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Farsight Studios
The Pinball Arcade / Farsight Studios
Top 5-10 Pinballs every made - Pro talk
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<blockquote data-quote="WhiteChocolate" data-source="post: 222427" data-attributes="member: 4374"><p>i suppose if there's a design element about tables like MM that i don't like, it's that they seem to center around just -one- toy, right up center - everything else is just ramps either side, in varying forms. shoot, stern's modern "star trek" does that too! (that may save on costs start-to-finish, manu to owner-upkeep, i would imagine, not as much to maintenance...)</p><p></p><p>but something happens to ya when you have a table with more than one toy/toy area laid out either side - yes it's more space taken up top and bottom, but people just like those innovative gidgety-gadgets... they really make the machine come alive. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> and it turns out that usually these side-toys more involve the ball, and the player, in the experience... if all the toy does is to be a wobbly, wonky centerpiece on the table, it's not as engaging, it seems to me! (from a TPA standpoint though, as i've never had the chance to be in a wonderful fantasy pinball hall full of these machines and watch other react to them.)</p><p></p><p>if all the table relies upon is one centerpiece (or worse yet, no centerpiece), then it just doesn't really capture the stand-by audience, watching someone else play... they'll watch someone else play and think "i wanna play that," then get their chance... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> one toy/area just simply isn't enough anymore!</p><p></p><p>(that's where under-table playfields, ala black hole/haunted house get so intriguing to me - "big lewbowski" revives that idea a bit! why aren't these kinds of designs more prevalent? i wonder where that could be taken in a modern-tech table... how do "lower playfields" relate in the ratings here? ;0)</p><p></p><p>vikingeric: if i may daresay?? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> "roadshow" and "junkyard" have a sort of "minecraft" element, the "collector's" tug... you wanna piece together that next gadget in junkyard; you wanna reach that next city in roadshow... and they are layouts that don't completely suck! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> not that junkyard though has that "shoot the dog" DMD-mode too repetitively... roadshow keeps the play on the playfield.</p></blockquote><p></p>
[QUOTE="WhiteChocolate, post: 222427, member: 4374"] i suppose if there's a design element about tables like MM that i don't like, it's that they seem to center around just -one- toy, right up center - everything else is just ramps either side, in varying forms. shoot, stern's modern "star trek" does that too! (that may save on costs start-to-finish, manu to owner-upkeep, i would imagine, not as much to maintenance...) but something happens to ya when you have a table with more than one toy/toy area laid out either side - yes it's more space taken up top and bottom, but people just like those innovative gidgety-gadgets... they really make the machine come alive. :) and it turns out that usually these side-toys more involve the ball, and the player, in the experience... if all the toy does is to be a wobbly, wonky centerpiece on the table, it's not as engaging, it seems to me! (from a TPA standpoint though, as i've never had the chance to be in a wonderful fantasy pinball hall full of these machines and watch other react to them.) if all the table relies upon is one centerpiece (or worse yet, no centerpiece), then it just doesn't really capture the stand-by audience, watching someone else play... they'll watch someone else play and think "i wanna play that," then get their chance... :) one toy/area just simply isn't enough anymore! (that's where under-table playfields, ala black hole/haunted house get so intriguing to me - "big lewbowski" revives that idea a bit! why aren't these kinds of designs more prevalent? i wonder where that could be taken in a modern-tech table... how do "lower playfields" relate in the ratings here? ;0) vikingeric: if i may daresay?? :) "roadshow" and "junkyard" have a sort of "minecraft" element, the "collector's" tug... you wanna piece together that next gadget in junkyard; you wanna reach that next city in roadshow... and they are layouts that don't completely suck! ;) not that junkyard though has that "shoot the dog" DMD-mode too repetitively... roadshow keeps the play on the playfield. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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Top 5-10 Pinballs every made - Pro talk
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