Quoted from brooklynknight:last night I lifted the playfield and went through it with a fine tooth nail. I adjust a few things I thought may need adjusted, however nothing popped out at me. Same with the Magnets as I made sure all the connections were snug and tight.
I updated the code to the latest and played for a few hours.....
Nothing It played without a hitch!! I believe you all were right about it being a sensitive switch
Now for my next question, if I am shooting for a 7.5 pitch do any of you mess with the left and right flipper coils? I tend to get a few bouncy balls that will sometimes jump from the playfield to the middle of the left ramp. If you have messed with coil settings what did you finally settle on?
Also if any of you installed pinball sound, did you make any adjustments to your sound settings and if so can you share them with me?
All in all I am just now starting to understand the flow of the game, still not sure I understand the multipliers however I plan to read up on them today while at work It is brutal if you miss a shot and I am not in the camp yet that this is an easy game...
Glad you were able to fix it! Sometimes the best fixes are the ones where you do not even know what you did...just roll with it, LOL! In truth it was probably one of the switches you adjusted, a slightly loose connector, or maybe a minor short that you moved, but whatever it was, I'm glad you solved it!
7.5 is really steep for this game. I was running mine at about 7.2 in an attempt to cut down on the side to side drains and make it easier to trap (not to mention I like speed). I was getting a lot of airballs and the shots just didn't feel quite right. I read/heard in a few different places where Steve Ritchie himself said the game was designed for 6.5 and that is where it will play best. So last week I followed his advice and sure enough...everything plays 100% better. It is still plenty fast, but my airballs have cut way down, backhand shots are easier, and everything in general just feels better. Give it a shot. As always, do not trust the bubble level in the game...use a real one. Even at 6.5, my bubble level is pegged at the top, LOL. Of all the things they have done to cost reduce, I do not know why they still haven't gotten rid of that useless thing.
I never felt the need to adjust the coil settings. Mine are plenty strong at the factory setting. I also haven't tweaked any sound settings other than volume, but I do have an external sub hooked up which adds a lot to the game.
The shot multipliers are way easier than they seem at first. Hit any of the targets under the small screen to add 1x. These will time out eventually if you do not hit them again within so many seconds. You will hear an urgent "time running out" sound when you are close to losing it, and if you do not hit them in time you will go back down to 1x. The time needed between hits decreases as the multipliers get bigger. The shots which are multiplied are indicated by the X inserts. You start with 3 adjacent shots, but as the multiplier gets bigger this goes down to 2 and then 1 shot being multiplied. You decide what shots you want multiplied by simply hitting the action button to turn the Xs red (unlocked), moving the shots around with the flipper buttons, and then hitting the action button again to lock them in and turn them green. You can build the shot multiplier up to 20x with repeated hits to the screen targets, and then that can be doubled as a reward for completing the third (I think?) set of FORCE targets to get up to 40x. Once you are maxed out, you will need to hit the screen targets relatively often to maintain that level. R2's special ability is he is good with multipliers, so you do not lose your multipliers as fast, and he keeps a wider spread of multiplied shots longer. If you do not want to think too much about moving them around, it is a pretty good idea to just lock them in at the three shots around the left ramp/inner loop and just leave them there. That covers most of the bigger value shots in the game. Once you are built high enough to be down to just one multiplied shot, I would leave it on the left inner loop to multiply Hyperspace hurry-ups and jackpots, and other big shots like blowing up the Death Star. The only exception to this is if video mode/Hoth 1 is lit, you definitely want to multiply that shot (right inner loop) to make it worthwhile. Of course the best is to keep moving the multipliers around to cover every lit shot you shoot for, but that's not an easy task and I have lost many balls while screwing around with that. Big risk reward...which this game LOVES to throw at you!
So the cliff notes version of that rambling: Red Xs to move them, Green Xs to lock them in. Targets under screen increase shot multiplier. Avoid timing them out by hitting them again when you hear the time running out sound. Inner loop/left ramp shots are a good place to park them if you do not want to try moving them around a lot.