Search titles only
By:
Home
Forums
New posts
Search forums
Articles
New articles
New comments
Search articles
Pinball DB
Pinball Tables
Pinball Games
What's new
New posts
New articles
New profile posts
New article comments
Latest activity
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Welcome Back to Digital Pinball Fans -
please read this first
For latest updates, follow Digital Pinball Fans on
Facebook
and
Twitter
Home
Forums
Digital Pinball Games
Other Pinball Games
Pro Pinball
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Slam23" data-source="post: 177453" data-attributes="member: 896"><p>I had the good fortune of playing it on an iPad Air 1 at the Dutch Pinball Open and came away totally impressed by it. Lighting, reflections, shadows were off the charts with the pre-rendered, nigh photorealistic table, and with multiple camera angles rendered, this is working out like the best choice they could have made. Gameplay was smooth and felt a lot like the PC original (from what I can remember anyways). I didn't get to spend a lot of time with it, so it's a quick impression more than anything. But boy, did it impress me! </p><p>Adrian Barritt was attending the Dutch Pinball Open on invitation from the Silver Castle guys who are making a real table out of Timeshock. He told me that the demo is not far off (without specifying a date) and that they are working out some performance issues yet with the iPad 3. I hope I'm quoting this correctly, if my memory serves me right. Funny enough it worked better on an iPad 2, but that may have to do with the specific resolution/processor/iOS combinations that differentiate both iPad versions and favored the 2 in this case. There was also a PC setup with a monitor swiveled to landscape perspective. I didn't sit down for that one (I had a busy weekend competing), but that also looked very good. Highpoint was the seminar by Pieter van Leijen, one of the key guys from the Silver Castle project, and he invited Adrian up to the stage. Adrian took some of our questions about Ultra Timeshock, including cabinet support (yes), multiple camera angles (yes), leaderboard functionality (yes), importing previous highscores from 1997 Timeshock (yes) and so forth. I don't know if we heard a lot of new things but there were a lot of yes responses given <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It was nice to hear about the inspiration for Timeshock which Adrian described as predominantly STTNG as his favorite table at that time (look at the ramps and the central shot to crystal/Borg ship), but also that Rollergames is somewhere in it's DNA. Afterwards I had dinner with Silver Castle and Adrian, and I can tell you that Adrian is totally committed to bringing the best possible product that he can make together with his team. His reputation as a perfectionist is probably justified, especially concerning pinball. I found this more reassuring than annoying, even if it means that we have to wait a bit more. He is also a genuinely pleasant guy to spent time with, especially interesting to hear more about his career in software development. A fun fact was that they actually tried to get the STTNG license first to do a pro pinball with, but when they discovered how much that would cost and the effort involved to get it, they quickly decided to do an original. Could you imagine a 1997 STTNG with the Pro Pinball engine behind it? Well, this is how far my memory stretches, I do hope I got all thing correct, so don't shoot me if something turns up differently (they may change their minds also offcourse about some things).</p></blockquote><p></p>
[QUOTE="Slam23, post: 177453, member: 896"] I had the good fortune of playing it on an iPad Air 1 at the Dutch Pinball Open and came away totally impressed by it. Lighting, reflections, shadows were off the charts with the pre-rendered, nigh photorealistic table, and with multiple camera angles rendered, this is working out like the best choice they could have made. Gameplay was smooth and felt a lot like the PC original (from what I can remember anyways). I didn't get to spend a lot of time with it, so it's a quick impression more than anything. But boy, did it impress me! Adrian Barritt was attending the Dutch Pinball Open on invitation from the Silver Castle guys who are making a real table out of Timeshock. He told me that the demo is not far off (without specifying a date) and that they are working out some performance issues yet with the iPad 3. I hope I'm quoting this correctly, if my memory serves me right. Funny enough it worked better on an iPad 2, but that may have to do with the specific resolution/processor/iOS combinations that differentiate both iPad versions and favored the 2 in this case. There was also a PC setup with a monitor swiveled to landscape perspective. I didn't sit down for that one (I had a busy weekend competing), but that also looked very good. Highpoint was the seminar by Pieter van Leijen, one of the key guys from the Silver Castle project, and he invited Adrian up to the stage. Adrian took some of our questions about Ultra Timeshock, including cabinet support (yes), multiple camera angles (yes), leaderboard functionality (yes), importing previous highscores from 1997 Timeshock (yes) and so forth. I don't know if we heard a lot of new things but there were a lot of yes responses given :) It was nice to hear about the inspiration for Timeshock which Adrian described as predominantly STTNG as his favorite table at that time (look at the ramps and the central shot to crystal/Borg ship), but also that Rollergames is somewhere in it's DNA. Afterwards I had dinner with Silver Castle and Adrian, and I can tell you that Adrian is totally committed to bringing the best possible product that he can make together with his team. His reputation as a perfectionist is probably justified, especially concerning pinball. I found this more reassuring than annoying, even if it means that we have to wait a bit more. He is also a genuinely pleasant guy to spent time with, especially interesting to hear more about his career in software development. A fun fact was that they actually tried to get the STTNG license first to do a pro pinball with, but when they discovered how much that would cost and the effort involved to get it, they quickly decided to do an original. Could you imagine a 1997 STTNG with the Pro Pinball engine behind it? Well, this is how far my memory stretches, I do hope I got all thing correct, so don't shoot me if something turns up differently (they may change their minds also offcourse about some things). [/QUOTE]
Verification
Post reply
Members online
No members online now.
Home
Forums
Digital Pinball Games
Other Pinball Games
Pro Pinball
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top