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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Twilight Zone (1993)
TZ: Too easy = fail
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<blockquote data-quote="Sumez" data-source="post: 43113" data-attributes="member: 1547"><p>That doesn't make sense. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> What Matt McIrvin said makes perfect sense - just applying some random factor to the kickout returns (which is obviously where the lack of "randomness" is most apparent!) _would_ be really easy, and there wouldn't be anything to "calculate", so no slow down in this.</p><p></p><p>What would be an issue however, is that it would be totally missing the point. The idea in TPA is to actually simulate the actual pinball tables, and without knowing the details, I'm fairly sure the ball is actually traveling through those under-table lanes etc. when travelling to the lockout. It's just that a computer will do this perfectly every time, almost always placing the ball in the same position before activating the kickout, hitting it from the exact same angle. Tampering with that in order to make the kickout more random would require them to apply some weird random factor that doesn't really simulate the behavior of the real table.</p><p></p><p>I'm sure FarSight are applying plenty of other "cheat factors" on their various table elements, in order to make the ball react to them more like it would to their real life counterparts, but going the opposite direction and deliberately make them less like the real thing, doesn't seem to be in check with FS's philosophy.</p><p>Of course, I shouldn't speak for the developers. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> I'm just guessing here.</p><p></p><p>[MEDIA=youtube]n-mpifTiPV4[/MEDIA]</p></blockquote><p></p>
[QUOTE="Sumez, post: 43113, member: 1547"] That doesn't make sense. :) What Matt McIrvin said makes perfect sense - just applying some random factor to the kickout returns (which is obviously where the lack of "randomness" is most apparent!) _would_ be really easy, and there wouldn't be anything to "calculate", so no slow down in this. What would be an issue however, is that it would be totally missing the point. The idea in TPA is to actually simulate the actual pinball tables, and without knowing the details, I'm fairly sure the ball is actually traveling through those under-table lanes etc. when travelling to the lockout. It's just that a computer will do this perfectly every time, almost always placing the ball in the same position before activating the kickout, hitting it from the exact same angle. Tampering with that in order to make the kickout more random would require them to apply some weird random factor that doesn't really simulate the behavior of the real table. I'm sure FarSight are applying plenty of other "cheat factors" on their various table elements, in order to make the ball react to them more like it would to their real life counterparts, but going the opposite direction and deliberately make them less like the real thing, doesn't seem to be in check with FS's philosophy. Of course, I shouldn't speak for the developers. :) I'm just guessing here. [MEDIA=youtube]n-mpifTiPV4[/MEDIA] [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
Forums
Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Twilight Zone (1993)
TZ: Too easy = fail
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