![]() Well, they say all good things must come to an end. The other major help is changed the 2 lower sling posts to skinny, so backhanding from right flipper to the all important right ramp is made far easier. If they played it dialing in the shots, they’d like it. Usually get all episodes every game, plus upper pf, but Dwight made qualifying Razor Crest more difficult by requiring Hunter to be completed and a Razor Crest hurry up in between each regular. My drains come mainly from shooting the side targets and going for Hunter. Mainly just trap up and back hand every shot. But have increased ball save times in certain areas. I like what they are doing with Venom where it saves your progress so at some point you will see the Wizard mode. What settings do you use to increase your odds of getting all the way through the game. Brought the metal wireforms in advance but in person the plastic ones look just fine and with the code polished and multiple play modes its a heck of a game for the money IMO. I was a little dismissive after seeing the trailers when it released (plastic ramps and static yoda) but looking past that it has loads going for it. Seems well judged with the central shot kicking off MB so something easy to start, but the more challenging shots needed to progress past a certain point. It doesn't seem like there are many cheap drains, read criticisms about the horse shoe shot, which is a bit dangerous, but manageable when your expecting it. I tend to keep my games for a long time so slowly making progress and getting better is a good thing for me. Im on factory 3 ball but have moved the outlanes in. I’m still on 5 balls and east modes so this game will be long lasting for me. I got one shot from completing and getting my signet last week. Gets a lot of haters but I have been persistent with it over the last 2-3 months and now the shots are easier it’s a rewarding game for sure. No trouble doing the update, but it took around 15 minutes, seems very slow. IMG_0682 (resized).JPGNo rubbing or binding, all balls pass thru until the coil is energized and one ball is captured for just a few seconds while the multiball video plays, then the ball releases and all extra balls are loaded and auto fired out of the shooter lane. Just had to tighten down the screw, and now it works correctly. ![]() Anyway, I twisted the coil base plate just a fraction of an inch and it popped into the correct location. This appears to be a factory assembly flaw, game was set up new from the box about a year ago and owner states it has always trapped balls in there. ![]() The slotted armature would rub hard enough to bind on the swinging gate, staying "locked" even when deenergized. Upon closer inspection today I found that the solenoid coil base pin was not in the bracket slot: Problem solved, update on post #7424, balls being trapped on the center ramp.
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