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Farsight Studios
The Pinball Arcade / Farsight Studios
General Illumination
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<blockquote data-quote="Fuseball" data-source="post: 8011" data-attributes="member: 539"><p>I've now played the PS3 version... and there's not that much difference between it and the 360. The flasher effects are a fair bit better, and some playfield lights a little less saturated, but that's about the only visual difference I can discern.</p><p></p><p>Neither version appears to be doing anything with the General Illumination (GI) circuit. On the WMS games there were 5 GI circuits, most commonly with 3 directed to lighting the playfield (the bulbs found under most playfield plastics, bumpers, return lanes and slingshots) and 2 to the backbox. These circuits can be dimmed or switched on/off independent of each other. On a game like TOTAN, the 3 circuits light the left, center and right of the playfield respectively. This allows the designer to get some cool rippling light effects across the playfield. This is most noticeable when you have two balls locked and are aiming for the Genie to start multiball. It's also used a lot during Lightning Lamp and the Extra Ball sequence.</p><p></p><p>There are also some inlane flashers and a left eject flasher missing from TOTAN, but that's a more game-specific issue. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I think the GI simulation would be a big part of getting these to be as faithful as possible to the original tables. Some of the later tables got very creative with the use of GI to enhance the light-show. CV, TOTAN and TOM particularly. John Popadiuk sure loved his lighting effects! Even as far back as Bride of Pinbot or further still to Black Knight, designers have used the ability to switch the GI on and off to dramatic effect. I feel it's the one thing seriously missing from TPA at the present time.</p></blockquote><p></p>
[QUOTE="Fuseball, post: 8011, member: 539"] I've now played the PS3 version... and there's not that much difference between it and the 360. The flasher effects are a fair bit better, and some playfield lights a little less saturated, but that's about the only visual difference I can discern. Neither version appears to be doing anything with the General Illumination (GI) circuit. On the WMS games there were 5 GI circuits, most commonly with 3 directed to lighting the playfield (the bulbs found under most playfield plastics, bumpers, return lanes and slingshots) and 2 to the backbox. These circuits can be dimmed or switched on/off independent of each other. On a game like TOTAN, the 3 circuits light the left, center and right of the playfield respectively. This allows the designer to get some cool rippling light effects across the playfield. This is most noticeable when you have two balls locked and are aiming for the Genie to start multiball. It's also used a lot during Lightning Lamp and the Extra Ball sequence. There are also some inlane flashers and a left eject flasher missing from TOTAN, but that's a more game-specific issue. :) I think the GI simulation would be a big part of getting these to be as faithful as possible to the original tables. Some of the later tables got very creative with the use of GI to enhance the light-show. CV, TOTAN and TOM particularly. John Popadiuk sure loved his lighting effects! Even as far back as Bride of Pinbot or further still to Black Knight, designers have used the ability to switch the GI on and off to dramatic effect. I feel it's the one thing seriously missing from TPA at the present time. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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The Pinball Arcade / Farsight Studios
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