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news & gossip tips & tricks

“Make It So”

by Geoffro

After eight (and a half) successful issues of  Skill Shot, we thought it was about time to print an article concerning our namesake. And since the cover of our latest issue features the lovely Lt. Worf from the backglass of Star Trek: The Next Generation, we figured, why not talk about the skill shot from this classic game? Most machines’ skill shots are fairly straightforward affairs, and often simply hitting a lit target will do the trick. Star Trek’s opening shot, however, is a bit more complex.

After you’ve popped in your quarters and have been welcomed aboard the Starship Enterprise by Captain Picard, you’re faced with five different skill shot options cycling across the display. Just pull the plunger (in this case the trigger) when the option you want is on the screen (pressing the flipper buttons will cycle through them faster). Make sure not to dawdle or they’ll flash by too quickly to make an accurate selection.

Start Mission immediately activates one the game’s seven modes:  Battle Simulation, Time Rift, Q’s Challenge, Worm Hole, Asteroid Threat, Rescue, or Search the Galaxy.  These are all fun to play and of course have the potential to yield a significant amount of points.

Flipper Skill Shot gives you a limited amount of time to shoot for the Beta Quadrant (the right ramp).  A successful shot will award a random bonus – sometimes even an extra ball or special!

Launch Probe allows you to immediately utilize Star Trek’s most intriguing feature, the two plastic guns sitting on top of the slingshots. Launch Probe lights a flashing shot and sends the ball to one of the guns, which will then begin to rotate back and forth allowing you to pull the trigger and shoot the ball out onto the playfield. Hit the lit shot in time and collect a random award!

Light Lock is as straightforward as it sounds – although Light Lock lights AND locks the ball, advancing you towards multiball. This option can only be selected twice per game – the third time around Light Holodeck will appear instead, which is by no means a bad thing. Shooting the Holodeck (the Right Orbit) will allow you to access the game’s video mode Shuttle Simulation.

Warp Factor 4:  This requires a brief explanation of Warp Factors. Warp Factors are increased by hitting the Spinner (the Left Orbit) and the Delta Quadrant (the Left Ramp). Each advance in Warp Factor (from 1 to 9) yields a unique bonus of some sort (WF 8 is an Extra Ball and WF 9 starts Factor 9 Mode). So… selecting Warp Factor 4 as your skill shot gets you almost halfway there! Not bad…

As you can see, Star Trek’s skill shot possibilities are nearly as endless as the universe itself! Choose your skill shot and “Make it So.”

Categories
tips & tricks

Basic Pinball Arsenal

by Uglúk

So, you love pinball but can’t seem to get awesome scores on your favorite game? I can tell what you’re doing wrong, flailer. First of all, stop pounding on the flippers all the damn time! UNLESS you’re attempting a…

  • SLAP SAVE  – This desperation technique is reserved for when the ball appears to be careening straight down the middle (SDTFM). Slap the nearest flipper first and then the other flipper immediately next. Hopefully that slap will help graze the ball enough for the second flipper to shoot the ball safely away from the center drain. A little side nudge could help. Don’t flip the flippers at the same time and don’t tilt.
  • BOUNCE PASS/DEAD FLIPPER  – Pretty self explanatory here. Rather than flipping away at every ball, lay off the button and let the incoming ball bounce off one flipper across to the other flipper. This move requires a lot of experimentation until you figure out the angles that work but the middle of the flipper is usually safe for bounce passes. A little nudge can help here as well. Once it bounces over to the other flipper you should have a nice controlled shot or for ultimate control, you can trap the ball (umm… that’s holding the ball with the flipper up).

PAY ATTENTION!

-Watch other pinball players, especially the good ones. You might learn something.

-Keep your freakin’ hands on the machine.

-Keep your fingers light, don’t hold in the buttons so long.

Categories
reviews tips & tricks

Welcome to Champion Pub

by Geoffro

Welcome to Champion Pub, Kid. I hear ya fancy yerself a bit of a boxer – well, we’ll just see about that. We got plenty of fellas here waitin to knock yer teeth out. But if ya think ya got what it takes, Kid, I ain’t gonna stop ya. Let me show ya around a bit first, this place can get a little rough.

First off, yer gonna need to test yer skill shot. Hold down that launch button and see what ya get. I’d recommend the door prize, those can be pretty useful.

You wanna be the Pub Champ, I can see it in yer eyes, Kid. Well, to do that yer gonna have to go thru five of the toughest brutes around. I can’t say who’ll be here on a given night – might be Sir Winston Pounds, the English Gent. Maybe you’ll run up against old Knuckles O’Brien. Or maybe you’ll run into SteveO – I guarantee he’ll like ya real well, Kid.

Course ya can’t hop in the ring just like that. Ya wanna fight, ya gotta do a little trainin first. There’s the heavy bag, that’s in the middle there. And ya got yer jump rope up on the left and yer speed bag up on the right. Ya work on those a bit and hit Start Fight when it lights up.

That bag will spin around and you’ll be face to face with yer first opponent. Use the green hook ramps to land a few right on his kisser. Make sure ya don’t miss too much tho, cause he’ll be fightin back. That’s the general idea, Kid, but as long as I’ve got ya here, let me show ya a couple more things.

Ya got yer video modes. First there’s the poker night – that’s generally a door prize. If yer any good at cards ya might land yerself a multiball or even an extra ball, among other things. And then there’s the spittin gallery. Move that spittoon around and catch the spits. I’d recommend mostly holdin down the flippers, Kid, rather than just tappin em. And keep yer eye out for that extra ball.

Now don’t forget about yer multiballs. They can generally be stacked if yer into that. There’s the MultiBrawl, that’s pretty standard. Lock 3 balls and this pub goes ballistic! And then there’s the Fisticuffs multiball – that’s a 2 baller – just keep poundin the heavy bag fer that one. You’ve got Raid Multiball, that starts after ya win yer 3rd fight. Lastly there’s Champion Multiball – ya get that once you’ve become the Champ.

Well Kid, I’m running out of time. Ya gotta train and fight to be the Pub Champ. Ya gotta complete yer multiballs. But ya gotta remember to collect yer jackpots. Also, try out yer jab combos and see if ya can get a win by K.O. Ya do all these things and ya got yerself the Ultimate Challenge… I won’t even get into Cash Fights.

Alright Kid, I gotta run – this pub doesn’t run itself, ya know.

And hey… Kid… good luck.