Epic MegaGames unveils Epic Pinball
[[ Epic's Shareware Pinball table, Android, is available by anonymous FTP
to ftp.ulowell.edu, directory /msdos/Games/Epic, file 0pinball.zip - be
sure to set binary! ]]
From: sl859@cc.usu.edu
Subject: ANNOUNCE: EPIC PINBALL is HERE!
Date: 29 Oct 93 11:25:04 MDT
IMMEDIATE NEWS RELEASE
Contact: Epic MegaGames
Phone: 800-972-7434
Compuserve: 70451,633
Internet: 70451.633@compuserve.com
Epic MegaGames unveils Epic Pinball
===================================
ROCKVILLE, Maryland, October 28, 1993 -- Epic MegaGames has released
Epic Pinball, a major new shareware game! Epic brings the massively
popular game of Pinball to new heights in technology, artwork, sound,
and realism with this 256-color smooth-scrolling masterpiece.
The shareware version of Epic Pinball includes one excellent pinball
table, Android. The shareware version is available freely from
bulletin boards, online services, and in other shareware channels.
It is "try before you buy" software -- if you like the Android pinball
table, you can order more pinball tables directly from Epic.
Your goal in the shareware version is to wake the Android. You'll
need to work the complex sets of ramps, targets, and lights. Epic
Pinball is complete with all the sights, sounds, and thrills of the
top modern pinball tables!
Epic Pinball consists of eight unique and amazing pinball tables,
divided into two packs:
Epic Pinball Pack 1: Android, Pot of Gold, Excalibur, and Crash and Burn.
Epic Pinball Pack 2: Magic, Deep Sea, Jungle Pinball, and Enigma.
Requirements: IBM PC-compatible with at least 640K of main memory, 386 or
faster processor, VGA card.
Prices
======
$29 for either Epic Pinball Pack 1 or Pinball Pack 2 (4 tables each).
$45 for both Epic Pinball Packs (all 8 tables).
All orders add $4 p&h. MD residents add 5% tax.
To order, contact:
Epic MegaGames
20 Courthouse Square, Suite 208
Rockville, MD 20850 USA
To download the shareware version:
Compuserve (GO GAMERS, $PIN.ZIP)
Software Creations BBS - Boston, MA ($PINBALL.ZIP)
2400 Baud: 508-365-2359
14.4K Baud: 508-365-9668
Epic's BBS - Rockville, MD ($PINBALL.ZIP)
2400-14.4K Baud: 301-738-0232
FTP: ftp.ulowell.edu (0PINBALL.ZIP, in the Epic directory)
Enjoy!
-Tim Sweeney, Epic MegaGames
*****************************************************************************
I have uploaded the 0pinball.zip to a number of FTP sites. (I don't know if
they have started to show in the various directories) I uploaded them into
the ftp uploads directories and am waiting for them to show...
The following ftp sites have I uploaded the sw version.
grind.isca.uiowa.edu
ftp.uwp.edu
ftp.ulowell.edu
nic.funet.fi (soon to be changed to ftp.funet.fi)
archive.epas.utoronto.ca (this is usually for people with
the Gravis Ultrasound, but as will be noted happily by GUS users
it Epic Pinball has AWESOME GUS sound! :)
I will probably also post the binary to the apropriate
Usenet groups since I have it uuencoded. It is being busily uploaded
by Tim Sweeney and your friends at Epic MegaGames as quickly as our
little modems will let the bits fly! :) Feel free to distribute the
shareware copy to all your friends.
I will upload it to other ftp as I come to realize which ones are
good to upload to...
Try out the game. But Beware, It is incredibly addicting! (and I
thought I hated Pinball! :)
wReam...
P.S. The program should be showing up on ftp soon. There was a bit of
red tape to cut through but I think I was able convince the ftp site handlers
that I am who I am... :)
******************************************************************************
Raymond Bingham ** Net.Rep for Epic MegaGames! ** Amateur Pinball Wizard
(wReam...) ********************************** SL859@cc.usu.edu
******************************************************************************
From: "Adam K. Rixey" <ar2w+@andrew.cmu.edu>
Subject: Re: ANNOUNCE: EPIC PINBALL is HERE!
Date: Sat, 30 Oct 1993 01:08:46 -0400
Hmmm...here's some descriptions and pseudo-rules for the pinball boards
that I have so far. I've ordered more and will probably post more when
they arrive (and I can tear my roommates away from playing pinball).
Silverball
==========
FANTASY - Your "standard" pinball game. There's one ramp which
activates the Crystal Ball sinkhole and one small loop that awards
Dragon Coins and bonuses (and is also probably the hardest shot in the
game). The Sword sinkhole awards 1 million points or the jackpot when
it is lit. Crystal Ball sinkhole, when lit, will award either points,
lite kickers or extra ball or jackpot, or start up Warrior Millions mode
(1mil * time remaining each time you shoot the Dragon Coins). Spellbook
sinkhole awards (with nice animation) either points or various modes
(all targets 100k, all sinkholes 2mil, etc.). The bonepile hole is used
to award points. The flipper inlanes light the kickers on the outlanes.
Seven drop targets are used to increase the bonus multiplier, which
stays active the entire game. There are three pop bumpers (as they call
them) in the top, they start at 7000 points and I don't _think_ that
value increases.
The art and music on this one are nice (two of my three roommates rate
this music highest :), and it has some of the coolest bumpers I've ever
seen - the two bumpers by the flippers flash large lightning over the
board, accompanied by loud thunderstrikes. Listen to this one with good
speakers (and an Ultrasound, if possible).
BLOOD - This is both my favorite and most hated board...it's challenging
and makes you come back, but finally your frustration is too much and
you have to quit. Almost everything takes place in the upper half of
the board, where there are: four rollover lanes spelling E-Y-E-S (can
be rotated with flippers) that alternately light left and right advance
lanes that light ramps (whew!); four pop bumpers just below the
rollover lanes and between the advance lanes. Their value starts at
1,000 each and increases by 30,000 each time you shoot a non-lit spider
ramp; Ghost Lanes on the far left and right - shoot both of them and
light a G-H-O-S-T letter (spelling ghost awards 1mil + 1mil for each
previous spelling). The right ghost lane also contains Coals (shoot for
Jackpot when lit), the left ghost lane contains a Coffin (add 10mil to
jackpot) and Slime (10mil bonus); the Axe ramp, when unlit, will award
an extra ball if you shoot it eight times. It lights the Spider ramp
when Axe is lit; Poison ramp will award 750k if Poison is lit, 10mil if
Mist is lit, or light a Ghost for 10mil every 5 shots; Spider ramp
increases pop bumper value by 30k when not lit, or makes the next ramp
shot worth 10mil when it is lit. About the only other things are
B-L-O-O-D targets which award points and bonus and the flipper inlanes,
which are used to light Axe and Slime (you must first shoot all three
ramps to do this). There are no kickers on the outlanes.
The art on this board is rather appropriate; there's a large demonhead
in the lower center of the board, and pretty much everything else has a
picture of it's namesake (eyes, axes, ghosts, etc.). The music on this
one is my favorite - nice and spooky. However, I do have some SERIOUS
gripes about this board. Two of the ramps you need to shoot multiple
times (Axe 8 times for Extra Ball, Poison 5 times for 10 million
points). However, it only increments those values when the ramp is
UNlit. If you light the ramp and shoot it it completely loses all
information and you have to start over from scratch. This is
particularly nasty on the Axe ramp, which becomes lit by the process of
SHOOTING RAMPS. In essence, it's nearly impossible to get an extra ball
unless you don't shoot anything else (I've gotten up to 6 only to
accidentally light the axe and lose all that effort - it's a tricky shot
because of the curve on the ramp). The board also doesn't always detect
passing over the ghost lanes, so the shot that SHOULD have given you
10mil before aiming the ball right between the flippers gives you
nothing.
I don't know how to light the jackpot on this one yet, it's not
mentioned in the manual. As far as I can tell, there's no bonus
multiplier, either (not much gives you a bonus, though).
SNOOKER CHAMP - This is an old-style pinball game, when scores were low
and everything was steel and wood. There ain't much that gives you
points (in fact, the outlanes are the highest-valued things in the game
at the beginning), but things do get interesting anyway. Knocking down
all of the P-O-O-L drop targets opens a gate on the right outlane that
leads the ball back to the plunger; it stays open until you lose the
ball some other way or get multiball. A three-ball multiball (where
everything awards 1000 points) can be achieved by knocking down all of
the B-U-M-P-E-R-S drop targets. There are two separate bonuses, the
end-of-ball bonus and the ball bonus, the latter of which can only be
collected by shooting the only sinkhole in the game. Unfortunately, the
end-of-ball bonus multiplier (which lasts through the whole game)
doesn't seem to be working; even if it's x5, if I have 1000 that's all I
get.
The background art on this board is snooker related - poolballs,
cuesticks, chalk, and so on. The sound effects seem a bit out of place
(submarine "ahwooga" for rollover lanes?!), but the music is nice and
relaxing compared to the other games - it's a piano tune like you'd
expect in an Old West saloon or something.
ODYSSEY - This is by far the most goal-oriented board. Almost
everything is based around the left ramp (which a third, smaller flipper
is best used to hit). Hitting this ramp first builds your skyship, then
you take off, and then you go out and search for monsters (when other
stuff on the board is where you need to hit the ball) and finally awards
the jackpot. There's a minotaur sinkhole that either awards 500k + 100k
per previous hit (that turn?), locks the ball, or confronts you with the
minotaur. Next you meet the cyclops (two drop targets), and finally you
meet the furies (left bumper). After meeting a monster, you have 20
seconds + (10 * number of hourglass hits) seconds to hit the sword hole
and slay the monster. After killing all the monsters, the Jackpot is
lit. When you're not attacking monsters, the sword hole awards a random
value - nothing, points, dual-ball, bonus advance, or even full jackpot
(I really dislike this - getting the jackpot first thing on first ball
by chance really hoses the table score, as has happened). Towards the
right side, there's a pegasus ramp (1mil points or start multiball) and
a Symbol sinkhole (functions as Hourglass and Ball Lock 2 if shot from
the top or awards a god's symbol - such as thunderbolt or moon - if one
is lit). The flipper lanes are kind of odd...there's no separation
between the flippers and the outlanes, but it's kind of like this big
loop. There are kickers on the drainholes which can be re-lit by
getting the ball ALL the way to the end of the outlane (luckily, they
also relight with each new ball). There are three drop targets around
the board that light ball locks. The bonus multiplier is advanced by
shooting all of the ramps and sinkholes.
The graphics of this board are various things from Greek mythology that
are apparently floating in space (Atlas is in the center, holding a
giant pinball :), and the music is pretty nice, too - it's my second
favorite. About my only complaints are that the random awards from the
sword hole are to mismatched (you could get 25k, your opponent could
easily get full bonus multiplier for the rest of the game or the
jackpot) and those blasted outlanes - even catching the ball on the
flipper is very risky since if rolls a bit too far back it could be
gone.
ANDROID - I'm sleepy, and besides you can play it for free. Anybody
know if anything neat happens when you completely activate the android?
My best so far is about 190mil with two body parts activated and the
next one flashing, and everything up to but not including Database
installed.
Overall, I'd REALLY recommend the new pinball games from
Epic/Microleague. I picked up Silverball for about $25 at a local
Babbage's, and you get one free board (Nova) when you send in your
registration card. I've also ordered Volume 1 (different from the Epic
Collection 1) which contains Deep Sea, Jill of the Jungle, Android, and
Magic. The graphics and gameplay are terrific, and hey - I'm spending
less at the arcade. Now if only I could put a quarter slot on the
computer, I'd already be making a profit off my roommates.
Now for the gripes: 1) I hope there are more sounds in the newer
boards. Android has a whole lot of sounds, but the games in Silverball
simply don't have a wide variety of sound effects. It's often hard to
know when you get a bonus multiplier or extra ball if there's not even
an audible cue.
2) The flippers don't move quite fast enough to backhand the ball. At
least, in a week of playing I haven't done it or seen it done.
3) The graphics of the playing field don't extend down far enough to
even attempt a bang-back. The ball is usually just gone before it even
gets to the flippers.
4) Some menu commands are kind of brain dead (why can't I change the
number of players while at the table, instead of going all the way back
to the table-selection screen and then the main screen and then
returning to the table-selection screen and the same table?)
5) When it goes back to the screen with the high scores, I'd also like
to see the scores of the game(s) just played for a bit of comparison.
This is more useful in multi-player games, since one person can usually
remember their score.
6) A way to change the tilt mechanism...heck, we can change everything
else. 'sides, it seems to be different on different tables - I can
whack the heck out of Android, but about four hits over any length of
time can tilt Odyssey.
7) A construction set. Well, I can always wish.
On the plus side, well, I am getting sleepy. Directional nudging,
changing the board angle, a wide variety of games (want Really Big
Points[tm], play Fantasy; brutal challenges, play Blood; nostalgia, play
Snooker Champ; plot, play Odyssey), excellent graphics and stereo
sound/music, a good degree of difficulty (we've only legitamitely gotten
the Fantasy jackpot...I don't conisder Odyssey's random award to count)
and pretty much everything you'd expect from pinball in the arcade
except cigarette stains and obnoxious Street Fighter II crowds, although
both can easily be arranged at home. Just don't slam tilt the monitor...
- AkR
- ar2w@andrew.cmu.edu
From: fwang@cs.sunysb.edu (.)
Subject: My opinions of Epic Pinball
Date: 30 Oct 1993 06:11:49 GMT
Hmm. first of all, it is by far the best pinball I've ever played on a
computer. smooth scrolling. interesting gameplay. fairly good response
and etc. Everything is porportioned correctly, unlike tristan, where the
ball was like twice the size of the flipper. (that's an exaggeration).
(when I saw them for the first time, my eyes were twice the size of the
flippers, though. =)
Don't give up your regular pin, tho.
A) Multi screen. Hmm. Well, you can't see where the heck your ball
is going to go, which kinda sucks. however, everything is larger
which should theoretically fix somethings. The scrolling is smooth
tho so that's good.
I hate scrolling up to see where my skill shot is, and then scrolling
back down to shoot for -every- ball. I now just shoot without worrying
about it. (shoot -short-, of course).
B) Sound is good. If you're gonna make a computer pinball, might as well
put all sorts of funky sounds and graphics you can't in a regular pin,
right?
However, if you shoot the skill shot hard, it says, 'Damn!'. and
what is worse, everytime you hit a pop bumber after that, it says,
'Damn!' in a low or high voice. so, you get this awful barrage of
Damns. Needless to say, it is pretty Damn annoying. ;) So shoot it
short for minimum annoyance. (no replay anyway, so who cares?!?)
C) Tilt? er..... it's okay. it does some good. I never understood computer
tilt. is 'right' tilt supposed to be equivalent to a right handed
slap, like a slap save? or is it a slap save / nudge? kind of a
diagonal push?
When the ball drains, it falls down, and then as it heads to the center
it hits the flipper (it hangs a little low) and falls down.
D) STDM complex. It goes into the pop bumpers. it goes through a little
tunnel. And, if you're unlucky, it goes STDM, at varying speeds.
I can't figure out if there is a way to help the situation via tilt.
it doesn't look like it, since it doesn't touch a darn thing on the
way down. This happened 4 balls in a row, so I thought I'd mention it.
E) flippers work okay. I could compare them to um... relatively weak flippers
with lousy rubber. I.e. backhands are impossible. (You can barely
make it up the middle ramp at best, so it's not even really a backhand)
Actually, I take part of that back. Flippers are.... odd.
The closer you are to the end of the flipper, the more sensitive the
flipper is.
i.e.
shot 1 shot 2
shot 3
o
flipper: \
\
assume we're looking at the left flipper. any shot 1 is impossible.
no backhand. any shot 2 is pretty easy, because there is a large
section of flipper that shoots to the same spot. (like that middle
saucer). Shot 3's are -very- hard.
on the android board, there is a left ramp. no problem. there are
left drop targets. no problem. There is another tunnel and ramp
between the left ramp and the left drop targets.
these shots are almost impossible!!!! either I hit the left ramp,
or the drop targets. almost -no- inbetween area. ow. the few
times i've hit that left-middle ramp were pure accident.
This really sucks. As a result, I can't get past the 2nd id, since
you are required to hit that left tunnel. :(
Overall, it's good, though. definitely worth a look. Actually, I'll run it
on 'low' board tilt, and see if it's easier to hit.
- Frank Wang
fwang@sbcs.sunysb.edu
From: "Adam K. Rixey" <ar2w+@andrew.cmu.edu>
Subject: Re: My opinions of Epic Pinball
Date: Sat, 30 Oct 1993 11:29:15 -0400
Excerpts from netnews.rec.games.pinball: 30-Oct-93 My opinions of Epic
Pinball by .@cs.sunysb.edu
> assume we're looking at the left flipper. any shot 1 is impossible.
> no backhand. any shot 2 is pretty easy, because there is a large
> section of flipper that shoots to the same spot. (like that middle
> saucer). Shot 3's are -very- hard.
Actually, Android is the only table I _have_ been able to backhand
on. From the left flipper, I can easily shoot the left ramp whether the
ball is coming down the inlane or just towards the flipper. I can't
backhand yet on any of the Silverball boards, though.
From: mpg@engr.latech.edu (Michael P. Gaudet)
Subject: Re: My opinions of Epic Pinball
Date: 30 Oct 1993 21:18:21 GMT
. (fwang@cs.sunysb.edu) wrote:
: Hmm. first of all, it is by far the best pinball I've ever played on a
: computer. smooth scrolling. interesting gameplay. fairly good response
: and etc.
: Don't give up your regular pin, tho.
This is a very accurate assessment of Epic Pinball! I am still addicted
to it, but various things annoy me infinity minus zero, no limit...
: on the android board, there is a left ramp. no problem. there are
: left drop targets. no problem. There is another tunnel and ramp
: between the left ramp and the left drop targets.
: these shots are almost impossible!!!! either I hit the left ramp,
: or the drop targets. almost -no- inbetween area. ow. the few
: times i've hit that left-middle ramp were pure accident.
...such as that problem. This table completely ignores the intermediate
feature theorem of pinball. If you can hit a feature on the left side of
something, and a feature on the right side of something, you ought to be
able to hit the feature in the middle if it's not obstructed! Sometimes
it seems as if the left ramp is a vaccuum that sucks any shots from the
right flipper up it...
: Overall, it's good, though. definitely worth a look. Actually, I'll run it
: on 'low' board tilt, and see if it's easier to hit.
I find most of the targets easier to hit on 'high' board tilt, but I'm
running on a 486, so even without Turbo on, most balls drain within 20
seconds in that mode :( Try hitting the nudge buttons just as you hit
the ball, or shoot them right after a saucer kickout.
From: sigma@rahul.net (Kevin Martin)
Subject: Epic Pinball Review (and a cheat!)
Date: Sat, 30 Oct 1993 07:30:56 GMT
Well, I just rolled over the new Epic Pinball shareware release - the
Android table - and I thought I'd post a review (I used a cheat to help me
out; I'll detail how to do that at the end of this article).
The flipper and ball action feels mostly like earlier software from the
same team (Silverball?), but it's somewhat better. The ball is a
reasonably proportioned size and it usually bounces more naturally than
I've seen in previous games, so that's good. The flippers aren't too bad,
but they definitely aren't perfect. And as other people have already
mentioned, their accuracy/sensitivity varies wildly according to where the
ball is on the flipper. It can be quite frustrating.
In particular, the left lane and the far left ramp (the Testing hole) are
almost impossible, or so it seems at first. The middle ramp can usually
only be hit with a slow-moving ball, but any ramp except the far left one
can be completed by a wandering ball, it seems. The software is rather
forgiving of balls that in real life would probably rattle back and forth
at the entrance rather than lining themselves up with the curvature of the
ramp :)
Anyway, the big design flaws, IMHO:
- ball is fed from the bumpers towards the center drain. This seems to be
about 1-in-3 unavoidable insta-drain. As we've seen in plenty of real
pinball machines, this is a Bad Thing.
- easy shots are too easy, hard shots are too hard. In this respect, it
reminds me a lot of Mystery Castle :)
- a ball that bounces from the tip of one flipper can actually pass right
through the tip of the other (sideways) as it drains.
- rollover lanes can only be steered leftwards by either flipper
- flipper passes off of the inside corner of the near slingshot simply
aren't possible
- the center drain is much much more lethal than the outlanes. This
seems to be a common problem of pinball simulations.
- the kickouts are _too_ realistic. Specifically, a ball kicked out from
the lower right saucer has about a 1-in-5 chance of grazing the top of
the right slingshot and center draining with no chance of a save!
I like the theme, I guess. It reminds me more of Gottlieb's Genesis than
anything else, although the first obvious analogy would be Bride of Pinbot.
The important features of the game are arranged linearly with the goal
being a Super Jackpot - this is exactly like the Sierra/Dynamix Pinball for
Windows (Take a Break!) games, which I think is a bad thing. The
"multiple-ball" or "dual-ball" (they never call it Multiball ;) modes
happen without warning and only at two or three points during that linear
progression, and there's not much else to work on. You can increase the IQ
value of your android almost constantly (I was up to 1600 IQ, I think) but
it never seems to serve any purpose at all, not even for bonus. You can
increase the bumper value (I was up to 460K or something like that) but
it's still peanuts points, relatively.
When you eventually get to the Super Jackpot round, there are still many
more things to be done before you actually get the big value, or so it
seemed to me. But eventually the Level 5 Torso Test is lit, and it stays
lit (at the extreme left ramp) permanently. It's worth 249,770,000, give
or take a few thousand. And it's the only thing left to shoot for.
Boring, kind of...
Anyway, I think it's an interesting table. I'm considering purchasing the
other tables, but I'm concerned that they will all have this
linear-towards-Super-Jackpot design with nothing else interesting to do in
them. This gets boring pretty quickly, even if you never actually get to
finish the sequence. It's especially frustrating when you suddenly get a
few balls insta-drained through no fault of your own, erasing all of your
progress...
Oh, and I'd say that overall the pinball action is pretty good. Sounds are
good, graphics are good, not much to complain about :)
So that's a positive review.
Spoilers on my cheat are in the file "Misc/epic.spoilers" in the Archive.
From: sigma@rahul.net (Kevin Martin)
Subject: Re: My opinions of Epic Pinball
Date: Sat, 30 Oct 1993 22:08:26 GMT
mpg@engr.latech.edu (Michael P. Gaudet) writes:
> I find most of the targets easier to hit on 'high' board tilt, but I'm
>running on a 486, so even without Turbo on, most balls drain within 20
>seconds in that mode :( Try hitting the nudge buttons just as you hit
>the ball, or shoot them right after a saucer kickout.
Oh, I completely forgot to mention the worst thing I discovered about this
game, which is exactly what you just described. I eventually realized that
my best chance of completing any shot other than the easy ones (ie, left
lane and far left ramp and lower right saucer are the hard ones) was to hit
three keys simultaneously any time the ball came near the flipper. Left
flipper, right flipper, and space bar for forward nudge. And that's sort
of the best strategy in the game, especially since outlane drains seem to
be so rare (and you can use the other nudges for those).
I picked up most of my Super Jackpots with this approach, rather than
trying to actually shoot the impossible ramp. I did find that the best
chance of shooting this ramp legitimately was to hit the center ramp. The
kickout from the lower right saucer has about a 1-in-4 chance of coming to
the right flipper such that you can neatly flip it up that far left ramp.
From: fwang@cs.sunysb.edu (.)
Subject: Re: Epic Pinball Review (and a cheat!)
Date: 30 Oct 1993 12:14:36 GMT
Kevin Martin (sigma@rahul.net) wrote:
: In particular, the left lane and the far left ramp (the Testing hole) are
: almost impossible, or so it seems at first. The middle ramp can usually
: only be hit with a slow-moving ball, but any ramp except the far left one
Okay, I found out some intereseting things about this game.
(1) You can backhand only if the ball is moving at the time. I actually
was able to backhand the ball from the left flipper up the left
'activate' ramp, and I could have sworn that was impossible. I
can't quite recall how it was done, but I do know that I hit up
the left ramp (the one that feeds the left flipper) from the left
flipper by trappint it, and then hitting it -very- lightly (easy if
you hit at the top of the flipper), and then hitting it again before
it landed on the flipper. it's kinda wierd.
(2) The two 'impossible' shots (the tunnel and the ramp left of it) are much
much easier if you set the table to 'high' tilt.
However, each level of tilt has their own instodrains.
Normal - from pop bumpers straight down. Actually, I think if you
tilt well before it falls you have a hope of saving it.
Sometimes.
High tilt - That very common shot - the center drophole has a pretty
good chance of dumping it straight down the middle with pretty
much no chance of getting it. Since this is such a common
shot (I swear, 1/3 of the left flipper will shoot it here)
it's pretty dangerous stuff.
Low tilt - I had problems with it bouncing off the left side or
something and then draining. I can't recall off hand
exactly what it was.
It still ranks 7.6 on the 10 point spiffy scale. Be nice if i could
shoot that tunnel, tho. Maybe I'll try it on infinite ball
mode. (or 255 I think that post said?)
From: fwang@cs.sunysb.edu (.)
Subject: Pinball dreams opinions.
Date: 9 Nov 1993 20:57:42 GMT
The pinball dreams is on
wuarchive.wustl.edu in /pub/msdos_uploads/game_demos.
It's okay, I guess. The graphics aren't as nice as Epic's, nor is the
music (though the Roland music played through my Gravis Ultrasound isn't
bad at all). I couldn't get any sfx through my Soundblaster pro even when
I just played in SB mode. Strange.
How is the game itself? it's okay. It's easier to say what Epic did right
than to say what PD did wrong.
Epic handled balls rolling off the end of the flippers better. Hitting the
ball when it rolled off led to some strange results, usually a -very- weak
hit.
Epic's board had more variety. Much more interesting to play.
Epic's pinball ball felt like a small metal ball. Pinball Dream's pinball
felt like a ping-pong ball.
Um, can't compare the sound effects, since I couldn't get them. I think I
liked the angle of the pinball dreams flippers better, but since the ball was
so darned wacky that it didn't matter much.
There's not much to shoot for - center targets like the DMC back to the
future targets (which break in about 2 seconds in RL), two outlanes. 1 ramp,
to a small saucer.
What was good about it?
No STDM effect. At least, I never found myself saying "Oh no... I hope the
machine doesn't decide to kill me right now" which happened fairly often in
Epic.
Backhands seemed to be um... strong. Dunno about accurate. seemed pretty
off angle to me, but that's just me, maybe.
the bonus lights went the correct way when you use the appropriate flipper
unlink epic's that went to the left.
Hrm. did I leave anything else?
Anyway, I was really excited about getting this demo cuz I coulda sworn I
heard a number of good comments about it, but in general, I found it
extremely boring. Having to wait almost a full minute between games didn't
help. (nor having just 3 balls a game).
How's 8 ball deluxe? It's another multi screener, right? I wish these
games would let you examine the top of the pinball field -while- you are
holding a ball in the upraised flipper.
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