- Mar 17, 2012
- 4,293
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So I was playing a real Monster Bash table the other day and got a ball stuck. After about 7 ball searches, the game started tallying my bonus and served my next ball to the plunger. I eventually knocked the first ball loose and the game resumed normal behavior. Later on, I found out this is the "chase ball" feature that some newer machines have to prevent a stuck ball from rendering the machine inoperable.
These forums have plenty of posts about epic games in TPA that had to be abandoned because a ball or balls were stuck somewhere and the Call Attendant feature did not resolve the issue. Based on the behavior of the real table "chase ball" feature, and given the number of issues that arise concerning balls in the wrong place (like CV's multiball issues, RBION's "pinball missing" issues, etc.), I'd like to see if FarSight would consider adding a similar feature in TPA:
The loss of current ball is necessary to prevent players from abusing this feature if they are about to drain, etc. It also is more accurate in comparison to the real tables' "chase ball" feature, which also causes loss of current ball.
While I obviously believe that FarSight should fix issues that cause stuck balls, multiple balls that can't escape the plunger lane, etc., I think that implementing this feature would reduce the impact such bugs have on players' games until they can be fixed, and would reduce player wrath by allowing them to at least continue/finish their game when such an error occurs.
These forums have plenty of posts about epic games in TPA that had to be abandoned because a ball or balls were stuck somewhere and the Call Attendant feature did not resolve the issue. Based on the behavior of the real table "chase ball" feature, and given the number of issues that arise concerning balls in the wrong place (like CV's multiball issues, RBION's "pinball missing" issues, etc.), I'd like to see if FarSight would consider adding a similar feature in TPA:
- Player gets ball stuck somewhere, goes to menu, selects "Call Attendant", but it doesn't work or says that the balls are not stuck.
- Player, determining that it is not possible to continue normal play, selects a new "Reset Table" option. Game counts down from 15 to prevent accidental activation and to allow cancellation if the ball does free itself, and also warns player that current ball will be lost when timer hits zero. (For why losing the ball is necessary, see below).
- When countdown expires, game removes all balls from the playfield and places them in the trough. In games with physically locked balls, game then removes enough balls from the trough to replace any balls player had locked. Game then tells ROM emulator that the ball has drained down the center and to begin bonus count. Games with special mechanics at this point (like Twilight Zone's autolauncher refilling the gumball machine) take care of their business, and the ROM takes care of any cleanup necessary to get into a consistent state for the start of the next ball.
- Game serves next ball to plunger if one is available, otherwise goes to the "game over" mode (including entering initials and/or posting for high score, etc.).
The loss of current ball is necessary to prevent players from abusing this feature if they are about to drain, etc. It also is more accurate in comparison to the real tables' "chase ball" feature, which also causes loss of current ball.
While I obviously believe that FarSight should fix issues that cause stuck balls, multiple balls that can't escape the plunger lane, etc., I think that implementing this feature would reduce the impact such bugs have on players' games until they can be fixed, and would reduce player wrath by allowing them to at least continue/finish their game when such an error occurs.