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I’d love a small fix to Indiana Jones. Would love to install a vuk for the start mode hole. I am thinking the new stern shallow vuk would work.
Problem is when the coil tries to kick the ball out, the ROM is programmed to use half power, since it designed as a saucer kick out.
If the first attempt doesn't eject the ball, then the ROM recognizes this as a failed attempt and after two seconds, applies a full power to the solenoid.
I think I need full power at all times.
Quoted from soren:Hmmmm. That IJ need work done to the kickout / tipout mech. Only the fewest IJs Ive played are not making a clean kickout.
I do not think it is double the power, but 50% more. And that is a common thing on WPC era games. For ball dropping back in. The ones I have looked into is 50%. The Shadow plunger comes to mind. Though it might be east and west game to game and mech to mech.
I have read a possible mod that uses a Gottlieb pop bumper board. The pulse to fire the solenoid is feed into the board and the solenoid will always fire at full strength. Wethers it’s the low power pulse or the high power pulse. (My terminology might be way off here).
I am still going to cut open my IJ mode hole and make it square with the shallow vuk from stern. I am fed up with the rejected shots to the mode start.
I don’t own one but No Good Gofers has to be the most bug filled game of the wpc era.
Sure we would all like rule tweaks to our favorite games but fixing bugged out games would be great. It would sure create more demand for those games.
Quoted from The_Pump_House:A very brief ball save after either upright target on the left ramp is hit. Get a lot of air balls over the flippers off of them. (Like the ball save on INPA for the center drop targets)
Replace your targets with stern reenforced targets. No more air balls.
Just order from pinballrom.com. Dave Astill. He has been doing Roms forever. Got through the website or just message him.
Quoted from _Zaphod77_:Btw, here is how i'd fix TotAN making a minimum of change.
It's incredibly simple, and fixes both lightning lamp genie battle stack and harem stack, with zero change to the intent of the rules.
Make it so the ball save for genie battle also cancels harem multiball (harem multiball has no ball saver) and lightning lamp (is normally ended by a drain unless in regular multiball, and since regular multiball has no ball saver, it's balanced there)
The two stacks are only broken if they last until the end of the mode. The modes are normally fairly balanced.
This just leave harem multiball itself, which can score stupidly high on it's own if focuses on to the exclusion of all else, which can be further fixed for competition play by not letting you start it twice on one ball. After starting it, no more harem letters until you drain. A tournament spec TotAN should make that strategy pretty difficult anyway.
Everything else can stay as is.
Wishing for a Gem needs to be eliminated or at least configurable in the menu options.
Add a Super Jackpot shot in multiball.
Tweaks to some modes to make them a bit more difficult to finish.
Quoted from Pahuffman:I check in about every 4 months to see if there is any noise about STTNG. Alas...
Check the Sttng club. LX-9 is about to drop.
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