Cirqus Voltaire still has some issues. After the first highwire lock, the view does not go to the plunger. You can still plunge by swiping near the bottom right, but you don't have strength control for the skill shot. Also after the second lock, the lock doesn't register properly - you hear...
I bought it. You get full access to the table menu: settings, tests, the whole shebang. Unfortunately the camera is in floating mode while the coin door is open, which makes the light tests less interesting than they might be. Also you can't use the ball-movement feature in conjunction with the...
It's the only camera that gives a good view of the upper flipper in No Good Gophers, so I use it on this table only. Otherwise camera 1 or 2, depending on the table.
Pinball Arcade tops X-Play list of pinball sims
(In case you missed the news in this thread.)
X-play is a video-games show in the US, and they recently aired a segment on pinball, including their top five list of pinball simulations. TPA took both the #3 slot (for Funhouse) and the #1 slot for...
There was also a great look at real-live pinball in NYC in that same segment:
http://www.g4tv.com/videos/61307/pinball-new-york-city-behind-the-scenes/
How are Twilight Zone and Star Trek: Next Generation coming along? Any surprises come up while putting them together? Are you still on track for the Kickstarter deadlines?
1. Keep shooting the airport ramps to score Airport Rides until Million is lit.
2. Collect the Million at the Santa saucer.
3. Repeat.
Er, that's it. Jackpots aren't worth enough to worry about, given the risk and the fact that they're hard to collect anyway. (Unlike Jackpot, the Million...
Good to know, thanks. I'm actually skeptical that kickbacks do stack; I think it's just that a ball that goes directly from the bumpers to the left outlane does *not* consume a kickback (in fact, if the kickback is *unlit* it will be rescued anyway). KEF may have interpreted that as stacking.
I got twelve Holes in One the other day (including two Hole in One Challenge specials), but that was an extraordinary game. Most games I can only manage 2 or 3.
That's great news. It's a pretty serious bug that affects most tables that causes weird behavior for the second and subsequent games until you quit the table. I expect it's the source of most of the "TPA is broken!!!1!!" complaints on the forums/Facebook.
I too have suffered the ball getting stuck in the lower playfield. FWIW, I don't think the issue is that it's stuck in the lock saucer down there. I think the ball is actually getting stuck in the geometry or possibly even flying out of the table itself. *Very* briefly I saw the ball below and...
This is true. Moreover, on a real table spot targets will only trigger with force on the *face* of the target, whereas on TPA a graze of the target from *behind* can trigger the target. This makes some games a bit easier. Examples: hitting Troll targets on MM when rolling out of the castle...
If that happens in normal play, you get Hole in One for the current hole and the next hole.
In Speed Golf mode (I think -- the multiball mode where Driving Range is always lit), the Hole in One shot does *not* award a Hole in One. So what mode do you think I was in when I hit *three*...
I'm aware of that rule, but I don't think this is what's going on here. No other shots will lower Bud and give access to the ramp; the only thing you can do is drain.
I read in Keefer's rulesheet for NGG that "Newer ROMs should tell you in the status report how many kickbacks you have lit". But the status report on TPA shows no such information. Does this mean that an out-of-date ROM is being used? That might explain some of the gameplay bugs...
It's a shame...
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