Orange Special can be collected by spot targets (around mushroom-shaped bumpers). Drop targets advance the time of high level board. There is a voice issue there, that's way it says "once again for the special". It will be fixed.Orange special doesn't seem to be working. Many times I'll complete the drop targets, and the voice says "once more for special". Then will say the same thing every time I complete the drop targets again. Nothing ever lights for the orange specials.
Also, the flippers rise quickly (as they should) and then continue to slowly rise after they stop their quick (and almost complete) rise.
We have checked and there is no sound effect when ball leaves high level board.Because I don't know how the original table should behave and therefore I don't know if it is a bug: when the ball is lost on the higher playfield and the moment that it enters the main playfield you see a flash but there is no sound. It looks like a sound is missing when this happens.
It's already fixed, thanks!Version 1.1 (I think)
in 'Dark Environment' mode, the backglass looks like a fuse is blown.
It looks like I forgot to pay the utility bills. (What would my neighbors think of me)
Not a game breaker, but...
It's already fixed, thanks!
Yes yes, it's right. This also will be fixed in the next update.Pinball Champ 82 is an 8 digit scoring game, not 7 digit. Its not a big deal, but if you want to stay true to the game, its 8 digits.
Pinball Champ 83 came out as an 8 digit game too the next year, but at the end of the run they made some 7 digit games.
Ohhh I see now what you were thinking ofSorry, this is just a minor detail, but your screenshot looks like it's not fixed
I made a little illustration to ... illustrate what I'm talking about:
Oh, and BTW, I hope this app earns a WWDC Design award and/or a slot in Apples TV commercials. You guys certainly deserve it.
Rulesheet on zaccaria-pinball.com says the following:On the playfield art, it says the drop targets advance the special, and the spot targets by the bumper increase the multiplier. This is consistent with the reproduction score and instruction cards on ipdb.
http://www.ipdb.org/machine.cgi?gid=1794
I think it got mixed up in the digital table.
The right blue 3 drop targets advance the ORANGE SPECIAL.
Each time they are all dropped, the ORANGE SPECIAL advances.
This means to COLLECT the special after it has been advanced. This does not refer to advancing the special.Collect the Special by hitting the lit standup target.
The rulesheet itself says it does not know how to advance the special.Advance the Orange Special from its base value of 100,000 points to 300,000 points to Special by (doing what...?)
BLUE DROPPING TARGETS
Knocking down the blue targets increases the time allowed for play on the high level deck.
The blue targets also advance the orange special value which is collected if hit when
lit the blue targets also increase the score booster value.
WHITE FIXED TARGETS
When hit these targets advance time allowed for play on high level deck when all white
targets are extinguished the tunnel multiplier flashes, and the ball passing through
increases the score booster value.
Orange special doesn't seem to be working. Many times I'll complete the drop targets, and the voice says "once more for special". Then will say the same thing every time I complete the drop targets again. Nothing ever lights for the orange specials.
Also, the flippers rise quickly (as they should) and then continue to slowly rise after they stop their quick (and almost complete) rise.
Also, the spot number target lane (far right lane, which kicks the ball back onto the playfield) does not reward a 1 to 5 number as it should, only the lit points.