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Other Zen Pinball Games & General Discussion
So I tried Zen pinball HD on android...
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<blockquote data-quote="Zombie Aladdin" data-source="post: 141043" data-attributes="member: 4242"><p>I never had the impression that Zen Studios's tables were easy, but perhaps that's just because I'm always trying to advance to its wizard modes. I currently have <em>Iron Man</em>, <em>Captain America</em>, <em>Fantastic Four</em>, and <em>Blade</em> on my 3DS and <em>Sorcerer's Lair</em>, <em>Plants vs. Zombies</em>, and <em>Mars</em> on the Wii U. Of those, I have only reached the wizard mode in <em>Sorcerer's Lair</em> and <em>Captain America</em>. I have finished every mission on <em>Blade</em> but have never been able to do so in one game. (I have played the 60-second trials on most of the Marvel tables and the classic ones though.)</p><p></p><p>Bear in mind that Zen is a sponsor of IFPA, which leads me to believe Zen is interested in making a real, non-virtual machine. It would be interesting to see how people react to it, as Zen's rule design has a number of eccentricities most have in common. Of course, it'd also be interesting to see Hungary join the countries of pinball makers.</p><p></p><p>While I do enjoy some Zen Pinball every now and then, there are a couple of things that bug me. Long ball times is not one of them though. (I'm not even sure how to re-activate the ball saver in most of these tables, let alone do it consistently except for <em>Sorcerer's Lair</em>.) What <em>really</em> bugs me are how the tables lock you out of everything else when any mission or multiball mode is active and how very ramp-centric most of the playfields are. The purpose of a multiball, at least that's how I use them in non-Zen tables, are to help me rapidly advance things, reach high-scoring targets, or finish modes I would otherwise have a difficult time with. In every Zen table I've tried, the multiball sets everything else to its minimum point value and halts all advancement of everything but its multiball. Every Zen table I've played, with a couple of exceptions, are also almost entirely about ramps. While it's fun to see the ball hurtling up and down ramps every which way, it does get old after some time, especially when everything becomes either "Shoot this ramp X times" or "Shoot these ramps once." While well-liked tables like <em>Monster Bash</em> and <em>Star Trek</em> (Stern) are also very ramp-oriented, they have plenty of scoops and targets too, and you can usually find another table (or go to <em>Pinball Arcade</em>) that's not focused around ramps and loops like most of John Borg's tables or any EM machines.</p><p></p><p>That may be why <em>Captain America</em> was the first Zen table where I finished its wizard mode after <em>Sorcerer's Lair</em>: It's the least rampy of the Zen tables I've played.</p></blockquote><p></p>
[QUOTE="Zombie Aladdin, post: 141043, member: 4242"] I never had the impression that Zen Studios's tables were easy, but perhaps that's just because I'm always trying to advance to its wizard modes. I currently have [i]Iron Man[/i], [i]Captain America[/i], [i]Fantastic Four[/i], and [i]Blade[/i] on my 3DS and [i]Sorcerer's Lair[/i], [i]Plants vs. Zombies[/i], and [i]Mars[/i] on the Wii U. Of those, I have only reached the wizard mode in [i]Sorcerer's Lair[/i] and [i]Captain America[/i]. I have finished every mission on [i]Blade[/i] but have never been able to do so in one game. (I have played the 60-second trials on most of the Marvel tables and the classic ones though.) Bear in mind that Zen is a sponsor of IFPA, which leads me to believe Zen is interested in making a real, non-virtual machine. It would be interesting to see how people react to it, as Zen's rule design has a number of eccentricities most have in common. Of course, it'd also be interesting to see Hungary join the countries of pinball makers. While I do enjoy some Zen Pinball every now and then, there are a couple of things that bug me. Long ball times is not one of them though. (I'm not even sure how to re-activate the ball saver in most of these tables, let alone do it consistently except for [i]Sorcerer's Lair[/i].) What [i]really[/i] bugs me are how the tables lock you out of everything else when any mission or multiball mode is active and how very ramp-centric most of the playfields are. The purpose of a multiball, at least that's how I use them in non-Zen tables, are to help me rapidly advance things, reach high-scoring targets, or finish modes I would otherwise have a difficult time with. In every Zen table I've tried, the multiball sets everything else to its minimum point value and halts all advancement of everything but its multiball. Every Zen table I've played, with a couple of exceptions, are also almost entirely about ramps. While it's fun to see the ball hurtling up and down ramps every which way, it does get old after some time, especially when everything becomes either "Shoot this ramp X times" or "Shoot these ramps once." While well-liked tables like [i]Monster Bash[/i] and [i]Star Trek[/i] (Stern) are also very ramp-oriented, they have plenty of scoops and targets too, and you can usually find another table (or go to [i]Pinball Arcade[/i]) that's not focused around ramps and loops like most of John Borg's tables or any EM machines. That may be why [i]Captain America[/i] was the first Zen table where I finished its wizard mode after [i]Sorcerer's Lair[/i]: It's the least rampy of the Zen tables I've played. [/QUOTE]
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So I tried Zen pinball HD on android...
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