(Topic ID: 258702)

Nine Ball software rewrite

By slochar

4 years ago


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  • 71 posts
  • 23 Pinsiders participating
  • Latest reply 6 months ago by slochar
  • Topic is favorited by 32 Pinsiders

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#22 4 years ago

I think you mentioned this as things you were going to address but, the ball lock needs to fire twice at the end of each game AND upon game booting to potentially unload two locked balls. The original code only fires it once, sometimes leaving a ball stuck in the lock.

Also, during multiball, the lock shot should be a pass trough and not recapture balls, much like Defender.

#24 4 years ago
Quoted from slochar:

I don't think they actually intended the lock to be cleared at the end of the game, though,

Strange. Because if that is true, you could potentially earn a free lock upon completing ball 5, and an instant a two-ball MB once completing ball 9... not having actually "earned" any locked balls at all.

It's an unfair exploit for player 1 if you walk up to the game with a ball already in the lock.

For those boasting "you can't earn a lock shot with skill on Nine Ball, it's only random" I would strongly disagree. On mine, a clean spinner shot diverts consistently to the area of the lock gate, similar (exact reverse) of a bank shot to GEM on Tron.

I realize in a mutiplayer game on NB, you can steal locks. In a perfect world, I would change that to a dip switch setting, (if possible) so the game will always fire the kickout coil, regardless of how many balls are currently in the lock. That way, each player has to actually earn each multiball, with the same amount of earned shots.

Send me a PM if you need a tester, I have my eproms ready to go.

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