(Topic ID: 198466)

Pre-DMD multiball with no lock stealing?

By volcanolotus

6 years ago


Topic Heartbeat

Topic Stats

  • 21 posts
  • 8 Pinsiders participating
  • Latest reply 3 years ago by zacaj
  • Topic is favorited by 2 Pinsiders

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#3 6 years ago

Hoops doesn't, or at least there's a setting to make the game eject locked balls between turns.

Transporter does.

Also, calling Hoops an early SS game is kind of weird.

#7 6 years ago
Quoted from volcanolotus:

Are you sure about these two? IPDB says Scorpion has lock stealing and PAPA says Solar Fire does. Do you know if there's a setting?

As zacaj was hinting at when talking about BK, "lock stealing" is a pretty vague term. It's really best to describe the lock behavior for each game. For example, if P1 locks a ball in Scorpion and drains,P2 can lock a ball in the other lock and the ball kicks out. No lock stealing! But then, P2 can start a multiball and not lock another ball, and P1 ends up with no lock. Lock stealing!

#9 6 years ago
Quoted from zacaj:

Whirlwind doesn't have stealing per se,

Lock stealing has at least a couple components:
1) One player benefits from another player's locks.
2) One player removes another player's locked ball(s).

WW has #2 but not #1.

#12 6 years ago
Quoted from zacaj:

Funhouse is the same as black knight, you need to reload your locks if someone else gets multiball

The Tournament setting for Funhouse fixes this problem by forcing you to re-lock balls every time, so at least each player always has the same (more difficult) experience.

#14 6 years ago
Quoted from zacaj:

So it just removes lock memory? Basically just trashing everyone's locks automatically...

Yup. I think it also brings you back to 11:30 each time.

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