![]() ![]() Everywhere! So, this feature sees me cinematically visit a new state every week, through a film that was set there. There’s been a movie set literally everywhere. Fortunately, there’s a solution, and it’s my own personal remedy to all life’s problems: movies. I’ve been a few times, to the major tourist attractions – Disneyworld in Florida, Vegas in Nevada, Cheers in Boston – but there’s so many places I’ve never seen in person, and most likely never will. I’ve always wanted to travel across America. This just makes me even more eager to see some game play.Jay review road trip 3 Comments 204 views In hook MB each character adds a different effect, for instance if you're Leatherface you have more time to collect the door hurry up super.įor other modes if you start hook MB (in modes that allow MB stacking) it basically just adds balls to that mode (including mode based MBs) This is advantageous for some modes that require X switch hits. Speaking of that, character select usually gives one major advantage per mode based on character. On top of that! During hook MB hitting the captive ball opens the door for a super and starts a hurry up, collected by shooting through the door. If you can manage to get 2 balls in the freezer it also awards a super and dumps. When a ball is in freezer those 3 targets light magenta (the super color) and hitting them awards a super and releases the ball. If you lock 2 balls at once (grinder freeze or hook) you get a double lock bonus. ![]() If you shoot the grinder lane while it's lit it's a risk reward against the double scoring as that ramp gives a Super but instantly dumps the ball. Putting a ball on the grinder holds the ball for X seconds as the ball is slowing being "ground out" This gives you a bit of a breather and scoring is also doubled while grinder is active. On top of that, during Hook MB the grinder and freezer locks are lit. The bucket values are then zeroed out and you repeat, but the values go up each cycle. If you're down to 2 balls then you just need to relock 2 and it also does the cash out. The high scoring path is to then lock all 3 balls again which then awards the TOTAL bucket value of all 3 colors. If the value of a bucket is above zero, shooting the right orbit "locks" that color and current value. Shooting these gives a standard jackpot value (which can be advanced by hitting the captive ball in normal game play when the lock is lit) but that value is also added to the white yellow red "buckets" like blood buckets! This is the more advanced hook MB scoring. ![]() Tapping select then changes the index position (lock to be loaded) and the jackpot shot arrows on PF change to that color. ![]() When that mode is active the 3 locks become color coded white yellow red. Whichever player sinks the 3rd ball gets the Hook Lock MB. The hook locks are meant to be STEALABLE across players of course! Haha! Because it's fun!Īs for selecting, when you're filling the locks it-s always 123 left to right. Every player starts the game with the menu default. Has 12345 but like GREED some are spotted at start of game (default is 3, range is 0-4 setting) Each MB success makes the # spotted go down by 1 for that player, so 3 MB cycles means you have to hit captive 5 times per lock. What happens if you select a hole that already has a ball in it?Ĭaptive ball lights the hook lock. One thing I've been trying to figure out- Ben made mention of utilizing the 2nd button to select which "hook" slot you choose. ![]()
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