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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Hurricane (1991)
Tactics and Strategy
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<blockquote data-quote="shutyertrap" data-source="post: 243069" data-attributes="member: 134"><p>Yeah, there's a big difference between what is lifeless in a real table and what becomes lifeless in TPA. </p><p></p><p>So after moaning and groaning about wizard goals in TX-Sector, I have to laugh at the ones in Hurricane. First off I'm really surprised they passed up the opportunity to torture us with trying to get 3 balls onto the Ferris Wheel at the same time. I'm happy they didn't, but it does seem like an obvious one. I'm not a fan of the 15m+ jackpot style goals due to them being able to be carried over game to game rather than proving your worth in a single game. Lighting PALACE and Clown Time do the same thing, so 3 goals of this nature was a little lazy on FarSight's part.</p><p></p><p>I am very surprised at how basic this table is for a DMD era game. There is nothing about it that couldn't have been an alpha numeric, and I wonder if it wasn't designed as such to begin with. I had been thinking my memory of this being not as good as Cyclone was maybe incorrect, but after one afternoon of playing it and essentially discovering everything, I stick by my original assessment. I'm not really a fan of Cyclone either, and find Comet exceedingly dull, so there's that too.</p><p></p><p>My best scores came once I was trying to get 3 multiballs in one game so I could light Special. Took a while for me to figure out the angle on the duck drops, but once I had that, and now a lot of multiball starts, the game kinda ceased in fun and turned into a one note grind fest.</p></blockquote><p></p>
[QUOTE="shutyertrap, post: 243069, member: 134"] Yeah, there's a big difference between what is lifeless in a real table and what becomes lifeless in TPA. So after moaning and groaning about wizard goals in TX-Sector, I have to laugh at the ones in Hurricane. First off I'm really surprised they passed up the opportunity to torture us with trying to get 3 balls onto the Ferris Wheel at the same time. I'm happy they didn't, but it does seem like an obvious one. I'm not a fan of the 15m+ jackpot style goals due to them being able to be carried over game to game rather than proving your worth in a single game. Lighting PALACE and Clown Time do the same thing, so 3 goals of this nature was a little lazy on FarSight's part. I am very surprised at how basic this table is for a DMD era game. There is nothing about it that couldn't have been an alpha numeric, and I wonder if it wasn't designed as such to begin with. I had been thinking my memory of this being not as good as Cyclone was maybe incorrect, but after one afternoon of playing it and essentially discovering everything, I stick by my original assessment. I'm not really a fan of Cyclone either, and find Comet exceedingly dull, so there's that too. My best scores came once I was trying to get 3 multiballs in one game so I could light Special. Took a while for me to figure out the angle on the duck drops, but once I had that, and now a lot of multiball starts, the game kinda ceased in fun and turned into a one note grind fest. [/QUOTE]
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Home
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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Hurricane (1991)
Tactics and Strategy
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