Drop catches sort of work on TPA. What's missing is the flipper absorbing the ball's momentum. If the ball hits a half-raised flipper, it will bounce off whatever angle the flipper is at in that instant, as if the flipper were being rigidly held at that angle. It is possible to use this...
If you want practice for Judge Dredd, find a copy of Pro Pinball Big Race USA. They share the same macro layout with the four flippers which can each shoot one ramp and one orbit/loop, with the same habitrail configuration.
Yeah I agree High Speed hasn't aged as well as we all had been thinking. It's certainly a gigantic historical landmark, and the multiball-jackpot sequence was the biggest thrill in pinball in 1986. But for modern eyes, it's rather shallow and doesn't offer much gameplay value compared to...
There was some kind of update. The slot machine LED now works, on the PC version. And the trial version text that told you to buy Season One has been corrected to say Season Three.
The right orbit remains unshootable, though.
Yes, that's exactly what I meant. That $31k is what Kickstarter brought over retail options. That's why Kickstarter works for these sorts of things, because it lets the dedicated fans overpay by several multiples over what anything that could be done at retail would be worth.
Another tip: I've reworked the best way to grind for super jackpots.
Shoot the center lane from the left flipper instead of the right. The reason is safety: a miss from the left flipper usually calmly drops back towards the flippers, while a miss from the right flipper is considerably more...
Chuck E Cheese only has pinball if you count a TSPP with at least two upper flippers, the Itchy drop targets, and the garage door all broken as pinball.
Seriously, CEC's raging hordes of hyperactive brats are the worst imaginable environment to possibly set up and maintain a pinball machine.
Why Kickstarter over retail sales?
Kickstarter is how you can let the dedicated fans give you way more money. T2 got more than half of its money from tiers at $75 and up. There's nothing Farsight could do at retail that would get that many people paying $75 for one virtual pinball table...
On Ripley's, you have to always tilt away the bonus to avoid that fake-game-over bug. Every ball. No exceptions. This works reliably on PC and it is the only method that does.
I always liked HRC a lot as a real machine too. Keefer's games always have a certain flowy elegance to the rules. It feels like the machine is helping you along, not trying to fight you.
And I really like games with dual progress tracks towards multiple final goals. Other examples would be...
Keep in mind what Nintendo has to try to do there - avoid a scammer stealing someone else's Wii content. If they make it easy for you to recover your content that way, then a bad guy could also "recover" it out from under you by claiming the Wii account is his and the console got lost.
Not at all, the escape route is very important too. Extra balls, and also multiball can start that way too.
T2's vaunted ramp flow didn't make the conversion to TPA, though. They're not smooth enough physics-wise, and even if they were, Payback Time scoring is still dominated by super jackpots.
Not just tough - it appears to literally be impossible from a catch, there is no possible trajectory that sends the ball up there.
However, I can hit it with some consistency (~30%) by starting from a right side catch and shooting the orbit on the semi-fly from a post pass. Works best if you...
The slingshots are too strong. That's what makes 4-way combos too common and the table too drainy. Sometimes the sling even whacks the ball all the way up the right orbit. That seems pretty farfetched on a real table.
If Farsight is still tuning this table, the slings really should be toned...
Same as the right orbit on Theatre and right ramp on AFM. There are only a certain number of discrete deterministic ball paths possible coming from a caught ball, and it appears none of them lead up the right orbit. I had hoped Farsight had learned to test that stuff by now. Between that and...
Does anyone else find it impossible to hit the right orbit from a caught ball on the left flipper? I haven't managed it in around 100 shots of trying. Just like Theater of Magic.
The Dead Head value maxes at 2,475,000 (25K x 99.)
The fast way to score at Scared Stiff is to get good at looping the ramps for jackpots in Monster Multiball and to a lesser extent Coffin as well. That scores 1M about every 1.5 seconds, which could reach 2 billion in an hour if continuous. I...
Agreed. They don't even have the same number of flippers! They're no more similar than AFM and MM. BK2K's upper playfield is actually more like No Fear or maybe Whitewater.
These ones with a company and year notice printed on the playfield are too easy. I found Pat Hand on IPDB just by clicking through a bunch of 1975 Williams games.
The look of Jack*Bot is interesting. There's really nothing to mark it as a modern DMD game, if you didn't recognize the Bride character. The look would fit right in with early solid state machines as far back as like Firepower or Stern Meteor or Galaxy. Of course it's a throwback on purpose...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.