Quoted from mof:Now that I'm 20+ games into an unshopped dry-rubbered Black Hole with 1 dead pop, I have a few thoughts on the game play...
* The #1 drain is SDTM (feels like I have short flippers), I wish there was a center post for sure. So tempting to drop one in...
don't do it! yes, it is brutal, but real skill is recognizing when you are about to have a ricochet with STDM potential, and intervening just in time to prevent it. with all that open space in the middle of the playfield (for the lower playfield window), trajectories are reasonably predictable, which in my opinion adds an element of skill to the game -- your brain has time to work out one or two bounces ahead.
Quoted from mof:* The left drain is fun to try and save, you have a chance. Having the pop right there above it, is very evil. I like how Bally Viking does this as well. I wish the left drain had a starpost instead of the metal apron to give you more of a save chance once it drains.
the pop bumper right there on the outlane is crazy, but as you said, the angle totally gives you a great chance for saves. it is more than fair, and definitely gives you a good save chance. more so than most machines, i feel, even if it also puts you in trouble more than most as well. (the low angle is a mixed blessing -- cradling on the left is really rare! but the tradeoff is saves from the outlane are easy. again rewarding skill, and it somewhat prevents slow, conservative trap-based play on that side.
Quoted from mof:* I like watching the ball come down the spiral to the lower PF.
yeah that is pretty neat! TPA does not mimic this and it was a sweet surprise for me when i got mine.
Quoted from mof:I love playing that PF. I haven't mastered the lock shot yet. The advance multiplier off the tip is quite doable.
depends on the angle of the flippers .. mine are slung pretty low .. been meaning to adjust that, actually, i think my lower playfield might play a little tougher than intended....
Quoted from mof:* I look forward to learning 3 positions on the skill shot. I've never owned a game where you can't change the 1-2-3 lane lights. This is how it should be in my opinion UNTIL the ball passes through them, then you should be allowed to change them (for the pop-hits)
ok, this is actually my one gripe with the game -- lack of any meaningful skillshot. the plunge really doesn't matter. at BEST you get a third of a multiplier. whoopee. if i were going to mod the game in a way that altered gameplay, this is what i'd be trying to rectify.
Quoted from mof:* I had no idea the ball would fly so well out of that tube -- it really flies into the flippers. I will definitely add shopping that solenoid to my list to ensure the ball is max velocity coming out.
when i got mine, it was coming out of the tube so hard that it would hit the glass with a CRACK several of orders of magnitude louder than a replay knock. me and everyone that heard it was afraid it would crack or break the glass. also, it'd come out so fast that about half the time, even if the re-entry gate was closed, the ball would shoot all the way around to the opposite side, bounce off a post, and come back into play on the *left* inlane. it was kinda worrisome, and kind of a cheat, so i made a one-way gate that slows the ball down on its exit from the ramp enough that it doesn't hit the glass, but it still shoots out there pretty unpredictably, which i like.
Quoted from mof:* I think it's very odd that the right lane gate helps you once, then drains you if the ball is still in that area.
not sure what you mean by that. are you running the ball up the right lane, pushing that gate open, and then draining? that does happen and it is a bastard. you're not talking about comign back from the lower playfield, are you? on the lower level, you have to down either the white or yellow drop target banks in order to open the re-entry gate.
Quoted from mof:* I find there's one shot that is either hard to hit, or not well used in the game, the right loop shot. I realize there's a 10K green insert in there that lights up, but I don't know that the ball ever got in that more than once in 20+ games.
yeah, not really used for anything really other than some points.
Quoted from mof:I look forward to learning the rules. It's still a big mystery to me.
-mof
the real key to this table is getting those four orange targets above the right flippers as soon as possible. you can go downstairs at any time, you can lock a ball down there any time, but you can't lock a ball on the upper playfield until you've completed those four targets on a single ball. and then the lock stays lit until you hit multiball. the lock itself is an easy shot off the tip of either right flipper. lighting the lock is hard.