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Old 18 January 2022, 12:56   #21
mihcael
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Join Date: Jan 2006
Location: Aussie
Posts: 1,144


Mean Machines: 0
The Pirate: 0
Ace Of Space: 1,150,181,210
Night Of The Demon: 0

Total: 1,150,181,210
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Old 19 January 2022, 09:45   #22
Anakirob
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Age: 42
Posts: 893
Mean Machines - 308,849,750
The Pirate - 124,147,940
Ace Of Space - 84,436,630
Night Of The Demon - 84,060,000

Total - 601,494,320
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Old 19 January 2022, 13:14   #23
Trapshot
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Update to:

Night of the Demon - 2,036,605,000



Ace of Space - 3,022,586,840

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Old 21 January 2022, 08:04   #24
el_pasi
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Little improvement to Pirates:

Mean Machines: 906,796,530
Pirates: 432,223,280
Ace Of Space: 816,991,620
Night Of Demons: 349,485,000
-------------------
New total: 2,505,496,430

Last edited by el_pasi; 30 July 2022 at 13:22.
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Old 21 January 2022, 18:43   #25
Trapshot
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Updated score for Mean Machines Table

- 4,369,773,110

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Old 22 January 2022, 14:44   #26
Trapshot
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Just posted some tips for Slam Tilt over at LemonAmiga, so thought I'd share them here also in case they help anyone!

1- Always try and read up in the manual (available on HOL) about each table. You need to ideally be familiar with the table ramps, targets and traps, because knowing this helps you to anticipate and switch where you are directing the ball without thinking too much, allowing you to then focus on keeping the ball in play. For example, if you don't know what's going on with the table when a video mode hits, or a ramp lights up, it sometimes causes more distraction and can cause you to lose focus whilst playing.

2- Don't flick between tables too much until you are comfortable with the tables you are playing; if you are learning the tables, try and put a few hours solid into a single table, and learn the nuances around how the ball bounces around, where it's likely to try and fall when it hits certain ramp sides or targets. If you switch too early whilst learning each table, it can get really confusing and because the timing and angles of each table is different, it's hard to learn multiple tables at once.
Once you are comfortable and getting a decent run on each table, then feel free to switch between them often.

3- On all of the Slam Tilt tables, there is a completion of modes (video and table modes e.g. multiballs) that ultimately end up with a large multiball mode to "finish" the table. This is what you are ideally trying to do, is to complete the table, because that's where the highest scoring modes are. Therefore pay attention to the modes you are activating and completing so that you are progressing towards the tables completion. Once completed the tables go back to their original state ready for you to complete again.

4- The biggest help you can get, and something you should always try for, is to build up the table multiplier bonus. This is the bonus that happens when you light up the 3 lights on the tables on Mean Machines (which then changes gear, upto x5), or NotD (6,6,6 upto x10) and on Ace of Space with the top right lights that upgrade your weapon to x10 firepower. On Pirates it's slightly different as you shoot the skull ramps on the left until the multiplier is lit, and then shoot the trap on the right to collect it (up to x12 I think). These multipliers are the biggest benefit to your score, because the longer you keep the ball in play scoring points and completing modes, the more bonus you are adding when you lose the ball. if that bonus is 30million, then having the multiplier at x10 is going to make that single ball bonus 300million. Additio0nally, once you get the multiplier to the max, usually there are other bonuses for getting the multiplier again (though no more multiplier bonus itself), such as an extra ball or something, so well worth building up the multiplier on every ball.

5- The second biggest help you can get is to have the extra ball. If you can get an extra ball on each ball you play, you are supporting your score potentially indefinitely. Might seem obvious, but you need to "go for" the extra ball as soon as you can, which again means learning the table to find the quickest way to enable an extra ball. Usually the quickest way is not the multiplier as above, but usually a mode or ramp combo amount. Keep going for an extra ball on each ball you play; you want to prolong the game as much as possible.

6- On NoTD, because of the pin at the bottom in between the flippers, you can nudge the ball upwards if you lose it down the side lanes, and make it hop onto the pin and sometimes save the ball. Not always successful but worth trying every time. The other tables don't have pins to use sadly.

7- If you get the "Side Lane extra ball" options lit up, only try and collect those when multiball is activated, because collecting them usually means losing a ball.

8- If the ball is falling down the table and looks to be going between the flippers or close to it, try and learn to "not react"; that is, don't flip at all. 9 times out of 10, the ball will catch the flipper and stay in play, whereas if you react and flip, you make the gap bigger and usually miss the ball anyway, thus losing the ball. Having self-control and not panicking is key to controlling the ball in pinball generally.

9- Don't just flip to keep the ball in play, it has to be aimed in most cases. You can do this by catching the ball on a flipper and lowering the flipper just as the ball hits it, which "stuns" the ball like a baseball glove catching a baseball. You can also "hop" the ball over from left flipper to right flipper either by lifting the flipper and letting it go when the ball is rolling towards it, thus creating a ramp, or you can try your luck at nudging the table. Also you can stop the ball on the lane as it rolls towards the flipper, and then control the speed that it rolls down the flipper to judge when to flip better, thus aiming the ball somewhere between 270 degrees and 45 degrees (for the right flipper) or 90 degrees and 315 degrees (for the left flipper).

10- For the modes that require fast flipping like the werewolf and drag race modes, a keyboard with "lower travel" keys really helps; if playing on an original Amiga keyboard, the keys are a touch spongy for those particular modes for my liking.

All the best!
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Old 23 January 2022, 02:59   #27
turrican3
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Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,913
Mean machines :421,955,290
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Old 23 January 2022, 22:33   #28
Oriens
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Spent quite lot of time on this game when I was a student. I wrote a tool to join scores.
Really nice pinball on 1200.
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Old 24 January 2022, 00:35   #29
turrican3
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mean machines : 1,038,727,140
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Old 24 January 2022, 12:59   #30
mihcael
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Ace of Space: 1,522,699,720

Total: 1,522,699,720
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Old 28 January 2022, 19:52   #31
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Small update to scores:

Pirates - 3,150,528,690



Night Of the Demon - 2,268,125,000

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Old 29 January 2022, 12:28   #32
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Ace of Space: 1,983,171,280
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Old 29 January 2022, 14:27   #33
mihcael
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Night of the Demon: 759,320,000
Ace of Space: 1,983,171,280
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Old 29 January 2022, 18:16   #34
JanciB
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Join Date: May 2013
Location: Bratislava / Slovakia
Age: 47
Posts: 241
Mean Machines: 200,164,180
The Pirate: 317,508,430
Ace of Space: 110,689,720
Night of the Demon: 100,190,000
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Last edited by JanciB; 29 January 2022 at 18:19. Reason: Fixed name of Ace of Space table.
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Old 29 January 2022, 22:36   #35
Anakirob
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Night of The Demon 225,720,000
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Old 29 January 2022, 23:15   #36
Biscuit
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Been real busy but found time to have a go at each table now.

Ace of Space: 602,816,670
Night of the Demon: 197,945,000



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Old 30 January 2022, 02:13   #37
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And that wraps up the first round of the year.

A big thank you to everyone for playing and kicking off the year in style, and with a lot of very impressive scores closely fought throughout the leaderboard.

Trapshot made a big splash debut and wins the round. john4p jumped in late and stormed to second place. With LinesMachine hot on his heels in 3rd.

1st - Trapshot
2nd - john4p
3rd - LinesMachine

Round 2 will be posted in a moment.
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