!!
» YouTube video

i watched that ball, and than always have this same feeling about this pin : its "easy" (well, it seems easy)
dont know if its the way its designed and/or it plays, but ball time are quite long for sure

as i'm still waiting mine slowly caming on the boat, i just gone this afternoon to play one in location near my house, and as always we go there, 1 coin in, and 5 games played (the credit score growing is a f****** invention !!! lol), even more with a buggy pin (the right hole is dead and gives nothing) & old code

btw, great pin for sure

#17 5 years ago

Any word on the next update?

#18 5 years ago

Cool! Which Irish pub has pins in McLean?

#19 5 years ago
Quoted from jkdblaze:

This is my problem. I keep starting SnD by accident. Still trying to get to 3 CIU in one game, but no luck thus far.

I've been able to get 3 CIU in one game, but accidentally started SnD with the third one. The mountain to climb is huge when all the inserts are out again going for a 4th CIU.

I think the solution is to time out the hurry up ont he last one. Its tough for me to govern my play like that but I'm going to try to discipline myself to do it.

#20 5 years ago
Quoted from MapleSyrup:

I knew about the super skill shot, though soft plunge hadn't occurred to me?!

Also if you soft plunge a bit to hard and it goes to the top right rollover when lit i think it gives you double the normal skill shot value.

Quoted from Hwawonyu:

Cool! Which Irish pub has pins in McLean?

http://mckeeverspub.com/

currently only has one pin but a grassroots marketing campaign, consisting mostly of me, is trying to talk them into putting another pin in over the summer months when it's not as busy for them.

#21 5 years ago

S&D doesn't end when CIU starts. It still runs, but it complicates which inserts are flashing for CIU jackpots vs which is for S&D jackpots. Plus, you get the countdown callouts going all the time, which for me, has a tendency to get to my nerves.

#22 5 years ago
Quoted from gambit3113:

Seek and Destroy progression is my favorite part of the game.

I think your favourite part should be your home made custom Sparky. It's pretty badass.

#23 5 years ago
Quoted from MapleSyrup:

I think your favourite part should be your home made custom Sparky. It's pretty badass.

Hey, thanks.

#24 5 years ago

Since the last 2 updates (even if the second one was pretty much Blackened, ride the lightning and balls save on ciu) I have been in lala land. Happy happy happy.

Next update with band mode..... I'll shit my pants lol.

Really AC/DC and MET are both over the edge for me. Can't name a numero uno. Both are the best.

Music theme pins rock

#25 5 years ago

AC DC just collects dust since the update. Really don't miss it one bit. A blown piston happens when you have enough pop hits to light all three yellow lights solid at the entry of fuel lane. Hit the standup at the end and you blow a piston.

It is also lucrative to end a series of combos with the fuel lane. Have gotten 2.5M but not really sure what gets it that high. Can't imagine Met any better but the band modes will just be icing on one sweet cake.

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