From Jack's Private forum , written by Martin at Pinball news
It's too early to form a solid impression - not least because I was
flitting back and forth between the WoZ set-up and doing the AV for Clay's
seminar, so never had a good chance to play it.
The first thing that hit me though was just how damn bright and vivid those
LEDs are. No video camera can do them justice, but you get a sense at the
end of the video when it goes back to attrack mode.
There is a really nice YBR inserts animation at the start which indicates
the path in a kind of visual flourish. You'll see that soon I'm sure.
Rules so far:
- There are three button rollovers, each of which adds letters to the the
Tin Man, Lion and Scarecrow. Spell out all three to light lock on the
ramp. Lock three balls to start multiball
- Knock the Winkie drop target down three times and it stays down, allowing
the centre top VUK to send the ball to the Witch's Castle mini-playfield.
- If you complete both standups in the pop bumper area, that enables the
magnet at the top above the rollover lanes. The magnet holds the ball
while the winged monkey grabs it and flies it up to the Witch's Castle.
- When lock isn't lit, every second shot to the ramp goes to the
Munchkinland mini-playfield which is harder to loop than it looks.
I've seen comments saying the flippers don't look strong enough to make the
ramp shot reliably. I don't think that's true. A well-aimed shot never
has a problem, but anything slightly off may not make it. That's not a
strength issue though, it's an accuracy one. :-)
Think that's enough for now. Time for breakfast. I'll have pictures of
the machine's unboxing and set up later today on Pinball News, and will
post a link here when I've done the article (in between the seminars).
Cheers,
Martin.