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Awesome interview with Tarek Oberdieck
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<blockquote data-quote="Slam23" data-source="post: 189661" data-attributes="member: 896"><p>Loving the pic, I can imagine that the outfit does help to get great scores, do you scare your adversaries much? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>And about WOZ: what EOS said, it's actually a very deep ruleset that maybe caters more to the home crowd owners than the casual player on location. My friend hasn't seen the endgame yet for example. Although technically he has, because he helped design the d@mn game offcourse, but not by playing it. That flowchart can be activated in-game on screen btw if you go into info mode as usual. The flow chart then displays progress for your particular game. It's quite thought through. The only thing that I have issues with is with the rollover targets in the playfield. They are used to activate progress for the characters and that just happens, you can't really shoot for those as if they were standup targets. This also gives some confusion in the beginning because the machine says you made progress but you don't know how you did that. Otherwise there a lot of fun innovations like the different flipper weak and inverse states. Or dark mode. Or the Rainbow and TOTO ball saving modes. Maybe the rotating house was a bit too much because it takes up quite some real estate on the playing field making it feel slightly crowded. Anyway, not my theme, but pretty impressive table nonetheless!</p></blockquote><p></p>
[QUOTE="Slam23, post: 189661, member: 896"] Loving the pic, I can imagine that the outfit does help to get great scores, do you scare your adversaries much? :) And about WOZ: what EOS said, it's actually a very deep ruleset that maybe caters more to the home crowd owners than the casual player on location. My friend hasn't seen the endgame yet for example. Although technically he has, because he helped design the d@mn game offcourse, but not by playing it. That flowchart can be activated in-game on screen btw if you go into info mode as usual. The flow chart then displays progress for your particular game. It's quite thought through. The only thing that I have issues with is with the rollover targets in the playfield. They are used to activate progress for the characters and that just happens, you can't really shoot for those as if they were standup targets. This also gives some confusion in the beginning because the machine says you made progress but you don't know how you did that. Otherwise there a lot of fun innovations like the different flipper weak and inverse states. Or dark mode. Or the Rainbow and TOTO ball saving modes. Maybe the rotating house was a bit too much because it takes up quite some real estate on the playing field making it feel slightly crowded. Anyway, not my theme, but pretty impressive table nonetheless! [/QUOTE]
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Awesome interview with Tarek Oberdieck
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