One thing that bugs me about this game is the distinct lack of information that the game feeds back to the player of what you have to do to get through modes... When I had mine, after around 100 or so games I decided to look to Pinball News to find out how to play it... I ended up writing down a table of what you had to do to start each mode, to finish each mode and to max the points on each mode... I then had that as a crib sheet next to the game... Of course after several 100 games you'll get to know what to do, but introduce the game to a friend and it's a pain having to try and explain... With TF, my next and 2nd NIB, totally different story... it's crystal clear what you have to do... turn brain off, hit flashing lights and play pinball!
The other gripe with Tron is that on first look it LOOKs like theres plenty of modes and therefore scope for plenty of depth... then you play it and see that quite often Flyn and Recogniser modes are completed with general flailing around... That's when I got the feeling that I'd been conned in a way... there's a false sense of depth with those inserts that are really 'nothing' modes... Stern could have added another insert for yet another mode: Flipper mode: press one flipper to start, and the other to complete... It would be ABOUT as challenging as Recogniser mode
Does the current code still allow you to start AND complete those two modes with 4 hits of the ball?
Then theres the tiny timer bars for the three TRON target initiated things... Double scoring, super pops and super spinner... yet for the most inportant timed mode: Zuse, there's no bar...
Then there's the Gem shot difficulty which I sincerely believe that Stern screwed up on... surely they wouldn't intentionally block that shot so much with the 'U' target that it can't be hit with normal speed balls around the right loop or from the plunger??
Very pretty lights on the ramps though, and that ball spins like crazy off the disk!