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Magic Pixel
Zaccaria / Magic Pixel Pinball Games
New update today zaccaria
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<blockquote data-quote="Pavig" data-source="post: 131667" data-attributes="member: 3680"><p>Each Zac table has a very specific set of skills required for a long game. They all have quirks. (Unfortunately some require physics tweaks for the best playability, and this has been in flux over the last few updates.) Farfalla, Time Machine, Devil Riders, Locomotion, Black Belt and Magic Castle play well for long games, provided you practice react and nudging. Even Hot Wheels plays long once you get used to ball control. Unfortunately Future World is a drainfest (and I think overly so. I managed to play a game with a zero score yesterday, which is almost impossible on TPA tables.) This is consistent with 80s games, which were brutally hard, but rewarded finesse with long play time and a great sense of achievement. (Of the TPA tables, only firepower, gorgar, taxi, flight2000 and centaur really give me the same buzz.) </p><p></p><p>Unfortunately, after a steady improvement in the physics of the Zac tables each iteration prior to 2.0, they seem to have lost focus. This must be hard for ASK as they are now tweaking the physics engine under a large back catalog of existing tables. Hopefully they can nail it down (and fix outstanding scripting issues) so that they can go forward with a stable physics platform without having to revisit and retune old tables and drag development on fresh content. </p><p></p><p>The main issues (IMHO) with the current iteration are flipper physics, rubber physics, friction (which seems to have gone down and made balls seem ping-pongy) <span style="color: #808080">and the nudge physics (which I think are still ignoring static object collisions)</span>. </p><p></p><p>EDIT: I just checked the nudge physics and THEY HAVE CHANGED! The flippers now act as solid object during a nudge, so nudging is now a valid technique for flipper handoffs etc. Nice work ASK! Will have to explore this more. </p><p></p><p>Having said that though, I haven't had a good window to go through the old tables and see how they have been affected by the latest physics updates. There has definitely been some tweaking this version. I would be interested to see what other oldbies think of how the latest version plays with old tables. My impression is that (apart from the new table which seems very slippery to me) there has been some tuning under the hood.</p><p></p><p>EDIT: Definitely feels like physics changes this version. Clown is even more brutal, but some other tables (rapids, EWaF) feel more playable. I <em>think</em> I like the new physics better, but not across all the tables yet, as some (such as clown) are sensitive to the butterfly effect and easily broken.</p></blockquote><p></p>
[QUOTE="Pavig, post: 131667, member: 3680"] Each Zac table has a very specific set of skills required for a long game. They all have quirks. (Unfortunately some require physics tweaks for the best playability, and this has been in flux over the last few updates.) Farfalla, Time Machine, Devil Riders, Locomotion, Black Belt and Magic Castle play well for long games, provided you practice react and nudging. Even Hot Wheels plays long once you get used to ball control. Unfortunately Future World is a drainfest (and I think overly so. I managed to play a game with a zero score yesterday, which is almost impossible on TPA tables.) This is consistent with 80s games, which were brutally hard, but rewarded finesse with long play time and a great sense of achievement. (Of the TPA tables, only firepower, gorgar, taxi, flight2000 and centaur really give me the same buzz.) Unfortunately, after a steady improvement in the physics of the Zac tables each iteration prior to 2.0, they seem to have lost focus. This must be hard for ASK as they are now tweaking the physics engine under a large back catalog of existing tables. Hopefully they can nail it down (and fix outstanding scripting issues) so that they can go forward with a stable physics platform without having to revisit and retune old tables and drag development on fresh content. The main issues (IMHO) with the current iteration are flipper physics, rubber physics, friction (which seems to have gone down and made balls seem ping-pongy) [COLOR="#808080"]and the nudge physics (which I think are still ignoring static object collisions)[/COLOR]. EDIT: I just checked the nudge physics and THEY HAVE CHANGED! The flippers now act as solid object during a nudge, so nudging is now a valid technique for flipper handoffs etc. Nice work ASK! Will have to explore this more. Having said that though, I haven't had a good window to go through the old tables and see how they have been affected by the latest physics updates. There has definitely been some tweaking this version. I would be interested to see what other oldbies think of how the latest version plays with old tables. My impression is that (apart from the new table which seems very slippery to me) there has been some tuning under the hood. EDIT: Definitely feels like physics changes this version. Clown is even more brutal, but some other tables (rapids, EWaF) feel more playable. I [I]think[/I] I like the new physics better, but not across all the tables yet, as some (such as clown) are sensitive to the butterfly effect and easily broken. [/QUOTE]
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Zaccaria / Magic Pixel Pinball Games
New update today zaccaria
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