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With the exception of the drop targets assembly the quality is very high and right up
there with Williams/Bally.
It is not popular with many buyers because it is a Capcom and not a Williams/Bally, however it
is a modern 1995 dot matrix machine with a very smooth feel and can play very fast.
The flipper design is superb and the strength is adjustable - it has a great flipper action when maintained.
Pinball Magic is a very nice playing machine with all the classic and modern
targets. These include a drop hole, a drop hole / shooting scoop, a captive
ball, 5 bank drop targets, two ramps, a pop bumper next to a slingshot (for
that bang the hell out of the ball effect you get from triple pop bumpers),
a top loop that slings the ball at high speeds back at you without draining
and the usual collection of stand up stationary targets / rollovers.
Pinball Magic has two amazing features too:
A moving magic wand that holds and guides the ball magnetically suspended from the underside.
One stage appears to levitate the ball straight up and place it onto a habitrail.
The playfield ramps are all at the top and do not obscure the playfield.
Pinball Magic has lighting that is better than the
other major manufacturers. All of the lights including the general
illumination have varing levels of brightness during the game as contrasted
by the on/off lighting you usually see.
One major criticism of the game is that is it very linear.
Other reported problems
Stage Optos?
Ramp entry switch can be activated twice making the machine think the ball ran back down the
ramp. If your switch is bouncing, is mis adjusted, or the gate swings
excessivly, it won't recognize the second switch next to the stage.
Wand not magnetizing - probably the switch just before the ball enters the wand that is
Wand stop rotating due to a break in the wire. It is useful to note that the motor on the
state door is the same and with a few cable tie clips and the bending
out of a key pin, they connectors can be swapped to test if the problem
is in the motor or not. As far as magnetizing the game only allows the
magnet to be used x times every y minutes (I think x=3 and y=5) in order
to prevent the coil from melting. So if you hit it x+1 times, it will
not energize the wand until time = time + y. Which really sucks, when you try to complete triple power play. (lock 3
balls without draining a ball) I have heard that when PM was first
released , the wand coils were melting due to excessive use. The
software change was their "quick fix". They should have shortened the
energize time, and added a small cooling fan.
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