Had a bug happen, I had a 6 ball multiball, 2 balls locked from crane and then had captive ball multiball mode adding balls in and was on a roll....the programming will some times prevent 6 ball multiballs from getting out of hand by draining the balls and temporarily disabling flippers then launching a new ball. All of that was fine, however I had an "extra ball" stored and when it launched my new ball it put 2 balls into the trough and used up my extra ball.
Another thing I notice that seems different from the beta versions I tried is the scoop kick out from the movie scoop seems to be wonky some times, it's supposed to consistently kick out to the right flipper, but some times I've seen it kick out right down the middle or to the left flipper and the 'eye light' is not lit at the time signifying the magnets are not active.
If I remember correctly from when I used to own this pin, there is a timed 6ball multiball feature where the flippers do go off until they all drain then you get a new ball. Just like TZ's lost in the zone. I believe it was the Last-Action-Hero 6ball multiball feature.



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