(Topic ID: 192201)

Predator Pinball the Glory Years (Scrapbook June 2013-June 2015)

By jeffspinballpalace

6 years ago


Topic Heartbeat

Topic Stats

You

Linked Games

Topic Gallery

View topic image gallery

Ted and Predator (resized).jpg
predator side art 2 (resized).jpg
predator side art (resized).jpg
predator lower playfield (resized).jpg
predators_2 (resized).jpg
IMG_0289 (resized).JPG
IMG_0288 (resized).JPG
IMG_0287 (resized).JPG
IMG_0286 (resized).JPG
IMG_0285 (resized).JPG
IMG_0284 (resized).JPG
IMG_0283 (resized).png
IMG_0282 (resized).JPG
IMG_0280 (resized).JPG
IMG_0281 (resized).png
IMG_0204 (resized).JPG

You're currently viewing posts by Pinsider spfxted.
Click here to go back to viewing the entire thread.

#30 6 years ago

All I can say is OY!

predators_2 (resized).jpgpredators_2 (resized).jpg

predator lower playfield (resized).jpgpredator lower playfield (resized).jpg

predator side art (resized).jpgpredator side art (resized).jpg

predator side art 2 (resized).jpgpredator side art 2 (resized).jpg

Ted and Predator (resized).jpgTed and Predator (resized).jpg

#31 6 years ago

Don't know if this was posted already....

PREDATOR RULES

Quick Multiball:
- Awarded from Mystery
- Two ball
- Stackable
- All major shots score 10M apiece
Standard Multiball:
- Achieved by lighting and activating ball locks.
- Three ball
- Stackable
- Ramps and loops score jackpots of 25M once apiece. When all jackpots are cleared, Jungle Hole lights for 100M Super Jackpot. After Super is achieved, lower right eject will relight jackpots.

Hunt Multiball:
- Activates upon fourth successful Hunt shot.
- Stackable
- Three ball
- Single shot lights for 40M. After 5 seconds, another shot is added, but value of those shots drops to 30M. After another 5 seconds, another shot is added and drops the value by 10M again. This process continues until 4 shots are lit and the value bottoms out at 10M. Process starts over when a lit shot is made.
Killing Spree Mini-Wizard Mode:
- Awarded by making all shots (left loop, left ramp, jungle hole, right ramp, right loop, right eject) three times each.
- Three ball
- Stackable
- Each playfield shot correlates with a team member. Shot value starts at 20M and goes up by 10M by eliminating the team in the proper sequence. When a shot is made out of sequence, the value resets back to 20M.
Showdown Wizard Mode:
- Awarded by completing all HUD modes.
- Four ball
- Standalone
- All playfield shots are worth 25M and add 10M to Showdown Jackpot value that is collected at the Jungle Hole.

Unload HUD Mode:
- Starts by shooting the Jungle Hole when Unload Mode is lit (fourth mode)
- Four ball
- Standalone
- Flipper hold coils are disabled and all balls are continuously launched back into play for 30 seconds. All switches score their normal value +1M. For every ball that drains, that value is decreased by 10% for the duration of the mode.

Reveal HUD Mode:
- Starts by shooting the Jungle Hole when Reveal Mode is lit (sixth mode)
- Up to four ball
- Standalone
- When started, a second ball is added to play. Another ball is added when the left ramp is made, and yet another when the right eject is made. Right eject, left ramp and Jungle Hole are lit during this mode, and the values increase or decrease depending on how many balls are currently in play.

Post blocker in the back can deny the ball to continue through the loop to the other side. It is up by default, but is much easier to use and contemplate than you're imagining. When you make a loop, keep the flipper button held in to allow the ball to pass through to the other side, or let the button out to have the post deny the pass through. This is useful for lots of nuance reasons, but mostly as a way to keep the balls out of your way for long periods of time during heavy multiballs to give yourself some breathing room. And yes, it is used for the super skill shot as well. Holding the left flipper during ball launch bypasses the upper lane skill shot and allows the ball to come down to the flipper for the super skill shot.

The two extra flipper buttons are used to initiate the Hunt mode to either side.

There are six standard modes and the wizard, so I guess we could call it seven modes in total. Here goes another long post?
By the magic of copy and paste, here's a quick refresher of the wizard mode:
Showdown Wizard Mode:
- Awarded by completing all HUD modes.
- Four ball
- Standalone
- All playfield shots are worth 25M and add 10M to Showdown Jackpot value that is collected at the Jungle Hole.

Going from left to right on the HUD, we have Camp, Runaway, Tracking, Unload, Traps and Reveal.

Camp:
This is the most "vanilla" of all the modes. Both ramps and both loops light for 20M apiece. Making those shots destroy the enemy camp, and completing the mode nets an extra 20M, making the mode worth 100M in total if completed. No special modifiers or flairs really apply to this mode, but if you use the super skill shot, this will almost assuredly be your first mode you play. That's important to note, because you always begin the game with Hunt stocks available and the shots that are lit for the camp mode are all potential Hunt shots.
Side Note: I ALWAYS use this mode to get some successful Hunts out of the way while quickly taking a nice score lead. Hunt + lit mode shot = 40M, so if you complete this mode and make three hunts, you will have Hunt MBall ready in one more successful shot and already be close to 200M score.

Runaway:
Chase Anna through the jungle. This is admittedly kind of a weird mode. Mode begins with a 30M countdown hurry-up shot to the left loop. Once the left loop is made (or the value drops to 10M), the active shot switches to the right loop, but this time it counts UP instead of down. The count-up will start from the value of the left-shot-score and begin counting up until it adds 30M. Once it peaks, you still have a few seconds to make the shot before the mode ends. If you hit both shots at max value, the value of the mode is a cool 90M for two calculated shots.
Side Note: Any time the ball is caught in an eject or a hole, or gets into the pops, the countdown or countup stops for a few seconds. As a personal aside, this mode ends with one of my favorite quotes in the game, which is Poncho saying "Maybe you'd better put her on a leash, agent man."

Tracking:
For this mode, you sort of change roles and become the Predator. This mode is played out completely in blacklight. Mode begins with the right eject lit, but you move the active shot to whichever shot you like by using the extra flipper buttons. If you get a good flow going, you can knock out all six shots in the time you're given, but it's tough. Shots start at 15M and grow by 5M for each success, making this potentially the most valuable mode at 165M total, but like I said, kinda tough.
Side Note: Mode starts with Billy saying "The only way outta here is that valley that leads to the east..." Hit both flipper buttons after the call out for a quick easter egg and have Billy finish the famous line (vulgarity must be on).

HUD Mode:
- Starts by shooting the Jungle Hole when Unload Mode is lit (fourth mode)
- Four ball
- Standalone
- Flipper hold coils are disabled and all balls are continuously launched back into play for 30 seconds. All switches score their normal value +1M. For every ball that drains, that value is decreased by 10% for the duration of the mode.
Traps:
Set the traps to catch the Predator. In this mode you alternate setting traps up high and down low by hitting ramps then holes. I think of it in phases. In first phase, you have to hit either ramp, and in second phase you have to hit a hole. The phases go back and forth with each successful shot. Successful shots are worth 15M each, with a 10M bonus for completing all six turns, making this mode worth 100M total.
Side note: If you somehow manage to sneak into the left eject during this mode, you'll find another easter egg and a small bonus. Another personal aside, there is another of my favorite quotes in this mode. "You really think this Boy Scout bullsh*t's gonna work?"

Reveal HUD Mode:
- Starts by shooting the Jungle Hole when Reveal Mode is lit (sixth mode)
- Up to four ball
- Standalone
- When started, a second ball is added to play. Another ball is added when the left ramp is made, and yet another when the right eject is made. Right eject, left ramp and Jungle Hole are lit during this mode, and the values increase or decrease depending on how many balls are currently in play.

You're currently viewing posts by Pinsider spfxted.
Click here to go back to viewing the entire thread.

Reply

Wanna join the discussion? Please sign in to reply to this topic.

Hey there! Welcome to Pinside!

Donate to Pinside

Great to see you're enjoying Pinside! Did you know Pinside is able to run without any 3rd-party banners or ads, thanks to the support from our visitors? Please consider a donation to Pinside and get anext to your username to show for it! Or better yet, subscribe to Pinside+!


This page was printed from https://pinside.com/pinball/forum/topic/predator-pinball-june-2013-june-2014?tu=spfxted and we tried optimising it for printing. Some page elements may have been deliberately hidden.

Scan the QR code on the left to jump to the URL this document was printed from.