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As for the predictability of the kickouts, this is something that has improved a little in recent updates.


The Monster Bash kickout used to start a very predictable sequence (which I described awhile ago in another post), but that one no longer occurs. What happens instead may well be just as predictable, but unlike the previous one, you can't just sit back and watch it anymore; you now have to be ready to return fire right away, or you'll certainly lose the ball down the center. I think that's a good enough solution for this one.


Then there are the FunHouse kickouts, which I think are reasonably unpredictable, at least some of the time. When the ball enters the kicker from the rear (the "lite steps" entrance), or drops down from the magic mirror entrance, you get the normal kickout that bounces the ball off the right flipper and over to the left. I rely on this for making shots with the left flipper, but you do have to be careful about it. There are a couple situations where the ball doesn't kick out the usual way -- one is during multiball, when two balls end up in the kicker (in this case, one of them flies out at a dangerous angle that often results in a drain), and the other one happens when the ball is returned quickly after firing it directly into the scoop (a different return path, slightly less dangerous but not reliable for a bounce pass).


And when Rudy spits out the ball (after you start multiball), there's a roughly 50/50 chance it'll end up bouncing over to the left outlane for an immediate drain. I'm in the habit of nudging the table just after he spits the ball to prevent that from happening, but the result is anything but predictable. The timing of the nudge makes all the difference, and sometimes I just end up making *sure* the ball will drain.


Apart from the brilliant design of the table itself, I think these factors are what make FunHouse one of my favorite tables in TPA.


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