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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="Clawhammer" data-source="post: 54902" data-attributes="member: 1470"><p>To add briefly to the real life difficulty of TZ conversation:</p><p>I have to stand somewhere in the middle on this. Gameplay difficulty is hugely dependent on what machine you're playing on- rubbers on/off, size of the outlanes, tilt/difficulty settings, how steep the playfield is/if it's been waxed, etc. I've read a lot on this board about the supposed legendary difficulty of TZ and in some ways I have to disagree. Yes, the left outlane and the bumpers are treacherous, but the game has a lot of extra ball opportunities and if you are dialed on the ramps, it can open up for marathons. The game doesn't have many sucker shots (obvious high scoring targets that are drain hazards- i.e. AFM's saucer). I guess the clock target between the ramps would count as one, but most people experienced with TZ are going to avoid that in single ball. The only "sucker shot," really, is battling the power and the return if you fail. I will admit that the kickout from the slot machine makes a huge difference- if it's not an easy live catch or dead bounce on the particular TZ you play, ball control can be a nightmare and difficulty is greatly augmented, at least for my play style. As has been mentioned, there are other Williams/Bally DMD games I would consider significantly harder, particularly BSD, or even games where you have to make a sucker shot continuously to get to the wizard mode (MM, AFM, TOM- this especially because you can't work on the trunk during multiball). </p><p></p><p>And yes, I think the TPA version is way too easy.</p></blockquote><p></p>
[QUOTE="Clawhammer, post: 54902, member: 1470"] To add briefly to the real life difficulty of TZ conversation: I have to stand somewhere in the middle on this. Gameplay difficulty is hugely dependent on what machine you're playing on- rubbers on/off, size of the outlanes, tilt/difficulty settings, how steep the playfield is/if it's been waxed, etc. I've read a lot on this board about the supposed legendary difficulty of TZ and in some ways I have to disagree. Yes, the left outlane and the bumpers are treacherous, but the game has a lot of extra ball opportunities and if you are dialed on the ramps, it can open up for marathons. The game doesn't have many sucker shots (obvious high scoring targets that are drain hazards- i.e. AFM's saucer). I guess the clock target between the ramps would count as one, but most people experienced with TZ are going to avoid that in single ball. The only "sucker shot," really, is battling the power and the return if you fail. I will admit that the kickout from the slot machine makes a huge difference- if it's not an easy live catch or dead bounce on the particular TZ you play, ball control can be a nightmare and difficulty is greatly augmented, at least for my play style. As has been mentioned, there are other Williams/Bally DMD games I would consider significantly harder, particularly BSD, or even games where you have to make a sucker shot continuously to get to the wizard mode (MM, AFM, TOM- this especially because you can't work on the trunk during multiball). And yes, I think the TPA version is way too easy. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Home
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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Twilight Zone (1993)
TZ: Too easy = fail
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