Earthshaker tips
From: joelll@gnu.ai.mit.edu (Joel Herda)
Newsgroups: rec.games.pinball
Subject: Earthshaker, notes on playing ***LONG***
Keywords: Earthshaker wizard long fnord rules-posting
Date: 23 Apr 91 00:11:15 GMT
Organization: The Internet
General ways to win:
The freeway ramp is Your Friend. Since "miles" accumulated on the
ramp are your only bonus at the end of the ball, it's a good idea to
rack up a bunch of miles here. If you earn a certain low number of
miles, the Cellar will light for extra ball (i've seen six or ten
miles needed). At 60 or so miles, extra ball will light again. The
Freeway ramp, in addition to adding miles (one mile, or the ramp can
be lit for two miles by the left inlane) scores points: initially
25,000 and adding 25k per hit, until it's worth 100k. If you manage
to get it up to 75 miles, one outlane will light for special. If you
manage to accumulate 99 miles, then the ramp is worth 200k per hit,
this is called "END OF THE ROAD". It is useful to train yourself to
"orbit" the ball, from left hand flipper, up this center ramp, back to
left flipper, back up the ramp etc etc... During 3-ball multiball, the
center ramp must be hit to light the right-hand ramp for Jackpot (see
below).
Another friendly place to send the silver ball is up the Fault ramp,
on the right-hand side (from the left-hand upper flipper is the only
shot). It isn't set up to be easy. Putting the ball in the kicker
hole at the end of this ramp does many useful things: it will add
three miles to your bonus total; every Fault shot scores 20k bonus at
the end of a ball; if you are in the process of getting all the
numbers ("Earthquake Zones"),then it will spot a number; if it's the
last number (or you got them all already), then the ball will be
locked. This shot is also how you score the Jackpot during multiball
after hitting the Freeway ramp, and where you pick up the million
points during Quick Multiball. Depending on the situation, the
kicked-out ball will exit either to the Freeway return ramp or down
into the cellar. To consistently hit the ramp, fire the ball into the
kicker pointed to by the number 5 arrow, and the kicker hole will feed
a nice slow ball to the upper-left flipper.
The 'Quake cellar is located in the upper left of the playfield, a
square drop-out hole just above and to the left of the entrance to the
Fault ramp. Depending on which "mode" you're in (ordinary play,
multiball, "Gimme Shelter" last-chance-to-continue-multiall), this
drop-out can help you along immensely. The return from the Cellar is
through a wire "habitrail" tube that feeds to the left inlane. During
"ordinary" mode (when you're trying to get all the numbers), the
Cellar will award a random value, one of the following (this is called
Match-up):
100,000 points (common)
2 miles (common)
5 miles (less common)
spot quake zone (less common) (spots random (or lowest) number)
spot building (rare) (spots all remaining numbers)
billboard 100k (common) (targets below billboard worth 100k)
flash jet bumpers (less common) (sets all three pop bumpers flashing)
light quick multiball (common) (lights kicker near #5 for lock)
extra ball (rare) (instantly award extra ball)
light outlane special (rare indeed)
The match-up will not award a feature that is already completed (i.e.
it won't award "spot building" when the building has already been
completed). It also isn't random, because, for instance, I hit it for
100,000 points five times in a row after it lit the outlane special
for me. Anyway, the Cellar will light for Lock to lock the first ball
for 3-ball multiball (as well as when going for the shelter to
continue an ended multiball), and it is also where one goes to collect
extra balls (when lit for one of these two, and during multiball,
match-up isn't awarded).
The three jet bumpers are on the upper left of the playfield. They
start out unlit, but the loop (entry above where the Fault ramp is)
will light them one-by-one, first steady-lit for 1000 points, then
flashing for 3000 points, and all three flashing at once scores 5000
per bumper hit. The bumpers don't figure much in normal play, and
neither does the loop, unless all three bumpers are flashing, in which
case the loop is worth 100,000 points per go-around.
The three billboard targets below the jet bumpers to the right, are
worth 50,000 initially, add 10,000 each time you get them all, and
also change the value of the jackpot (which is shown on the bottom of
the backglass). (the jackpot value also advances to the next-highest
value at the beginning of a ball).
The captured-ball rollup is located on the right-side, and is in
perfect position to cause you to lose the ball in play spectacularly
if you hit it. Its value is 50k initially, and is advanced
(temporarily) by the center ramp, and (until end-of-ball) by locking a
ball. If you can manage to crank it up to 250k and hit it, then the
#5 hole will be lit for Quick Multiball. This is also the location of
the #9 earthquake zone. This feature is generally not worth hitting,
even if it will spot a number during ordinary play (if you want to
spot a number, use the fault ramp -- safer, easier, gives you 20,000
more bonus at end of ball).
The bonus multiplier advances 2x, 3x, 4x, 5x, 6x and-light-extra-ball,
and finally 6x-and-light-an-outlane-special. The bonus multiplier is
advanced every time you complete a building (get all the flashing
numbers).
My various bit of random strategy:
Earthshaker gives away extra balls like candy. Start out getting your
first extra ball with miles, and then continue working toward 60 miles
during the game. Other opportunities will arise as the game goes on.
My very best first balls are actually 5 balls long, with three extra
balls off the playfield, and an extra one from Match-up if i'm VERY
lucky.
Obviously, it's a good idea to perfect the Freeway, Fault and
especially the Cellar shots. (favorite nifty-shot, shoot ball into
fault for first ball, thus accumulating miles and bonus, then it exits
to the cellar, now lit for extra ball (which it collects) for locking
purposes.
Though some numbers are easy to hit, if you can really get handy at
the fault shot, you won't have to spend much time trying to hit stuff
like the 9-target (captive ball) or the 6-rollover (on the loop).
When starting multiball, if you can get the shot, the first ball you
usually have to cope with will come from the cellar return, to the
left flipper. I've found that i can often shoot it up to the center
ramp to light the fault for jackpot (and there's a jackpot that awards
ANOTHER extra ball!). (and another one of the jackpots awards a
replay... oh, bliss!!!!)...
At the end of multiball, if you're handy with the cellar shot, it
should be easy in the 10-20 second you have to hit it, to "gimme
shelter" and restart multiball.
The quick multiball is pretty easy, you're given two shots for the
Fault for a million points, if you shoot gently into the pop bumpers
from the plunger and they send it onto the upper-left flipper.
Multiball is made easier by not panicking and trapping balls on the
flippers, then sending a ball into the #5 kicker hole from the
right-hand flipper. Before the hole releases, send a ball up the
Freeway ramp, then shoot for the Fault. (alternately, send the ball
from the left flipper into the Cellar). Also, if you can shoot the
ball hard enough from the plunger, then you'll go past the 100,000
point skill shot and down the Freeway return ramp (oops, this awards 1
mile at any time)), and this can then be shot up the freeway from the
left flipper before the other two balls are released.
During 3-ball multiball, if a ball is sent into the Cellar before any
are lost, then it will remain there until a ball is lost.
After you have collected jackpot, and still have multiball going, the
fault is worth 250k per hit.
I personally have found Earthshaker to be a very playable and fun
machine, a challenge to rack up the really big scores, but easy enough
to get a real good value for a quarter, because the replay score tends
to hover around 6,000,000. The replay score changes slightly with how
many games are won.
The normal-mode music is pretty annoying, but I LIKE the tune played
at the end of the game when a high-score is beaten, and one gets to
enter one's initials. The replay-awarded "thwacker" is nice and loud,
and usually gets looks from across Tommy's Lunch (a nifty greasy spoon
open until at least 2am, where customer abuse is a way of life for the
management).
I apologize for the length of this posting...
Joelll "Special When Lit" Herda
"J H" on machines in the Boston area
"The only thing that separates man and the Great Pinball is Gravity"
- Motto of 1001 Plays Arcade, RIP
Article 535 of rec.games.video:
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From: wb1j+@andrew.cmu.edu (William M. Bumgarner)
Newsgroups: rec.games.video
Subject: Earthshaker Was: Re: Diner: some observations
Date: 5 Aug 90 17:24:56 GMT
Organization: Carnegie Mellon, Pittsburgh, PA
Lines: 36
lopez@m.cs.uiuc.edu writes:
> The ramp shot in earthshaker is near impossible unless the game is in
> real good condition. There seems to be something wrong in the design
> which causes the top flipper coil to die much faster than it should.
> There is also the problem of aligning the cup (shot number 5). If it
> is not aligned properly, you do not get a shot at the ramp when the
> ball kicks out. (The ball bounces off the wall and out from the top
> flipper far enough that you can not get enough power to put the ball up
> the ramp)
The ramp shot is a bitch unless the upper flipper's coil is in
excellent condition (and/or the flipper is adjusted for a reasonable
amount of kick).
The other killer on earthshaker is when the machine isn't aligned
properly front to back-- too much tilt on the playfield kills the
shot. I'm considering taking a level with me and bitching at the
oerator if the machine isn't level...
Actually, it isn't the alignment of the cup that is the problem...
it's the flipper. If the rubber is worn (which it does very quickly)
near the metal piece ( on some games, the metal piece is just a
fraction too long and will actually slowly cut the rubber) or if the
flipper is not aligned properly (is set in the wrong position, either
starting angle wise or front-to-back) then the ball will bobble as it
comes off the metal and onto the flipper... about your only hope is to
flip right as it comes to the flipper and try to bobble it back up the
lane slightly and hope for the best when it comes down again...
Diner: annoying anti feature on Diner... at the cross point of the
ramps, the ball will frequently bobble and fall to the lower ramp...
destroying the oppurtunity to "stir the cup".
b.bumgarner | Disclaimer: All opinions expressed are my own.
wb1j+@andrew.cmu.edu | I officially don't represent anyone unless I
NeXT Campus Consultant | explicity say I am doing so. So there. <Thpppt!>
"I ride tandem with the random/Things don't run the way I planned them.."
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