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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Black Knight (1980)
Black Knight inaccuracies
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<blockquote data-quote="Fuseball" data-source="post: 18672" data-attributes="member: 539"><p>These are compared to a factory produced Black Knight, one of which I own.</p><p></p><p>1. The "wall" at the front of the upper playfield is far too high and obstructs the player's view of the upper-left flipper. The wall should be only a little higher than the flipper (thickness of the plastic). The view of the balls released from the lock is also almost completely obscured by this wall, which makes dealing with multiball start needlessly awkward.</p><p></p><p>2. The colours of the multiplier and left drop target bank inserts are incorrect. The TPA version appears to be based on the colouring of a run of recent reproduction playfields, which coloured those inserts deep blue. The original game used dark mauve/blue for the arrows to the left drop target banks and a faceted watery pink for the multipliers and flashing inserts in front of each drop target bank.</p><p></p><p>3. The lower playfield kickout saucer should make it's sound on release, not entry.</p><p></p><p>4. Missing Sounds...</p><p></p><p>Ball lock</p><p>Ball release for multiball (*very* important that one and I seem to recall PHOF had it working)</p><p>Pop bumper</p><p>Inlane rollover after magnasave (different to regular inlane rollover sound)</p><p>Spinner when lit (completely different to unlit sound)</p><p></p><p>The sound prioritising is a bit off too. Any target activated sound should take priority over a background sound, and that includes taking precedence over the timed drop target sound, which in turn takes priority over the general background sound. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>5. Bonus sound isn't tied to the actual bonus countdown. Could this be done a bit better? Gorgar at least made the effort.</p><p></p><p>6. Audio and lights buildup to multiball completely missing.</p><p></p><p>7. GI relay flashing also missing.</p><p></p><p>I appreciate that Black Knight isn't emulated as yet, so there may be good sound reasons for points 3-7 being the way they are (although I think it absolutely needs some of the more straightforward sounds added - ball lock and multiball release particularly).</p><p></p><p>Feel free to PM me if you need a beta tester, particularly for some of these older games. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Fuseball, post: 18672, member: 539"] These are compared to a factory produced Black Knight, one of which I own. 1. The "wall" at the front of the upper playfield is far too high and obstructs the player's view of the upper-left flipper. The wall should be only a little higher than the flipper (thickness of the plastic). The view of the balls released from the lock is also almost completely obscured by this wall, which makes dealing with multiball start needlessly awkward. 2. The colours of the multiplier and left drop target bank inserts are incorrect. The TPA version appears to be based on the colouring of a run of recent reproduction playfields, which coloured those inserts deep blue. The original game used dark mauve/blue for the arrows to the left drop target banks and a faceted watery pink for the multipliers and flashing inserts in front of each drop target bank. 3. The lower playfield kickout saucer should make it's sound on release, not entry. 4. Missing Sounds... Ball lock Ball release for multiball (*very* important that one and I seem to recall PHOF had it working) Pop bumper Inlane rollover after magnasave (different to regular inlane rollover sound) Spinner when lit (completely different to unlit sound) The sound prioritising is a bit off too. Any target activated sound should take priority over a background sound, and that includes taking precedence over the timed drop target sound, which in turn takes priority over the general background sound. :) 5. Bonus sound isn't tied to the actual bonus countdown. Could this be done a bit better? Gorgar at least made the effort. 6. Audio and lights buildup to multiball completely missing. 7. GI relay flashing also missing. I appreciate that Black Knight isn't emulated as yet, so there may be good sound reasons for points 3-7 being the way they are (although I think it absolutely needs some of the more straightforward sounds added - ball lock and multiball release particularly). Feel free to PM me if you need a beta tester, particularly for some of these older games. :) [/QUOTE]
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Black Knight inaccuracies
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