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Magic Pixel
Zaccaria / Magic Pixel Pinball Games
Bugs & Inaccuracies that are not table related
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<blockquote data-quote="74-89" data-source="post: 179006" data-attributes="member: 4427"><p>Artistic license aside, I think the single most important physics issue is plunger force, including kickout lanes and all instances of auto-plunge. Flippers could probably use a slight toning down, and/or the ball could be a slight bit heavier, but the plunging and kicking really should get some attention. This issue affects certain tables more than others, and I can't catalog all of the problems here, but just a few examples:</p><p></p><p>TIME MACHINE even with the newer physics, anything less than a full plunge won't even reach the playfield. I'm used to it, but why?</p><p>HOT WHEELS with full plunge ball reaches 8 or 9 o'clock on the loop and then rolls back down, an improvement over the previous but still not good enough. We should be aiming skillshots at the top of the loop and a full plunge should easily take it past 12 o'clock and around the loop.</p><p>STAR GOD and STAR'S PHOENIX are two other games where a full plunge should see the ball crossing the playfield and looping up and over the top.</p><p>POOL CHAMPION was mentioned for the disastrous results of its faulty kickout lane and I agree completely.</p><p></p><p>They are all fun to play now, and STAR GOD in particular has moved way up into my top five list lately, but it would be much more fun to play these games if they could be started properly. </p><p></p><p>Increasing plunger force should be made a priority I think. It would create more room for skillshots, and auto-plunge and kickouts could be much more effective.</p></blockquote><p></p>
[QUOTE="74-89, post: 179006, member: 4427"] Artistic license aside, I think the single most important physics issue is plunger force, including kickout lanes and all instances of auto-plunge. Flippers could probably use a slight toning down, and/or the ball could be a slight bit heavier, but the plunging and kicking really should get some attention. This issue affects certain tables more than others, and I can't catalog all of the problems here, but just a few examples: TIME MACHINE even with the newer physics, anything less than a full plunge won't even reach the playfield. I'm used to it, but why? HOT WHEELS with full plunge ball reaches 8 or 9 o'clock on the loop and then rolls back down, an improvement over the previous but still not good enough. We should be aiming skillshots at the top of the loop and a full plunge should easily take it past 12 o'clock and around the loop. STAR GOD and STAR'S PHOENIX are two other games where a full plunge should see the ball crossing the playfield and looping up and over the top. POOL CHAMPION was mentioned for the disastrous results of its faulty kickout lane and I agree completely. They are all fun to play now, and STAR GOD in particular has moved way up into my top five list lately, but it would be much more fun to play these games if they could be started properly. Increasing plunger force should be made a priority I think. It would create more room for skillshots, and auto-plunge and kickouts could be much more effective. [/QUOTE]
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Bugs & Inaccuracies that are not table related
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