HDTenEightyP/NetNews huggingface dataset:
From: phaedrus@halcyon.com (Mark Phaedrus)
Subject: Re: Replays on fish tales
Organization: The 23:00 News and Mail Service
Date: Fri, 29 Jan 1993 02:56:51 GMT

In article <1993Jan27.155626.27722@dmu.ac.uk> se2jg@dmu.ac.uk (jonathan gregg) writes:
>Does anybody know whether the operator of a Fish Tales machine
>has the ability to check how many free credits have been given
>away compared to the amount of money put in?

     Yes.

>I say this because the Fish Tales we play has been reset, All high
>scores wiped, and the replay value has been upped. This has
>put a damper on things as we usually put 1 pound in for three credits
>and end up winning about 3-5 credits each.

     The odds are that this has nothing to do with the question above.  (I
have yet to see the operator with the initiative to actually do a detailed
analysis of the game audits; they're out there, I'm sure, but they're rare.
Modern Williams/Bally pinball machines are usually set to "Auto%" replay
adjustment.  This means that the operator decides how often he/she wants
players to achieve the replay score (15% of the time, 30% of the time, 
whatever), and puts that percentage into the machine.  Then, every few dozen
games, the game checks how often the players have actually achieved replays,
and adjusts the replay score up or down to try to make the actual percentage
match the programmed percentage.  So, if you and other players are frequently
hitting the machine for replays, the game will eventually compensate by
bumping up the replay score.  (Note that this feature is totally separate from
"replay boost", the feature that ups the replay score by X million points
every time you win a free game, then resets it again when you run out of
credits.)

     A similar feature will automatically wipe the high score board (but not
the Grand Champion score) every several hundred games.  This gives mere mortals
periodic chances to get scores on the board. :)

     Another possibility is that the machine lost power for a long period of
time, or that its battery went dead.  In that case, all game features, 
including the replay score and all high scores (including Grand Champion), 
would reset to default values.

     A third possibility is that your operator actually took the time to 
adjust these features manually.  I wouldn't count on it, though. :)
-- 
\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
 \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
   \o\ for a copy of the Transformation Stories List.                       \o\
Newsgroups: rec.games.pinball
From: aa382@Freenet.carleton.ca (Marc Sira)
Subject: Re: High Speed II rules sheet
Reply-To: aa382@Freenet.carleton.ca (Marc Sira)
Organization: The National Capital Freenet
Date: Thu, 28 Jan 1993 00:56:25 GMT


In a previous article, kjohnson@csugrad.cs.vt.edu (Keefer) says:

>Gears - I THINK that the gears simply require 1 RPM for 1st gear, then 2, then
>3, then 4, then 5.

I noticed this in the rule sheet, and again here. Do the machines most people
have played designate "RPM" increases or "Speed" increases. The local machine
has only Speed, with a digital speedometer that increases when you do the
various shots. The one I played in Whistler this winter at Tapley's had
RPM, and was also different in various other ways - it had a tonne of dot-
matric graphics I'd never seen (the hitchhiker looking in the window of the
car, the car zooming away from you when the kickback goes, zooming toward
you when you relight the kickback). It also had different behaviour for
some components. Obviously it was a different ROM version, but what
explanation for the different playfield markings (Speed/RPM et al.)? Which
of these machines is likely a prototype?

I prefer the play on the local (Speed) machine, as it happens.
-- 
Marc Sira                    |
toh@micor.ocunix.on.ca       |  "Your god drinks...p-p-peach nectar!"
aa382@freenet.carleton.ca    '
From: tkimball@trident.usacs.rutgers.edu (T. S. Kimball)
Newsgroups: rec.games.pinball
Subject: Re: Pinball for PC or NeXT???
Date: 27 Jan 93 03:59:41 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

seppi@ruble.fml.tuwien.ac.at (YASHI) writes:


>Thats what I want!

>Has anyone a ftp adress where I can get a good pinball 
>game from? I have one but its so bad that I never play 
>it.

Well, Sierra-On-Line is *supposed* to have a pinball
package for MS Windows.  When its coming out  is another matter.

-- Sungak (bows deeply).
------------------------------------------------------------
T. S. Kimball                     tkimball@remus.rutgers.edu
	 		  tkimball@trident.usacs.rutgers.edu
------------------------------------------------------------
Lush Menu Co-Editor -- General Unix Machine, USACS
------------------------------------------------------------
"The trouble with computers, of course, is that they're very
sophisticated idiots.  They do exactly what you tell them at
amazing speed, even if you order them to kill you. So if you
do happen to change your mind, it's very difficult to stop 
them obeying the original order.  But... not impossible. :)"
 -- 4th Doctor, "Robot"
From: kjohnson@csugrad.cs.vt.edu (Keefer)
Newsgroups: rec.games.pinball
Subject: Re: Keefer's Guide to The Machine Bride of Pinbot
Date: 28 Jan 93 16:51:43 GMT
Organization: Virginia Polytechnic Bureaucracy, USA

Well, either this is operator-settable, or I am losing my mind or something. :)
Now you're going to make me go back and try it, aren't you?  <sigh>

I know that you can get the extra ball off of the extra ball ball (is this
making sense??), but I didn't think that you could do it more than once per
actual ball launch.  I can't think of a much better way to say it, but
hopefully you get my drift.  :)

later,
keith
-- 
|kjohnson@csugrad.cs.vt.edu|  // Amiga!|"I heard it was exciting - just like  |
|.....Keith P. Johnson.....|\X/  "It's |a spike in volleyball!"               |
|.1711 Whipple Dr. Apt. 11.|really not |                                      |
|...Blacksburg, VA 24060...|that bad!" |      - Kelly on "Saved By the Bell"  |
Newsgroups: rec.games.pinball
From: sigma@degas.ipl.rpi.edu (Kevin Martin)
Subject: Re: Fish Tales: Visual clues?
Keywords: loud bars
Date: Thu, 28 Jan 1993 16:39:26 GMT

ghowell@acs.bu.edu (Geoffrey Howell) writes:
>Of course, you run the risk of looking like an idiot listening to headphones
>while playing a pinball machine, but it's a small price to pay.

Um, careful.  One of the PAPA players, I think Rob Rosenhouse, listens to a
Walkman while playing.  ;)

Your idea sounds good, and Neo-Geo video systems already have that, but I'm
not sure what would motivate the manufacturers to add it.
-- 
Kevin Martin
sigma@ipl.rpi.edu
"I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
Newsgroups: rec.games.pinball
From: sigma@degas.ipl.rpi.edu (Kevin Martin)
Subject: Re: Tips on Dr. Who
Date: Fri, 22 Jan 1993 16:13:53 GMT

preben@solan.unit.no (Preben Rasmussen) writes:
>I'd be grateful if someone could mail me some hints for Dr. Who,
>like strategys for selecting doctors, what to go for (exept multiball).

I've been thinking of writing up a Rules Sheet, even though I've only
played Dr. Who for three sessions now.  No, four.  But in any case, I think
I understand almost all of it.

>It seems like a neat game, but mayby the jackpot is a bit too important
>for the total score?

This is what I used to think, and my scores were in the 400-500M range.
Then I realised the importance of the loop shot to increase the playfield
multiplier, and my scores would be in the 700-900M range.  Then I
discovered that Video Mode is relatively easy, the Bonus Multiplier is
apparently unlimited (I've gotten it to 39X), and Sonic Booms can be 120M
each.  Now my scores are in the 2-2.5 BILLION range.  And if I get
Multiball, it's a casual thing.  Sure, it has some big jackpots, but they
can be a lot of work.

Overall, the scoring is mostly balanced, although a bit astronomical.

If I had to give one sentence of advice, it would be:  Master the loop
shot.  Next, master W-H-O for extra balls and Sonic Booms.  Next, get the
hang of Video Mode.  Then Multiball is a nice thing to worry about once you
have those down.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
Newsgroups: rec.games.pinball
From: dianetti@acsu.buffalo.edu (Donald J. Dianetti)
Newsgroups: rec.games.pinball
Subject: Fish Tales: Visual clues?
Date: 27 Jan 93 21:04:43 GMT
Organization: UB

The Fish Tales I've been playing has the volume turned very low, and
this (combined with the loud surroundings) makes it almost impossible
to get any audio clues from the game.  I have learned the game by
relying strictly on visual clues.  What I need to know is if there is
some visual signal to tell me when the Stretch the Truth time has
expired.  I know StT has begun when the fish that's flashing becomes
solidly lit, but I never know when StT time is up.  Sometimes I'll waste
a shot going for it not knowing that it is too late to collect it. 

So, what am I missing?  (Remember, I need some kind of visual clue).

Thanks in advance.
-- 
Don Dianetti  --  SUNY at Buffalo  --  dianetti@acsu.buffalo.edu
----------------------------------------------------------------
Newsgroups: rec.games.pinball
From: sigma@degas.ipl.rpi.edu (Kevin Martin)
Subject: Re: Cue Ball Wizard
Distribution: usa
Date: Sun, 24 Jan 1993 22:43:20 GMT

holland@matt.ksu.ksu.edu (Rich Holland) writes:
>15 seconds after hitting the 1-7,8 combination, or 15 seconds to hit 1,
>then 2, then 3, etc.???

Only the nine ball is timed.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
From: Rob_Rosenhouse@hq-bbs.wisdom.bubble.org (Rob Rosenhouse)
Newsgroups: rec.games.pinball
Subject: Re: Keefer's Guide to Fish Tales!
Date: 24 Jan 93 03:47:08 GMT
Organization: Headquarters BBS (Morristown, NJ)

In a message dated Sat 23 Jan 93 22:40, Sigma@degas.ipl.rpi.edu (kevin Mart
wrote:

 SM> I have a Fish Tales question he may have failed to mention.  Do Fish
 SM> Tales
 SM> machines have no way of retracting the drop target once it has been
 SM> raised,
 SM> or is this a common problem with FT?  On a machine we play in
 SM> Roanoke, the
 SM> drop target sometimes is up when it shouldn't be, and Keefer thinks
 SM> it's
 SM> because the machine has no way of retracting it, only raising it.  To
 SM> make
 SM> matters worse, it may be coming up by accident on that machine at
 SM> times.

If the FT in question is functioning properly, it should be able to raise
and lower the drop target all by itself.  The target will raise just before
releasing the multiballs, and then lower after each ball is fired.  I guess
this is just to ensure the mechanism is free as it releases the balls.
 
I'm not sure, but it also may pop up to protect the lock when set on higher
levels, ala T2.  This is just a theory.
 
The target will also pop on a ball search, but should immediately retract. 
If this is not happening, you got a borken FT there!!
 
Rob


-- Via DLG Pro v0.995

If responding by EMAIL, please use the address below:
 
Rob_Rosenhouse@hq-bbs.wisdom.bubble.org
Headquarters BBS 1-201-672-8944
Newsgroups: rec.games.pinball
From: jrt@gap.Eng.Sun.COM (Joel Tornatore)
Newsgroups: rec.games.pinball
Subject: Solar Ride info wanted
Date: 25 Jan 1993 19:30:57 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: jrt@gap.Eng.Sun.COM
NNTP-Posting-Host: gap.eng.sun.com


A friend of mine has a (Series 1?) Gottlieb machine, Solar Ride, with
none of the manuals. I am hoping someone has the same or similar
game. We figured out how to set the replay values, but what about
the other options, like number of balls? Currently the special and the
replay scores give an extra ball. We'd like to change this, too.

Any information is appreciated.

joel
Newsgroups: rec.games.pinball
From: dka@chaos.aqeng.cdc.com (Dorian Adams x2675)
Newsgroups: rec.games.pinball
Subject: Re: Flickering Ball inPlay indicator on FLASH
Date: 22 Jan 93 22:42:09 GMT

In article <C19JAp.Gwy@encore.com>, mpalmer@encore.com (Mike Palmer) writes:
|> The ball in play indicator has started to flicker on and off (Just the right
|> digit of the two.)  It looks like somethings loose, but I've checked all the
|> plugs & sockets with no luck.  I'm sure I'll find the problem myself
|> eventually, but I was wondering if anyone has already had this type of
|> experience.  (If it helps, when the digit comes back on, it's usually very
|> bright for a split second.  Also the other digits on the smae display are
|> fine.)

Try wiggling the connectors from the cpu board that goes to the main display
board while the display diagnostic is on. If that makes a difference you probably have cold solder joints on  the edge of the board where the pins come
out. The strobe lines are what you are concerned about in this test. The other
possibility is that the display itself is going bad. Check for discoloration
where the wires go into the glass on the display. 

I don't have schematics with me so I can't be more specific.
-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

	Dorian Adams			Control Data Systems
	dka@chaos.aqeng.cdc.com		4201 Lexington Ave. N.
	(612) 482-4774 work		Arden Hills, Mn 55126-6198
	(612) 482-4001 fax
	(612) 483-6510 home	"Feel the power of the wind " Whirlwind

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: dka@chaos.aqeng.cdc.com (Dorian Adams x2675)
Newsgroups: rec.games.pinball
Subject: Re: Creature From The Black Lagoon
Date: 21 Jan 93 19:34:10 GMT

In article <musjndx.727594570@gsusgi1.gsu.edu>, musjndx@gsusgi2.gsu.edu (Jonathan N. Deitch) writes:

|> >It was flash gordon that had a true xneon strobe in the back glass,
|> >right between the words flash and gordon.  Geez, thats all I remember
|> 
|> Didn't Xenon (I think that was the name ...) have a strobe light too ?
|> 
|> - Jonathan
|> 

No Xenon does not have a strobe light. It does have a row of lights illuminating
the tube shot though, which is more light then you normally get for that kind of
shot ;^)
-- 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

	Dorian Adams			Control Data Systems
	dka@chaos.aqeng.cdc.com		4201 Lexington Ave. N.
	(612) 482-4774 work		Arden Hills, Mn 55126-6198
	(612) 482-4001 fax
	(612) 483-6510 home	"Feel the power of the wind " Whirlwind

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Newsgroups: rec.games.pinball
From: jduffy@ms.uky.edu (Jerry Duffy)
Subject: Re: Cue Ball Wizard
Organization: University Of Kentucky, Dept. of Math Sciences
Distribution: usa
Date: Fri, 22 Jan 1993 02:04:16 GMT

kcantrel@nyx.cs.du.edu (Ken  Cantrell) writes:

>I've yet to see Fish-Tales, but I've been playing a lot of Cue Ball
>Wizard, and I've got a question about it.  After "Pool Ball Mania" it
>gives the opportunity to play nine-ball, and rack up a BILLION points. 
>I've yet to figure out though just HOW to complete nineball.  How do you
>sink the balls?

I think that the way 9 ball is played is operator settable, but on the
machine i play, you hit it up the ramp, then must hit the drop 
targets 1-7 on the left side of the machine. After that, hit the
'Side Pocket' (Cue Ball into the two green targets) then hit the
9 ball drop target for 1/2 billion. The shot is timed.. I think you
have about 15 seconds to shot the 9 ball.


-- 

Jerry Duffy                   |   "Quit talkin' and start chalkin'."
jduffy@s.ms.uky.edu           |               
duffy@mik.uky.edu (NeXT Mail) |                      -Cue Ball Wizard
Newsgroups: rec.games.pinball
From: sbb@panix.com (Steve Baumgarten)
Subject: Re: Star Wars
Organization: PANIX Public Access Unix, NYC
Date: Thu, 21 Jan 1993 19:10:18 GMT

In article <1jcu56INNl0m@matt.ksu.ksu.edu> holland@matt.ksu.ksu.edu (Rich Holland) writes:

   My wife and I were playing Star Wars today for a couple of hours.  When we
   started, the replay was set at 120 mil, easily obtainable by opening the
   deathstar a couple times, shooting jackpot ramps and then dropping a ball
   into the deathstar for a double jackpot.  Anyway, some strange behavior I
   noticed:  Yesterday, I could *not* get the extra ball to light -- no matter
   how many times I shot the ramp.  Today, the 3rd ramp awarded 3 mil and 
   the 4th would light the extra ball.  We managed to raise the replay to
   145 mil, and I noticed after about 10 free games that the ramp changed --
   the 3rd ramp list the extra ball.

   How is the ramp set up?  What effect does power cycling the machine have
   on resetting the ramp/replay?

The arbitrary availability of certain key game awards is a now a
standard "feature" on Data East games.  What happens is that after
some arbitrary number of awards have been given to other people, the
game decides that it won't give any to *you*, or that if it will,
it'll make you work a lot harder to get them.

This is true of the EB on the ramp, as well as the shot that relights
the kickback.  And no, there is no way to disable this horrid "feature".

So if you're lucky enough to play a DE game after some wizard has just
finished stomping all over it, you'll be much less likely to have a
good game than if you had played it some other time.  Yes, Data East,
where "fairness" is our middle name...

I don't know what effect power-cycling has; I'll give it a try next
time I play STAR WARS and see.  I think, though, that it works off a
database of past award percentages -- that is, the some of the game
awards are now self-percentaging in just the same way the replay is.

(Just wait until they start doing this with the flippers: like Zipper
Flippers, only in reverse.  As average game time increases, the game
moves the flippers further and further apart, so the game you played
the other day with a WHITEWATER-sized gap might suddenly change into a
drain-monster with a DR. WHO-sized gap as the manufacturers figure out
how to make game time self-percentaging along with everything else.)

Hmm.  Maybe I shouldn't give anyone any ideas...  :-)

--
    Steve Baumgarten       |  "New York... when civilization falls apart,
    PANIX, New York, NY    |   remember, we were way ahead of you."
                           |  
    Email: sbb@panix.com   |                            - David Letterman
From: pazar@hpnmdla.sr.hp.com (Steve Pazar)
Date: Sat, 23 Jan 1993 00:27:57 GMT
Subject: Re: Pinball Trader???
Organization: Hewlett-Packard, Santa Rosa, CA
Newsgroups: rec.games.pinball

Al,
  I'd like to hear the answer also. I subscribed a YEAR ago, and haven't
  seen anything (of any significance) yet. I'm getting REAL close to
  asking for a refund...with interest.

***************************************************************************
*  STEVE PAZAR           DoD #702           Kawasaki KZ440A
*  E-mail:   pazar@hpnmdla.sr.hp.com
*  Ether:    WA4DUT/6
*  " Imagination is more important than knowledge "
***************************************************************************

Newsgroups: rec.games.pinball
From: jwick@microsoft.com (Jeff Wickman)
Subject: Buying a pinball machine - where are the 60's machines hiding?
Date: 22 Jan 93 01:13:38 GMT
Organization: Microsoft Corp.
Distribution: usa

I'm looking to buy a late 1960's pinball machine and am wondering if 
people have ideas for me as to how to find them or any contacts in 
the Washington area. I know of only one shop, calle Jukebox City that
has machines from time to time, but pretty pricey and the selection
leaves something to be desired. Any and all ideas welcome.


Jeff Wickman@microsoft.com
Newsgroups: rec.games.pinball
From: ira2p@faraday.clas.Virginia.EDU (Iain Robert Asplin)
Subject: Doctor Who
Organization: University of Virginia
Distribution: rec.games.pinball
Date: Fri, 22 Jan 1993 20:20:18 GMT

I am a casual interest pinball player and an obsessive interest Doctor Who
(TV series) fan, and am therefore VERY curious to learn all I can about
the details of this new pinball machine, as in what it looks like, how
it's played, what sound samples there are from the series itself, etc.

Also, I would like to know where I could find one somewhere near the
Twin Cities (Mpls./St. Paul, MN), preferably on the St. Paul side of the
river.  Closer to Wisconsin the better.

Also, if you could cross-post all this info into rec.arts.drwho I'm 
sure everyone over there would be extremely grateful.

Steven.K.Manfred, a friend of Iain Robert Asplin

Newsgroups: rec.games.pinball
From: sigma@degas.ipl.rpi.edu (Kevin Martin)
Subject: Funhouse weirdness
Date: Mon, 25 Jan 1993 04:36:17 GMT

If you manage to send a ball flying into the Steps Ramp while the Steps are
NOT open, the game will notice and open the Steps for you.  Friend of mine
did this recently.  Well, I was amused, at least.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"I told you I'd shoot, but you didn't believe me! WHY didn't you BELIEVE me?!"
From: nin15b0b@merrimack.edu (David E. Sheafer)
Newsgroups: rec.games.pinball
Subject: Re: Cue Ball Wizard
Date: 23 Jan 93 16:53:31 GMT
Distribution: usa
Organization: Merrimack College, No. Andover, MA, USA

In article <1993Jan21.201522.6416@mnemosyne.cs.du.edu>, kcantrel@nyx.cs.du.edu (Ken  Cantrell) writes:
> I've yet to see Fish-Tales, but I've been playing a lot of Cue Ball
> Wizard, and I've got a question about it.  After "Pool Ball Mania" it
> gives the opportunity to play nine-ball, and rack up a BILLION points. 
> I've yet to figure out though just HOW to complete nineball.  How do you
> sink the balls?
> 
> Thanks for any help.

    You start at the one ball which will be lit, after that two, three & so on
after you hit all 7 targets, you shoot the cue ball for the eight ball, after
that you have a set amount of time to get the nine ball

 
> 
> --
> ####################
> Ken Cantrel **  kec158s@vma.smsu.edu  **  kcantrel@nyx.cs.du.edu
> Better Known As 'Marius' to the Net.         **Don't Forget To Smile
> #################### 		               That's why God gave us Fangs.**
-- 
David E. Sheafer

internet:  nin15b0b@merrimack.edu   or  uucp:      samsung!hubdub!nin15b0b

GEnie:     D.SHEAFER             Cleveland Freenet:    ap345
From: aq009@cleveland.Freenet.Edu (David A. Johnson)
Newsgroups: rec.games.pinball
Subject: Re: Fish Tales: Visual clues?
Date: 27 Jan 1993 21:53:24 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: aq009@cleveland.Freenet.Edu (David A. Johnson)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, dianetti@acsu.buffalo.edu (Donald J. Dianetti) says:

> What I need to know is if there is
>some visual signal to tell me when the Stretch the Truth time has
>expired. 

Watch the lights on the "Stretch the Truth" sign (above the spinner shot 
which awards it).  The lights flash while Streth the Truth is still
available.  The rate of flashing will increase as the time counts down.

Hope that helps; I find it useful even when playing a loud machine.
-- 
       	            Hello!  My Name Is: David Johnson
aq009@cleveland.freenet.edu		      johns176@studentj.msu.edu

 	                     "Chew on this."
Newsgroups: rec.games.pinball
From: datepper@phoenix.Princeton.EDU (David Aaron Tepper)
Subject: Re: Cue Ball Wizard
Originator: news@nimaster
Organization: Princeton University
Distribution: usa
Date: Fri, 22 Jan 1993 18:46:37 GMT

In article <C18GF5.Lr0@ms.uky.edu>, jduffy@ms.uky.edu (Jerry Duffy)
writes:

(deletia about 9-ball mode in CBW)

>I think that the way 9 ball is played is operator settable, but on the
>machine i play, you hit it up the ramp, then must hit the drop
>targets 1-7 on the left side of the machine. After that, hit the
>'Side Pocket' (Cue Ball into the two green targets) then hit the
>9 ball drop target for 1/2 billion. The shot is timed.. I think you
>have about 15 seconds to shot the 9 ball.

Do you mean fifteen seconds to complete the whole thing, or fifteen
seconds to hit the 9-ball after you hit the 8-ball?

Tep
-- 
Mo-bio majors do it between the beta-sheets.