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<blockquote data-quote="WhiteChocolate" data-source="post: 176535" data-attributes="member: 4374"><p>the two black knights and firepower, and many of the older tables in general seem to have the "drain monster" aspect to them - i usually pass them up for a random play for that reason. space shuttle is probably my favorite out of all the pre-ninties/digital style tables; i practice that one sometimes - tough to improve my game on it, but slowly getting better! much easier to play on PS3 for nudging. pretty essential for the older tables...</p><p></p><p>of course it's usually how wide apart they used to place flippers, but also it's in those uppermost loop designs; they get aimed straight right down the middle between the flippers, if the ball is past a certain "topmost" speed. so any aiming going towards 'em needs to be a bit weak on the flip, if at all possible. usually seems with tables like that, ya gotta learn to control your plunger! lol! like mst3k's "mr. b natural" quip - "ya gotta know your horn, boy!" ("and wash it every day!")</p><p></p><p>i've kind of always suspected too that fish tales, no good gofers and tee'd off were also designed that way because (maybe?) they're designs targeted towards golf club lounges that install pb tables. (do they? i've never been to one, lol!) i'm not much for fishing/golfing-themed things anyway. (annoyed me immensely that in GTAV, the only really effective way to improve a character's strength stat was by -playing golf,- who the hell thought -that- rule up?) anyhow, NGG isn't too hard, i seem to remember. fish tales may be my "worst" table for drains; seems like -every- shoot on that one is designed to drain!</p><p></p><p>although the updated HH design for ghostbusters improves the tableplay by quite a bit, it also still has that aspect to it - feels very steep, and those flippers still feel a bit too far apart for "satisfying" play. but, it was an improvement!</p></blockquote><p></p>
[QUOTE="WhiteChocolate, post: 176535, member: 4374"] the two black knights and firepower, and many of the older tables in general seem to have the "drain monster" aspect to them - i usually pass them up for a random play for that reason. space shuttle is probably my favorite out of all the pre-ninties/digital style tables; i practice that one sometimes - tough to improve my game on it, but slowly getting better! much easier to play on PS3 for nudging. pretty essential for the older tables... of course it's usually how wide apart they used to place flippers, but also it's in those uppermost loop designs; they get aimed straight right down the middle between the flippers, if the ball is past a certain "topmost" speed. so any aiming going towards 'em needs to be a bit weak on the flip, if at all possible. usually seems with tables like that, ya gotta learn to control your plunger! lol! like mst3k's "mr. b natural" quip - "ya gotta know your horn, boy!" ("and wash it every day!") i've kind of always suspected too that fish tales, no good gofers and tee'd off were also designed that way because (maybe?) they're designs targeted towards golf club lounges that install pb tables. (do they? i've never been to one, lol!) i'm not much for fishing/golfing-themed things anyway. (annoyed me immensely that in GTAV, the only really effective way to improve a character's strength stat was by -playing golf,- who the hell thought -that- rule up?) anyhow, NGG isn't too hard, i seem to remember. fish tales may be my "worst" table for drains; seems like -every- shoot on that one is designed to drain! although the updated HH design for ghostbusters improves the tableplay by quite a bit, it also still has that aspect to it - feels very steep, and those flippers still feel a bit too far apart for "satisfying" play. but, it was an improvement! [/QUOTE]
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