Stats and more, I had said. So here you go! Finally got the game unfolded today and took the opportunity to grab the stats file - in addition to finally locating the wireless mouse that had gone missing. (The mouse left the hole and got the cheese; I am filled with determination.)
The game took on 240 plays over MGC weekend, which is down a bit from previous shows - but to be expected when it was down for several hours. Oh yeah, more on that later for those who missed the fun... The top score of 1,508,810 went to the skillful AAAAAAAAABCEH, who played for nearly 14 minutes and filled up as much of the boss-fight heart as anyone could this time around, in addition to a multiball.
Toriel's mode continues to dominate in points awards, averaging just under 77,000 points each time with the best target basher milking it for nearly 200K. The Snowdin saucer continues to disappoint me, taking a total of 64 successful hits and trapping balls an unfortunate number of times. Ball traps were still a major issue here, with one unlucky match taking 11 ball searches. The problems here are 100% top-right; balls can get stuck in the area around the Snowdin saucer in the event of a bad eject bounce, however several balls also got stuck underneath the center ramp, wedged between that and the Lesser Dog plastic near the bumper. I had to free up several stuck balls from this area, and I think the only solution is going to be a very large airball shield to close off the space.
Nobody managed to face Flowey or even Asgore at the show. Additional game rules like Random Encounter Multiball may have played a part in this; in general I think this stat is okay as it's called a wizard mode for a reason. Once again, the game shows a slight bias towards the right-hand side, and whether this is due to its design or if the game's leveling was skewed right isn't entirely clear. I did adjust the levelers some way into the show, which I suppose could have made up the difference. 167 left drains vs 172 right, and 15,167 left flips vs 16,049 right.
While my "improved" saucer's 64 hits were disappointing, some shots definitely took a pounding - with the most commonly hit target actually being the Grillby scoop this time around at 869 hits - and the center ramp a distant second place at 495 hits. I believe this is due to the flipper configuration having changed since the first two shows; following installation of a rebuild kit, they aim a bit lower now, with center ramp shots being slightly less likely. Half as many shots again (222) went to the Lab saucer - which, again, was a poor design that I couldn't do much to fix. One thing that did make me happy, though, is seeing exactly the same number of successful shots to both the Hotland passageway and the Resort kicker. While the Resort probably did reject a fair number of shots, it was hit more times than it was at the game's debut show, despite the game being played less times in total.
Scores averaged just over 190K, making me think the replay score ought to come down a bit or I could look into auto-percentaging. In total, the game took on slightly more than 13 hours of active play time.
So, you might be wondering what was with the downtime I mentioned earlier. What happened there? Well, obviously not flipper problems, as everything was working great as I packed up the game, and I'd been given such good advice about adding fuses.
I mean, other than how I got busy with other things at the show and never actually took the opportunity to install those fuses.
So I get a text from Josh, a relatively local Pinsider, telling me my left flipper was weak. (Thanks, Josh!) Of course, I was on my way out of the Wisconsin Center for Saturday dinner at that time, so I did what any sensible person would do and said screw dinner and went right back in to do service work. I mean, how hard can it be to fix a weak flipper, right?
Turns out, it was a massive struggle. After multiple attempts at EOS adjustment came up fruitless, I chopped out the switch and picked up a new one from Rob Anthony's table. There, surely that would solve the problem. I buttoned up the game, left for dinner, and came back to find the flipper limp again.
At this point, Matt Benzik - builder of "Motor City Taxi" and generally great guy - paid me a visit, ending up helping me troubleshoot flipper problems - for at least an hour. We tested the drive circuitry, voltage, grounding, and the coil. When the coil itself left us suspicious, we replaced it with one of Rob's, during which I dropped my soldering iron and burned my finger. Even then, troubles - although jumpering across the coil to bypass EOS proved the switch was, in some way, the culprit. It finally took Rob doing some solder-based bulletproofing on the EOS switch itself before the game was finally fixed, and with the flipper back to full power, I closed up the game for the last time that Saturday, confident my troubles were over.
Sunday I came down to the arcade to find the game shut off and unplugged.
And when I found the troublesome left flipper now firmly bound in one place, I had only myself to blame. Not enough time spent on EOS adjustment led to, at some point, the switch failing to open, burning up my second flipper coil in a week. Old-style flipper EOS setups just aren't worth it, guys. Do it right. Let a computer take control of those coils.
But setbacks or no, it was generally another great run for Undertale, with several attendees actually reporting they'd come to this show SPECIFICALLY to play this game - which made me feel warm and fuzzy. Marco TV put the homebrewers in the spotlight with on-stage interviews, with the last one going to Undertale - fortunately moved to Sunday after I'd fixed all the flipper problems. It showed up in one of their recorded streams at the 2:04:00-or-so mark.