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Teenage Mutant Ninja Turtles VP9
Started By
TAB
, May 26 2009 10:22 AM
44 replies to this topic
#26
Posted 08 June 2009 - 02:42 AM
Do you have a controller hooked up to your PC?
If so, unplug it. VP 9 is reading the z-axis controls as the nudge mechanism. That should fix your problem.
If so, unplug it. VP 9 is reading the z-axis controls as the nudge mechanism. That should fix your problem.

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#29
Posted 28 October 2009 - 07:40 PM
QUOTE (bolt @ Oct 28 2009, 04:47 PM) <{POST_SNAPBACK}>
Thanks Tab
..working fine now - or?
Can't only set the yellow and green lines in the ramps. But it playes fine now
But the two multiballs comes too quick out of the ball release
#31
Posted 25 January 2010 - 01:22 PM
Thanks for the new update TAB.
After the tournament i have much fun to play TMNT and i played your new v1.7 version round about 30 times.
Sorry, but i found 1 or 2 things there are disturb me.
1. If i shot the right outlane to help the girl(the voice says: help me ...), the ball hit round about 1 of 5 times the target.
2. If the ball rolls back from top point of the left green ramp, the ball goes every times between the pinball triggers.
It's a very nice table and it's very difficult to play it.
After the tournament i have much fun to play TMNT and i played your new v1.7 version round about 30 times.
Sorry, but i found 1 or 2 things there are disturb me.
1. If i shot the right outlane to help the girl(the voice says: help me ...), the ball hit round about 1 of 5 times the target.
2. If the ball rolls back from top point of the left green ramp, the ball goes every times between the pinball triggers.
It's a very nice table and it's very difficult to play it.
#33
Posted 25 January 2010 - 02:06 PM
Bolt - only a fast shot though the spinner will hit the April target - slower shots or shots that bounce around will go into the pop bumpers. As for the green ramp, if the shot is weak, nudge the table and it'll go to the flippers. The elasticity of the rubber posts could be increased, or the rubber posts could be pushed in a little more for the ramp entrances. btw I beat the #1 Shooby Doo score my first game when I played this, after the tournament on version 1.6. But it could be made a little easier.
Build a fire, vipers love the heat.
#37
Posted 25 January 2010 - 09:00 PM
QUOTE (destruk @ Jan 25 2010, 09:06 AM) <{POST_SNAPBACK}>
btw I beat the #1 Shooby Doo score my first game when I played this, after the tournament on version 1.6. But it could be made a little easier.
You must have used my vodka/grapefruit juice combo shot. That's the only time I could hit that darn sewer!
#38
Posted 25 January 2010 - 10:11 PM
lol ShoobyDoo. I think for future tournaments, we should probably put some disclaimer in there that if you helped design the table, you can't compete on that table. I had lots of practice on my other version, and a couple balls on this version before so I knew how the flippers handled already. (Rescripting and relaying out existing tables in depth for a few hours gives an advantage). By contrast, Whirlwind which I never played a full game on, I couldn't break 3 million points.
Build a fire, vipers love the heat.
#40
Posted 26 January 2010 - 12:07 AM
Now, i tested a very long time but i'am so stupid to hit april. I shot the rolling ball with full speed to the April target and in 1 of 5 times the target counts. Only the ricochet from the bumper can hit and count the april target.
I need more practice to hit the April target.
I need more practice to hit the April target.



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