(Topic ID: 54886)

Grand Lizard club. *Mandrills get in free.*

By SPeD66

10 years ago


Topic Heartbeat

Topic Stats

  • 1,639 posts
  • 171 Pinsiders participating
  • Latest reply 14 days ago by punkin
  • Topic is favorited by 69 Pinsiders

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Topic index (key posts)

5 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #99 Fine Tuning Tips Posted by mof (10 years ago)

Post #100 More Fine Tuning Posted by mof (10 years ago)

Post #194 Playing Tips Video Posted by L8vid (9 years ago)

Post #196 BGResto Proto Backglass. Posted by RustyLizard (9 years ago)

Post #510 Possible Buzz Fix Posted by FLASHBALL (7 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#1030 4 years ago

hi all...

i have a simple ask about the code

after watching videos, seems LOCKS are always lit/available on the table, i mean when you have finished your mutiball and are back to 1 ball, you dont have to relight LOCKS...

than, is there a setup in the code where you have to shoot something to first relight the LOCKS (and than makes the game a bit harder & hazardous) ?

tanx

(PS : i have the same ask about SPACE SHUTTLE)

#1032 4 years ago

ok, and tanx for the feedback

#1036 4 years ago
Quoted from djreddog:

...First up, you must spell LIZARD to light the locks.

so logical (from a player point of view)
even if the idea to force people playing upside, to light things downside (and vice versa), is even better of course

#1038 4 years ago
Quoted from RustyLizard:

I almost never go for multiball. If you had to light the locks first I would never use it.

in this case, you already need LIZ ARD to get magnets, than...

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