Pinball thread including shinies and balls and stuff
Moderators: GreyWizzard, pilonv1
Interesting. It might work really well, but without a physical machine in front of you it could be weird. The 'arm' part of 'hand/arm' has me a little concerned. The game certainly looks very nice though. Also, I love how every single pinball game claims to have even better physics than the last. I mean, how much room for improvement could there possibly be? It's a metal ball rolling around. I haven't played anywhere near as many actual machines as some of the resident pinny freaks though, so maybe there's some subtleties there that I've missed.Flipper arms can be controlled with hand/arm motions via the Xbox 360 Live Vision camera
- Shaneus
- Rank AAA
- Posts: 9058
- Joined: 04 Jul 2006 06:33 am
- XBL ID: Shaneus
- PSN ID: Shaneus2k2
- Steam ID: Shaneus2k2
- Location: Geelong
Honestly, I think the physics were pretty much nailed back in the Pinball Dreams/Fantasies era... sure, not 100% accurate, but to the point where it made a videogame fun rather than frustrating.
They need to seriously concentrate on good, FUN table design. The one problem I've seen with these games is that they're designed by people who have no experience in the industry... hell, could it be that hard to get a lead designer from Williams or Bally to knock up a few tables? That said, the Pro-Pinball series of games were top-notch and I would happily play their real life counterparts in an instant if the opportunity arose.
They need to seriously concentrate on good, FUN table design. The one problem I've seen with these games is that they're designed by people who have no experience in the industry... hell, could it be that hard to get a lead designer from Williams or Bally to knock up a few tables? That said, the Pro-Pinball series of games were top-notch and I would happily play their real life counterparts in an instant if the opportunity arose.
Self confessed resident pinball freak here.
To date there really hasn't been any pinball sim that has come close to the standards I would expect for ball/playfield physics of the real pinball experience. Pro pinball came close, Gottlieb pinball arcade is also a good attempt. Microsoft Pinball arcade was the best graphically but had an alternate universe for the physics of the playfield.
Things to note that make or break the pinny simulation experience (PSE).
To date there really hasn't been any pinball sim that has come close to the standards I would expect for ball/playfield physics of the real pinball experience. Pro pinball came close, Gottlieb pinball arcade is also a good attempt. Microsoft Pinball arcade was the best graphically but had an alternate universe for the physics of the playfield.
Things to note that make or break the pinny simulation experience (PSE).
- Angle of the machine/playfield speed
- Elasticity of all rubbers on the playfield
- Elasticity and power of the flipper
- Power of the bumpers
- Randomness of the ball ejects
- Flexibility with power of the ball plunger
- Angles from the flippers - probably the biggest flaw to date with pinball sims. Makes some very simple shots in real life nigh on impossible - particularly ramp shots that are crucial to progress through ball modes.
- Tilt ability/sensitivity
Last edited by marto on 05 Feb 2007 04:25 pm, edited 1 time in total.
All of those things would be simple variables in the code though, it's surprising that nobody's got it right yet (although understandable if that's just not what they're aiming for in the first place). It'd be nice if they included a few sliders so you could tweak it yourself. Such features are in at least one of the PC-based pinball games, surely?marto wrote:Things to note that make or break the pinny simulation experience (PSE).
- Angle of the machine/playfield speed
- Elasticity of all rubbers on the playfield
- Elasticity and power of the flipper
- Power of the bumpers
- Randomness of the ball ejects
- Flexibility with power of the ball plunger
- Angles from the flippers
- Tilt ability/sensitivity
http://www.vpforums.com" onclick="window.open(this.href);return false;Gamma wrote:All of those things would be simple variables in the code though, it's surprising that nobody's got it right yet (although understandable if that's just not what they're aiming for in the first place). It'd be nice if they included a few sliders so you could tweak it yourself. Such features are in at least one of the PC-based pinball games, surely?marto wrote:Things to note that make or break the pinny simulation experience (PSE).
- Angle of the machine/playfield speed
- Elasticity of all rubbers on the playfield
- Elasticity and power of the flipper
- Power of the bumpers
- Randomness of the ball ejects
- Flexibility with power of the ball plunger
- Angles from the flippers
- Tilt ability/sensitivity
Go nuts!!!!
- Candy Arse
- Elite Ginger
- Posts: 20292
- Joined: 04 Jul 2006 08:41 am
- unfnknblvbl
- googlebomber
- Posts: 9795
- Joined: 04 Jul 2006 10:17 pm
- XBL ID: unfunk
- Steam ID: unfnknblvbl
- Location: Just behind GameHED
- Candy Arse
- Elite Ginger
- Posts: 20292
- Joined: 04 Jul 2006 08:41 am
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
Here is a rather scathing but accurate review of The Ultimate Pinball Quest, a ridiculous game on the Amiga that I played for a while when Pinball Dreams, Fantasies and Illusions fell foul to the Saddam virus. Had some cool ideas, but was a bit empty. I got the other games back in the end.
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane