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The "what does machine build quality mean to you?" thread
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<blockquote data-quote="vikingerik" data-source="post: 145628" data-attributes="member: 3745"><p>Yeah, I'll admit that TSPP tends to be broken on location, the Itchy targets and garage door. But I think that's more a function of choosing gadgets that can break rather than the build quality of them. Drop targets are always fragile. When was the last time Williams ever used them? I can't think of any of the 90's games offhand that did, besides Cactus Canyon that had about nine machines ever on location. There's really no reason to use drop targets, since plain standups can do the same thing and are much more reliable.</p><p></p><p>TSPP is in a uniquely bad place in the intersection of mechanical complexity and huge beatings on location from the theme attracting lots of kids who just violently bang on the flippers constantly. South Park can have the same problem but there's less on it to break. If Williams had made machines that attracted hordes of hyperactive ten-year-olds, they'd be broken too.</p><p></p><p>BTW, TSPP isn't all that beginner unfriendly. The garage door isn't hard to open and shoot with random unskilled whacks, and then you get to bang around the upper playfield for a while. And since locked balls carry over game to game, multiball can sometimes start with just one shot. Itchy multiball is also easy.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 145628, member: 3745"] Yeah, I'll admit that TSPP tends to be broken on location, the Itchy targets and garage door. But I think that's more a function of choosing gadgets that can break rather than the build quality of them. Drop targets are always fragile. When was the last time Williams ever used them? I can't think of any of the 90's games offhand that did, besides Cactus Canyon that had about nine machines ever on location. There's really no reason to use drop targets, since plain standups can do the same thing and are much more reliable. TSPP is in a uniquely bad place in the intersection of mechanical complexity and huge beatings on location from the theme attracting lots of kids who just violently bang on the flippers constantly. South Park can have the same problem but there's less on it to break. If Williams had made machines that attracted hordes of hyperactive ten-year-olds, they'd be broken too. BTW, TSPP isn't all that beginner unfriendly. The garage door isn't hard to open and shoot with random unskilled whacks, and then you get to bang around the upper playfield for a while. And since locked balls carry over game to game, multiball can sometimes start with just one shot. Itchy multiball is also easy. [/QUOTE]
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