PAPAtv LIVE October 1, 2014

PAPAtv LIVE is a casual look into pinball, video games, and anything else we find silly, or interesting, or neither. All shows are unscripted because none of us can remember our lines, but they tend to follow a general formula:

1. Discussing current gaming news.
2. Playing pinball or video games while answering questions from the chat room.
3. Frosty beverages.

In this episode, we play the following games:
Hot Line – 0m 30s
Split Second – 12m 0s
World Poker Tour – 26m 30s


2 comments

  1. Joe Schober
    October 5, 2014 at 4:59 am

    Nice show, guys.

    Great to see World Poker Tour featured here, since I agree with Jon, it’s a hugely under-appreciated game. Here are a few random comments about it for anyone who cares 🙂 …

    – I didn’t catch if it was mentioned on the show, and it’s totally non-obvious, but the 3x shot on the inlane is primarily lit by completing drop target hands. (Cut the Cards/Mystery sometimes awards “light 3x scoring” too.) These do stack, so theoretically if you finished all 9 of the drop target hands without ever using a lit 3x, you’d have nine 3x shots available to you. (And then you could continue earning them again after Poker Hands Multiball.) A corollary of this is that it becomes harder to earn additional 3x lights as you complete the easier drop target hands, so use them wisely, you really want them available when you have a good setup. (I’ve had a single 3x shot worth at least 24M.) The inlane with the 3x light alternates with either flipper button.

    – Speaking of drop target hands: Ever wonder why completing drop target hands sometimes awards you something like “400,000 + 200,000”? The “+” value is 100,000 for each lower-value drop target hand that you have NOT already completed. So for example, if you managed to collect the Royal Flush as your first drop target hand of the game, it’d award you something like 1M + 800K. Again, totally non-obvious. Also probably not worth intentionally shooting for, but it’s good trivia. (I think this also has some impact on the “Sharpshooter Bonus” during end-of-ball bonus, but I’ve never figured out exactly how that value is determined.)

    – Jon said something like 7 orbit shots gives you All-In Multiball. AFAIK, it doesn’t work that way. The spinner increases the pot value (which is the baseline value you’ll get when completing a Hold ’em (ramps) hand, before hand multiplier) by X points per spin. When the pot value reaches the all-in value, you automatically complete the current Hold ’em hand (as if you’d shot ramps through the River, including awarding the full value for that hand) and start All-In Multiball, which is kind of a frenzy (switches increase jackpot value). But that means that if your game has a lame or inoperative spinner, you’ll more or less never get All-In Multiball. (Cut the Cards/Mystery does award it occasionally.) Conversely, if your game has a great spinner, All-In Multiball is easier to get. The All-In value increases by 250K after each AIM.

    – The value of a completed Hold ’em hands (advanced primarily via ramps) = pot value * hand multiplier. Hand multiplier is as low as 0.5x if you only have high card (not even a pair), pair = 1x, two pair = 2x, trips = 3x, straight = 4x, on up to a royal which is something like 10x. What this means is that if you’ve got a strong made Hold ’em hand, or a draw to a strong hand, it may be a good idea to pound the spinner before finishing the hand, or pound it enough to go all-in, because of that hand multiplier. However, if your hold ’em cards are crap, don’t waste time with the spinner, just shoot the ramps to be done with it and move on to the next hand. In tournament mode, the Hold ’em hands follow a sequence that is utterly impossible to remember… however, the trick is that whatever you have at the flop will be the final result of that hand, so you have the opportunity to decide if you want to pound the spinner or just get it over with. In non-tournament mode, the Hold ’em hands are actually random. (Sorta: I believe Keefer said the hole cards are biased to mostly be “interesting”, but the remaining 5 cards are random.)

    – Don’t underestimate chip tricks (combos). They can become quite lucrative over the course of a lengthy ball. As Jon said, a chip trick starts with an inlane directly to one of the shots on the opposing side of the playfield (white flashing arrows), which increases the chip trick base value by the value of the trick you just did (around 25K-50K, I think), and awards the current chip trick base value. But after that, the chip trick lights remain flashing for a few seconds, and if you hit another one while flashing, you get a 2x chip trick… do it again, and you get a 3x chip trick, and so on. The base chip trick value keeps increasing for each trick you make during a ball (also possible to hold chip trick value via hurry-up collects or mystery). On a good ball, it’s not unusual to get the base value to several hundred thousand, which in turn means that a few-shot combo could wind up being worth several million. Completing all 5 unique chip tricks starts Super Trick, which is a timed thing where all the chip trick lights remain flashing and their values are higher than usual (+100K?)… completing all 5 shots during Super Trick lights extra ball if available.

    – Jon mentioned the orbit gate… it’s located on the left rear of the playfield, near the Cut the Cards VUK, and IMHO should be removed from every WPT. Makes right orbit shots flow through, much more fun.

    Major props to Steve Ritchie and especially Keith Johnson for this great game. Once you learn it, all the features make sense and weave together beautifully. Ruleset is absolutely exquisite.

  2. Chris
    October 21, 2014 at 1:43 pm

    Joe, thanks for more insight into WPT rules. My only question is…. How long until CDS has ALL the monopoly money?

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