hey you with the face
Active Member
Played Foo pro at Player one...Plays so much better than Cabin Fever, I don't think Dan has it set up right.
Stopped by P1 on Friday to try out the new games, and I really like the layout on FF. Only real complaint so far is that the shots that go around that turnaround on the right seem to go way out of control, but that seems like it's just a matter of dialing in the incline on the game. Has anyone played both the pro and prem/LE? After playing the pro, I'm starting to wonder if that's the way to go with this title. It looks like anything that goes to the right ramp on the premium will go via the upper PF, but also wondering how much that will add to the game, and whether it'll kill the game flow. Also seems like the left outlane ball save with the post on the prem would be missable, or does the code account for that and give you the ball back anyway?
Really... well isn't that handy Apparently I didn't read all the posts in the thread, it's there and has a little metal cover over it!
Nice collection!I stopped by P1 last Monday to try out the Pro too and also got to try out a friend's LE. That turn around shot seemed fine on my friend's LE so definitely an incline or leveling issue. I enjoyed both models and don't think you can go wrong with Pro because the only thing missing is the upper playfield which if you don't flip when you make the shot up there the ball flows just like the Pro, the death save post which came in handy a few times and the molded toys like truck and alien which I'm sure there will be mods made to replace these on the Pro. I'm a Foo Fighters fan and debated going LE but as usual couldn't justify the extra $2500-3000 for exact same game play as on Premium. It's a great shooter and love all the shot variety and paths.
I finally rearranged all my pins and have a spot allocated for Foo when it arrives
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OK, that's what I figured based on the stream, but good to know it flows the same way. Any idea whether the death save post is compensated in the code? I'm assuming that this is just implemented as a ball save on the pro (which I think I hit), so I'd assume that if the outlane save is active, the post pops and the prompt goes on the screen, but then if the next switch hit is a drain, a new ball gets served (in case the post fails) kind of like what will sometimes (although not always) happen with a physical kickback.because the only thing missing is the upper playfield which if you don't flip when you make the shot up there the ball flows just like the Pro
OK, that's what I figured based on the stream, but good to know it flows the same way. Any idea whether the death save post is compensated in the code? I'm assuming that this is just implemented as a ball save on the pro (which I think I hit), so I'd assume that if the outlane save is active, the post pops and the prompt goes on the screen, but then if the next switch hit is a drain, a new ball gets served (in case the post fails) kind of like what will sometimes (although not always) happen with a physical kickback.
Also, is that a Lego Hedwig as a Rush topper? Neat idea
Fair, if it's designed as a skill save as well as a ball save then that's another big difference between the versions. Thought there might be code in there to compensate in case it failed to bounce as designed. If it's the same rules that activate the outlane save on the pro, then that could also make it a slightly easier game, since it's impossible to miss, and it's much easier to trigger in a multiball.The whole point of the death save post also requires skill or remember to hold the left flipper up right away otherwise it won't save the ball or give it back. I didn't know that first time it happened so having code compensate by giving back via ball save would sort of defeat purpose?
Shooter lane, ball drain, 3 bank drop target and switch slot protection for inlanesWhat Cliffy’s are needed for FF?