OMG - I just figured out how the Daredevil mode works on TSPP. This game is unreal.
So, I never fully understood what all those daredevil lights by the captive ball and bart meant on the playfield before tonight and now that I know how it works it has transformed this game into something completely new. I can't say enough about this game. The more stuff I discover the more amazed I am! The ruleset is just so deep and insane.
Do you really focus on those daredevil goals? I have played about 20 times tonight trying to get them all lit solid. It really gives you something to shoot for when there are no TV modes going. This game is just nuts!
From the rulesheet:
So, I never fully understood what all those daredevil lights by the captive ball and bart meant on the playfield before tonight and now that I know how it works it has transformed this game into something completely new. I can't say enough about this game. The more stuff I discover the more amazed I am! The ruleset is just so deep and insane.
Do you really focus on those daredevil goals? I have played about 20 times tonight trying to get them all lit solid. It really gives you something to shoot for when there are no TV modes going. This game is just nuts!
From the rulesheet:
--- Daredevil Modes ---
A Daredevil Mode is lit by completing the Bully standup bank, and is started
by hitting the Captive Ball. It is possible to light as many as all four
Daredevil Modes before starting one, and the Captive Ball starts only one at
a time.
The lights in front of the Captive Ball indicate the status of each
Daredevil Mode:
- flashing: lit
- pulsing: currently active
- solid: completed
Each Daredevil Mode accumulates points for a particular type of shot. These
points are added to end-of-ball bonus. 100,000 points are scored for
starting a Daredevil Mode. When 750,000 points (or more) have been scored,
a bonus of 250,000 points is added to complete the mode. All in all, this
is a similar system to World Cup Soccer's Ultra Modes, including the fact
that they do not score until the end of the ball.
Each Daredevil Mode scores on certain shots:
- Daredevil Ramps scores on any ramp, including the Garage mini-ramp and
the
Couch ramp on the upper playfield.
- Daredevil Loops scores on either Orbit, either Loop, and the TV Loop on
the
upper playfield.
- Daredevil Bumpers scores on any bumper or slingshot hit. Not since Mario
Andretti have slingshots been worth so many points!
- Daredevil Targets scores on, well, targets.
Hitting the Captive Ball during a Daredevil Mode increases the value of each
shot, allowing the Daredevil Mode to be completed more quickly.
Hitting the strobing Bully standup from a plunger shot (via the Kwik-E-Mart)
is a Skill Shot, scoring an increasing number of points and immediately
lighting a Daredevil Mode at the Captive Ball.
When all four Daredevil Modes have been completed by earning at least 1
million points on each, all four lights in front of the Captive Ball will
pulse. Then, hit the Captive Ball one more time to start... see "Spoilers"
section for more.
