The far left "shooter" lane in JD, and the accompanying Air Raid shot. No one would notice if those were gone.
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Quoted from superJackpot:You can fix or drastically reduced this by bending the flap found inside around the corner from the lock entrance. It's positioned above the ball path just before the lock's final resting place. Bending it up or down as required will cause balls that are rejected to bounce down (and still lock) instead of bouncing out and back out the lock entrance.
You can also fix this by putting spacers under the back legs of that same assembly. I used two of those wafer thin washers (that are supposed to sit between the playfield and ball guides) on each leg, and bounce outs went from like 40% to 5%.
Quoted from mab487:I think the ball save on TZ is only for the first ball. You can change (in seconds) how long it is active in adjustments.
By default it's only on the first ball. You can turn it on for the other balls as well.
Quoted from bigd1979:Interesting I may have to try that could I just use some small washers also?
Yeah, washers will work. (That's essentially what I'm using).
There is some discussion and pics of it here: https://pinside.com/pinball/forum/topic/a-newbie-restores-twilight-zone
Quoted from beelzeboob:The "launch ball" button on MM. I hate games that have a fire button that's not even themed with the rest of the game. Give me a gun like IJ or a handle like A13 or something. A button is such a cop out and eliminates any chance of a skill shot.
What was the first game that had launcher that would auto-plunge, when in multiball, and allow self plunging? Scared Stiff?
Edit: I guess Twilight Zone kind of had this, but it was a separate shooter lane. So I'm asking which was the first with both combined.
Quoted from unigroove:I think these default 30 second ball savers are one of the elements that killed pinball on location)
Are you exaggerating here or did pins literally ship with a 30 second ball save time? I'm no expert, but most games I've seen are in the 5 to 7 second range.
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