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- Path: sparky!uunet!stanford.edu!unix!clipper!jimmy
- From: jimmy@clipper.ingr.com (Jimmy Blair)
- Newsgroups: rec.games.pinball
- Subject: Dr. Who -- second opinion
- Message-ID: <1992Dec28.215049.17320@clipper.ingr.com>
- Date: 28 Dec 92 21:50:49 GMT
- Organization: Intergraph Advanced Processor Division - Palo Alto, CA
- Lines: 36
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- In an earlier posting I slammed Dr. Who quite a
- bit, but after winning a few games my attitude
- has improved :-).
- I found that selecting the
- "More Doctors" character ( #5, I think ) makes the
- game more fun since you don't have to waste so much
- time looping around the top of the playfield and
- waiting for the ball to pop up out of the police station.
- Although the big points in the game seem to come most easily from
- the Jackpot during multiball, going for doctors makes the
- game interesting. Is there a hierarchy of Doctors?
- In other words, which are the most helpful in accumulating
- a high score? The default doctor, number 4, seems
- the least useful to me, but maybe that's because I never
- consciously shoot the R-E-P-A-I-R targets.
- Another thing that can make Dr. Who more fun is to actively
- use the third flipper rather than see it has an annoyance.
- The nice thing about DW's third flipper is that you can
- pass the ball to it by hitting into the Hang-On area from
- the lower right flipper. Then you can go for the "O" loop,
- which can get pretty rewarding. The loop shot isn't too
- hard, but I have trouble hitting the 'Activate Transmat'
- target with the third flipper. My crude strategy for transmatting
- is to charge the transmat just before I get to Factor 0
- to begin multiball. During the chaos of multiball, it's
- impossible not to hit 'Activate Transmat'.
- I still can't stand the video mode. The only good thing
- I can say about it is that at least you aren't forced to
- play it very often -- unlike Black Rose, which must be the
- Turkey of the Year...
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