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Latest NEWS And INFORMATION On Silverball Studios' Pro Pinball: Revived & Remastered
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<blockquote data-quote="mmmagnetic" data-source="post: 25244" data-attributes="member: 558"><p>Here are my first questions.</p><p>Sorry if the phrasing is a bit off, I´m not a native speaker, feel free to edit these if you think it´s appropriate.</p><p>If you think these cross a bit too much into personal territory, please let me know.</p><p></p><p><strong>Pat Lawlor:</strong></p><p></p><p><em>Will the development of the new playfield include real-life pinball prototypes, like whitewoods, where you can test the kinetics of the game just like you used to, or will it be entirely digital, built and tested within the Pro Pinball engine? In other words, will you approach the concept and design just like you would for a real pinball table, or will your workflow change in any significant way?</em></p><p><em></em></p><p><em>If your new design is successful, would you consider turning your virtual pinball into a real machine, assuming that it gets the proper funding from fans and collectors?</em></p><p><em></em></p><p></p><p>---</p><p></p><p><em>Virtual pinball on devices like computers, consoles and smartphones/tablets reach a much larger audience than real pinball ever could, and especially younger generations who grew up without access to arcades. Generally speaking, do you think the increasing realism of virtual pinball and the growing interest in these titles could lead to a "rebirth" of pinball popularity, that, while it surely will never reach the heights of the early 90s again, could at least lead to more real pinball machines being produced again?</em></p><p></p><p>---</p><p></p><p><em>In a past interview, you mentioned that the market for pinball would be completely dead within a few years. While the situation for mass-produced pinball is indeed quite bleak, a quite considerable fanbase of dedicated pinball players, collectors and fans has survived, while the genre seems to be gaining new enthusiasts (just as myself). From my impressions, you seem genuinely excited about this project. What do you think the future of pinball - both as the physical machines and the abstract concept of pinball design - will look like?</em></p><p></p><p>---</p><p></p><p><em>You mentioned that this will be the first table where you will be free from the financial constraints of real-world pinball design. In what ways have these financial limits held back your concepts of past pinball designs? Any big cuts you had to make, or even ideas you never could get started at all?</em></p><p></p><p>---</p><p></p><p><em>I can´t speak for everone, but personally, hearing that you were excited to produce a virtual pinball table was quite a surprise. How long have you been considering this, and what were the inital events or inspirations that led to this decision? Does it feel unusual to be thinking about concepts for a virtual table, or doesn´t it make much of a difference to you?</em></p><p></p><p>---</p><p></p><p><em>There´s a news clip on YouTube back when Whirlwind was produced, where you mentioned that you´ve been designing games since you were a little kid. How long were you interested in pinball before you started your making your own? What used to inspire you back then, and what inspires you these days?</em></p><p></p><p>---</p><p></p><p><strong>Adrian Barritt:</strong></p><p></p><p><em>All your past pinball titles have used prerendered graphics. Pro Pinball especially has aged very nicely because of that, but also games on relatively weak hardware like the DS for Metroid Pinball and the DSi for Fuse Pinball looked very good, considering the low resolution. From what I understand, the recreation of Pro Pinball will be prerendered again, but will run on platforms that can easily handle quite a lot of polygons. What, in your eyes, are the benefits of using prerendered graphics today, compared to the drawbacks (no flexible camera angles, no resolution independence), especially the table light effects?</em></p><p></p><p>---</p><p></p><p><em>Are there any infos yet on who is going to do the sounds design, music, and DMD animations of the new table? Personally speaking, while the playfield graphics and design of Pro Pinball are fantastic, the audio design lacks a bit of the dramatic energy of a lot of real pinball tables. Any chance a composer like Chris Granner would be willing to contribute?</em></p><p><em></em></p><p><em>Also, and this is more of a personal request: While the mechanical sounds of your past pinball titles were quite nice, the ones a real pinball machine makes are still more aggressive. Would you consider spending some time on this these sounds as well - for instance, recording high quality samples of real machines?</em></p></blockquote><p></p>
[QUOTE="mmmagnetic, post: 25244, member: 558"] Here are my first questions. Sorry if the phrasing is a bit off, I´m not a native speaker, feel free to edit these if you think it´s appropriate. If you think these cross a bit too much into personal territory, please let me know. [B]Pat Lawlor:[/B] [I]Will the development of the new playfield include real-life pinball prototypes, like whitewoods, where you can test the kinetics of the game just like you used to, or will it be entirely digital, built and tested within the Pro Pinball engine? In other words, will you approach the concept and design just like you would for a real pinball table, or will your workflow change in any significant way? If your new design is successful, would you consider turning your virtual pinball into a real machine, assuming that it gets the proper funding from fans and collectors? [/I] --- [I]Virtual pinball on devices like computers, consoles and smartphones/tablets reach a much larger audience than real pinball ever could, and especially younger generations who grew up without access to arcades. Generally speaking, do you think the increasing realism of virtual pinball and the growing interest in these titles could lead to a "rebirth" of pinball popularity, that, while it surely will never reach the heights of the early 90s again, could at least lead to more real pinball machines being produced again?[/I] --- [I]In a past interview, you mentioned that the market for pinball would be completely dead within a few years. While the situation for mass-produced pinball is indeed quite bleak, a quite considerable fanbase of dedicated pinball players, collectors and fans has survived, while the genre seems to be gaining new enthusiasts (just as myself). From my impressions, you seem genuinely excited about this project. What do you think the future of pinball - both as the physical machines and the abstract concept of pinball design - will look like?[/I] --- [I]You mentioned that this will be the first table where you will be free from the financial constraints of real-world pinball design. In what ways have these financial limits held back your concepts of past pinball designs? Any big cuts you had to make, or even ideas you never could get started at all?[/I] --- [I]I can´t speak for everone, but personally, hearing that you were excited to produce a virtual pinball table was quite a surprise. How long have you been considering this, and what were the inital events or inspirations that led to this decision? Does it feel unusual to be thinking about concepts for a virtual table, or doesn´t it make much of a difference to you?[/I] --- [I]There´s a news clip on YouTube back when Whirlwind was produced, where you mentioned that you´ve been designing games since you were a little kid. How long were you interested in pinball before you started your making your own? What used to inspire you back then, and what inspires you these days?[/I] --- [B]Adrian Barritt:[/B] [I]All your past pinball titles have used prerendered graphics. Pro Pinball especially has aged very nicely because of that, but also games on relatively weak hardware like the DS for Metroid Pinball and the DSi for Fuse Pinball looked very good, considering the low resolution. From what I understand, the recreation of Pro Pinball will be prerendered again, but will run on platforms that can easily handle quite a lot of polygons. What, in your eyes, are the benefits of using prerendered graphics today, compared to the drawbacks (no flexible camera angles, no resolution independence), especially the table light effects?[/I] --- [I]Are there any infos yet on who is going to do the sounds design, music, and DMD animations of the new table? Personally speaking, while the playfield graphics and design of Pro Pinball are fantastic, the audio design lacks a bit of the dramatic energy of a lot of real pinball tables. Any chance a composer like Chris Granner would be willing to contribute? Also, and this is more of a personal request: While the mechanical sounds of your past pinball titles were quite nice, the ones a real pinball machine makes are still more aggressive. Would you consider spending some time on this these sounds as well - for instance, recording high quality samples of real machines?[/I] [/QUOTE]
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