Sorry for such a dumb question. What do the mini skulls stand for in each of the move chapter slots across the backscreen. Is that part of the skull hold? Thanks
Sorry for such a dumb question. What do the mini skulls stand for in each of the move chapter slots across the backscreen. Is that part of the skull hold? Thanks
Quoted from Heater:Sorry for such a dumb question. What do the mini skulls stand for in each of the move chapter slots across the backscreen. Is that part of the skull hold? Thanks
the mini skulls appear after you qualify that color by hitting the shot associated with it (left ramp for red, spinner for purple, etc).
when you hit the star map shot to start a chapter, any of the 'mini skulls' you have qualified will be the random choices the magnet ball chooses between.
if you complete a chapter you get a check mark in that skull spot. if you fail to complete the chapter you get an X in that spot.
i believe you can build the value of the chapter by hitting an individual skull shot multiple times to increase the multiplier value before you start the chapter.
Quoted from Heater:Sorry for such a dumb question. What do the mini skulls stand for in each of the move chapter slots across the backscreen. Is that part of the skull hold? Thanks
Here's the way I understand the mini skulls: A mini skull represents which of the 5 randomly loaded chapters/scenes for that movie is set to be played if you hit the start chapter area. If, for example, you have hit the left orbit shot (yellow skull) to qualify playing a COTBP movie chapter/scene then a mini skull will appear telling you which of the 5 chapters/scenes for COTBP you will be playing when you hit start chapter. If you hit the left orbit/yellow skull shot again before hitting start chapter, then the mini skull switches to one of the other 4 chapters/scenes to show that chapter will now be the one you play when you hit start chapter. I think that's how it works but I could be wrong.
Quoted from EaglePin:Here's the way I understand the mini skulls: A mini skull represents which of the 5 randomly loaded chapters/scenes for that movie is set to be played if you hit the start chapter area. If, for example, you have hit the left orbit shot (yellow skull) to qualify playing a COTBP movie chapter/scene then a mini skull will appear telling you which of the 5 chapters/scenes for COTBP you will be playing when you hit start chapter. If you hit the left orbit/yellow skull shot again before hitting start chapter, then the mini skull switches to one of the other 4 chapters/scenes to show that chapter will now be the one you play when you hit start chapter. I think that's how it works but I could be wrong.
Ok, So now it's making sense. So what do you gain out of getting a skull hold?
Quoted from Heater:Ok, So now it's making sense. So what do you gain out of getting a skull hold?
A skull hold carries the value of a skull shot to the next ball. Ordinarily, for each ball the skull shots start at a certain point value (I think 1,000 points) and then various things can increase the value of a skull shot (mystery award, hitting the skull shot, etc.). So for example if you got a mystery award to increase the value of the purple skull by 250, the value of that skull shot would be increased to 1,250 for the next time you hit that shot. If your ball drains without having a skull hold, the purple shot will reset to its starting 1,000 value for the next ball. However, if you have a skull hold for purple then the starting value of the purple shot for the next ball will be 1,250 carried over from the previous ball.
Quoted from anathematize:i believe you can build the value of the chapter by hitting an individual skull shot multiple times to increase the multiplier value before you start the chapter.
The multiplier is increased by Qualifying other chapters. If you have 1 chapter qualified you get 1x scoring. With 2 chapters its 1.5x, 3 chapters is 2x, 4 chapters is 2.5x and 5 chapters is 3x. (Norrington gets half of each)
When a chapter is already qualified, hitting the corresponding spot for that chapter increases the base scoring by a flat amount (I believe 25 points).
Great job to OP. Still confused by Hurry Up call out. It does not appear to do with the pirate lane hurry up. Things start flashing white and a draining noise occurs. Really off putting. Half the time I drain trying to work out what I need to do. Is this to do with the constellation targets? Sorry if this has been covered before.
The hurry up is for the pirate standup - once you complete pirate he calls out Hurry Up and you have to shoot the pirate standup before it counts down to zero on the small monitor.
Quoted from Pinballomatic:The hurry up is for the pirate standup - once you complete pirate he calls out Hurry Up and you have to shoot the pirate standup before it counts down to zero on the small monitor.
Thank you!!!! That makes sense. I hardly look at the compass. Being trying to watch the constellations lately! Thanks again.
Quoted from Pinballomatic:The hurry up is for the pirate standup - once you complete pirate he calls out Hurry Up and you have to shoot the pirate standup before it counts down to zero on the small monitor.
Ok... what's the pirate standup? The one to the left of the left green chest target?
Quoted from harryhoudini:Ok... what's the pirate standup? The one to the left of the left green chest target?
yes. the small standup that is used to collect every PIRATE lane reward. I believe it says "Pirate" right in front of it.
Quoted from anathematize:yes. the small standup that is used to collect every PIRATE lane reward. I believe it says "Pirate" right in front of it.
Ah makes sense now.
Quoted from harryhoudini:The one to the left of the left green chest target?
Yes, That’s the one. And you lift it when you light all the pirates lanes. You choose the pirate lanes award with the button.
Check out the manual. All the shots and targets are explained there. The manual is in your game under: full menu —-> utilities —-> view manual
Quoted from Axl:Yes, That’s the one. And you lift it when you light all the pirates lanes. You choose the pirate lanes award with the button.
Check out the manual. All the shots and targets are explained there. The manual is in your game under: full menu —-> utilities —-> view manual
Thanks, yeah I need to review the manual again. I browsed it but now the game is making more sense and I should study again.
Anyone know about the "Captain" callout?
Quoted from harryhoudini:Thanks, yeah I need to review the manual again. I browsed it but now the game is making more sense and I should study again.
Anyone know about the "Captain" callout?
The "For the captain!" callout?
Quoted from Tuna_Delight:The "For the captain!" callout?
Yes, that’s the one Harry means. Sorry for answering this for you Harry. Just being your proxy
anyone know this.....there is one mode where it says hitting the roving/moving arrow.
I for the life of me cannot see it, I don't know what color the arrow is.
I must be blind!
Quoted from 3pinballs:anyone know this.....there is one mode where it says hitting the roving/moving arrow.
I for the life of me cannot see it, I don't know what color the arrow is.
I must be blind!
Dead Men Tell No Tales (Movie 5) Multiball. The arrow is purple. When other multi balls are going at the same time and are also lighting the arrows (green for Dead Man's Chest MB or yellow for Tortuga MB) then the arrows alternate flashing the colors for each different MB, so it can be difficult to spot. After you hit it the path to the Devil's Triangle shot lights up white for a super jackpot.
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