black hole is fixed, yay. on big shot, confirmed the ball lighting problem (which is a significant scoring problem, but not game breaking). all the other tables seem good. love the new tables, especially scared stiff.
i want to change my answer on Black Knight:
Black Knight
Remove the constant cacophonous laser sound effects and irritating blooping from the timed drop targets. seriously, a blinking light would be enough, or even a subtle ticking. as it stands, those sound effects totally dominate the table.
If you could change JUST ONE RULE per table, what would you change? Would the change be for score balance, for fun, or for some other reason? Obviously, this is not a request for Farsight to IMPLEMENT these changes. This is just a fantasy "if I'D been in charge of development at Williams in...
for most of the game, i played very scripted and tight, but once i got to 200 million, i just started goofing around:
- i had over 200 rudy hits, resulting in end-of-ball bonuses over 10 million even before factoring in frenzies.
- at one point, i opened the basement frenzy door from the steps...
yeah i agree. a lot of the bounces actually sound like balls colliding with each other, for example. it's sort of small potatoes, though, because this table is currently virtually unplayable on my ipad2 right now -- every game i've attempted has ended with the ball stuck after draining from the...
i really don't know why, but i absolutely love Big Shot and am pretty excited for it. It's simple and fairly shallow, but i just find it satisfying to play (in the gottleib collection, anyway).
totally agree. i'm sure the "Terminator" brand is more broadly popular than either, but i don't think there's as much superfan / niche / cult support for Terminator as there is for star trek and twilight zone.
the billion point shot skews the "high scores" so much that anything less than a billion is effectively not worth anything. ignore all the flashing lights and lures for any loops other than putting her together and spinning the big wheel.
the only other ramp you should even possibly consider...
there were a ton of BH changes. i noticed the following:
- can no longer stack extra balls at all. 1 is the limit.
- gate in lower play field stays open permanently (per trip) once it's opened
- all the multiball fixes you noticed
- there's now a spring mechanism or something in the lower...
the new ruleset alters the optimal strategy (in my opinion, it's way too easy and decidedly less strategic now, but that's a topic for another thread). the gate stays open permanently once opened, so there's no need to debate whether or not to intentionally drain. also, you can no longer stack...
first of all ... THANK YOU for this thread! you guys rock. Here's one that's been bugging me forever:
Invisible Second Ball on Playfield at Start of Game
If I spam both flippers just as the machine is initializing, before plunging the first ball, an invisible ball will start bouncing around...
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