Quoted from toymin80r:is anyone else having issues with the game detecting when you've knocked the captive ball out of the sarcophagus? This is a pretty annoying issue, but, assuming it's not a programming bug, does anyone know what switch(es) need to be adjusted?
More details: After I lite "MUMMY" the second time and knock the captive ball into play, the game takes a short pause before "activating" mummy multiball. During this time, the game will sometimes kick another ball into play and mistakenly start the mode with 3 balls instead of 2, causing my game to end once two balls drain (even though the 3rd ball is still on the playfield)... I think that immediately hitting the captive ball a second time (after knocking the locked ball into play) might cause this, but there have been plenty of times when I have shot the locked ball into play but mummy multiball failed to activate...
As far as I can tell this is caused by the Mummy captive ball not registering a hit when the ball is ejected from the sarcophagus. It's EXTREMELY annoying since you end up with a premature end-of-ball like you describe. And adjusting that switch is pretty tricky. If you have an early-run game, make sure you get the upgrade kit from Stern - it has a pointier actuator rod that sits on the spoon switch.
While I understand why the game would be confused if the ball was ejected without a captive ball hit, why can't they mitigate this with the switches in the sarcophagus itself? Maybe there's something I'm not thinking of, but you'd think if the two switches in the sarcophagus register hits AND the bottom one doesn't re-trigger the game could very well "know" the ball isn't in there anymore.