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Farsight Studios
Pinball Arcade Tables
Unreleased Table Discussion & Requests
Early Research Toward Twilight Zone Beta Testing
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<blockquote data-quote="Sean DonCarlos" data-source="post: 22065" data-attributes="member: 152"><p>As bavelb said, it plays a lot like Ripley's. The main difference is that you don't have to actually play any of the door panel modes if you don't want to and you still make progress toward the wizard mode. Unfortunately, to balance that there are 15 door panels instead of 7 Ripley's letters.</p><p></p><p>TZ is <em>mechanically</em> complex, but I find it a lot more intuitive than some of the newer Sterns. In TZ, if a given light is flashing, you generally know why it's flashing and what you need to do about it. On recent Sterns, that's not always the case. The only time TZ gets confusing is if you have multiple modes stacked, especially if you have Spiral running and you're expecting the magnets to stop the ball and they don't.</p><p></p><p>The thing that worries me (and why I wrote the comment about throwing controllers) is that playing TZ well requires lots of intricate flipper work - passing, cradle separations, live catching, etc. It's hard to do some of those things right now, and TZ is pretty heartless about punishing errant balls (you will generally not be able to save a ball headed for the outlanes, for example). Hopefully Bobby will have a chance to get the flipper physics sorted before TZ releases.</p></blockquote><p></p>
[QUOTE="Sean DonCarlos, post: 22065, member: 152"] As bavelb said, it plays a lot like Ripley's. The main difference is that you don't have to actually play any of the door panel modes if you don't want to and you still make progress toward the wizard mode. Unfortunately, to balance that there are 15 door panels instead of 7 Ripley's letters. TZ is [I]mechanically[/I] complex, but I find it a lot more intuitive than some of the newer Sterns. In TZ, if a given light is flashing, you generally know why it's flashing and what you need to do about it. On recent Sterns, that's not always the case. The only time TZ gets confusing is if you have multiple modes stacked, especially if you have Spiral running and you're expecting the magnets to stop the ball and they don't. The thing that worries me (and why I wrote the comment about throwing controllers) is that playing TZ well requires lots of intricate flipper work - passing, cradle separations, live catching, etc. It's hard to do some of those things right now, and TZ is pretty heartless about punishing errant balls (you will generally not be able to save a ball headed for the outlanes, for example). Hopefully Bobby will have a chance to get the flipper physics sorted before TZ releases. [/QUOTE]
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