Before I go debugging... are you sure? What I intend is for tied scores to average the points the tied players receive, not to average the ranks. This is necessary to award the same total points for every table. I can't tell from your post or your image exactly what you have in mind :).
The...
It's an exact tie -- both have 23 (non-tied) #1's, and the rest of the scored tables are #2's. I put in a "(tie)" notice, my program doesn't do that yet, I think I figured it be too improbable to worry about. :)
I've done this and reposted the list. Sorry for the delay, I should've done it a few months ago.
The bottom six (I reordered your list) are same-username but different-platform, they were getting merged already. (Unless I have a bad bug.) Player 'gallumboy' has no other scores at all except...
Bad news :(. I'd much rather have a hard difficulty (with its own leaderboard) than more physics work that everyone's so hyped on right now. :) Let alone, the crappy new GUI. :mad:
Here's the May list, including LAH. Congrats to:
- #4 @FUUTA: +275 points (by far the top point gainer), three new #1's: RBIoN, Gorgar, and TeedOff!
- #10 @invitro: +95 points, four new top 10 scores, and I make the Top 10!
- #17 @Terpsichore6: +171 points, five new top 20 scores!
- #18...
Wrong. They can play Visual Pinball. Or Future Pinball. Or Pro Pinball Timeshock. Or they can play TotAN and the monthly table for free. So, yeah. No competition at all. (And that doesn't include the older but still-working Microsoft Pinball Arcade, the other Pro Pinball games, and...
I watched it... thanks a bunch @shadowjuggalo for bringing this to our attention! I haven't seen this show before but it looks neat, if I can stomach the raw naked capitalism ;) I think I will watch it more. Well I took some notes, I hope I took them correctly:
- the segment ran from about...
Thanks for your post, Mike. Well, different people posting here have different agendas. Personally, I think 60 possible shots is enough. The problem I see is that those shots are not assigned to targets correctly, and it's easy to see how that can happen if the assigning is done artificially...
I'm procrastinating on trying to figure out the PBT*.csv files some more... I looked for awhile last night, and even dug out gnuplot to make some scatterplots, and didn't get anywhere. I'm starving to find out exactly what those TransferPoint rows mean, as I'm not sure if we can go much more...
- The value of the Mario license is thousands of times higher than it was in 1992.
- Farsight is not a big company. They have like 25-30 employees.
- I'm sure Farsight sent Nintendo a letter a long time ago, unless Farsight didn't like the table, which is probable, as Farsight has good taste...
Because Farsight can't pay Nintendo the value of the Mario license (and thank God they can't). It really is simple as that.
I'm guessing that you guys want this table only because of the Mario license; if it were a Dig Dug license you wouldn't bother with it. If true, that's (unneeded) proof...
Yes... I did that for awhile (the next-to-last tourney with CBW), but I seemed to be losing more balls with it than with the post pass and so switched (for the last tourney with CBW). But maybe I was trying harder with the post pass, not sure. :) I suppose I should edit what I wrote above...
Well, it might be true, perhaps for unskilled players? For me, hitting the ramp is trivial, and the most important things in CBW, in order, are:
1) completing the 1-7 balls in the nine-ball mode before I drain,
2) hitting the 500M nine ball target in this mode (before draining or timing out)...
Well, it's compressed/encoded, but I figured out how to find it and how to decode* it. There are tons of things like this in the .rez files. The above came from a file called PBTFunhouse.csv, and is for v1.41.7. It is 1507 lines long; I've deleted a bunch of lines that I think aren't of...
This is a good question, but you have to say what you mean by "factory settings." You probably mean the general medium difficulty batch setting. Well, the answer is in the table manuals. The few I've looked at, I don't remember what they were, appeared to be set to general medium.
Addendum: I bet that when Farsight was talking about increasing table difficulty per table, they meant changing these transfer arrays to make shots harder. (Presumably, along with playfield slope, and hopefully ROM settings.)
I don't know if the first sentence is true... it only is if they're using all the transfer points that they currently have with 60 Hz, and I don't think they are. But I do have some confusion about these things.
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