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The Pinball Arcade / Farsight Studios
Top 5-10 Pinballs every made - Pro talk
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<blockquote data-quote="PET3R" data-source="post: 225849" data-attributes="member: 5266"><p>Thanks a million jonesjb. That's really amazing stuff there. The diagram is an excellent idea. Wish we had 1 for every single one of our top 10 tables discussed. Would be very useful for our analysis.</p><p></p><p>How easy/difficult it is to start the multiballs and is the difficulty getting any harder on later multiballs ? You say there are different tactics but from the rules and diagram it seems that multiballs are the best way for high scores. Can you please explain why concentrating purely on mutliballs is not the best strategy and why would you want to play other features of the table ? To me it still seems that the scenes are not worth playing. Specially when compared to mutliballs and final wizard mode. Maybe just starting them up and timing them out. </p><p></p><p><strong>TZ</strong> - Have been playing it a lot in the past few days and I agree it should be above the TAF <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> yeehey (told you I just need to play more). I think the main difference between these two is the pay off for the modes. While in TZ you can get anything up to 100m+ for a mode (specially clocks) and multiball if played well, in TAF it is not worth concentrating on the modes as you won't get much more than when not focusing on them. Lightning up the chair is too easy and therefore speeding up towards wizard and randomly getting points for the rooms as you progress seems the way to success. It is also much less risky compared to playing the modes as all you doing are 2 same shots (ramp + chair). I know it has been mentioned that the magnets are not very stonrg IRL but I still think I would prefer the TAF without them.</p><p></p><p>While playing <strong>TZ</strong> and <strong>TAF</strong> I noticed something new that has not been discussed here before - the shots. I am still thinking whether it is good for anything to do separate research on shots, but I am sure this definitely affects the gameplay and top 10. There are 2 categories here. </p><p></p><p>a) how good shots are - feel good shots - MM, SS, TAF, TZ, WW ramps. MM, SS, AFM, TOM - toys (Castle, crate, Sacuer, Trunk). This is where I struggle with MB - FOR ME there is no single shot that would feel good apart from the ramps on the very right and second from the left. </p><p></p><p>b) number of shots you can make from the flipper (observation from TZ) - in AFM you can use your right flipper to hit - 3 ramps on the left, Saucer, Backflip to the scoop, 5 standing targets of the Martian, 3 standing targets of the shield. During the whole game you use all the shots and none of them feels too dangerous. in TZ top two flippers are used for only 1 shot. Bottom right flipper is used mostly for 1 ramp, the other flipper has more available shots, but half of them feel unsafe to do. Therefore you will end up using each of the flippers for 1 or maximum 2 shots. Same applies to TAF. I am not saying this is bad, but definitely it is very different experience and adds to that feel good moment as many times you can be less accurate. I never have problem hitting ramps in TZ, but it can be challange in AFM - especially when it comes to raised ramps - cow and other one on the opposite side. MM and MB have very similar layout but while in MM it is a joy to hit ramps, I have different experience in MB.</p><p></p><p><strong>RBioN</strong> - I need your comments. Why should we keep this in top 10 ? Confusing rules, tons of stuff you don't even care about, Atlantis does not seem to be worthy achieving as the whole strategy comes to 2x tour (all continents). I still need to play more to be able to judge better.</p></blockquote><p></p>
[QUOTE="PET3R, post: 225849, member: 5266"] Thanks a million jonesjb. That's really amazing stuff there. The diagram is an excellent idea. Wish we had 1 for every single one of our top 10 tables discussed. Would be very useful for our analysis. How easy/difficult it is to start the multiballs and is the difficulty getting any harder on later multiballs ? You say there are different tactics but from the rules and diagram it seems that multiballs are the best way for high scores. Can you please explain why concentrating purely on mutliballs is not the best strategy and why would you want to play other features of the table ? To me it still seems that the scenes are not worth playing. Specially when compared to mutliballs and final wizard mode. Maybe just starting them up and timing them out. [B]TZ[/B] - Have been playing it a lot in the past few days and I agree it should be above the TAF :) yeehey (told you I just need to play more). I think the main difference between these two is the pay off for the modes. While in TZ you can get anything up to 100m+ for a mode (specially clocks) and multiball if played well, in TAF it is not worth concentrating on the modes as you won't get much more than when not focusing on them. Lightning up the chair is too easy and therefore speeding up towards wizard and randomly getting points for the rooms as you progress seems the way to success. It is also much less risky compared to playing the modes as all you doing are 2 same shots (ramp + chair). I know it has been mentioned that the magnets are not very stonrg IRL but I still think I would prefer the TAF without them. While playing [B]TZ[/B] and [B]TAF[/B] I noticed something new that has not been discussed here before - the shots. I am still thinking whether it is good for anything to do separate research on shots, but I am sure this definitely affects the gameplay and top 10. There are 2 categories here. a) how good shots are - feel good shots - MM, SS, TAF, TZ, WW ramps. MM, SS, AFM, TOM - toys (Castle, crate, Sacuer, Trunk). This is where I struggle with MB - FOR ME there is no single shot that would feel good apart from the ramps on the very right and second from the left. b) number of shots you can make from the flipper (observation from TZ) - in AFM you can use your right flipper to hit - 3 ramps on the left, Saucer, Backflip to the scoop, 5 standing targets of the Martian, 3 standing targets of the shield. During the whole game you use all the shots and none of them feels too dangerous. in TZ top two flippers are used for only 1 shot. Bottom right flipper is used mostly for 1 ramp, the other flipper has more available shots, but half of them feel unsafe to do. Therefore you will end up using each of the flippers for 1 or maximum 2 shots. Same applies to TAF. I am not saying this is bad, but definitely it is very different experience and adds to that feel good moment as many times you can be less accurate. I never have problem hitting ramps in TZ, but it can be challange in AFM - especially when it comes to raised ramps - cow and other one on the opposite side. MM and MB have very similar layout but while in MM it is a joy to hit ramps, I have different experience in MB. [B]RBioN[/B] - I need your comments. Why should we keep this in top 10 ? Confusing rules, tons of stuff you don't even care about, Atlantis does not seem to be worthy achieving as the whole strategy comes to 2x tour (all continents). I still need to play more to be able to judge better. [/QUOTE]
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