Quoted from Bikerjoy:This was me 200 games ago. Then all of a sudden something happened. I rarely put up a game below 500M anymore. I am guessing my average over the last couple of months is in the range 700-900M. GC 3B+.
To not just say "keep at it". I did change a few things in my game play.
1. I let the ball dead-bounce A LOT. Gain control and bring down the tempo.
2. If the ball comes in an in lane at speed greater than were it can be trapped. I raise the flipper and pass it over to the other side bumping the game if needed. Again to gain control.
3. I really worked on nailing left spinner, left ramp and scoop. The other shots were a lot easier to me.
4. I really only use the top left flipper for Destruction Jackpot. Missed shot on the upper flipper and you are typically in the slings one way or another and a passenger at that point.
Choosing mothra whenever it's available is a good way to stay alive longer and survive half upper loops to left outlane. So if not being able to get far enough in the game to bigger points is an issue, could be a good strategy to adopt over angirus and rodan (when you only have one ally).
Let's see, some other tips for this level of scoring:
1. Carnage bonus and annihilation bonuses drop in a city if you drain a ball. So if you have done 2-3 of the monster monitor modes on a single ball but rarely if ever are able to do all four, consider cashing out to the scoop to move to the next city before you drain.
2. Similarly, since there's a lost opportunity cost in a city to keep going after you've done one of the modes and drain, consider moving on when this happens. Then you'll start the next city with a refreshed chance to do multiple modes on one ball and to again potentially get 2x and 3x annihilation bonuses and many X carnage bonus cashouts.
3. Orient your strategy toward getting extra balls. Nothing is more important for increasing score than getting more opportunities to do it. I'll rank below the extra balls in the game and the typical difficulty I'd ascribe each (from easiest to hardest):
A. Defeat two monsters
Two easiest / least dangerous: Gigan + either Titanosaurus with multiball or Ebirah with mothra or multiball
B. Destroy three saucers
Depending on feeds, this can be the easiest, if you happen to get a bunch of early feeds through the path that instantly lights a saucer (rather than lighting off pop hits). And if you can destroy it with an alley pass, you get two saucers in one hit (I recognize this is likely not an easy skill for the range of scores we're talking about).
Of course, hitting the saucer is dangerous because it can send the ball out of control into insta drains. So you may not always want to go for it. But if you have mothra or ball save going, it's a good time to collect
C. Rampage (Pro), City Combos (Premium/LE)
I have a pro, and so more often get the extra ball in rampage (by making 12 shots, whether in a single rampage or across multiple) because the quickest one can get give city combos for the EB on a pro is the third city, and that requires getting both combos in the first two cities with most cities having one combo that is tough. Though I've rarely played a premium/LE, I presume having three possible combos per city—with some of the extra combos sounding easier than some of the standard—would make for getting to 5 combos simpler than 12 rampage shots
For rampage, a few tips:
Always use the heat ray as soon as you get it. You will likely be hitting the center spinner a bunch as a) a bailout shot b) when it is lit for rampage shot collects c) the set up the big loop rampage collects. So it's likely you'll recharge the heat ray at least once while playing rampage. Spotting one or two shots might put you over the top for getting to 12 EBs.
If you're able to skip pass the ball on ramp returns, do this for both ramp shots to try to repeat them.
Cash in big in terms of shot progress on the easier shots (building, center spinner, right ramp). Unless you're really good or need one or two shots, probably stay away from the left spinner which is both a hard shot and one that can send the ball out of control.
Make sure you pay attention to when the ball save is expiring because, unlike almost all other situations in the game, if you trip the outlane switch while ball save is still running during rampage but the ball doesn't hit the trough before it expires, you ball will be over.
Also, something else that currently makes Rampage potentially easier for getting an EB is the bug in the current code that after final round of shots (left spinner) and the mode is supposed to end, that round repeats again.
City Combos:
One thing to know is that these combos are not timed. So even if you miss the next shot in a sequence, if you don't hit another switch and are able to take another attempt at the same shot and hit, you can move on to the next shot.
I only know the pro, so I'll say the approach I most often take to trying to get to five shots (not easy)
Tokyo:
1. Tokyo Combo 2 Right Ramp Through Building Big Loop
(you can do this both on the fly and when destruction jackpot is lit to have the magent set up the final shot)
2. London Combo 1 Right Ramp Left Ramp Scoop
Biggest issue with this one is when I'll hit the pop bumper by mistake. Still, it's always there to try again if you can regularly do right ramp -> left ramp. And if the left ramp shot rejects but the ball doesn't hit another switch and you have it back on your right flipper, just try it again
3. London Combo 2 Right Ramp Through Building Any Shield Target
This one is just like Tokyo Combo 2, except you hit a little lower (into a shield target) rather than to the big loop. I will typically do this one when the magnet grabs the ball and sets up the destruction jackpot, shooting a little later than I would to collect the jackpot. Alternatively, if the feed works on your machine for the manget to drop the ball to a catch on your left flipper, you can shoot a shield target from there rather than trying to do it on the fly from when returns from the building or drops from the magnet.
4. Paris Combo 2 Left Ramp Right Ramp Through Building
One of the two easiest pro combos in the game, in my opinion. This is a sequence you probably hit often in all cities. Do it in Paris, and you get a combo.
5. New York Combo 2 Right Ramp Left Ramp Pop Bumper
The other easiest combo. It's identical to London Combo 1, except this time you're rewarded for hitting the pop bumper instead of the scoop.
If I happen to get any of the other combos, I'll then either be able to get the EB sooner or not have to do one of the above. My rank for the remaining Pro combos, from easiest to hardest:
Paris Combo 1 Left Ramp Right Ramp Left Spinner
Very rewarding combo, but a dangerous one since the ball will be going fast and the left spinner is often hard and a miss will be a brick drain. However, if you get in a rhythm with the left spinner you won't find this one that hard since the first two shots are a frequent, easy combo.
Tokyo Combo 1 Center Spinner Big Loop Mecha Side Lane
I think hitting the tail whip shot on purpose is the hardest standard shot in the game (and one of the hardest in pinball overall). However, the first two shots are are a very common sequence, so there are lots of opportunities if you want to go for this one, and sometimes you'll succeed. It's also the last part of doing a full rage combo, so you sometimes end up collecting two really cool things on a single shot.
New York Combo 1 Left Ramp Center Spinner Mecha Side Lane
Again, tail whip is the hardest intentional shot on the game, and this one has a harder setup (left ramp to center spinner has unnatural timing, plus left ramp is a harder shot than big loop (at least on my game - I recognize that may not be the case for most)
D. City Combos (Pro), Rampage (Premium/LE)
Reverse situation as C.