It's Jim Askey's safecracker I believe. I'm there sat sun
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Disclosure first: I was involved in the design of this (I am 2nd in the credits at the bottom) but have not been involved for the best part of 2 years.
First the backbox. Doesn't do it for me, looks like one off a cheap toy table. The lighting of the translite was nice, a vast improvement over the previous year. The artwork on the translight was better in person.
The cabinet buttons are in exactly the same place as a wpc. I know as I put them there! What isn't the same is the lockdown bar which is the same one as last year (and changes the hand position hence the buttons feel out). I'm sure they have a new one but parts didn't arrive for the show in time.
The screen in the playfield didn't work for me. I felt it was too low down and I found it harder to glance at than a traditional DMD. It needs moving up IMO.
The ramp works nice if you can make it. If you watch the promo video there's a lot of post hitting going on and I found that too when playing it.
The toys were pretty pointless. The bike is too small and hidden by the ramp but i suppose that's the scale of the toys available. The chap who moves with the ball a la PZ and TSPP wasn't working and doesn't interact with the ball or speech. Maybe that's to come.
You never ever tell the player to go away at the end of a game, "Challenge me again" would be more fitting.
There appears to be a WPC trough which I am sure they can't use. If this is a month away from production and they still don't have mechs ready and tested....
I don't see this being production ready in October. I'd say it's at least 4 months away with production another 3 after that.
In all it has potential but needs a lot of polish.
Quoted from unigroove:I'll bet you $ 100.00 (and dare you to raise me) the flipper buttons are in a completely different position than on WPC games. If they would be positioned in the same place I would not comment about them being in another position. And indeed that lockbar felt terrible. Did see several people complain about that.
For what the game currently is it is clear there are some very nice elements and they've come a long way, but it is far from being able to operate without a troubleshooter next to it. It is a great first effort, but operators will need a game that will run smooth without having to come over every 5 minutes. I'm hoping the team will get there fast.
I'd take the bet but andy just posted on pinball info that the buttons are right...
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