This is famously confusing. It really looks like those lights have something to do with that target! I wonder if it was originally intended to do something else.
Just came here from the Big Shot master list.
I see this with all tables on Android, not just with Big Shot. The lights that are affected are lights that are solidly lit, not blinking, so on tables on which most of the lights blink it might not be as noticeable.
Did we ever figure out whether the Firepower kickback is actually working correctly? For me, it seems to light if you complete a bank of three targets on the first ball, but if you lose a ball, the kickback will always deactivate, and completing the targets after that doesn't necessarily light...
I suppose that if extra balls are on by default, this really ought to be "Hurdy Gurdy", which was the add-a-ball version of Central Park. Hurdy Gurdy had four actual digit counters, and IPDB says that operators sometimes modded it to add a fifth! So I suppose what we're experiencing has some...
I don't know how they do it in tournaments, but it really feels to me as if Firepower was a watershed. Before Firepower, solid-state pinballs played a lot like late electromechanical games, but with electronic noises and fancier layouts; designers made them fanciest just by making them big...
Doctor Who is a good, tough table, sort of a spiritual successor to Pin*Bot. It was one of my favorites back in the Nineties, and when I had the chance to play one recently, it still held up.
That said, I'm guessing Doctor Who would be one of the most difficult tables to license from a rights...
"Opposite of a space theme" has to be Earthshaker: the title has "earth" in it. Atari's Middle Earth would be even better, but there's no way it's that. I agree that the other is probably Space Shuttle, which is the opposite of the opposite of a space theme.
This may be the most fascinatingly peculiar table pack in TPA's history. Not a lot of mass appeal, maybe, but great for people who are into pinball history.
I don't think there is any estimate. They are, so they say, held back by a legal constraint involving Crave's bankruptcy proceedings, since the right to distribute TPA on XBox is now one of the "assets" of a bankrupt company that the court has the authority to liquidate to pay off its creditors...
I finally took the plunge and bought some tables in Pinball FX2, because my daughter had played it at a friend's house and seemed to really like it.
I'm not so impressed by the original core-pack tables, but I have to say, this Empire Strikes Back table in the Star Wars pack is really good...
This is a table that's profoundly affected by the interpretation of replays and specials as extra balls (unless you turn that off, which you can do). Once you get both of the specials lit, you can play for a pretty long time, just getting the special on ball after ball.
The extra balls (for both specials and replays) certainly greatly mitigate the cruelty of the game: once you've got those specials lit, you can play for a relatively long time. Of course, they've made it possible to disable them in Game Setup if you don't want that.
As I said elsewhere, the outlanes on Star Trek: TNG are of essentially the same design as the left one on Firepower, and they're deadly too. There's no rubber post at the end of the inlane/outlane divider, and it's recessed a bit behind the lane entrance. If the ball is coming in nearly...
While I haven't played with Zen's ball physics much, my impression is that they have a reputation for making the ball seem very heavy, with powerful gravity relative to the amount of energy imparted by the flippers. Someone who was used to that might be put off by the "lighter" ball in TPA's...
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