Quoted from guitarded:
So what tweaks have you made to your game?
Flipper position? Rubbers / Titans / Superbands?
Tweak any of the guides. The spinner?
As an operator I would assume you are not content with a 10% success rate on shots?
absolutely. and let me start by saying, i'm in no way complaining about the shots. Kaneda has his opinion, i have mine. i do wish they worked better, and/or more often. but i'm the type that adapts.
that said, i always want games to perform best they can, to the limits the design allows. here's a few tweaks i did:
-the first was the suggestion Hilton made about bending the launch wire-form down a bit, to prevent both roll-backs, and over-shooting which lead to the ball looping around the small rightside (u-turn?). this was happening quite a bit, and that tweak worked great.
-i didn't have to adjust the upper flipper alignment. i have had to do that with quite a few NIB games, when either they were visibly out of alignment, or something just felt "off" about the shots. most recently, early run Jurassic Park was a good example of that. the flippers, at rest, were much higher that the ball lane guides, and the ramps just weren't intuitive. i adjusted after 1 game, to how they traditionally are positioned on all the games i've worked on, or played, and voila! played like a dream! however, with RaM, despite seeing the video that suggested distancing the flipper from resting on the rail, my machine had a nice 1/8-3/16" gap from the rail, at rest, straight from the factory. also every shot felt right. the issue with making those loops wasn't that the ball was failing to go where i sent it. but, it was entering the shots, and rattling around. almost as if the curve of the lane guide wasn't fluid enough.
-i lifted (bent) the spinner as suggested in the video. after slo-mo recording and viewing the ball behavior as it went around the lane, in most cases, it wasn't even touching the spinner before it rejected. but i did it anyway, just for good measure.
- i adjusted the coil strength of all VUK's, to what works right on my machine. including the trough up-kicker, the re-entry trough up-kicker, and the shooter lane.
- and, as usual, before a single game is ever played, i tighten and check every single 1/4" mech screw. as well as the nuts for every post, lane guide, and anything else that can be tightened (but not over-tightened) with a nut driver.
and before anyone possibly brings it up, the game is spot-on level w where Scott said he designed it. Both front to back, and side-to side.
if you have any other suggestions that you think can improve the reliabilty and fuctionality of those shots, i'm open minded.