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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Indy 500 (1995)
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<blockquote data-quote="Slam23" data-source="post: 244688" data-attributes="member: 896"><p>Happened to me also. I don't believe I got the boost value anymore. Seems to be in the same mold as the bug on HSII where you lose your Red Light Mania to a regular MB. </p><p></p><p>Another thing that happens, is when you got a Pit Stop mode active and inadvertently feed the left upper orbit lane, where the first ball is locked. In quite a few instances both balls stay locked and the mode times out. Fortunately the game seems to know that you have two balls active (which would also be the case come to think of it if you time out the mode anyway, but then on the table). The correct behaviour would be a release of the already locked ball, a bit like the Sword ramp lock in LOTR. I have seen the table do that also, so it is capable of it.</p><p></p><p>And the table can lose track of lost balls if you shoot the turbo too quickly again for a third lock, after locking the second ball (also and especially during Turbo MB). The table then goes into a ball search but won't release locked balls. Call assistant won't work because there is no ball stuck. Only tilting helps here, the balls get released and you can continue (providing you have a ball left to play offcourse). This is probably ROM related.</p></blockquote><p></p>
[QUOTE="Slam23, post: 244688, member: 896"] Happened to me also. I don't believe I got the boost value anymore. Seems to be in the same mold as the bug on HSII where you lose your Red Light Mania to a regular MB. Another thing that happens, is when you got a Pit Stop mode active and inadvertently feed the left upper orbit lane, where the first ball is locked. In quite a few instances both balls stay locked and the mode times out. Fortunately the game seems to know that you have two balls active (which would also be the case come to think of it if you time out the mode anyway, but then on the table). The correct behaviour would be a release of the already locked ball, a bit like the Sword ramp lock in LOTR. I have seen the table do that also, so it is capable of it. And the table can lose track of lost balls if you shoot the turbo too quickly again for a third lock, after locking the second ball (also and especially during Turbo MB). The table then goes into a ball search but won't release locked balls. Call assistant won't work because there is no ball stuck. Only tilting helps here, the balls get released and you can continue (providing you have a ball left to play offcourse). This is probably ROM related. [/QUOTE]
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