So I've had the machine for two days now - about 50 plays in. Made it to the Nublar wizard mode once - still haven't done the restore power wizard mode. I think it's just a really good game lol. I'm biased, but my advice is that you should take every opportunity to flip on this machine. It's a machine of the same caliber as AFM and MM, despite the 'compromises' of a home pin. Possibly a great tournament machine?
But first, the cons, which some aren't really 'cons' per se. Basically all can be summed up with 'home pin'.
- The single speaker saddens me. I didn't think I would care about it as much as I do, but turns out I do care. Luckily, I feel it and a headphone jack are an easy upgrade definitely on my list of mods.
- The machine itself is loud. Pops and slings firing simultaneously is unnoticeable from a gameplay perspective, but man do you notice how loud they are when they fire together. Flippers sound like knocker hits almost. Might be something with the lockbar/siderails/MDF/cabinet construction not blocking as much sound? I think some soundproofing foam around the lockbar and a sub/speaker to cover the hole in the bottom of the cabinet will help remedy it.
- The side rails someone mentioned above is basically just plastic T-molding held in by gravity, as they are terrible at gripping the cabinet walls. Any time the lock bar is off, you should fear the glass sliding out or lifting off of the cabinet at any time. See the pics for a better idea of the side rails:
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- Not really a con now that it's fixed, but the machine is so fast I had to modify the right wireform to keep the ball from jumping out. (thanks DeadFlip for the tip - bend where the wireform mount to make it 'lean in' a little)
Take out the wireform using this single screwI adjusted the wireform where it is screwed to the tableFinal result of it leaning into the lane
- Gate into the raptor pen has the same 'issue' as the gate on the JP Pro/Prem/LE model, where the gate opens too wide and gives the ball time to enter and exit without being trapped. The unpredictability is fun (and by design on the more expensive model, according to Elwin), but I think I prefer it getting trapped in there more often. I went ahead and put a piece of mylar on mine. A spring would have been nice but would increase the BOM so I understand.
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- This might be nitpicky, but the icons on the screen aren't on the same side as the shots on the table. The left shots on the table are Brach, Ptero, Trike - but the right 'icons' are Brach, Ptero, Stego. I've caught myself thinking I need to hit Stegosaurus when I really need Triceratops, and vice versa. Easy code fix, I'd assume - just swap the location of the Stego and Triceratops icons. I think eventually I'll just get used to it.
Now that that's all out of the way... The things I like!
- Perfect difficulty for me. Short ball times with the outlanes in the factory position (they feel a mile wide and you are basically at risk of draining any time a ball hits a sling. The slings feel damn powerful and damn sensitive, at least on my machine). Skilled/lucky play can lengthen the ball time, but Spinosaurus shots and T-Rex shots are always going to be risky. I'd be curious to hear if a 'pro' finds this machine hard or not.
- The game is super fast and I can't help but flip wild - comboing a million shots is just so much fun.
- It's my opinion that this is the perfect game to practice on and 'git gud' at pinball. Knowing ball control is pretty important if you want it to last longer than 10 seconds. You are 'rewarded' for dead flipping balls coming from the left orbit because it goes into the raptor pen 3/5ths of the time. You are encouraged to live catch balls coming from the right orbit; it's the perfect angle and usually only comes at you at one speed from the pops. All shots feed the same flipper, which might be considered a negative, but it means it requires you to post pass if you want to hit a specific shot from the other side; there isn't any other reliable way to move the ball from one side to the other. Nudging is important; the outlanes are a looming threat and you have to be ready for anything the moment the ball gets anywhere near a sling. This machine is going to make me a better player.
- The game has a good "simple, but hard" feel that AFM and MM has. I consider the rules of JDJP to be a pro and not a con. I hate not knowing how I just did a thing, or having to remember what I'm supposed to do next. Complicated rules is a quick way for me to just glaze over and just start 'shooting the flashing shots', to the detriment of my score (basically every Stern game in the last few years does this to me - Godzilla, JP Pro, TMNT, etc).
Anyways, TL;DR - game good. Happy with purchase.