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Zen Studios
Other Zen Pinball Games & General Discussion
*NITPICK WARNING!* Zen Pinball - why?
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<blockquote data-quote="Zaphod77" data-source="post: 147157" data-attributes="member: 2101"><p>Zen's rule design is very hit and miss.</p><p></p><p>Their designers have the same screwed up ideas that often exist in visual pinball originals. SOme very common themes.</p><p></p><p>1) steerable inlane/outlanes to turn on kickbacks or the ball saver. So a lot of tables are foreverable by making an effort to relight the ball saver.</p><p>2) penalty shots. One particularly horrid example is Bushman mode in Moon Knight. You have to shoot some shots, but NOT shoot the shots right next to them.. which you will inevitably accidentally hit while aiming for what you are supposed to, loosing progress on finishing the mode. This is simply NOT DONE in real pinball. At worst in real pinball you can screw up your mode stacking plans.</p><p>3) artificially difficult and easy shots in the strangest of places. For the former we have the baxter building in fantastic four, which would be super easy in real life. For the latter we have the side orbit and ramp in spiderman, where any reasonably aimed shot will magically go up one or the other.</p><p></p><p>SpiderMan were it not for the ease of exploiting the ruleset, is one of their better examples of their rule design.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 147157, member: 2101"] Zen's rule design is very hit and miss. Their designers have the same screwed up ideas that often exist in visual pinball originals. SOme very common themes. 1) steerable inlane/outlanes to turn on kickbacks or the ball saver. So a lot of tables are foreverable by making an effort to relight the ball saver. 2) penalty shots. One particularly horrid example is Bushman mode in Moon Knight. You have to shoot some shots, but NOT shoot the shots right next to them.. which you will inevitably accidentally hit while aiming for what you are supposed to, loosing progress on finishing the mode. This is simply NOT DONE in real pinball. At worst in real pinball you can screw up your mode stacking plans. 3) artificially difficult and easy shots in the strangest of places. For the former we have the baxter building in fantastic four, which would be super easy in real life. For the latter we have the side orbit and ramp in spiderman, where any reasonably aimed shot will magically go up one or the other. SpiderMan were it not for the ease of exploiting the ruleset, is one of their better examples of their rule design. [/QUOTE]
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