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Farsight Studios
The Pinball Arcade / Farsight Studios
Battle of the Tables - The Final!
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<blockquote data-quote="vikingerik" data-source="post: 126204" data-attributes="member: 3745"><p>Ugh, I hate that Medieval Madness won this. Yes, it does a lot of things right, except for one super glaring sore point.</p><p></p><p>I really hate the rules layout of Trolls! and Troll Madness and their interaction with Multiball and Royal Madness. To achieve Master of Trolls to qualify for BFTK, you must kill 10 trolls of course. And the only reasonable way to do that is during Troll Madness*. Which is okay -- except for the detail that starting any other Multiball Madness before you have Trolls ready <em>locks you out</em> of Troll Madness and forfeits any chance at killing more trolls until you reset the entire Madness sequence by cycling all the way around through Royal Madness.</p><p></p><p>*The only other strategic way is to grindingly get two trolls at a time during repeated rounds of Trolls and Royal Madness, which is massively more effort and prohibitively difficult on a real machine. Smack-a-Troll can make Master of Trolls happen, but that's pure luck to start and therefore not any strategic option.</p><p></p><p>I find this entirely aggravating. All you need is a couple wandering balls to find the catapult and a single errant bounce into Merlin's, and bam you're screwed. I've never reached BFTK on a real machine mostly thanks to this clunkiness. Every game has to start by banging on the un-fun risky trolls targets, desperately trying to light Trolls before an unwanted Madness hits. This destroys the game experience, forcing you to AVOID the ramp/orbit/catapult shots lest you light a troll-less Madness. Not to mention thoroughly overshadowing the castles' thunder that the game is supposed to be about.</p><p></p><p>Does any other pinball game do this? Does any game REQUIRE a particular stacking of rounds to reach the wizard mode? And require an entire cycle through a mini wizard mode to try again if the stack doesn't go correctly? I surely can't think of any.</p><p></p><p>Sure, it's great if you pull it off, and not really <em>all</em> that difficult in the long run over many games (especially on TPA.) But this structure totally kills my enthusiasm every single time I get Troll Madness blocked by another premature Madness. For BFTK purposes, you're actually worse off at that moment than you would be by restarting a fresh game. Every game of MM throws up that brick wall and can only be enjoyed after correctly passing through that gauntlet of Trolls-Madness-Master.</p><p></p><p>Well, there's my rant. Shoot me down, pinheads. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>(My other MM gripe is the castle kickout, which is far too variable from machine to machine as to whether you have any chance of getting control or doomed into the slings. Give me a flipper kickout like AFM or TZ or Whitewater any day, or better yet a polite inlane feed like STTNG. But this is minor and doesn't singlehandedly ruin the game.)</p></blockquote><p></p>
[QUOTE="vikingerik, post: 126204, member: 3745"] Ugh, I hate that Medieval Madness won this. Yes, it does a lot of things right, except for one super glaring sore point. I really hate the rules layout of Trolls! and Troll Madness and their interaction with Multiball and Royal Madness. To achieve Master of Trolls to qualify for BFTK, you must kill 10 trolls of course. And the only reasonable way to do that is during Troll Madness*. Which is okay -- except for the detail that starting any other Multiball Madness before you have Trolls ready [i]locks you out[/i] of Troll Madness and forfeits any chance at killing more trolls until you reset the entire Madness sequence by cycling all the way around through Royal Madness. *The only other strategic way is to grindingly get two trolls at a time during repeated rounds of Trolls and Royal Madness, which is massively more effort and prohibitively difficult on a real machine. Smack-a-Troll can make Master of Trolls happen, but that's pure luck to start and therefore not any strategic option. I find this entirely aggravating. All you need is a couple wandering balls to find the catapult and a single errant bounce into Merlin's, and bam you're screwed. I've never reached BFTK on a real machine mostly thanks to this clunkiness. Every game has to start by banging on the un-fun risky trolls targets, desperately trying to light Trolls before an unwanted Madness hits. This destroys the game experience, forcing you to AVOID the ramp/orbit/catapult shots lest you light a troll-less Madness. Not to mention thoroughly overshadowing the castles' thunder that the game is supposed to be about. Does any other pinball game do this? Does any game REQUIRE a particular stacking of rounds to reach the wizard mode? And require an entire cycle through a mini wizard mode to try again if the stack doesn't go correctly? I surely can't think of any. Sure, it's great if you pull it off, and not really [i]all[/i] that difficult in the long run over many games (especially on TPA.) But this structure totally kills my enthusiasm every single time I get Troll Madness blocked by another premature Madness. For BFTK purposes, you're actually worse off at that moment than you would be by restarting a fresh game. Every game of MM throws up that brick wall and can only be enjoyed after correctly passing through that gauntlet of Trolls-Madness-Master. Well, there's my rant. Shoot me down, pinheads. :p (My other MM gripe is the castle kickout, which is far too variable from machine to machine as to whether you have any chance of getting control or doomed into the slings. Give me a flipper kickout like AFM or TZ or Whitewater any day, or better yet a polite inlane feed like STTNG. But this is minor and doesn't singlehandedly ruin the game.) [/QUOTE]
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The Pinball Arcade / Farsight Studios
Battle of the Tables - The Final!
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