- Feb 19, 2012
- 8,144
- 2
Just give us a Tournament Mode for all the tables, that means no extra balls with a separate leaderboard. Sometimes I just want to have a quick game not a marathon session...
/thread
Just give us a Tournament Mode for all the tables, that means no extra balls with a separate leaderboard. Sometimes I just want to have a quick game not a marathon session...
The reason scores that high don't post to the leaderboards is because TPA usually loses track of a ball when you are going infinite.
Tables that do let yo guo infinite this happens a lot with.
THAT'S why the ability to go infinite should be removed from them by operator settings.
I'm not saying to hack the code or anything. Just to change operator settings.
And here's where a bit of kickout randomization would go a long way, both towards improving realism and cutting down on excessive game length.
I own a TZ with a reasonably predictable slot kickout. But 1 time out of 10 the ball will exit the kicker at a slightly different angle and/or a slightly different speed - not wildly different, but just enough to require different handling from the player. Even the most "well-behaved" real machines will sometimes do this, and it is what contributes to a lot of drains. But a TPA table never will.Absolutely. I'll note though that I have very often played machines with kickouts nearly as predictable and railroaded as TPA's machines. (This is when I played in the 1990s through about 2002.) I think it is perfectly dandy and fine if some, maybe half, of the TPA tables have predictable or easily-catchable kickouts, since that reflects reality (or at least my reality). In particular, I recall that most/all real FHs I played had a very catchable kickout, many of the TAFs, and even a few TZs. I don't think all the TPA tables should be set up like PAPA tournament machines.
But it's a real shame that the supreme challenge of TZ is mostly missing from TPA.
That being said, TPA would need finer flipper control (live catching, tap bounces, and tap passes) to enable players to properly handle randomized kickouts, so maybe that's why kickout randomization has not been implemented.
Nothing is really "random" about a "random" pinball machine... physics is not random. Implementing a realistic "randomization" of say a kickout would require a lot of work, you would basically have to physically model solenoids etc. (Often when pinball kickouts are "random" they are not working at their best, to be honest.) I bet this type of modeling is truly beyond the capability of the low-end devices.
A few TPA tables do have a "random" algorithm on some kickouts, they end up very computerish in nature to me.
Quantum physics would like to have a word with you...everything there is a probability.Nothing is really "random" about a "random" pinball machine... physics is not random.
Not hard at all. I've even posted example code before that would implement it: http://digitalpinballfans.com/showt...sions-as-a-TZ-machine-owner?p=93715#post93715Implementing a realistic "randomization" of say a kickout would require a lot of work, you would basically have to physically model solenoids etc. (Often when pinball kickouts are "random" they are not working at their best, to be honest.) I bet this type of modeling is truly beyond the capability of the low-end devices.