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Zen Studios
Table Talk: Williams Pinball
Experiences with free tables so far on Pinball FX early access.
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<blockquote data-quote="Zaphod77" data-source="post: 297186" data-attributes="member: 2101"><p>Funhouse. This table is very dear to me, and, well, itt's a mixed bag.</p><p></p><p>1) The lower flippers are way too juiced. TPA actually had the lower flippers correct. That said i've played ONE that did have them this juiced, but that's the exception. The lack of power on the flippers makes the ramp harder to get it around with a bad shot. On the real thing you need a reasonably clean shot.</p><p>2) dear gods, that upper flipper. a flip at the middle of it shouldn't hit the superdog targets or even go BELOW them. this upper flipper is stupid. you have to flip as soon as humanely possible just to hit Rudy! The sweet spot on both rudy and the trapdoor should not be that stupidly narrow. TPA was better in general with upper flippers, and much better with this one.</p><p>3) the mirror kickout is also stupidly juiced. Dead bounce and trap is safest way to handle it, but even that can betray you, and you may have to panic flip to stop it rolling off the end.</p><p>4) you should not be able to both backhand AND insta-catch the left ramp. I did NOT earn my number 1 score. You CANNOT do this insta-catch on any real funhouse i've played. The backhand does not work on any but the most juiced Funhouse games ever made. most do NOT have the flipper power to do that. You should not be able to relight multiball by catch and backhand on the ramp. you are supposed to ramp to hidden hallway to trapdoor to hold trap on lower right (works on most decently tuned real life Funhouse games) to ramp to hidden hallway to... Or whack Rudy (pretty easy shot in real life from the hidden hallway kickout) to relight the mirror, pray you get the ball back, and shoot the mirror before doing ramp to hallway to Rudy again.</p><p>5) you will USUALLY get the ball back off of Rudy, but once in a while it will outlane drain, usually on the right. This is fine.</p><p>6) you will ALWAYS get the ball back if it doesn't make it all the way up the ramp. this is not realistic, and there should be a risk of SDTM for failed attempts at backhanding that ramp </p><p>7) you shouldn't be able to plunge the open trapdoor for a free frenzy after a ball lock.</p><p></p><p>Space Station. actually pretty good. right outlane is EVIL! EVIL i tell you! But it's honestly the only way to actually make the game hard. Has the proper evil factor a Williams recreations should. You never feel that you have it down, but shots are doable. I got #1 after many tried, and got top score. no one's rolled it yet! Multiball, MUltiball, multiball. shoot standups during multiball when you have balls locked. a locked ball in mulitball is essentially an extra ball, so once you've got the rescue jackpot, park one, then try to go for shuttle and station values with the other. when you drain relight the locks with that easily hit central lock shot. Extra Ball is your friend. Stop N Score is big points too, so if you've got the multiplier high for it, consider going for it a lot if you can get the ball back off that ramp blocking drop target.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 297186, member: 2101"] Funhouse. This table is very dear to me, and, well, itt's a mixed bag. 1) The lower flippers are way too juiced. TPA actually had the lower flippers correct. That said i've played ONE that did have them this juiced, but that's the exception. The lack of power on the flippers makes the ramp harder to get it around with a bad shot. On the real thing you need a reasonably clean shot. 2) dear gods, that upper flipper. a flip at the middle of it shouldn't hit the superdog targets or even go BELOW them. this upper flipper is stupid. you have to flip as soon as humanely possible just to hit Rudy! The sweet spot on both rudy and the trapdoor should not be that stupidly narrow. TPA was better in general with upper flippers, and much better with this one. 3) the mirror kickout is also stupidly juiced. Dead bounce and trap is safest way to handle it, but even that can betray you, and you may have to panic flip to stop it rolling off the end. 4) you should not be able to both backhand AND insta-catch the left ramp. I did NOT earn my number 1 score. You CANNOT do this insta-catch on any real funhouse i've played. The backhand does not work on any but the most juiced Funhouse games ever made. most do NOT have the flipper power to do that. You should not be able to relight multiball by catch and backhand on the ramp. you are supposed to ramp to hidden hallway to trapdoor to hold trap on lower right (works on most decently tuned real life Funhouse games) to ramp to hidden hallway to... Or whack Rudy (pretty easy shot in real life from the hidden hallway kickout) to relight the mirror, pray you get the ball back, and shoot the mirror before doing ramp to hallway to Rudy again. 5) you will USUALLY get the ball back off of Rudy, but once in a while it will outlane drain, usually on the right. This is fine. 6) you will ALWAYS get the ball back if it doesn't make it all the way up the ramp. this is not realistic, and there should be a risk of SDTM for failed attempts at backhanding that ramp 7) you shouldn't be able to plunge the open trapdoor for a free frenzy after a ball lock. Space Station. actually pretty good. right outlane is EVIL! EVIL i tell you! But it's honestly the only way to actually make the game hard. Has the proper evil factor a Williams recreations should. You never feel that you have it down, but shots are doable. I got #1 after many tried, and got top score. no one's rolled it yet! Multiball, MUltiball, multiball. shoot standups during multiball when you have balls locked. a locked ball in mulitball is essentially an extra ball, so once you've got the rescue jackpot, park one, then try to go for shuttle and station values with the other. when you drain relight the locks with that easily hit central lock shot. Extra Ball is your friend. Stop N Score is big points too, so if you've got the multiplier high for it, consider going for it a lot if you can get the ball back off that ramp blocking drop target. [/QUOTE]
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Table Talk: Williams Pinball
Experiences with free tables so far on Pinball FX early access.
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