__________________________________________________
UPDATE January 2022:
__________________________________________________
So, after owning this game for several years, I had to unfortunately nerf my rating by a bit. My original was 9.14. Here are the reasons why:
THE RULESET
This game has the potential to be in the top 5 of all time, but JJP refuse to see issues with the rules. Here they are:
- The lower BOB shot is almost impossible to hit, so BOB modes and multiballs are rarely part of the game.
- The standup lit states need to rotate like Pinball Magic's do.
- The game pushes the ball left like crazy, making the BOB issue worse as you can't relight kickback
- Theatre multiball is also rarely seen as the collections are set too high
Hear me out on this one: the game rules NEED to be adjusted to make this game shine.
- Nerf the BOB requirements to allow for more BOB modes, multiballs and kickbacks.
- Nerf the requriements for theatre modes, which will allow for theatre multiball now and then
- Allow for Sim carry-over as that shot is very difficult as well.
For me, it's tough to get past the psychology of nerfing rules as I don't do this on any of my other machines. I was about to sell this game because of left drains related to the BOB design issues. The code changes made me love it again. After these adjustements, the game actually feels like an older W/B machine: it's not crazy difficult, but it can still kick your ass if you're not on your game. Still, the BOB target states absolutely, 100% should rotate due to design, but they won't fix it...
___________________________________________
___________________________________________
Dialed In represents the ultimate culmination of Pat Lawlor's design skills, refining all the good and ditching all of the bad. This game will go down as one of the best playing pins of all time. The game is just that good.
__________________________________________________
DESIGN
__________________________________________________
-- This game utilizes the standard playfield size as well as TOTAN, maybe better.
-- The ramps flow very nicely, even the side ramp.
-- The theatre is integrated well, as is the phone and mechanic diverter.
-- There is a trapdoor and real sewer! Thank god JJP didn't go with stern's cheap eject pothole strategy.
-- There are 5 magnets, but the center 3 can be adjusted to suit the player's preference. Medium (one above default) is a blast!
-- Flipper manipulation via "attacks" during multiball works very well and can prevent cradling, which is a nice change.
-- The selfie camera is great fun and doesn't get old. The high score images are a great idea.
-- When working correctly, the bluetooth app is super challenging and fun. Great for tournaments!
-- The precise adjustment of coils in the settings is a treat!
__________________________________________________
THEME/LIGHTING/SOUND
__________________________________________________
-- It's great to see a non-licensed theme in a high-investment pin. JJP is willing to take risks and push the market in new directions.
-- The theme of the player's crazy-Bob phone having issues and causing disasters is a cool idea. The disasters are great modes.
-- Crazy Bob's cheesiness adds a fun aspect to the game, and the channel 8 newscaster narration is perfectly integrated.
-- The cell phone dude is not the greatest art idea, but the playfield looks awesome, as well as the cabinet art and backglass.
-- The lighting for this game is close to the best, if not the best, in pinball. The use of RGB LEDs is top-notch.
-- The animations on the LCD and smartphone are amazing. These guys have a talented team of animators. Stunning.
-- The standard music suits the theme of "a day in Quantum City." The mode music is wonderful, especially EMP Strike.
-- The initial call-out and music in Chaos in Quantum City multiball is intense!
__________________________________________________
GAMEPLAY (1.50)
__________________________________________________
-- The modes are wonderful to play, and the integration of Big Bang is intelligent design, not natural selection.
-- Sim card is an intense carrot, seeing that it is worth so much. Avoid setting it to remain lit after drain to keep it intense!
-- Having the first multiball a 2-ball and easier to achieve is great for early momentum.
-- Crazy Bob modes and multiballs are a nice addition. The left loop is sometimes oddly difficult to hit when it counts.
-- The theatre modes and hurry-ups, if planned correctly, can coincide with important side ramp shots.
-- Chaos in Quantum City multiball is very, very intense, possibly the most intense multiball in all of pinball.
__________________________________________________
CRITICISMS
__________________________________________________
-- Theatre modes that release the ball downward (EMP etc.) can cause frustrating SDTM drains.
-- Phone can reject many shots with the JJP protector in place. This can be considered a good thing for difficulty.
-- Sim card shot is almost impossible to get dialed in. It is often based on fluke, which is not a good thing for skilled players.
-- There is an imbalance in scoring with the modes and all else. To crush: light bang, start mode, BANG!, get sim, rinse, repeat.
-- The wireform for the left ramp return is flawed in design and can cause the ball to bounce out in random directions.
-- The playfield is more difficult to seat than other pins due to design. It would be nice if it was like the old Williams machines.
-- The first version of the app worked great, but the new one is laggy. I Raised the bluetooth dongle, which helped.
-- Only half the character scenes in the phone are animated. Hopefully this will be fixed with new code.
-- The Crazy Bob plastic sign and lights do not face the player and are hard to see. I've already seen player mods for this.
In the end, the criticisms are very, very minor when compared to the positives. Dialed-in exceeds most if not all other pins out there, and the build quality of JJP exceeds all other manufacturers. Get out there and play Dialed In; you won't be disappointed.
__________________________________________________
UPDATE
__________________________________________________
After owning the pin for four years, I had to unfortunately knock down the score a tiny bit for ruleset. The lower BOB target is almost impossible to hit reliably. This could have been fixed in software, but they refused to do so. I did find a workaround that actually makes this game much better:
1. Lower the requirement for theatre modes to one. Eg. one drone collected to start the captive ball.
2. Lower the BOB difficulty to leve 2.
3. Raise BOB stacking to level 10.
These adjustments allow for easier kickback lighting to account for the target flaw, and it allows for more BOB modes and multiballs. It also means you can now really focus on bonus because the theatre often has a mode going. It also means that you can play theatre multiball about every second game. Stacking it with the main multiball and/or BOB multiballs is crazy fun.
These adjustments make the game feel a lot like TZ: it's not crazy hard, but finishing it is still a big challenge.