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Farsight Studios
The Pinball Arcade / Farsight Studios
Stop making the tables easier!
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<blockquote data-quote="Stormchild" data-source="post: 33673" data-attributes="member: 704"><p>Really interesting info, and I agree wholeheartedly with your analysis as well. I think FarSight has mostly made the right choices in tuning the physics and general playability of the tables.</p><p></p><p>Of the tables in TPA, the one I'm most familiar with in real life is Medieval Madness. I knew the game pretty well before I played it in TPA, and I can say it matches the difficulty of the real table closely enough that it's pretty much exactly like playing the real thing -- right down to the occasionally cruel fast return from the damsel ramp (which resulted in many drains on the real table; I do appreciate FarSight "fixing" this one, though), and failed peasant ramp returns going SDTM. I've been playing this one for months in TPA, and I still haven't reached the battle for the kingdom. On two occasions, I've come within one shot of taking out The King of Payne's castle, and both times I blew it.</p><p></p><p>There is one thing that's different about MM vs. the real table -- in TPA, the game remains in ideal condition, whereas the real table frequently had mechanical problems (such as the drawbridge not lowering, the gate not opening, castle not animating, etc.), to the point that there are actually settings in the operator's menu to compensate for mechanical failures (e.g. there's a setting that allows you to destroy castles by hitting the drawbridge or the gate a certain number of times, in the event that one of those two parts isn't working properly).</p><p></p><p>So at least in this one case, TPA is often *closer* to the intended gameplay than many of the actual tables…ironically enough!</p><p></p><p>I can't speak for the relative difficulty of the other TPA tables vs. their real-life counterparts, but I do think they nailed MM.</p></blockquote><p></p>
[QUOTE="Stormchild, post: 33673, member: 704"] Really interesting info, and I agree wholeheartedly with your analysis as well. I think FarSight has mostly made the right choices in tuning the physics and general playability of the tables. Of the tables in TPA, the one I'm most familiar with in real life is Medieval Madness. I knew the game pretty well before I played it in TPA, and I can say it matches the difficulty of the real table closely enough that it's pretty much exactly like playing the real thing -- right down to the occasionally cruel fast return from the damsel ramp (which resulted in many drains on the real table; I do appreciate FarSight "fixing" this one, though), and failed peasant ramp returns going SDTM. I've been playing this one for months in TPA, and I still haven't reached the battle for the kingdom. On two occasions, I've come within one shot of taking out The King of Payne's castle, and both times I blew it. There is one thing that's different about MM vs. the real table -- in TPA, the game remains in ideal condition, whereas the real table frequently had mechanical problems (such as the drawbridge not lowering, the gate not opening, castle not animating, etc.), to the point that there are actually settings in the operator's menu to compensate for mechanical failures (e.g. there's a setting that allows you to destroy castles by hitting the drawbridge or the gate a certain number of times, in the event that one of those two parts isn't working properly). So at least in this one case, TPA is often *closer* to the intended gameplay than many of the actual tables…ironically enough! I can't speak for the relative difficulty of the other TPA tables vs. their real-life counterparts, but I do think they nailed MM. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Stop making the tables easier!
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