Let me get my telestrator ready. Let me make sure everything is good. All right, there we go. So important parts of vector. Well, the very first thing that you're going to notice pretty much is these drop targets right up here, and that's the defender drop targets, or that's what they're called. And the reason why that this is so important is because you have to knock these down in order to access the ramp right behind it. Now, the reason why that this ramp is so darn important, and I think they call it the vector scan ramp. The reason why it's so important is because that leads to locking up balls for multi-ball. Now, if you're in a multiplayer match, I believe that these balls can be lock stolen, but we're just talking single player match right now in a herb format. So what you have to do is you want to knock down these drop targets in order to open up that ramp. But there's a caveat to it. You want to knock down the drop targets in sequential order from left to right. If you do not do this, what you'll end up doing is once those drop targets are knocked down, these drop targets right here will actually pop back up, which can become really dangerous with them being so close to you right there. Now, the easy way to approach this, if you find yourself in that situation, is to look at backhanding those targets because it's backhanded. It really not all too dangerous But if you forehand it that when things can get a little bit crazy But your main focus or at least my main focus early on is just trying to drop down these drop targets right there because I want to light that vector scan ramp that left ramp and I want to hit the ball all the way around the locks that show up just right over here. So that's the idea. You go all the way around the ramp to the locks right there. Now, other things of note when we're discussing this is one, you can tap pass on this game or you can even shats on this game. I find that for me, I just, it depends what type of, or how the flippers feel at the time. I feel comfortable tapping, but I think the shats is there all day long also. And the other things to consider as well, you can plunge, soft plunge, to where you're not necessarily validating the play field, I believe. So I typically would not plunge hard all the way around. You'll see that the way that the plunge is right here, typically that would actually lead all the way up here. Now, for some people, they like doing that because I think that there is a skill shot up there. And plus, if it gets hung up too, you have your bonus multiplier targets with the XYZ targets that you can find right up here. Now, I typically don't really pay attention to that too much just because my goal is to get into multiball then just start peppering the ramp nonstop. And I found that by doing something similar to that, I can still get a million to close to 2 million points simply by focusing on that. And then the X, Y, Z targets are kind of an afterthought. I might accidentally do it if I happen to get a ball in that area with that mini flipper there. And you can't necessarily see it from this angle, but there is a flipper right there. And I say mini flipper. I can't remember if it's a big flipper or a little flipper. I'm pretty sure it is a little flipper. And then, of course, you've got another flipper right here in which I literally don't use this at all. I just choose to use it just to guide the ball if I have to. but under no circumstances I try to avoid hitting the ball at full speed to the hype targets that are found right here. And there's reasons for that. And the big reason is I don't want that ball to drain. I don't want it to be out of control. I want to try to stay as in control as possible with this pin. Now, another thing to notice here is that on the out lanes, you do have little saucers right here that will feed back into your in lanes. So whenever you do get a drain right in this area, be sure and give it a hard nudge because more than likely you're going to be able to utilize the rubbers right there to get into that saucer. And you'll notice right here, there are rubbers right there. So be sure and knock it into the saucer. And then what will happen then? The ball will actually eject back to the left flipper. The other thing to consider as well if you do have any type of in lane on this outer lane right here well let me make sure you guys see clearly what i'm talking about right in this area right be sure and hold up that left flipper that's what i like to do on some models you can let the ball just come to a standstill come to a stop right there other times it might shoot down very fast and at least then you can kind of ski jump or stay somewhat under control. I haven't ran into too many models that send the ball into that right sling, so I feel like it's fairly safe. But anyhow, so your options are with multi-ball. Once you do get past those targets, you do have to knock down the targets for each time you want to go back up the ramp. Now, if you lock three balls, that will automatically start your multi-ball, but if you want to start a two-ball multi-ball early on, you do have to spell out hype and you do have to do it in order. So keep that in mind as well. But other than that, that's how I approach that game. I don't really worry about too much else. I don't worry about the, I guess there's like a vector scan speed ramp thing that happens whenever the ramp is open. I don't worry too much about that. I just try just to keep the ball moving. I try to make progress where I can. I try to pepper the ramp where I can and yeah, basically just stay alive. Just put some points up on the board. That's the idea of pinball, right? All right, so the next game that I approached, I think in Vector, I want to say my top score in qualifying, I played it three or four times, and I think I was right around either 1,100 or 12. No, no, not 1,100, 1.1 million or 1.2 million, I think, somewhere right around there. I don't have my scores in front of me, but I was around in that area. All right, so our next game is Swords of Fury. Now, with Swords of Fury, there's literally just one way to approach this if you're in competition and this is it's just it's a lot of wood chopping let's just put it that way and the shots that you want to really focus on and well let's let's start back from the beginning whenever you do plunge that ball is going to come to this upper play field right here now on typical models you can let the ball just go and it'll bounce back to a cradle with that mini flipper right there. Now, what I like to do is whenever I do have the mini flipper, and in a cradle, that is, I like to backhand the far right target. And if I knock that down and I get back under control, I might go for a middle target. And if I can get back under control and I only have two targets up there, I might go for them, I might not. It just depends what I feel like doing. And now if I have targets spread out, I'm not going to go for them anymore. And the reason for that is, is if you go past those targets, your feed is going to come back down to this other flipper that's found right here. And ideally, I don't want to do that. The reason being, because if I let the ball go down right here, it's going to make sure that that ball is going to feed down this lane right here to an easy catch down here. So that's ideal. And then once you get to an easy catch down there, then it becomes just getting a ball on the right flipper and just going left orbit all day long. And you're basically your multi-ball locks are already lit on this left orbit. It's, I think it's called Titan multi-ball. You want to hit this left orbit spinner area, just nonstop. That's all you want to do. And as soon as you get into multi-ball, your idea is, is you want to get back up to the upper play field, which the easiest way to get back up there for me is via this ramp right here, the Avenger ramp or whatever it's called. And from there, your jackpot's going to be found in the upper play field via a roving light. Now that I think that light goes from left to right and then back from right to left, if I remember correctly. And you just want to knock down the target that happens to have that light lit. And I believe typically in competition settings, I could be wrong. I think it's worth 1.5 million or somewhere right around there. And some of the other things you could possibly do as well, you could build up your Lion Man bonus, which I think is done via the upper play field. Anytime you knock down all the drops, that'll add to it to where it eventually will max out at right around a million. I think right at a million as a matter of fact. And what will happen is once you do this, it'll be accessed via the center ramp right here. And there'll be a light, an insert right in front of it going off for about 10 seconds. So you want to hit it in there, collect your Lion Man bonus. And you do that, I believe, by spelling the Avenger targets that you can find around the play field. Now, most people don't necessarily want to go for these Avenger targets, which you'll find up here, up here. You'll probably get those eventually anyways. But these, I don't know too many people that go for them on the far right. And I believe that if you go in the end lanes and you happen to hit it up the ramp, I think you can get spotted one or two letters also towards that, if I remember correctly. But ideally, if you find this in competition, it's going to be a lot of wood chopping, if you run into excellent players, be prepared for games that are going to get rolled. If there's not, so for tournament directors out there, if you happen to have this game, you're going to put it in. I would probably encourage people to make this rubber a little bit fatter, make that shot a little bit more difficult, not impossible, but more difficult, because if it's an easy shot and you got good players on the game, strap in because you're going to be there for a while. We're talking 10, 15, 20 million point games are entirely possible. And I think actually the top score at free play was right around 20 or 23 million, I believe. It was either Johnny Monica or Derek Price got that. It was pretty high. And I know in my games I played, the first time I played, I got around 8, 8.5 million. And I played again in qualifying or non-qualifying in finals. And I think through two balls I had like 8.2 million or something like that. And I felt way comfortable that I think I could have got 12 or 15 if I was really digging in my heels are really needed to, but overall it's a very controllable game. You can stage flip a lot, you can cradle with the upper flipper up there, not the, well the mini flipper you can do that and the upper flipper up there you can do that as well So keep all that in mind and that basically the whole approach to the game Just left orbit all day long until you either get a cramp and you can play any longer or your hands happen to fall off or the machine malfunctions. I guess that is a possibility as well. All right. So next game, Bally Rolling Stones. And yes, this is a virtual pen because I could not find a good example of the play field on this. Now for this particular game, to me, when I approached it, I ignored everything except for the target, which you could find right here, the drop down target, which would open up and allow you to go into that saucer for a bonus collect. What's good about that, that bonus collect, it'll fire it back up this upper part right here where the rock targets are, the rollovers. And the reason why those rollovers are so important is because they will basically add a bonus multiplier and maxing out at 5x. and you really want to do something like this on this game because the score just adds up. Now, on this particular model that I was playing on, the bonus collect never reset, and so it might have reset ball-to-ball, I forget, but I know it was basically just unlimited bonus collect. So my only goal was is once I got it built up to 20, 40, 60, which was so important, and when I say 20, 40, 60, I'm talking about 20,000, 40,000, 60,000, which was a bonus carryover, And that's very important. Whenever, and we'll talk about tactics here right now, or strategies usually. Whenever you approach a classic game and you realize that there is bonus holdover or bonus carry, your goal is, or my goal in particular, is to get to that number. Because I really want that before anything else. Now it's important to pay attention because some of these games do have inline drop targets, meaning drop targets right behind each other. And oftentimes, those can add to your bonus and add to bonus multiplier as well. So don't necessarily ignore those. But keep in mind, if you see something that's a bonus holdover, especially in a herb format where you're trying to get a high score, it's probably worth going for and just going for broken ball one, trying to get there. Now, match play, you could play a little conservative. Me personally, I still like just the throttle the gas down. And I like to go for that big bonus early on. I like going for it because basically I can set the tone for ball one, ball two, and ball three, and I like to have that cushion behind also. So with this particular game, I would want to work from 20, 40, 60, as much as I can. I ignore these parts right here on the left and the right. If I happen to hit those, it's by pure accident. It's not via being on purpose or anything like that. And I also found that this particular model, because it's a Bally, you could tap pass all day long from left to right. You could also shats too, I imagine, but I just chose to go with the tap pass. And I mean, it was, it was there the whole time at free play. So my whole strategy just went, I got on the left flipper at pass over to right, go collect something up top, let it go back up top and get my bonus multipliers. And then let the ball just kind of rattle around a little bit in the pops, because you'll notice you have standup targets right up here by the pop bumpers and standup targets right there. And one right here. So that one, two, three, four, five can be fairly important. Ideally, I just let that happen on its own. If number five was lit, I believe that spotted a letter up top and you could choose to go for it. Me personally, I kind of just ignored it in general just because I didn't want to get out of control immediately, but I found myself accidentally hitting it if I had to flip away and try to save a ball. So that kind of worked itself out anyways. And there also is drop targets up top, but I generally just didn't really go for those that much. I let, I just let it naturally progress. If it came off the pops and hit there, great. If not, I wasn't really too worried about it just because it seemed to generally just score the points that it needed to score. And it wasn't really anything other than just general points. So that being said, that's how I approached it. I would go to saucer. I would go back up top. I'd get my one, two, three, four, five, and I would just try to build up bonus, build up bonus multipliers, and collect bonus. So that's the whole thing about this game. Now, plunging does become pretty important on this game, in my opinion. Whenever I was plunging, I purposely would try to go for the K up top, and the K you would actually find on this far right. The reason for that is, is because it was easier to me just to go ahead and short plunge, get under control, knock down those three and four stand up targets right there, get some pop bumper action, get some things moving and that's what I was aiming for because I knew as soon as I got up into that saucer and it was going to kick it back out on the rock, it wasn't necessarily going to make it all the way to the K and I knew I was going to get right back on it around the O or the C and try to shake it up top to get it back over to the R or C area, so that's ideal keep that in mind right there That's how I would probably always approach it, no matter what type of game I saw out there, no matter what model of Rolling Stones that I saw out there. All right, so our next game is another wood chopping game, Arrow, out of all games. Now, Arrow is a game that I enjoy from time to time, but that enjoyment might go away after about a minute or so. But anyhow, so the way the game starts out is that you're going to plunge. The plunge will go to the upper play field. Now, ideally, when you're playing Pharaoh, what I like to do is just stay upper play field the whole entire time. If I happen to hit something on the lower half, it's by pure accident. I'm not going for the drop targets down there. I'm not really worried too much about building up my Magna Save, which you will find over here and over here. That basically means you can use another flipper button to pulsate the ball and keep it from going to the out lane. And on this particular model, we did have that built up already. So I wasn't really worried about trying to actually physically build that up on purpose. Now, anytime I did get down to the lower play field, and we'll come right back to the upper play field in a few, but anytime I did get down to the lower play field, I would immediately go back up top and I would make sure that I was on my left flipper. And there's two ways, really. That's the easiest ways to get up there. Of course, you do have your right ramp, but I would just completely ignore that. And your main two ways of getting back up there are either going to be that center ramp or it's going to be this little shot right here to the left of the center ramp. And I'll circle it right now so that way everybody knows exactly what I'm talking about. And you can backhand this. And the reason why this shot is so dang important is because your feed will be back up top right here. And that feed basically is an easy handle feed to that left upper flipper. and what that also does is you have a nice little combo shot that you can take from your left upper flipper up in this area right here to the right of those drops and that'll be i think it's 75 000 for that shot right there so that's something to consider as well but basically you just want to go back up top and the reason why you want to go back up top because you'll notice that there's letters right here that spell out pharaoh and on our particular model i think we started with the PH letters already lit. And if you got to, I want to say it was the R is what lit the locks. And this game in particular is only a two ball multi-ball, but you can find two different areas to lock. Now you can either find that in combo area that we just talked about up here, that's a lock, or you could even lock down here. I would strongly advise if you can, do not lock a ball down below. The reason being is because whenever you do start your multi-ball, which is basically just plunging a ball, hitting a switch, and that'll start your two-ball multi-ball once you do have one lit. You want the balls to be under control from the get-go. And if you have a ball in the lower play field and one in the upper play field, you're going to be multitasking to the point that it's going to be very difficult to get under control. And on this particular game, when you're dealing with a 2x play field, because you have two balls out there at the same time, it's important to be under control from the get-go. So I would highly advise to get your lock up top. that's what I would do. And the way that you can get letters, I think you can get it by hitting the capital ball, but you can also get them by knocking down all the drop targets, or it might even be the corresponding drop targets on the left and top side. So somebody can correct me if I'm wrong on that, but I'm pretty sure that that's what it was. And then there's also some hurry ups up there in general. Basically everything is up top. Now, another nuance to it, at least on our particular pen I pretty sure that this is probably something that you could switch off for the dip switches but in competition if you see that this is on this is very important So there this little tomb right up here And what happens is if you hit that tomb that actually light your outlanes That will switch back and forth. You have this little green insert right there. And the reason why that's important is because if you drain over a lit insert on an outlane, that's worth 500,000 points. And, of course, if you've got 2X running with a million points, So all of a sudden, you can find a lot of points in the game pretty quick that people are going to wonder, how the heck did you get those? And that's exactly how. So keep that in mind if you hit it up in that little tomb area. Look at your outlanes. If they're lit, there's a chance it could be worth some points depending on what the settings are. So keep that in mind. And if you ever see this in a herb, you see this in a tournament, pay attention to what your opponents are doing. Pay attention to if that score is there because, you know, that might make the difference. It seriously might make the difference if you're draining on that side and you're down 200,000.