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Zen Studios
Pinball FX (4)
Master List of Issues: Pinball FX
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<blockquote data-quote="Zaphod77" data-source="post: 297162" data-attributes="member: 2101"><p>I've tried two tables on this. the free versions in classic.</p><p></p><p>Creature. It is stupidly difficult to get the kiss skillshot because you can't just pull back the plunger and hold it and wait for the right light to light up unless you use an analog stick. i know it's done this way to give you control to hit the paid lanes on keyboard, but it really interferes with kiss. This is otherwise pretty well tuned. In theory you can pwn the game. in practice, it's very easy to choke.</p><p></p><p>Safe Cracker: The main entrance is completely %@#$! impossible to aim for. I must have played 50 games of it, and hit it maybe ONCE from a trap. Even clean looking shots just bounce right out, while random bounces go right in. It's WAY overtuned. I was able to hit it more often in real life than here in new FX. The game is already brutal enough with the teeny flippers. there's no need to make that shot such a PAIN. About the only thing i can aim at with any sort of consistency is the ramp, and not even that is easily loopable. And i've gotten 4x multiplier on creature, i'm good enough that i should be able to hit that darn scoop.</p><p></p><p>General: insta catch on a williams should only work in the following three cases.</p><p></p><p>1) after whirlpool in Creature (you got this right)</p><p>2) the kickout that feeds the upper flipper in swords of fury. In most machines in real life, this kickout CAN be instacatched, because the u-turn path gives the ball counterclockwise spin, which helps it die on the flipper and roll back. In this one case, ball spin is your friend. Yes, this does decrease the difficulty of the game significantly, But it is true to life. That said, i told the TPA people to NOT allow that insta-catch, just to add some challenge. </p><p>3) MAYBE path of adventure in IJ. it's been a while, but based on where the ball is placed, i think it is likely to work. But i am able to pwn the path in fx3 by catching it each time (at least on zen physics). the path of adventure is not so easily forevered in real life. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>In all other cases, trying to insta-catch never works in real life ever on a Bally/Wiliams flipper ever. The normal result after a ramp shot the drops a ball normally to an inlane is for the ball to BARELY trickle off the end and be unsavable if you try it.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 297162, member: 2101"] I've tried two tables on this. the free versions in classic. Creature. It is stupidly difficult to get the kiss skillshot because you can't just pull back the plunger and hold it and wait for the right light to light up unless you use an analog stick. i know it's done this way to give you control to hit the paid lanes on keyboard, but it really interferes with kiss. This is otherwise pretty well tuned. In theory you can pwn the game. in practice, it's very easy to choke. Safe Cracker: The main entrance is completely %@#$! impossible to aim for. I must have played 50 games of it, and hit it maybe ONCE from a trap. Even clean looking shots just bounce right out, while random bounces go right in. It's WAY overtuned. I was able to hit it more often in real life than here in new FX. The game is already brutal enough with the teeny flippers. there's no need to make that shot such a PAIN. About the only thing i can aim at with any sort of consistency is the ramp, and not even that is easily loopable. And i've gotten 4x multiplier on creature, i'm good enough that i should be able to hit that darn scoop. General: insta catch on a williams should only work in the following three cases. 1) after whirlpool in Creature (you got this right) 2) the kickout that feeds the upper flipper in swords of fury. In most machines in real life, this kickout CAN be instacatched, because the u-turn path gives the ball counterclockwise spin, which helps it die on the flipper and roll back. In this one case, ball spin is your friend. Yes, this does decrease the difficulty of the game significantly, But it is true to life. That said, i told the TPA people to NOT allow that insta-catch, just to add some challenge. 3) MAYBE path of adventure in IJ. it's been a while, but based on where the ball is placed, i think it is likely to work. But i am able to pwn the path in fx3 by catching it each time (at least on zen physics). the path of adventure is not so easily forevered in real life. :) In all other cases, trying to insta-catch never works in real life ever on a Bally/Wiliams flipper ever. The normal result after a ramp shot the drops a ball normally to an inlane is for the ball to BARELY trickle off the end and be unsavable if you try it. [/QUOTE]
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