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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="PET3R" data-source="post: 223144" data-attributes="member: 5266"><p>We roughly know what are our top 10 tables in no particular order. To make this bit easier I am going to concentrate bit more on top 5 first. Therefore slowly eliminating tables that do not belong there.</p><p></p><p>Top 5 material in no particular order</p><p>-------------------------------</p><p>STTNG - none found yet</p><p></p><p>AFM - Linear Scoring, Repetitive shot of saucer, There is not much to do after ruling the universe</p><p></p><p>MB - indication of time when stacking modes</p><p></p><p>TAF - magnets, timing out of the modes ?</p><p></p><p>CV - staying in the wizard mode after draining/ not scoring during wizard mode. Middle ramp - drainer</p><p></p><p>TZ - timing out of the modes, less interesting modes or modes that are not needed - skill shot mode, repetitive 2x clock modes, cluttered playfield</p><p></p><p>CC - importance of the bonus ?</p><p></p><p>Out of top 5</p><p>--------------</p><p>MM - early Merlin's shot/trolls, repetitive shooting of the castle, only 3 goals - castles, ramps, trolls</p><p></p><p>SS - looping the left ramp during the wizard mode, not as meaty as other tables</p><p></p><p>RBION - 2x scoring, side features that you can easily ignore, strategy of skipping the second round and going straight for another continent scoring, same layout as TAF </p><p></p><p>WW - overboard, 5x playfield, 3x Jackpot, Vacation Jackpot (Class 6 river + 3 Locks)</p><p></p><p>RS - importance of the bonus, 10sec lock for wizard</p><p>========================================</p><p>I know I will be hated here by many for not putting MM into top 5, but:</p><p>a) Even after giving it enough chance by playing it a lot in the past week, it did not grow at me at all. </p><p>b) appart from the 3 goals (castles, trolls and ramps), there is really nothing more to it. In AFM you at least have bigger variety of goals/modes to keep you interested (saucers, ramps, spell Martian + multiball, regular mutliball = super jackpot goal, Total anihilation, strobe multiball, surprise attack, shield targets,5 way combo, super jets goal). At first I used to like in MM that you can go straight from 1 castle to another during the multiball, but AFM allows more strategies since you are not progressing straight away. I feel the trolls totally kill MM. They are not fun like targets in CC, they are difficult and usually cause a drain. With early Merlin's shot they just destroy the table. You can't even see the progress of your ramps as you don't know how many have you already completed. And you use all your multiballs towards hitting the castles as they are not worth much playing (<a href="http://www.skill-shot.com/content/medieval-madness,400" target="_blank">http://www.skill-shot.com/content/medieval-madness,400</a>). So at the end the whole MM is only about 1 target - Castle.</p></blockquote><p></p>
[QUOTE="PET3R, post: 223144, member: 5266"] We roughly know what are our top 10 tables in no particular order. To make this bit easier I am going to concentrate bit more on top 5 first. Therefore slowly eliminating tables that do not belong there. Top 5 material in no particular order ------------------------------- STTNG - none found yet AFM - Linear Scoring, Repetitive shot of saucer, There is not much to do after ruling the universe MB - indication of time when stacking modes TAF - magnets, timing out of the modes ? CV - staying in the wizard mode after draining/ not scoring during wizard mode. Middle ramp - drainer TZ - timing out of the modes, less interesting modes or modes that are not needed - skill shot mode, repetitive 2x clock modes, cluttered playfield CC - importance of the bonus ? Out of top 5 -------------- MM - early Merlin's shot/trolls, repetitive shooting of the castle, only 3 goals - castles, ramps, trolls SS - looping the left ramp during the wizard mode, not as meaty as other tables RBION - 2x scoring, side features that you can easily ignore, strategy of skipping the second round and going straight for another continent scoring, same layout as TAF WW - overboard, 5x playfield, 3x Jackpot, Vacation Jackpot (Class 6 river + 3 Locks) RS - importance of the bonus, 10sec lock for wizard ======================================== I know I will be hated here by many for not putting MM into top 5, but: a) Even after giving it enough chance by playing it a lot in the past week, it did not grow at me at all. b) appart from the 3 goals (castles, trolls and ramps), there is really nothing more to it. In AFM you at least have bigger variety of goals/modes to keep you interested (saucers, ramps, spell Martian + multiball, regular mutliball = super jackpot goal, Total anihilation, strobe multiball, surprise attack, shield targets,5 way combo, super jets goal). At first I used to like in MM that you can go straight from 1 castle to another during the multiball, but AFM allows more strategies since you are not progressing straight away. I feel the trolls totally kill MM. They are not fun like targets in CC, they are difficult and usually cause a drain. With early Merlin's shot they just destroy the table. You can't even see the progress of your ramps as you don't know how many have you already completed. And you use all your multiballs towards hitting the castles as they are not worth much playing ([url]http://www.skill-shot.com/content/medieval-madness,400[/url]). So at the end the whole MM is only about 1 target - Castle. [/QUOTE]
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The Pinball Arcade / Farsight Studios
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The Pinball Arcade / Farsight Studios
Top 5-10 Pinballs every made - Pro talk
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