Cactus Canyon Strategy Guide by Keith Elwin and NES Ahh Cactus Canyon. What could have been. This game was victim to the upcoming Pinball 2000. It is very incomplete which is ashame because with a little polish i think it could rank up there with medieval madness. Special thanx to NES for providing me with scoring tips since I never got much of a chance to play it. Post Pass: easy deathsave: yes Loop pass: yes Bugs: unknown Ball Control tips: Uh, well I could lie to you and pretend i know what im talking about, but like I said I never got much of a chance to learn this game. Therefore I have no tips for this game. Just a kick-ass hi-score strategy. CC Tip 1: You should combine Lost Mine multball and Showdown MB as follows: Clear first three show down targets (4th starts showdown). Get 2 Lost Mine locks and have the 3rd one ready to go so that you would start Lost Mine multiball if you were to shoot the Lost Mine shot. Now raise show down target (by first hitting one of the side orange stand-up target banks twice which lights the return lane and then shooting the appropriate ramp to feed the return lane). Then with the Show Down drop target raised shoot Lost Mine to start Lost Mine multiball. Once LM mulbll started shoot SD drop target and you now have combined multiball which you can perpetuate forever since when you shoot all drop targets it adds a ball (maximum of 3 in play) and keeps ball save on. Just make sure when you're down to two balls that you start to focus on drop targets to add a 3rd. Or if you have 3 balls shoot all drops but one, so that if you get down to two you just shoot the drop target to re-add a 3rd. Then you can keep hitting jackpot shots (every set of jackpots consisting of the ramp and orbit shots increase the multiplier of the Lost Mine super jackpot collected at the Lost Mine, so two sets of five gives 2*Super and so on - using this combined multiball strategy Hal completed 5 sets to collect a 5x Super Jackpot). Alternatively just keep shooting left orbit during this combined multiball to get bonus X way up there. A lot of times Hal will just keep trying to combine multiballs instead of trying to finish High Noon. I prefer to do a little of both. On a good game a player should be able to get four/five High Noons plus a few combined multiballs to get a > 1B score (Hal got a 850 M on two different CCs using this strategy). Note that Stampede could be combined w/ SD multball but not anywhere near as lucrative as Lost Mine (a left shot during, stampede results in an orbital feed rather than falling into rollovers for bonus X whereas in LM it doesn't orbit unless the jackpot is lit on that shot). Also note that when trying to set up combined LM/SD multi that you are collecting a lot of bounty awards (lit by getting the SD drop target) which could incidentally advance Rank or give EBs or light Quick Draw on left outlane and so on. CC Tip 2: The generalized Toy hit cheat: Like with Genie on ToTAN, you can push machine for a free hit on Bart with ball in plunger lane, provided tilt bob is somewhat liberal and Bart switch is sensitive - works for a wide variety of games but ToTAN comes immediately to mind.