Super Straight Game Photos

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Super Straight

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Super Straight is a pinball machine manufactured by Sonic in 1977.
Primary manufacturer:
Sonic
Year:
1977
OPDB Group ID:
4xyp
Remake manufacturer:
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Tags:
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Game type:
Electro-Mechanical
Display type:
Reels
Players:
4

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Super Straight Design Team

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Super Straight Rules

Quickie Version:

UTAD via the left side and upper right gate at first; UTAD through the spinner once that’s lit. Shoot Collect Bonus when worth 70k+.

Go-to Flipper:

Balanced

Risk Index:

High

Skillshot(s):

Plunge the center lane for 5K + advance bonus; only one of the side lanes advances bonus [lit, alternates sides], and they’re only worth 1K.

Full Rules:

Strategy – Initial: from the left flipper, shoot the upper right gate to go back up top for more bonus advances. From the right flipper, shoot the two Jack standup targets to light bonus collect; even if you miss, you may hit other standups that will be useful. Getting both kings opens the lower right gate; the queen lights the rollovers; the tens light the bumpers. Strategy changes: When you have 70K+ bonus AND bonus Collect lit, change your right flipper shot to the Collect Bonus saucer. Maintain upper right gate shot from the left flipper. When you get the bonus maxxed out at 100K, that lights the center spinner for 1000 per spin. From the right flipper, shoot to collect bonus at the left saucer. Change your left flipper shot to the spinner, assuming the spinner spins well. If the spinner is weak, you can either shatz the ball to the right flipper to set up a collect bonus shot or continue to shoot the upper gate. If you have the lower gate open, you can also shoot that. After you’ve collected bonus and it has reset to base value, go back to the initial strategy. The inlanes on this game and similar vintage ones like Hot Tip and Mars Trek are wide enough to make shatzing relatively safe even for those players not very adept at this type of shot. In fact, this is a good game to learn this skill on: start with games like this with wide gaps between the bottom of the return lane and the bottom of the slingshot above it, then work your way into narrower ones like High Speed. Here, though, the shatz shot will not roll up the return lane due to the sharp corner in the wire, it will simply serve as a flipper transfer mechanism. If you happen to hit one of the Ace targets along the way [which often happens when you miss the gate shot on the right or the Jack shot on the left], go ahead and shoot the other Ace if you get the chance. The two aces light a return lane [it alternates] for Double Bonus. While double bonus can be very valuable, the rebound risk off the Aces tends to be high, so I don’t shoot at them unless the bonus is near maximum. You can’t get double bonus via a direct shot, only by having the ball fall into one of the return lanes. It happens, but you’re more likely to drain out the side than get double bonus. The game has no real “key feeds,” but watch the kickout from the Collect Bonus saucer on the left. If you have the lower gate on the right side that returns the ball to the plunger lane open, shooting that is an alternative to shooting the upper gate. Like its Sonic / Segasa brethren Cherry Bell, Mars Trek and Monaco, Super Straight has the “should I shoot to collect bonus with double bonus lit?” quandary, since the bonus value is not doubled when shooting the collect saucer. Check your competitive position before shooting it, since you’ll need to “refill” the bonus before you drain to make your doubler worthwhile again.

via Bob's Guide

How to Play Super Straight

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Super Straight Gameplay Video

Gameplay Discussion & History

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