brakel
New member
- Apr 27, 2012
- 2,305
- 1
- Thread starter
- #21
Here's my overview of the tables. I covered the number and general selection of machines. Now for some specifics. First, the plunger is generally a good place to rest your cane. Becky and I could only attend on Saturday but would have anyway had we had a choice. Sunday was half price and kids free. I can't imagine how crowded it was on Sunday. As it was on Saturday if more than one person was waiting for a machine or watching someone play, it would cause gridlock and no one could get around them. The machines were lined up about two inches apart. This makes nudging next to impossible. Through all of this mess there was one five year old kid, one of the few kids that I saw, running around making a complete nuisance of himself. While I was playing STTNG he ran up and started "shooting" with the launch trigger, knocking over my cane which hit me in the sac on its way down. His Dad, I hope, finally scooped him up and took him out of the pinball area.
General condition of the tables were excellent. I didn't play any tables that had anything broken and no obvious bulbs missing or burned out. There were only two machines that were broken. An old EM wasn't powered up and a newer table refused to serve up a ball into the launch. Fun House was ever so slightly leaning to the right but it didn't make any shots more difficult. Becky said that Pinbot had a weak plunger making it impossible to hit the highest point skill shot out of the plunger. They had several staff working the floor but they should have given each of them a box of sanitizer wipes and had them wiping down the machines. Too many sticky buttons.
One thing that I noticed playing some of the real machines that are in TPA is that dead flipper passes and post passes are easier in TPA. I just wasn't getting big bounces off the flippers unless the ball was really moving fast. Generally I'd say that the ball moves slower generally in real life than on TPA. On the real tables I found that trapping the ball was much easier than TPA mostly because the ball was usually moving slower. The exception to this was STTNG. I was getting good dead flipper passes and it was really hard to trap the ball.
I really did enjoy playing my tour of TPA tables and I am still impressed with what FarSight has done with TPA. There may be a bug list as long as my waist line but when I walk up to a STTNG never having played a real machine before and I can play like I already know the game, well that just speaks for itself.
General condition of the tables were excellent. I didn't play any tables that had anything broken and no obvious bulbs missing or burned out. There were only two machines that were broken. An old EM wasn't powered up and a newer table refused to serve up a ball into the launch. Fun House was ever so slightly leaning to the right but it didn't make any shots more difficult. Becky said that Pinbot had a weak plunger making it impossible to hit the highest point skill shot out of the plunger. They had several staff working the floor but they should have given each of them a box of sanitizer wipes and had them wiping down the machines. Too many sticky buttons.
One thing that I noticed playing some of the real machines that are in TPA is that dead flipper passes and post passes are easier in TPA. I just wasn't getting big bounces off the flippers unless the ball was really moving fast. Generally I'd say that the ball moves slower generally in real life than on TPA. On the real tables I found that trapping the ball was much easier than TPA mostly because the ball was usually moving slower. The exception to this was STTNG. I was getting good dead flipper passes and it was really hard to trap the ball.
I really did enjoy playing my tour of TPA tables and I am still impressed with what FarSight has done with TPA. There may be a bug list as long as my waist line but when I walk up to a STTNG never having played a real machine before and I can play like I already know the game, well that just speaks for itself.