(Topic ID: 264334)

Hot Wheels -- Challenge Accepted!

By rosh

4 years ago


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  • 4,255 posts
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  • Latest reply 42 hours ago by Weazel
  • Topic is favorited by 106 Pinsiders

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#24 4 years ago

I was REALLY looking forward to playing this at TPF! Now I will have to hope that we can see it at SFGE this summer (assuming THAT is not cancelled!)

#88 4 years ago
Quoted from rosh:

You guys asked, so here is an overview of the rules.
First, let me say we looked at all the ways you play with Hot Wheels™ and created game play around each. Each of the objectives areas are tied to "Hero Cars", collect all five Hero Cars and you can become a Hot Wheels™ Legend
Racing -- you start in 13th position (12th place flashing), you need to get to 1st to start Victory Lap Multiball, you can see the race positions/shots on the playfield image. Victory Lap multiball can be incredibly lucrative, if you have the skills to build the super jackpot all the way up before collecting it. The main 'out of mode' sound track is tied to racing, as you advance race positions, the music will advance with you.
Car Collecting -- leads to mystery awards and special modes.
Track Building -- you build increasingly more complex tracks, complete one and you are in Track Multiball. This is the easiest multiball to start, as it only takes four shots to get to it (the first time).
Creature Battles -- These are modes, with each being quite unique. All feature a 'fuel bonus' based on how much is left on the fuel gauge when you defeat the creature. Defeat all four creatures and then you battle the mad scientist Draven.
Loop Crash Multiball -- makes lots of loop shots, to start this Multiball that grabs the ball with the magnets when the super jackpot is ready, better crash that ball before the magnet lets go to collect the super. BTW, the only two MBs you can stack together are Loop Crash with Victory Lap -- but only if you start them at the same time! All MBs can stack with Battles and EPIC features, speaking of which . . .
EPIC Features -- spell EPIC at the lower lanes and then hit Start EPIC, where ramps and/or loops and/or car targets and/or orbits and/or the whole playfield builds up an EPIC jackpot. The more you start together the higher scoring, but the harder to qualify before you can collect, but be sure to collect it before you drain or it will be an EPIC Fail!
The Tachometer -- I've save the most important thing for last. This is very important, but very simple.
The higher the tach, the higher the scoring. This idea of a single feature affecting all scoring was something that @ferret had bouncing around his head for a long time and was a perfect fit for the theme. Scoring on everything is based on the tach.
The higher the tach, the higher the scoring. (just keep repeating that to yourself). The primary way to increase the tach is by shooting the RPM targets, which are the 'stepped' stand-ups right in the middle. If you can redline the tach, well, get ready, because Redline Mania is going to be coming at you (great objective for kids). BTW, there are inserts right by the flippers that show the tach levels (as well as on the display), but the spinning car will be quite helpful in helping you know when the tach is getting low. If you are not making shots, the tach will go down and down and down. If that car is not spinning, your scoring is probably lower than you would want, spinning slow, not bad, but when it is going fast . . .
The tach really adds a great dimension to game play for the enthusiast and for the tournament player who is focused on score. It creates a great risk/reward scenario relative to keeping the tach up, as it requires you to shoot the stepped standup targets that create random action.
Oh, there is also Turbo Boost -- use the pops to build up the boost, once lit, you can trigger it at the kicker, and that will then increase the tach value by 10X for a very brief period of time, so use it wisely.

Thanks for the great summary of the rules! It sounds quite compelling!

I didn't see anything in there about the spinning car... hopefully there is a mode in which the reward is to shut that thing down when completed

2 months later
#453 3 years ago

The more I see of this game, the more I like it! That is saying a lot since my reaction when it was originally announced was a big yawn and I had not much interest in the theme. However, the work that AP has done to create a truly route-friendly game after their first 2 releases (which IMO were anything BUT that) has to be commended! I am really looking forward to playing this game if anyone gets one on location in the Atlanta area, or perhaps at the Nashville show in November.

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