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SHOLLY'S TIP SHEETS, CHAPTER I: Magic Spinball 7/30/07 5:25 PM
I've decided to take Trish's advice and start my series of Tip Sheets with my strongest game(s). As of this writing, my best game (according to rank, not money won) is Magic Spinball, so let's start there.
Magic Spinball breathes a bit of new life into the all-time classic Breakout, and its descendants such as Arkanoid. Score as big as you can by knocking out blocks and catching coins, then get out quickly for big bonus!
Let's review the basic elements before we talk turkey here:
You control an angled paddle with which you hit the ball(s). You are given a free ball to start the game, and you have three in reserve, which you can release at any time (and as you'll see later, I recommend you do so, at the right time).
The game runs for three levels, or until you run out of balls or time on any level. You must successfully complete (or exit through the warp) all three levels to receive an achievement point (toward the Award).
There are several different kinds of blocks. I recommend you make yourself aware of them:
Standard Block - No frills, just hit it and it goes away.
Covered Block - This block has a black covering over it. You must hit it three times to destroy it (unless you destroy an Exploding Block next to it, or hit it with a Missile).
Exploding Block - When hit, this block will destroy all blocks touching it in all eight directions. Useful for taking out Metal Blocks, or a big chunk of the screen when a large number of them are grouped together. Covered in some stages.
Metal Block - Can only be destroyed by a Missile or Exploding Block. You don't have to destroy these to get credit for clearing the screen or reaching the percentage necessary to open the warp, but if you can, you might as well. They're worth points too, and sometimes contain coins.
Angle Block - There's a special place reserved in Hell for whomever dreamed up the Angle Block. The ball will bounce normally if it hits one of the flat sides of this triangle-shaped block, but if you hit the angled side, look out! It will bounce at a weird angle, so be on your toes.
Ramp Block - This block is marked with an arrow, and can be used to get "behind" a wall. It can be destroyed by Laser shot, Missile, or a ball hitting it from above; but if a ball comes into contact with it from below (that is, the vertical component of the ball's movement is upward), the ball will pass right through the Ramp Block, and will continue to move through blocks until it reaches empty space.
You also have power-ups to help you clear blocks away. There are four of them, and unlike similar games, none of them will harm you:
Multiball - Splits your ball into three separate balls, with the two new ones coming off to each side of the original ball at a slightly different angle. If you have more than one ball in play when you catch a Multiball, a ball will be randomly chosen to split. This is my favorite power-up, as it can get you through a screen VERY quickly.
Laser - Attaches a laser gun to your paddle, with a capacity of ten shots. Click the mouse to fire. Laser shots will destroy any block except Metal, though will only deliver one hit per shot to a Covered block. Laser shots will not pick up Coins.
Missile - Attaches a rocket to your paddle, which is fired with the mouse button. You only get one per power-up; when fired, it flies straight up, destroying EVERY block in its path. Useful for ripping a path through a big level, or getting rid of annoying Metal blocks. However, they will not pick up Coins either.
Magnet - The least useful of the power-ups on most boards, the Magnet will make a ball stick to the paddle the next three times contact is made. You can move the paddle, then release the ball by clicking the mouse button. Only one ball can stick to the paddle at a time; if you're holding a ball and another ball hits, the old ball will be released and the new one will stick.
Catching a new power-up while you already have one will result in the loss of the old power-up, except that balls launched by a Multiball remain in play until you lose them (or exit the level).
Then there are the Coins. Some of the blocks, regardless of variety, have a Midas Coin in them, which is released when the block is destroyed. You have about five seconds to catch the coin by hitting it with a ball (which will not affect the ball's trajectory) before it disappears. These are the key to scoring big in Magic Spinball, because they multiply your Time Bonus at the end of the level.
Speaking of bonuses and such, let's talk about the scoring a bit:
Each block you destroy is worth 50 points, regardless of type or how you destroy it.
Each time a ball hits your paddle, it's worth 5 points.
At the end of a (successfully completed or exited) level, you receive bonus points: Time Bonus, which is 1000xthe percentage of time you have left, and Coin Bonus, which is (# of coins+1)xTime Bonus, if you caught any Coins. No Coins, no Coin Bonus.
Obviously, the way to score big is by catching many Coins and finishing quickly, so let's talk about how to do that:
You begin each level with a ball stuck to your paddle, which you release by clicking the mouse button. When released, the ball will leave the paddle at an angle of approximately 30 degrees right of vertical. Keep this in mind when you release the ball, because you can move the paddle wherever you like before you release. Put the ball where it will do you the most good!
When you hit the ball, the angle at which it comes off the paddle depends on where on the paddle it was hit. If it hits near the center, the angle will be close to vertical; if near the edge, the angle will be close to horizontal (Note: Both of these angles are good for catching Coins), and results are less predictable if you hit elsewhere. Be careful with the horizontal shot though--if you hit too close to the edge, the ball will actually come off at a downward angle, and you'll probably lose it!
I mentioned releasing your extra balls earlier. Having multiple balls in play will get you through a level MUCH quicker than just one ball. You have three balls in reserve, which is one extra ball for each level. I recommend that you launch one extra ball in each level as soon as it is SAFE to do so, or if it will allow you to catch a Coin you'd otherwise miss. When I say "safe", I mean that it's not a good idea to release a ball right away if there are a lot of blocks close to your paddle, because you might not be able to react in time and end up losing your old ball, which defeats the purpose of releasing a new one. Released balls come out stuck to the paddle in exactly the same way as the first ball does.
Another exception to the "one extra ball release per level" rule is if you grab a Multiball power-up right away. With three balls in play, there's no dire need to release a fourth--you may need it more on a later level.
When you have multiple balls in play - which you should most of the time, for maximum score - I recommend trying to hit all or most of them at an angle close to horizontal. This way, they take longer to come back down, and usually hit more blocks before they do. Also, you tend to catch more Coins with high-angle shots like this.
The Magnet doesn't have much use, but it does help when you have a lot of balls on the screen at once. The ability to hold one ball until you hit another one can give you just enough of a breather to avoid losing several balls at once. However, I still wouldn't go out of my way to grab a Magnet.
If a screen contains a Ramp block(s), it's usually a very good idea to take advantage of their special power. If you can reach the ramp at the beginning of the level, send the ball up it, then release another ball right away!
When you've cleared most of the screen - I'm not sure of the exact amount, but I'd guesstimate around 90% - the warp will open. If you've collected at least two or three coins, you should hit a ball into the warp as soon as possible for maximum bonus. However, if you only have one Coin or none at all, or you have several Coins on the screen waiting to be picked up, don't be so hasty. Try to get any Coins on the screen before warping, and if you don't have more than one Coin, don't bother with the warp. Just knock all the blocks out, because without a good multiplier, the bonus won't be worth it.
If you're having trouble entering the warp, try this: When a ball comes down just wide of the warp, hit it with the edge of your paddle closest to the warp. Get as close to the edge as you dare, in order to push it sideways into the warp. This won't work if the ball is too close to the side of the screen; in this case, hit it back up at an angle, and try again with another ball.
I forgot to mention it earlier, but even if you have several balls in play when you exit a level, you only get to take one to the next level. Keep this in mind when deciding whether or not to launch another of your reserve balls. However, if you have less than 15 seconds left and are having trouble finishing, it's better to launch your last ball than to run out of time.
That's all that comes to mind right now. I'm sure I'll think of more to say shortly after posting this--I'll pull it down and update it if I do. Hope this helps. Please comment with any questions or feedback. Take care and good luck!
Magic Spinball breathes a bit of new life into the all-time classic Breakout, and its descendants such as Arkanoid. Score as big as you can by knocking out blocks and catching coins, then get out quickly for big bonus!
Let's review the basic elements before we talk turkey here:
You control an angled paddle with which you hit the ball(s). You are given a free ball to start the game, and you have three in reserve, which you can release at any time (and as you'll see later, I recommend you do so, at the right time).
The game runs for three levels, or until you run out of balls or time on any level. You must successfully complete (or exit through the warp) all three levels to receive an achievement point (toward the Award).
There are several different kinds of blocks. I recommend you make yourself aware of them:
Standard Block - No frills, just hit it and it goes away.
Covered Block - This block has a black covering over it. You must hit it three times to destroy it (unless you destroy an Exploding Block next to it, or hit it with a Missile).
Exploding Block - When hit, this block will destroy all blocks touching it in all eight directions. Useful for taking out Metal Blocks, or a big chunk of the screen when a large number of them are grouped together. Covered in some stages.
Metal Block - Can only be destroyed by a Missile or Exploding Block. You don't have to destroy these to get credit for clearing the screen or reaching the percentage necessary to open the warp, but if you can, you might as well. They're worth points too, and sometimes contain coins.
Angle Block - There's a special place reserved in Hell for whomever dreamed up the Angle Block. The ball will bounce normally if it hits one of the flat sides of this triangle-shaped block, but if you hit the angled side, look out! It will bounce at a weird angle, so be on your toes.
Ramp Block - This block is marked with an arrow, and can be used to get "behind" a wall. It can be destroyed by Laser shot, Missile, or a ball hitting it from above; but if a ball comes into contact with it from below (that is, the vertical component of the ball's movement is upward), the ball will pass right through the Ramp Block, and will continue to move through blocks until it reaches empty space.
You also have power-ups to help you clear blocks away. There are four of them, and unlike similar games, none of them will harm you:
Multiball - Splits your ball into three separate balls, with the two new ones coming off to each side of the original ball at a slightly different angle. If you have more than one ball in play when you catch a Multiball, a ball will be randomly chosen to split. This is my favorite power-up, as it can get you through a screen VERY quickly.
Laser - Attaches a laser gun to your paddle, with a capacity of ten shots. Click the mouse to fire. Laser shots will destroy any block except Metal, though will only deliver one hit per shot to a Covered block. Laser shots will not pick up Coins.
Missile - Attaches a rocket to your paddle, which is fired with the mouse button. You only get one per power-up; when fired, it flies straight up, destroying EVERY block in its path. Useful for ripping a path through a big level, or getting rid of annoying Metal blocks. However, they will not pick up Coins either.
Magnet - The least useful of the power-ups on most boards, the Magnet will make a ball stick to the paddle the next three times contact is made. You can move the paddle, then release the ball by clicking the mouse button. Only one ball can stick to the paddle at a time; if you're holding a ball and another ball hits, the old ball will be released and the new one will stick.
Catching a new power-up while you already have one will result in the loss of the old power-up, except that balls launched by a Multiball remain in play until you lose them (or exit the level).
Then there are the Coins. Some of the blocks, regardless of variety, have a Midas Coin in them, which is released when the block is destroyed. You have about five seconds to catch the coin by hitting it with a ball (which will not affect the ball's trajectory) before it disappears. These are the key to scoring big in Magic Spinball, because they multiply your Time Bonus at the end of the level.
Speaking of bonuses and such, let's talk about the scoring a bit:
Each block you destroy is worth 50 points, regardless of type or how you destroy it.
Each time a ball hits your paddle, it's worth 5 points.
At the end of a (successfully completed or exited) level, you receive bonus points: Time Bonus, which is 1000xthe percentage of time you have left, and Coin Bonus, which is (# of coins+1)xTime Bonus, if you caught any Coins. No Coins, no Coin Bonus.
Obviously, the way to score big is by catching many Coins and finishing quickly, so let's talk about how to do that:
You begin each level with a ball stuck to your paddle, which you release by clicking the mouse button. When released, the ball will leave the paddle at an angle of approximately 30 degrees right of vertical. Keep this in mind when you release the ball, because you can move the paddle wherever you like before you release. Put the ball where it will do you the most good!
When you hit the ball, the angle at which it comes off the paddle depends on where on the paddle it was hit. If it hits near the center, the angle will be close to vertical; if near the edge, the angle will be close to horizontal (Note: Both of these angles are good for catching Coins), and results are less predictable if you hit elsewhere. Be careful with the horizontal shot though--if you hit too close to the edge, the ball will actually come off at a downward angle, and you'll probably lose it!
I mentioned releasing your extra balls earlier. Having multiple balls in play will get you through a level MUCH quicker than just one ball. You have three balls in reserve, which is one extra ball for each level. I recommend that you launch one extra ball in each level as soon as it is SAFE to do so, or if it will allow you to catch a Coin you'd otherwise miss. When I say "safe", I mean that it's not a good idea to release a ball right away if there are a lot of blocks close to your paddle, because you might not be able to react in time and end up losing your old ball, which defeats the purpose of releasing a new one. Released balls come out stuck to the paddle in exactly the same way as the first ball does.
Another exception to the "one extra ball release per level" rule is if you grab a Multiball power-up right away. With three balls in play, there's no dire need to release a fourth--you may need it more on a later level.
When you have multiple balls in play - which you should most of the time, for maximum score - I recommend trying to hit all or most of them at an angle close to horizontal. This way, they take longer to come back down, and usually hit more blocks before they do. Also, you tend to catch more Coins with high-angle shots like this.
The Magnet doesn't have much use, but it does help when you have a lot of balls on the screen at once. The ability to hold one ball until you hit another one can give you just enough of a breather to avoid losing several balls at once. However, I still wouldn't go out of my way to grab a Magnet.
If a screen contains a Ramp block(s), it's usually a very good idea to take advantage of their special power. If you can reach the ramp at the beginning of the level, send the ball up it, then release another ball right away!
When you've cleared most of the screen - I'm not sure of the exact amount, but I'd guesstimate around 90% - the warp will open. If you've collected at least two or three coins, you should hit a ball into the warp as soon as possible for maximum bonus. However, if you only have one Coin or none at all, or you have several Coins on the screen waiting to be picked up, don't be so hasty. Try to get any Coins on the screen before warping, and if you don't have more than one Coin, don't bother with the warp. Just knock all the blocks out, because without a good multiplier, the bonus won't be worth it.
If you're having trouble entering the warp, try this: When a ball comes down just wide of the warp, hit it with the edge of your paddle closest to the warp. Get as close to the edge as you dare, in order to push it sideways into the warp. This won't work if the ball is too close to the side of the screen; in this case, hit it back up at an angle, and try again with another ball.
I forgot to mention it earlier, but even if you have several balls in play when you exit a level, you only get to take one to the next level. Keep this in mind when deciding whether or not to launch another of your reserve balls. However, if you have less than 15 seconds left and are having trouble finishing, it's better to launch your last ball than to run out of time.
That's all that comes to mind right now. I'm sure I'll think of more to say shortly after posting this--I'll pull it down and update it if I do. Hope this helps. Please comment with any questions or feedback. Take care and good luck!
I had to read a lot from your blog, lol...this is what I wanted to read. Thank you.
when warping out, its worth playing it safe, nothing worse than losing a ball here. if time permits, the safest way to warp is to hit it as close to horizontal as possible and just keep your paddle out of the way, 95% of the time it will get sucked in, exceptions are when low blocks interfere.
power-ups are plentiful in the first two rounds and you've probably got a triple ball by now. this is also an excellent way to achieve your diploma tasks. warp should almost always be used, but collecting coins is hard w/ one ball, and time also. every time a ball hits it speeds up, even more w/ two
cont. if you don't clear level 3, you'll be better off. in rd 1 and rd 2 release both balls almost immediately and usually on the far right. this does double damage because your chances of getting coins increases and your level clear time is reduced. if you lose a ball don't panic, power-ups are...
The games are won in the first two levels. if you save all 3 reserve balls for the more difficult level 3 you're hurting yourself. alot of level 3 boards won't yield tons of bonus pts because there's usually not alot of time remaining on the clock when you warp out. so even if you don't clear it...
totally agree on the "there's a special place reserved in Hell for whomever dreamed up the Angle Block" comment ;) thank you for sharing your knowledge :) will use it...
You're quite welcome. Be sure to stop back often, as there will be more knowledge about more games forthcoming. Take care and good luck! :)