Lets Try Pinball Kickback Series! EP9! Terminator 3 Rise Of The Machines Pinball

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Published on ● Video Link: https://www.youtube.com/watch?v=W8XBYu9cSxs



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More than 10 years after 'Terminator 2', John Connor now exists only as a drifter - living 'off the grid', so no more Terminators from the future can hunt him down. Unfortunately, SkyNet does send another one back - and this one is called the T-X, even more powerful & advanced than the dreaded T-1000. However, another CSM-101 Terminator is also sent back to protect John against the T-X. Now, Skynet is patiently assuming control of civilian computer systems, under the guise of a computer virus. John has also met his future wife, Kate Brewster, whose father - a U.S. Air Force General - is in charge of the military computer systems & is leery of up linking SkyNet. However, when the SkyNet virus infects the U.S military computers & leaves the country open to attack, the machines begin their horrific takeover. Soon a nuclear war will result - and the war against the machines will begin. Can the outdated CSM-101 Terminator eliminate the highly advanced T-X - or will a darker future await man following the nuclear attack?

Skill shot: by timing your ball launch you get to choose between your awards. Odd ball launches give choices of: Mystery (see mystery awards), Bonus Multiplier (4x-6x) and TX Challenge. Even ball launches add options of a ball lock and play RPG, to the awards you didn.t choose on the previous ball.

Ball saver: On factory settings at the start of the game this is very short although it does kick in occasionally as part of various modes later in the game. It is worth noting that selecting the Multiplier option at the start of the game is the only selection that gives you a reasonable ball saver on factory settings.

TX Challenge: A shot around the back of the playfield can begin TX challenge. A ball is then shot out of the TX.s arm and the game counts down from 5 with scores reducing by 500,000 each second. That means you can get a possible 2.5M max for any shot made + a bonus challenge if you hit the TX.

Rollovers: The rollovers are unusual in that all 7, the in lanes, out lanes and top rollovers are connected and circulate via the flipper buttons. They are an important part of the game because they are used to light the Command Centre awards. Note: more are needed to light them 2nd time around.

Command Centre Awards: In order these are a Weapon, +1 Security Level, Hurry Up, Video Mode, Extra Ball and Assault.

Video Mode: This is similar to the classic video mode on T2. You move crosshairs using the flipper buttons and fire at robots, fliers and weapons using the gun grip. Scores for completion depend on the enemies shot. Scores of 6m+ are possible.

Hurry ups: These can occur at either orbit lane during the game and are worth 5m

Mystery: is lit at the right orbit (not sure how). Awards include Red Bullet Holes, Command Centre, Big Points, Video Mode, MB, EB, Lock a ball, Bonus Multiplier, RPG, and Escape. There are some very good awards that are worth collecting though and you also advance Escape wards during the process.

Assault: All balls are launched into play with a long ball save. Most balls are delivered to the right flipper and your objective to hit the TX lane 3 times. You then need to hit a ball up either side of the playfield as indicated. That 4th ball is then kept locked for a few seconds, along with any other locked balls and the game offers you a RPG shot, the RPG moves up and down and you shoot at a lit target. During this process any balls still on the playfield remain in play. All of this is then repeated without additional ball saves until only 1 ball is left in play (also see Weapons).

Weapons: are available at the middle ramp and though awards such as command centre and mystery. Collecting 5 increases the Assault value.

Payback Time: In T2 tradition this lights the ramps and loops for 1m for a set time of 30 seconds.

Red: Red is earned by registering a hit on the captive ball 3 times. This is very distinctive as the playfield lamps shine red. All shots are worth 1m??. Once RED has begun you can.t start other modes or advance towards Payback Time but it is possible to start red on top of other modes.

Escape Awards: Start at 100,000 and increase up to 1m. If the ball drains any progress on the Escape awards ladder is lost and you must start all over again. Also see Final Battle.

Multiball: is started by locking 3 balls in the TX lane. The first time round this consists of two shots per ball, one to knock down the drop target blocking the lane and the other to lock the ball. After the first time the drop target resets if the ball isn.t locked within a few seconds.

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