Quoted from greenhornet:
Do people even understand why it plays so fast?
Quoted from Whysnow:
Question for those that will be operating a TnA, what pricing do you plan to use?
I was thinking the same as my ironman vault 1-.75 & 3-$2 & 10 -$5. with the payrange reward buy 7 get 1.
all my newer machines are 1-$1, 3-$2 (ie GB, MMR, AFMR, GOT)
my older machine 1-.75, 4-$2 ( I.E. NGG, CP)
both with payrange rewards. I don't advertise the discount with payrange on the machine, lot of people still use it.
I bought a TOM last year fixed it up. With base and fix up cost It basically comes to the same price as a NIB. I was thinking of doing the same pricing as NIB. Ball times are extremely long for decent players, which is great, but that means more maintenance.
Some others do 3 - $1, but the machines usually are pretty nasty. Plus at that rate you'd never get to bring anything in new, much less buy the parts to maintain the current machines.
I don't think making things easier is better, just make it a bit cheaper. Then the sting won't hurt as bad when their game is over in a minute.
Quoted from Whysnow:
I typically like to get my games to ~3min average game time and step #1 is increase ball saver (so the casuals dont feel jipped). Step #2 is to look at the data and slightly tighten up out lanes to balance (i.e. if lots of left drains then tighten it up)
I usually hate messing with default settings, but ball save times ok. if the game still has incredibly low game times then yeah I guess tightening the outlanes would be the next step.
I had one game set on super easy, not sure how it got that way. I switched it back & few days later it was back on super easy, I switched it back once again. a few days later it was back on easy so I changed the locks to get rid of the crappier wafer lock, no more super easy. no money missing that I could tell, but someone wanted to play the game real bad on the easy settings. personally I don't understand wanting to play a game that's already pretty easy on easy settings, but to each their own. The game was MMR.
Still wasn't able to verify if someone was actually getting into the cab somehow or if it was just a game glitch. It hasn't happened since but who knows.
sac rack, damn I thought you all were talking about a different type of rack. didn't know that reference actually existed...
don't think I know of to many games that accept dollar coins
Quoted from Fytr:
Well up here in Canada, all the games accept $1 "Loonie" coins, and $2 "Toonie" coins. Makes it simple.
...but then we use the Metric system too, so I guess we're just more 'advanced'.
I wish the US didn't have to special with Standard Measurements. Pain in the butt keeping two sets of everything.
I'm sure there are a lot of reasons for it, but nothing I could think of to justify it.
It would seem a lot simpler just going with the metric system like almost every other country in the world.
I am ignorant on the subject of how it came to be, so I'm sure I'm missing something.
does anyone know if this will have 12volts on the bill harness line like the AFMR and DI, or will it be using the standard 110?
Quoted from Fytr:
Agreed. Failed attempt at sarcasm on my part.
Airball question was legit though.
crazy, I have an old routed sharkey's thats probably had a lot more play, to date. That looks better then that, dimple wise. Wish they would go back to that way of manufacturing/ clearing playfields.
Quoted from ViperNation:
Scott: awesome game; one suggesion
When the final reactor is destroyed, instead of the game just ending, add a 5 ball wizard mode and then end the game. Have the siren going non stop, add some random callouts like "my hero", "you saved the world!", crank the light show into full tri color intense pulsating mode and have scoring multiplied by number of balls in play x two. When all balls drain the game is over. For an even cooler effect, incrementally bump up the power of the slings and pop bumper, or have the power randomly adjust every few seconds.
ending? what's supposed to happen now?
Quoted from Aurich:
I don't find any of the new games actually casual friendly. I think pinball people forget just how confusing these games are to people who don't play them, and often don't realize there are even rules, let alone ideas like "starting a mode".
Like Star Wars for instance, that game isn't remotely friendly to someone who doesn't play. What exactly are they supposed to figure out how to do if they don't grasp the basics already? We're talking about people who don't know you can start a 4 player game on a pin, who don't understand what "lock is lit" means. These lock in your multiplier rules are greek to them.
I see a lot of new players walk away after their first ball thinking the game was over. Had one guy do it to three games before I asked if he had some strategy for playing multiple games at once. Of course he said "multiple games... what are you talking about?".
Forgot to take a pic, but TNA is now available at Einstein's pub in Katy, Texas.
gonna miss having it at my house
Quoted from OnTheSnap:
Anyone know when Laseriffic will be shipping this topper? Love it.
that does look pretty good.
I put all my games on location, so they almost all have protectors. They don't have any for this game. I wouldn't be worried though, clean it/wax it & change balls and rubbers on a regular basis and you'll be fine. Since it's from spooky and it's using p-roc, I'm not concerned about future issues. Just saw today that all the post sleeves are worn down to the metal post itself.... Time to change. Still dimples like any other game, just nowhere near as bad as sterns do.
I'd put some mylar or something on the shooter lane Or wait for cliff, he's sending me some test stuff for the shooter lane.
Sorry if this was mentioned before.
has anyone figured out how to get the game not to give a tilt warning to player 2 before they have had a chance to plunge, if player 1 was real rough with the game?
The only option I see is the tilt bob needs to be really loose.
is there something with the timings?
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