Geeesh, can't believe that my thread started about WOZ being in the TPF tourney turned into terrible speculation/misinformation on programming and who's doing what at JJP. Good grief -- gotta love internet forums!
Now back to the intent of this thread -- here's some feedback from having it in the TPF tourney...
If it hasn't already been stated on other forums/threads, the flippers are fine. Amply powered. And they have a very nice "feel" to them in terms of flipping and controlling the ball with live traps, etc.
To JJP:
- You have a nice game so far with a lot of potential on your hands! There are a lot of things to do on the table, and I'm confident that under Keith's guidance and reputation, there will be layers and layers of complexity to achieve and score for playing enjoyment and competitive strategies.
- I'm sorry that TPF decided to use WOZ in its current state in a tourney setting. For competitive play, it makes no sense to use an incomplete product. But the person you had from JJP manning the 2 WOZ in the tourney was very helpful -- I'll even forgive him costing me my multiball hehehehe.
- Both upper playfields were fun to play! The RESCUE left upper PF was the one I preferred, but the Twister spinning house PF was MUCH more difficult than I expected. I think I only managed 3 spins max before I lost the ball from the upper PF.
- I think I was incorrect it calling in munchkin multiball -- it was whatever multiball that locks balls in the Emerald City animation.
- As previously mentioned, fix the lock progression (character name spelling) between players. It's one thing to steal a locked ball. But makes no sense for player two to pick up all the target/rollover progress from player one.
- During the multiball, if you shoot the right orbit, it "Captures" the ball as part of Dorothy getting captured as if you were in single ball play. This essentially takes away (drains) one of the balls on the table, taking your 3-ball mb down to 2-ball, or if you only had 2 left, your multiball ends. I don't think this is intended.
- When you lock a ball, the machine was immediately auto-launching your next ball, negating your chance to plunge softer to get into the upper lanes. I'd suggest turning this off, or perhaps giving the player an extra half second to do their own manual plunge to get around this and being forced to send a ball in to the forest pops.
- I'd suggest putting in a shot that spots a letter in the progress of spelling the characters.
- There's presumably so much more that is being completed/programmed, that I'll save a whole bunch of other feedback for later, because it's likely being addressed already.
Feel free to contact me directly if you would like any more detailed feedback.