Does anyone have a template for the right ramp mod that stops airballs, I keep getting them, even though I have downrated the coil on the left, but it is still happening. Be handy to use a known template rather than try and make one up.
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Does anyone have a template for the right ramp mod that stops airballs, I keep getting them, even though I have downrated the coil on the left, but it is still happening. Be handy to use a known template rather than try and make one up.
I wrote a fairly detailed review of Scared Stiff here, please take a minute to take a look and let me know what you think, I welcome any comments on it you may have, I think I have been pretty fair with it...
http://www.theukpinballclub.co.uk/pinball-reviews/scared-stiff-bally-1996/
Hey whthrs166 - the hole does increase the value per switch, but the switch is what actually scores the points... so you get 15k I believe it is per switch up by 5k per switch depending on which sink hole you go into...
What else didn't you understand - or more to the point, did my writing fail to deliver on?
Hey whthrs166 - i have taken this on board and updated it - I do appreciate you taking the time to comment. To be honest, I only put that in (it's under the the sound element of the review) as it was about how I thought sound wise this mode was far more accomplished than the general drone of the repeated music at the beginning, this and the callouts for me are what make the sounds memorable on a somewhat forgetful backing track.
Hey @whthrs16 - thank you for taking the time to write the feedback, I have updated the review as follows, I really appreciate the feedback.
- Rollovers - yep 100% on board for that, that was an error and I missed the nomenclature badly there, updated.
- Rechecked the music situation and agree, it does change from the loop in mode, I had made a nod to that, but personally - I think it's the callouts that make the game still and even with this changing music, comparatively - the music is dull.
- On the deadheads, I love the callouts, one of them makes it into my top 3 callouts I have no issue with these as a callout, my issue is how the coding of them stops and starts the gameplay.
- On the modes etc, I make mention of going to PAPA for a full rule breakdown, I didn't set out to achieve that (and say that in the post) - I agree about the spider multiball element, I did consider mentioning it's existence but know I couldn't comment on it because honestly, I have never got to it... so felt that wasn't a fair thing to review.
Thanks once for the feedback, I hope it is a stronger article for the future because of it
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