(Topic ID: 256440)

Couple T2 Questions

By malkneil

4 years ago


Topic Heartbeat

Topic Stats

  • 13 posts
  • 7 Pinsiders participating
  • Latest reply 4 years ago by Scoot
  • Topic is favorited by 1 Pinsider

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#1 4 years ago

Just got a T2 and the gameplay is fairly straight-forward. One thing that seemed a bit confusing to me is when I hit the leftmost saucer when the Database arrow is not lit, the DMD dispalys "Jackpot Grows" or something to that effect. Despite this I don't ever see the values for the jackpot shots go up. Am I missing something here?

As an aside, but also in regard to the saucer -- I get a lot of balls rebounding (upwards of 50%) out of the saucer, especially when it's a fast/hard shot. Has anyone run up against this and is there a good remedy. I was thinking either tweaking the angle of that metal deflector, or putting one of those foam cushions on the deflector like you sometimes see in games.

Thoughts on either of the above?

#2 4 years ago

Is the jackpot 7,500,000? I think that's fixed depending on settings, even though it says jackpot grows

try some deadening foam on the kickout.

#3 4 years ago

Yeah it seems to just list the 1x, 2x, 3x jackpot values which seem to be static (or as you said likely configurable in the settings). Weird that it simply lists the static jackpot values while stating 'Jackpot Grows'. Will certainly give the foam a try -- seems like an easy fix.

On a slightly related topic does anyone know what the newest (or best) version of the game ROM is for T2? IIRC, on boot mine said '50013 L-6'. It doesn't happen terribly often, but on occasion it seems the game gets a little confused -- mostly in multi-ball situations. Has anyone come up with a ROM this fixes any rules/ball tracking issues that might exist?

Thanks!

#4 4 years ago

As far as I know all the roms have various multiball bugs, no fixed versions

#5 4 years ago

I've got the L8.2 version on my game.
It does not have that annoying "Bong-Bong" during attract mode anymore.
It also shows the lastest score more often (very handy for tounaments).
And it has the LED ghosting fix.

#6 4 years ago
Quoted from malkneil:

On a slightly related topic does anyone know what the newest (or best) version of the game ROM is for T2?

L-8. It's available on IPDB. I'd also recommend the WPC LED patch (wpclp) to patch the ROM file, if you're using LEDs.

#7 4 years ago

I believe L8.2 is the L8 rom patched for LEDs patch, along with the shotgun sound in attract removed.

#8 4 years ago
Quoted from Malenko:

I believe L8.2 is the L8 rom patched for LEDs patch, along with the shotgun sound in attract removed.

And the attract display sequence adjusted to show the latest score more often...

#9 4 years ago
Quoted from Malenko:

I believe L8.2 is the L8 rom patched for LEDs patch, along with the shotgun sound in attract removed.

Is this version of the ROM one of the ones available for d/l on IPDB.org?

#10 4 years ago
Quoted from Inkochnito:

I've got the L8.2 version on my game.
It does not have that annoying "Bong-Bong" during attract mode anymore.
It also shows the lastest score more often (very handy for tounaments).
And it has the LED ghosting fix.

Can anyone burn/send me one? I'll pay, of course -

T2 is the only game that still makes attract noises....all Thanksgiving dinner, every 2 minutes from the gameroom...."BONG - BONG"........

#11 4 years ago
Quoted from malkneil:

Is this version of the ROM one of the ones available for d/l on IPDB.org?

I'll upload the file to the ipdb.
If you want a copy sooner, send me a PM with your email and request.

1 month later
#12 4 years ago

Thanks all. The dampening foam did the trick on the leftmost scoop. Almost never get bounce backs now. As I play the game a bit more a few other questions:

1) Is the kick save supposed to send the ball all the way up the right orbit to the multiplier gates? Mine gets it up just shy of the wire shooter gate and then it comes back down the right orbit. Just wondering what the intended behavior is here.

2) Two balls in the skull. Sometimes unintentionally two balls will follow each other into the skull and the drop will pop up behind them lodging them both in there. The VUK tries to send them up but it's too cramped and it just gets into a stuck state. Mid-game I'll have to remove the glass and get my magnet stick and pull one of the balls up through the wire channel to free it; pretty disrupting, especially on a good game. How often do others see this and are there any mods out there to prevent it?

3) Sometimes there's some bounceback that occurs on the head shot (once drop is down) such that the ball comes back out. I've heard tell of putting a piece of foam block in that empty space behind the head saucer to dampen fast shots to the skull. Can anyone comment on this and if it helps the bounce backs?

Thanks all!

#13 4 years ago
Quoted from malkneil:

Thanks all. The dampening foam did the trick on the leftmost scoop. Almost never get bounce backs now. As I play the game a bit more a few other questions:
1) Is the kick save supposed to send the ball all the way up the right orbit to the multiplier gates? Mine gets it up just shy of the wire shooter gate and then it comes back down the right orbit. Just wondering what the intended behavior is here.
2) Two balls in the skull. Sometimes unintentionally two balls will follow each other into the skull and the drop will pop up behind them lodging them both in there. The VUK tries to send them up but it's too cramped and it just gets into a stuck state. Mid-game I'll have to remove the glass and get my magnet stick and pull one of the balls up through the wire channel to free it; pretty disrupting, especially on a good game. How often do others see this and are there any mods out there to prevent it?
3) Sometimes there's some bounceback that occurs on the head shot (once drop is down) such that the ball comes back out. I've heard tell of putting a piece of foam block in that empty space behind the head saucer to dampen fast shots to the skull. Can anyone comment on this and if it helps the bounce backs?
Thanks all!

1. The kick back ideally should send the ball up to the pops but rarely does in the wild, and I have tried to adjust mine extensively and still only manage 1 out of 10 shots.

2. There is a wire gate that should only allow one ball to enter the skull. I think I had 2 balls get stuck in there maybe once before but the ball search ended up kicking 1 of them out that was stuck in between the gate and the drop target. I might be wrong here but make sure that gate has only enough room for one ball.

3. That same gate should prevent the ball from kicking back out but this is much more common. A hard shot can eject the ball before the gate can close. If it is frequent I would try using the same foam you used for your scoop.

It's sometimes hard to tell what going on when the ball is flying around. Try setting up a cell phone in slow motion and capture what is going on.

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