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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
No Good Gofers (1997)
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<blockquote data-quote="Worf" data-source="post: 32931" data-attributes="member: 1047"><p>OK, I had one game where it was REALLY sick.</p><p></p><p>I got a 3 ball "multiball" off to begin with (happens if the last game had Bud and Buzz locked). Shot a ball through to the Buzz lock, and I might have shot another into it as well because not only did the lock not register, no further balls registered and you can hear the buzzing of the balls. The machine didn't seem to mind, though every time I locked the ball it had to go into ball search to get me a ball to play.</p><p></p><p>That was the setup for a couple of games later when I shot another ball into Buzz, and it didn't register (but the buzzing came back - I guess the old balls didn't get cleared). Well, it was a particularly good game, so balls kept getting stuck in Buzz until the machine effectively could not find anymore balls (and Buzz was not registering). Luckily Call Attendant did work and put all 4 balls back into the launcher, except the autolaunch was too weak. But tap the right flipper and the manual launch worked except TPA refused to get out of ball launch mode and control of the flipper, so I watched as the balls cleared themselves, and the ball grace timer sends more balls flying around the table.</p><p></p><p>But even then the machine didn't feel right. A few more games afterwards and it seemed to be much happier.</p><p></p><p>Oh, and several times, balls flew out of the table. Always great fun - though I think TPA has got their quantum-mechanics constants wrong - just because they CAN go through solid substances, doesn't mean they happen that often. At least, I've never seen signs warning me about loose balls all over the floor in real life, nor get a chance to see one pop out of a machine I played (or warning signs for people to not stand beside the machines lest a ball comes flying through the cabinet).</p></blockquote><p></p>
[QUOTE="Worf, post: 32931, member: 1047"] OK, I had one game where it was REALLY sick. I got a 3 ball "multiball" off to begin with (happens if the last game had Bud and Buzz locked). Shot a ball through to the Buzz lock, and I might have shot another into it as well because not only did the lock not register, no further balls registered and you can hear the buzzing of the balls. The machine didn't seem to mind, though every time I locked the ball it had to go into ball search to get me a ball to play. That was the setup for a couple of games later when I shot another ball into Buzz, and it didn't register (but the buzzing came back - I guess the old balls didn't get cleared). Well, it was a particularly good game, so balls kept getting stuck in Buzz until the machine effectively could not find anymore balls (and Buzz was not registering). Luckily Call Attendant did work and put all 4 balls back into the launcher, except the autolaunch was too weak. But tap the right flipper and the manual launch worked except TPA refused to get out of ball launch mode and control of the flipper, so I watched as the balls cleared themselves, and the ball grace timer sends more balls flying around the table. But even then the machine didn't feel right. A few more games afterwards and it seemed to be much happier. Oh, and several times, balls flew out of the table. Always great fun - though I think TPA has got their quantum-mechanics constants wrong - just because they CAN go through solid substances, doesn't mean they happen that often. At least, I've never seen signs warning me about loose balls all over the floor in real life, nor get a chance to see one pop out of a machine I played (or warning signs for people to not stand beside the machines lest a ball comes flying through the cabinet). [/QUOTE]
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