Been playing my DI for two weeks now and have some questions / remarks..
1/ what's the use of the upper playfield ? there are no switches on it, ok you can nudge it and use 'skill' to get the ball into the popbumpers but that's it.. looks like quite a big assembly with limited use. I'm thinking of just removing the upper playfield and have the pinball drop always into the popbumpers. Any thoughts ?
2/ Shouldn't timers stop when the pinball is locked somewhere ? When a hurryup is running at the quantum theatre but you shoot something else (phone scoop or lock a ball) then it'll show animations and keep the ball, meanwhile the hurryup keeps counts down and is timed out when a new pinball is released.
OK I get it, I chose not to shoot the hurryup and something else instead.. but still, watching it time out while I can't cancel animations at all and have to wait doesn't seem really fair ?
Btw any way to cancel the lock animation ? This game has soo much smooth flow, but when you lock a ball it needs to finish the animations, run the shaker, and only then put a new pinball in the shooter lane. This really stops the flow, the delay takes much too long imo..
3/ Does anyone have experience with pindemption and DI ?
I notice in the settings there are greyed out settings about setting it to a timed game.
Is pindemption just the same rules but on limited time ? Flippers are disabled when the fixed time runs out ?
Or is it more like Safecracker - a timed game but giving you the option to gain more time as you play well ?
Or even like the SC magic token game - totally different rules ?