Quoted from knockerlover:#125 arrived here last Friday, and since then I've put about 150 games on it. Butter cabinet was packaged extremely well, with moving blankets, thin white foam layers, and shrink wrapped. When you first see the vibrant colors and the smooth clearcoat finish on the butter cabinet, it is sure to bring a smile to your face.
The side rails are lasercut lettering "TOTAL NUCLEAR ANNIHILATION" and the hinges with the spooky ghost logo. Before they are lasercut are covered with a plastic film, this is then "weeded" once cut. It looks like the large portion of film is removed at the factory, but the small letter "island" remnants, and residue around the lettering/logo is left behind. Charlie responded quickly to an email asking how to safely remove it and said "nothing caustic" and "alcohol should be safe". We ended up using the textured side of a blue scotch brite sponge with some rubbing alcohol and after about 45 minutes one rail was done. This would be much easier to do w/ the rails off, not sure what options they have at the factory. To be honest though, I'd prefer they spend their time building more games if the choice is to take this extra step or keep assembling.
Others have mentioned that the power supply fan is loud, it is. I'm going to look into replacing it and will share with others. It's not at all noticeable when the game is playing, however when you're sitting back on the couch admiring that beautiful light show it sounds like a stuck car-horn a few houses down.
Game was setup for free play out of the box, and was ready for play almost immediately. After the first day I did notice that the gap on the slingshots was widening, and I think because of how aggressive the coils hit. Quick adjustment to them, I closed the gap on some of the other stand-ups, and widened the lower right bumper switch gap in the reactor as it would sometimes falsely hit.
With as aggressive and fast as the coils are, as much as you feel like you need to move this game around to stay alive, and the use of the shaker motor, you're going to want to set your tilt bob a little lower than usual. The tilt responds a little differently than your standard WPC game, almost delayed a bit, and I'm not sure about how the debounce is setup. A few TILTS have caught me off guard that I probably deserved about 15 seconds earlier. When you start the reactor from the scoop it has an animation sequence that you can bypass, I've also learned to let it run its course so the tilt bob can settle down a bit. I turned the shaker motor down to LOW intensity. The knocker I love of course
This game above all others has that "one more game" feeling to it. The rules become very clear, very quickly, but is still very challenging to play. This game will teach you how to be a better pinball player. The music when you start playing sounds so fast and energizing, but as you progress through the modes and get into later reactors the music gets a little faster and faster.. so when you end up back at the very "early" music again it sounds like it's in slow motion. I find myself needing to take a break between games because of the adrenaline.
The skill shot while about 10" wide seems like a lot of room for error, but it's truly razor thin. Very challenging, but very rewarding. In my opinion it's better to go for the short plunge, and try to get multiball started to deal w/ the grid, but you have to get by the right slingshot. A quick nudge to the left, and you'll get to practice your live catches on the right flipper.. (I suck at them). Drop targets and the grid are much less risky from the right flipper, and I usually try to complete the grid w/ multiball running.
I've learned to just use my ball saves whenever I can instead of trying to save them for something, 9/10 times It will dart into an outlane and I wont have time to switch where the ball save is to make it worthwhile.
Hitting the scoop from the right flipper is dangerous, so post transfers or loop passes are necessary to make this a less risky backhand shot. Coming out of the scoop a drop catch is necessary to get the ball under control.