(Topic ID: 77386)

Hobbit Update

By B9

6 years ago

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  • 10,044 posts
  • 743 Pinsiders participating
  • Latest reply 2 years ago by GravitaR
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#4909 5 years ago

There was a mode implemented where the spider / lower left monster was raised for bashing. After that you had to shoot some dwarf targets. There was another mode where every other drop target was raised and had to be knocked down. And a couple others that I don't recall. Didn't really notice the multiball rules too much either. Shooting various shots selects (sets of?) modes and then shooting the right ramp starts them. I think all the dynamic elements on the playfield in combination with the modes give it a lot more variety than there might seem to be at first glance.

I thought it shot well. It was set up a little slow but that's easy to change I'm sure.

It looks even better the WOZ, especially the LCD appearance and animations are much improved IMO.

I am really looking forward to it, hopefully someone in Austin puts one on location.

#4941 5 years ago

When the two monsters on the left are raised, I think you can only directly shoot the topmost dwarf targets in the left and top banks from the upper flipper, so perhaps there could be a mode or two making use of that fact. Could be themed as a rescue a dwarf round or something. There is plenty of stuff for the flipper to do if the software makes it worthwhile or necessary.

Quoted from Sammy31:

Hopefully the flippers can all be set individually...

They can be, similar to WOZ I guess. I saw them adjust it a bit at one point during TPF. There were separate settings for each flipper.

2 weeks later
#5440 5 years ago

Unless they changed it completely, the right ramp lights with "MODE" in red letters, then you shoot it to start the mode, book/lcd had good explanations of all the ones I started. I thought it was remarkably clear and easy to grasp actually.

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