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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Doctor Who (1992)
Not impressed with dr.Who
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<blockquote data-quote="Slam23" data-source="post: 249010" data-attributes="member: 896"><p>Well, after playing dr. Who on and off the last couple of days, I must say I'm a bit conflicted in my final verdict. I have (recent) experience with two different real dr. Who's to compare the TPA version with, and the real machines both played really alike to each other. </p><p></p><p>- I don't find locking balls on the TPA version that difficult, sure they are tight shots but the real machines rejected some lock shots too, akin for example to the "trouble" with rejected shots at the mode hole in IJ. I have had a lot of success by one-timing the right lock from a flipper pass from right to left flipper after a release from the 'Police Box'. The left lock is a tight backhand from the left flipper, or a precise shot from the right. </p><p>- Shooting the jackpot doors however is too difficult in the TPA version. The fact that you have more success shooting them via a ricochet from the "repair" targets says a lot. Things do look up if you shoot them from controlled stationary balls, but that is quite a tall order in a MB situation. The real machines were more easy in that respect.</p><p>- The combo W-H-O shots are about even I think. It's the most fluid and comfortable gameplay on the TPA Dr. Who, although it still needs precision shooting to avert misses and drains. On the real machines the shots had to be quite clean to reach the top of both ramps. The power from the flippers is far stronger (as usual) with the new-out-of-the-box TPA flippers than with the real machines, so TPA shots will more than often clear the ramp, even with a slightly off angle. </p><p>- Outlane drains are quite brutal and in my experience more so with TPA than the real machines. Or I'll have to adjust my nudging technique to get more frequent saves, they all feel unavoidable now. </p><p>- SDTM drains are easier to avoid with TPA, just being able to "graze" some of those stray balls with the flipper tip, especially with the stronger and more predictable nudge control on TPA. In that respect those Lightning flippers on dr. Who are not as bad as for example with BSD or FT.</p><p>- They got the round targets at the "2nd" level of the Time Expander just right in my opinion. Enough randomness in how the ball behaves after hitting them, but not too much.</p><p>- I don't recognize the "ball drag" or floatiness that others have pointed out, the real tables I played had about the same ball flow. </p><p></p><p>There are also some bugs I encountered:</p><p>- the game sometimes gives two balls after a lock. The last time this happened, also one of the locks was empty, as if the ball shot through the back of the lock area (clipping error?). The game adjusted to this in most cases, breaking one game by not recognizing there was still a ball in play after a (quick) drain. </p><p>- also, the right lock can be prone to having two balls locked on top of each other (they fully clip, not stacked). A quite lengthy ball search cleared that problem. Not frequent, happened 2-3 times now in a lot more than 2-3 games.</p><p>- HOF points are off or really stingy. I got 1 HOF point for a 1.1B game. So it needs more than 1T for the full 1000 points. Even 100B is quite the challlenge, seeing the duel between Tarek and Dizzer. </p><p></p><p>All in all, I say this is a good release, BUT the issue with at least the jackpot doors should be fixed, this takes away a lot of the fun, and not in the least also a viable scoring strategy. The combo shots are a nice challenge. I like the way you can play around with the Doctor bonuses, adjusting the choice to the particular situation. I like the video game: easy to learn, not too long and enough of a challenge now (although I see it getting boring after you learn the patterns). The TPA version forces you to be precise in your shooting, otherwise it will punish you.</p></blockquote><p></p>
[QUOTE="Slam23, post: 249010, member: 896"] Well, after playing dr. Who on and off the last couple of days, I must say I'm a bit conflicted in my final verdict. I have (recent) experience with two different real dr. Who's to compare the TPA version with, and the real machines both played really alike to each other. - I don't find locking balls on the TPA version that difficult, sure they are tight shots but the real machines rejected some lock shots too, akin for example to the "trouble" with rejected shots at the mode hole in IJ. I have had a lot of success by one-timing the right lock from a flipper pass from right to left flipper after a release from the 'Police Box'. The left lock is a tight backhand from the left flipper, or a precise shot from the right. - Shooting the jackpot doors however is too difficult in the TPA version. The fact that you have more success shooting them via a ricochet from the "repair" targets says a lot. Things do look up if you shoot them from controlled stationary balls, but that is quite a tall order in a MB situation. The real machines were more easy in that respect. - The combo W-H-O shots are about even I think. It's the most fluid and comfortable gameplay on the TPA Dr. Who, although it still needs precision shooting to avert misses and drains. On the real machines the shots had to be quite clean to reach the top of both ramps. The power from the flippers is far stronger (as usual) with the new-out-of-the-box TPA flippers than with the real machines, so TPA shots will more than often clear the ramp, even with a slightly off angle. - Outlane drains are quite brutal and in my experience more so with TPA than the real machines. Or I'll have to adjust my nudging technique to get more frequent saves, they all feel unavoidable now. - SDTM drains are easier to avoid with TPA, just being able to "graze" some of those stray balls with the flipper tip, especially with the stronger and more predictable nudge control on TPA. In that respect those Lightning flippers on dr. Who are not as bad as for example with BSD or FT. - They got the round targets at the "2nd" level of the Time Expander just right in my opinion. Enough randomness in how the ball behaves after hitting them, but not too much. - I don't recognize the "ball drag" or floatiness that others have pointed out, the real tables I played had about the same ball flow. There are also some bugs I encountered: - the game sometimes gives two balls after a lock. The last time this happened, also one of the locks was empty, as if the ball shot through the back of the lock area (clipping error?). The game adjusted to this in most cases, breaking one game by not recognizing there was still a ball in play after a (quick) drain. - also, the right lock can be prone to having two balls locked on top of each other (they fully clip, not stacked). A quite lengthy ball search cleared that problem. Not frequent, happened 2-3 times now in a lot more than 2-3 games. - HOF points are off or really stingy. I got 1 HOF point for a 1.1B game. So it needs more than 1T for the full 1000 points. Even 100B is quite the challlenge, seeing the duel between Tarek and Dizzer. All in all, I say this is a good release, BUT the issue with at least the jackpot doors should be fixed, this takes away a lot of the fun, and not in the least also a viable scoring strategy. The combo shots are a nice challenge. I like the way you can play around with the Doctor bonuses, adjusting the choice to the particular situation. I like the video game: easy to learn, not too long and enough of a challenge now (although I see it getting boring after you learn the patterns). The TPA version forces you to be precise in your shooting, otherwise it will punish you. [/QUOTE]
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Not impressed with dr.Who
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