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    All Wizard Goal Done-club (AWGD)

    Yes, the Ultimate Challenge bug on Champion Pub exists on the real table and ROM as well. It's not that hard to work around once you know how. You just can't ever do a knockout during UC. The best way is to get as many smart punches as you can throughout the game (get one from the skill shot...
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    Swords of Fury?

    Thing is, it's so unbalanced it actually loops around back to balanced again. Lightning Storm, Pitch and Putt, and the Skins doubling are each worth multiple billions if done right. But you also always want to move through the modes to get to the EB one on each ball. There's quite a bit of...
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    Swords of Fury?

    Yeah, Teed Off is highly underrated. Most of the people who say it's horrible don't really seem to have a good basis as to why other than the gopher speech or that NGG is better. It has an interesting layout, good flow, interesting modes, a variety of shots and multiballs, and even the gimmick...
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    Pro Pinball

    There were improvements in the later Pro Pinball games that Timeshock didn't have. The ball in BRUSA and FJ can spin on an arbitrary non-vertical axis or slide without rolling. But I think Timeshock's physics feel better than the later games even if they're more sophisticated. There's also...
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    Table of the Week Club...week 2 : FIREPOWER

    This stopped late in season 2. I think Haunted House in table pack 18 does it, and Victory in pack 19 doesn't.
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    Table of the Week Club...week 2 : FIREPOWER

    It's impossible from a catch on the left flipper. I have some success with a rolling shot at moderate speed from the tip of the flipper, but it's not very reliable. I'll have to try that method of rebounding from somewhere near 5 and 6.
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    (An attempt at) The top 40 TPA players from leaderboard scores

    Well I played Junkyard while it's the free table. And I'm not impressed. The physics are wrong. You can't have fun bashing on the wrecking ball like you're supposed to, because TPA's flippers are so anemically weak up the middle. You can't hit the wrecking ball on any kind of rolling shot...
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    Table of the Week Club...week 2 : FIREPOWER

    But let me fix that. It really goes more like this: 1. Light kickback. 2. Light kickback. 3. Light kickback. 4. Light kickback. 5. Light kickback. 6. Work on bonus mult for an EB. [etc.] The other tip I can give is to be extremely demanding and careful about how you shoot the 1-6 targets...
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    (An attempt at) The top 40 TPA players from leaderboard scores

    I knew this would happen eventually. Tarek's always been better than me. I sometimes have more patience on the infinityable tables, but he's way ahead on the limited tables like Gorgar, Genie, Taxi, Big Shot. I haven't played at all in a couple months, either. Might buy season 4 sometime...
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    Which Season 1 table would you most like to see given a tune-up?

    The other giant bug in Cirqus Voltaire is the camera locking on the backglass after Cannonball Run. I've lost multiple 800M-plus games that way. It's unplayable until that is fixed.
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    Table of the Week Club...week 1 : GENIE

    Definitely 3-ball. All my highs on Genie have come that way. I was really annoyed when playing one of the Challenges that included Genie but couldn't be set to 3 ball play. It's not entirely the bumpers that give the extra score in 3-ball. It's also the rollovers on the way into the upper...
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    Farsight at the Arcade Expo this weekend

    You don't have to emulate attract mode. Just record a minute of output from the DMD and lamp matrix and play that back in a loop. You could even splice in the text for the most-recent and high scores, still at far less computational cost than full emulation.
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    The High Scores on "Big Shot"

    The games were meant to be rolled over by good players. That's a feeling of accomplishment, an extra final "I beat the game" threshold beyond the replay score. You can keep track of your rollover count and final score mentally. It doesn't really matter if the machine does, if the machine...
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    Why does the score end in 0?

    This isn't necessary. The match sequence could just operate on the ones digit instead of the tens digit. Wizard of Oz in fact does it exactly that way. Yes, the dummy zero is to artificially inflate the score. But it works. It's more exciting to score 5000 points than 500 even if the...
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    Table of the Week Club...week 1 : GENIE

    Slam23 over in the Firepower forum requested that I come in over here for some help. This, a thousand times this. This is the key to advancing from flailing novice to competence on Genie. Catch the ball, catch the ball, catch that goddamn motherlovin' ball. Catching the ball is a deep...
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    Firepower Tactics and Strategies

    They're all about slap saving. Any table with such targets near the middle becomes much easier with precise keyboard or gamepad controls for slap saving. To be honest, touch screen controls really just can't compete there. Slow rolling shots aren't better than precise cradle shots. They feel...
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    Firepower Tactics and Strategies

    Was the kickback lit? It should be, that's always a higher priority than starting multiball. And I bet the right-side drain was the ball that came out of the right lock. There's about a 50% chance that an eject from there drops right down that outlane if you don't nudge. I don't have a...
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    There will be no EM this season

    +1, this is so crucial. So many older TPA tables have problems with overpowered flippers: Big Shot, Gorgar, Haunted House, Firepower, even up to Pinbot. Black Hole and Genie also do but at least those games aren't hurt much because the widebody space acts to dilute the ball's speed. It's not...
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    Firepower Tactics and Strategies

    My general strategy goes something like this: Top priority: whenever the kickback is unlit, fix that, by completing either 1-2-3 or 4-5-6. Next: whenever you're down to one or maybe two targets remaining, aim for those to light a lock and reset them. Don't aim for the targets when they're all...
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    Firepower Tactics and Strategies

    This varies for every one of the 6 individual targets. From a catch on the right flipper to 6 is almost a 100% safe return to the right flipper. From a catch on the right flipper to 5 is almost 100% deadly, since the rebound goes left sling - right sling - left outlane. A rolling shot from...

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