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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Creature from the Black Lagoon (1992)
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<blockquote data-quote="Pop Sergeant" data-source="post: 18848" data-attributes="member: 920"><p>Excellent first review Magnetic! </p><p></p><p>My first few play-through's where mostly about learning the "bounces". </p><p></p><p>The flipper physics feel different (for the better). I'm not certain but they feel different on MB this release too -- as in maybe some of the float-bounce fell out of the bumpers on MB from 1.09 to 1.010 (again, for the better).</p><p></p><p>It has been more than 10-12 years since I played this table in real life, so I can't claim any real experience any longer (the last time I saw those brain cells was through the bottom of a long-neck bottle of Budweiser) but I have to wonder if it wasn't significantly harder to trap on the actual table. Of course it could have been just as easy then as now, but back then I was PUI (playing under the influence) with my beer-drinking-buddies whereas now I'm generally sitting in a quiet corner trying to squeeze in a game or two before my kids or spouse notice that I'm available for line-of-sight taskings.</p><p></p><p>First impressions:</p><p></p><p>- Draining SDTM doesn't seem to be too much of a threat even from failed ramp shots</p><p></p><p>- Out-lanes seem pretty forgiving with the exception that a late KISS shot from the right flipper seems to be a certain cross-table bounce back to the right out lane</p><p></p><p>- The out lanes don't respond well to a table shove (tilt) - at least not the way I employ it (heavy sigh)</p><p></p><p>- Trapping the ball on a return from the left or right in-lanes, or trapping from a drop from the out-side saucer lanes is almost fool-proof at any speed</p><p></p><p>- Bottom wall bumpers feel a "little too" dead and seldom react to a sliding ball pass (one travelling with the nearly the same angle as the bumper)</p><p></p><p>- Flipper trap shot from left or right offers a saucer shot, ramp shot, middle roll under, and snack bar opportunity; multiple choices trump the relative ease of (most) shot executions from a full flipper stop</p><p></p><p>- My most productive camera view of choice after having tried them all is View 1 (locked).</p><p></p><p>So, not to be Captain Obvious, at first it seemed to me like it was going to be very tedious (ramp, ramp, ramp, ramp) ramp-fest kind of table -- but after realizing the flipper traps were so easy, that opened up a whole new level of play for me in that there are significant rewards to be gained from repeating each of the main "trap-shots". As soon as I got that through my noggin' this table went from ramp-fest to plan-and-attack options to set up the multiple modes from left, center, and right.</p><p></p><p>One could say that is just a more deliberate version of a ramp-fest, but the options of combining the right shots to set up triggers for each of the rewards to be one shot away and the fact that the ramps return to the same side so it forces you to make other shots to effect a pass to pull that off ... well, that twists a bunch of the "mindless fest" feeling into a heaping dose of brain-warping "oh, carp, what to do, what to do - quick make a decision - dang, wrong one, try again" excitement. </p><p></p><p>It actually gets a bit stressful (in a good way) trying to make the right decision or having to change tactics in reaction to a bad one; especially if one of the timed-millions modes is in play and the opportunity presents to set up another at the same time.</p><p></p><p>The two most dangerous (failed) shots for me are a late shot to the left (KISS) lane almost always resulting in a quick rebound drain to the right out-lane and hitting the left menu targets on an angle that causes a ricochet to hang a low speed near the snack-bar drop-hole (without going in) seems to be the only significant SDTM threat. I've had close to 0% success with table shoves in either of those cases. </p><p></p><p>So, having said all of that, I realize my only excuse for not ruling the high score table is a lack of skill and focus (hate it when that happens). </p><p></p><p>I'll blame the lack of skill on old(er) age and a failure to find the correct beer curve for TPA ... (but I promise to keep trying!)</p><p> </p><p>Can I blame the lack of focus on the great music, voice overs, and amazing table art?</p><p></p><p>Excellent table, well executed physics ... can be played as a ramp-fest to relax or as a problem solving target table for those with the desire to exercise the old forehead-slapping reboot maneuver on a regular basis.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Pop Sergeant, post: 18848, member: 920"] Excellent first review Magnetic! My first few play-through's where mostly about learning the "bounces". The flipper physics feel different (for the better). I'm not certain but they feel different on MB this release too -- as in maybe some of the float-bounce fell out of the bumpers on MB from 1.09 to 1.010 (again, for the better). It has been more than 10-12 years since I played this table in real life, so I can't claim any real experience any longer (the last time I saw those brain cells was through the bottom of a long-neck bottle of Budweiser) but I have to wonder if it wasn't significantly harder to trap on the actual table. Of course it could have been just as easy then as now, but back then I was PUI (playing under the influence) with my beer-drinking-buddies whereas now I'm generally sitting in a quiet corner trying to squeeze in a game or two before my kids or spouse notice that I'm available for line-of-sight taskings. First impressions: - Draining SDTM doesn't seem to be too much of a threat even from failed ramp shots - Out-lanes seem pretty forgiving with the exception that a late KISS shot from the right flipper seems to be a certain cross-table bounce back to the right out lane - The out lanes don't respond well to a table shove (tilt) - at least not the way I employ it (heavy sigh) - Trapping the ball on a return from the left or right in-lanes, or trapping from a drop from the out-side saucer lanes is almost fool-proof at any speed - Bottom wall bumpers feel a "little too" dead and seldom react to a sliding ball pass (one travelling with the nearly the same angle as the bumper) - Flipper trap shot from left or right offers a saucer shot, ramp shot, middle roll under, and snack bar opportunity; multiple choices trump the relative ease of (most) shot executions from a full flipper stop - My most productive camera view of choice after having tried them all is View 1 (locked). So, not to be Captain Obvious, at first it seemed to me like it was going to be very tedious (ramp, ramp, ramp, ramp) ramp-fest kind of table -- but after realizing the flipper traps were so easy, that opened up a whole new level of play for me in that there are significant rewards to be gained from repeating each of the main "trap-shots". As soon as I got that through my noggin' this table went from ramp-fest to plan-and-attack options to set up the multiple modes from left, center, and right. One could say that is just a more deliberate version of a ramp-fest, but the options of combining the right shots to set up triggers for each of the rewards to be one shot away and the fact that the ramps return to the same side so it forces you to make other shots to effect a pass to pull that off ... well, that twists a bunch of the "mindless fest" feeling into a heaping dose of brain-warping "oh, carp, what to do, what to do - quick make a decision - dang, wrong one, try again" excitement. It actually gets a bit stressful (in a good way) trying to make the right decision or having to change tactics in reaction to a bad one; especially if one of the timed-millions modes is in play and the opportunity presents to set up another at the same time. The two most dangerous (failed) shots for me are a late shot to the left (KISS) lane almost always resulting in a quick rebound drain to the right out-lane and hitting the left menu targets on an angle that causes a ricochet to hang a low speed near the snack-bar drop-hole (without going in) seems to be the only significant SDTM threat. I've had close to 0% success with table shoves in either of those cases. So, having said all of that, I realize my only excuse for not ruling the high score table is a lack of skill and focus (hate it when that happens). I'll blame the lack of skill on old(er) age and a failure to find the correct beer curve for TPA ... (but I promise to keep trying!) Can I blame the lack of focus on the great music, voice overs, and amazing table art? Excellent table, well executed physics ... can be played as a ramp-fest to relax or as a problem solving target table for those with the desire to exercise the old forehead-slapping reboot maneuver on a regular basis. Cheers! [/QUOTE]
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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Creature from the Black Lagoon (1992)
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