So, not a glitch seeing how the rom is acting according to the desired settings. I really dont see the issue anyway. Are there a select few exploiting the endless balls to amass unreal scores, and if so, arent they the same exact people who would be at the top of the leaderboards even if Zen limits the balls to a max of 5?
Announcement
Collapse
No announcement yet.
Extraball problem on Williams Pinball
Collapse
X
-
-
As deep has written, in reality Zen has defined both settings (max xb per ball AND max xb stacked) to 5.
It's not the Williams pinball machines setting, where max XB stacked is apparently defined to 4.
Originally posted by zaphod77 View PostIf you set both one and two, you should set 1 to LOWER than 2. if 1 is equal or higher than 2, it does nothing.
Well, let's see what Zen will gonna do.sigpic
Comment
-
i mean there is no difference between setting 1 at 5 and 2 at 5 from 1 at unlimited and 2 at 5.
setting 2 will clamp the extra balls before setting 1 will, unless 1 is lower than two.
if setting 2 was say 10, and setting 1 i 5
you can get 5 extra balls. once you lose one you can then earn one more, up until the 10th extra ball, then you have to lose them all to get to ball 2 before you can start going back up to 5.
now say setting 1 is 5, adn 2 is 5. you can collect the five either all at once, or with balls lost between then, but unless you go to ball two, you cannot ever collect more than 5. if you collect them all at once, setting 2 stops you before settign 1 does. if you colelct them sseparately, setting 2 still stops you first.
now say setting 1 was 4 and 2 was 5. then setting 1 will stop you if you try to get 5 on your very first ball, but if you lose one you can then cllect the 5th.
yes, the older williams games, like whirlwind were the ones that had the hard per game limit. but funhouse, for example, does not. it has the same a13 and a14 adjustments that all the dmd games have.
Comment
-
Originally posted by zaphod77 View Postyes, the older williams games, like whirlwind were the ones that had the hard per game limit. but funhouse, for example, does not. it has the same a13 and a14 adjustments that all the dmd games have.
Comment
-
Regardless of whether or not the original ROM of MM allowed for unlimited extra balls, the fx simulation exposes the unlimited EBs in a way that other MM sims don't, and I also assume the real machine (never did get a chance to play that one). The endless EBs from Castle multiball are surprisingly easy to get on this table, partly because all except for the ramp shots are easier (than fx3), and specifically, the lite lock hole. I can't seem to miss it.
When a ball is locked, all you need to do is let the ball come down from the left lane, it bounces from left flipper to right, then shoot the lite lock hole again. Doing this I can go from one MB to the next in record time (usually without missing a beat), and just keep at it until I have an EB, and then focus on castle progression, where you will also get unlimited EBs after defeating the king and destroying the second castle. I got 11 EBs from the castle award in one game alone (in which I scored 16 billion on Classic) and I reckon I got at least 15 EBs from Castle multiball in the same game.
The ball did not bounce down to the left flipper as consistently in fx3, and the light lock shot was harder to make. So not only is it harder to start multiball in fx3, completing all super jackpots was significantly harder as well.
I don't think there has to be a standard for EB limits on all games. I like the fact that the rules vary (personally I prefer Getaway's 5 EB per ball limit most of all) and I even kind of like the idea of unlimited EBs, but only if you manage to achieve something that is downright difficult to do.
Clearing all Super jackpots in MM in fx3 wasn;t terribly easy. Doing it in the fx sim is really pretty simple.Last edited by Yakass; 04-19-2022, 11:42 PM.
Comment
-
Originally posted by Yakass View PostRegardless of whether or not the original ROM of MM allowed for unlimited extra balls, the fx simulation exposes the unlimited EBs in a way that other MM sims don't, and I also assume the real machine (never did get a chance to play that one). The endless EBs from Castle multiball are surprisingly easy to get on this table, partly because all except for the ramp shots are easier (than fx3), and specifically, the lite lock hole. I can't seem to miss it.
When a ball is locked, all you need to do is let the ball come down from the left lane, it bounces from left flipper to right, then shoot the lite lock hole again. Doing this I can go from one MB to the next in record time (usually without missing a beat), and just keep at it until I have an EB, and then focus on castle progression, where you will also get unlimited EBs after defeating the king and destroying the second castle. I got 11 EBs from the castle award in one game alone (in which I scored 16 billion on Classic) and I reckon I got at least 15 EBs from Castle multiball in the same game.
The ball did not bounce down to the left flipper as consistently in fx3, and the light lock shot was harder to make. So not only is it harder to start multiball in fx3, completing all super jackpots was significantly harder as well.
I don't think there has to be a standard for EB limits on all games. I like the fact that the rules vary (personally I prefer Getaway's 5 EB per ball limit most of all) and I even kind of like the idea of unlimited EBs, but only if you manage to achieve something that is downright difficult to do.
Clearing all Super jackpots in MM in fx3 wasn;t terribly easy. Doing it in the fx sim is really pretty simple.
Comment
Comment