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Farsight Studios
Pinball Arcade Tables
Bally Tables - Retired Tables
Safe Cracker (1996)
Obligatory strategy thread. :)
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<blockquote data-quote="WhiteChocolate" data-source="post: 224201" data-attributes="member: 4374"><p>looks like rich has a "kindle fire", by way of his forum profile... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> "getting in under the gate" might be a potential prob on xenon too; i saw that on mah ps3... during a multiball, i sent one back up-left loop and somehow got it past the chute-gate all the way to come to a rest back on the plunger; i played the rest of the remaining ball, then found the table just sitting there, it thinking there was still one in play - so i pulled the plunger and relaunched the remaining ball, then played out normally. (are the new "flipper physics" being used on more than just flippers? seems like i'd read others talk about balls slipping through flippers recently; not something i've seen, but seems like a potentially similar situation...)</p><p></p><p>epsilon, yah at first the "sudden death" thing is off-putting, it did for me too at first! (i think anyone who'd never heard of SC before got "goin' nuts" flashbacks, lol! ;0) buuuut, once you get control of the table a bit, it's really not too difficult to get a longer, more satisfying game. (lol! that sounded like some vulgar spam-mail...) just when you need to kick the timer out a bit, you'll find the right shots (the DMD seems helpful sometimes about it). otherwise just having enough control to keep the play constantly going on one ball is enough to keep everything balanced out... </p><p></p><p>as i like to say, i'm not much of a "rules" player, so i don't spend too much time micro-targeting something - i do perform a lot of very quickly controlled catching, then making controlled flips almost as soon as i can, so maybe just the fact i try to keep the ball moving, keeps the play/scoring/rules-tripping quickly moving along too. (there's also the need, on a lot of different tables, to often -not-catch the ball as it's comin' down the flipperlane - you want to keep the ball momentum when the flip sends it up a steep ramp or loop!) but maybe that's all stating the obvious... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> hope it's helpful, and not annoying! ;0 i just find going for a "fastest as comfortably possible" strategy with my overall game to be most productive... gets the most out of timers, in any case!</p><p></p><p>like most any/every table, you have to find your "level" with the play - play too cautiously, and maybe get too lulled into losing mindfullness of the ball traject and find yourself thinking, "oh i shoulda caught/nudged that one" while you watch one drain... or play too aggressively, and causing more trouble than it's worth! i'd been having that happen with my xenon plays; started getting too aggressive with it and found that was being a detriment to better scoring.</p><p></p><p>at least though it sounds like the theme and token-goals are working for ya! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> same thing with me; the whole package is well-thought-out. was SC around when the whole spat of "ocean's eleven" heist-flicks were in vogue?</p><p></p><p>p.s. gus, EXCELLENT point!! ... "Can't restart the game after a lousy ball 1 here!" that -is- a good reason to consider that as part of some tables' play... you got one ball, and one minute; make the most of it, and you'll get plenty more minutes of fun out of it!</p><p></p><p>p.p.s. RSchwantner, i -agree- ya can't pause a rw table... but these aren't rw tables! i know some paradigms are meant to be pushed, but (unless it does contribute deeply into leaderboard cheating, in a way that can't be fixed/post-fixed prior board posting - i can see that peeving off licensors), it would piss off the more casual end of the player-market to the point they'd hold it against it. (no matter what, they'll argue, "it's a VIDEOGAME!" and that gets pretty meta, i know, but they'd be "more right than wrong" on that.)</p><p></p><p>and besides - there'd be no defeating, say, pausing the console (instead of pausing the game), then returning to the game - and if what you'd propose resulted in people "unpausing" and then, say, finding their paused game immediately aborted, -that'd- be really "bad juju mon"!!</p><p></p><p>just that, i think it's something that has to be taken in with a half-tablespoon of salt or sugar with an emulated game... people can pause football videogames, basketball videogames, etc etc... even when the ball is in midair, right? :0</p><p></p><p>-however,- i think there could be some good codebits in the emu overall for every table to indicate "paused interruptions" - there are "length of play" tracks in the high-score trail, aren't there? probably "pause indicator" tags? do those tags include how long the game was user-paused? and considering that if the game itself did not get "user-paused," does the emulator have a tag-trail for console-paused?? :0 (just by way of comparing the clock to the "last saved")...</p><p></p><p>and those tags can trigger, on needed tables, some "corrections"/fixes to make sure cheats get fixed, like vikingeric mentioned... i know though, "more data = just more data that can be faked"... still though, certain circumstances, that could help cull out some weirdness... kick out cheaters, even help bug-fix. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> just guessing... all interesting things to think about!</p><p></p><p></p><p></p><p></p><p></p><p>p.p.p.p.P.s.: lol!!! now the joke's on me, invitro!! ;0 i suppose the point's been made; you -can't- not pause a videogame, whether you like it or not. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> though like i posit, a dev -could- make the current round abort if they wanted to... but that'd make people reeeeally angry! still, you know i love thinking out loud... gave me some interesting things to think about, at least! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>p-to-the-enf: fungi, i'd been radically noticing how different the feel between iOS and ps# on roadshow - i'm having to re-feel out my game there! not all that different, but just enough to have to get a diff feel for it. not even an honest extra ball yet!</p></blockquote><p></p>
[QUOTE="WhiteChocolate, post: 224201, member: 4374"] looks like rich has a "kindle fire", by way of his forum profile... :) "getting in under the gate" might be a potential prob on xenon too; i saw that on mah ps3... during a multiball, i sent one back up-left loop and somehow got it past the chute-gate all the way to come to a rest back on the plunger; i played the rest of the remaining ball, then found the table just sitting there, it thinking there was still one in play - so i pulled the plunger and relaunched the remaining ball, then played out normally. (are the new "flipper physics" being used on more than just flippers? seems like i'd read others talk about balls slipping through flippers recently; not something i've seen, but seems like a potentially similar situation...) epsilon, yah at first the "sudden death" thing is off-putting, it did for me too at first! (i think anyone who'd never heard of SC before got "goin' nuts" flashbacks, lol! ;0) buuuut, once you get control of the table a bit, it's really not too difficult to get a longer, more satisfying game. (lol! that sounded like some vulgar spam-mail...) just when you need to kick the timer out a bit, you'll find the right shots (the DMD seems helpful sometimes about it). otherwise just having enough control to keep the play constantly going on one ball is enough to keep everything balanced out... as i like to say, i'm not much of a "rules" player, so i don't spend too much time micro-targeting something - i do perform a lot of very quickly controlled catching, then making controlled flips almost as soon as i can, so maybe just the fact i try to keep the ball moving, keeps the play/scoring/rules-tripping quickly moving along too. (there's also the need, on a lot of different tables, to often -not-catch the ball as it's comin' down the flipperlane - you want to keep the ball momentum when the flip sends it up a steep ramp or loop!) but maybe that's all stating the obvious... :) hope it's helpful, and not annoying! ;0 i just find going for a "fastest as comfortably possible" strategy with my overall game to be most productive... gets the most out of timers, in any case! like most any/every table, you have to find your "level" with the play - play too cautiously, and maybe get too lulled into losing mindfullness of the ball traject and find yourself thinking, "oh i shoulda caught/nudged that one" while you watch one drain... or play too aggressively, and causing more trouble than it's worth! i'd been having that happen with my xenon plays; started getting too aggressive with it and found that was being a detriment to better scoring. at least though it sounds like the theme and token-goals are working for ya! :) same thing with me; the whole package is well-thought-out. was SC around when the whole spat of "ocean's eleven" heist-flicks were in vogue? p.s. gus, EXCELLENT point!! ... "Can't restart the game after a lousy ball 1 here!" that -is- a good reason to consider that as part of some tables' play... you got one ball, and one minute; make the most of it, and you'll get plenty more minutes of fun out of it! p.p.s. RSchwantner, i -agree- ya can't pause a rw table... but these aren't rw tables! i know some paradigms are meant to be pushed, but (unless it does contribute deeply into leaderboard cheating, in a way that can't be fixed/post-fixed prior board posting - i can see that peeving off licensors), it would piss off the more casual end of the player-market to the point they'd hold it against it. (no matter what, they'll argue, "it's a VIDEOGAME!" and that gets pretty meta, i know, but they'd be "more right than wrong" on that.) and besides - there'd be no defeating, say, pausing the console (instead of pausing the game), then returning to the game - and if what you'd propose resulted in people "unpausing" and then, say, finding their paused game immediately aborted, -that'd- be really "bad juju mon"!! just that, i think it's something that has to be taken in with a half-tablespoon of salt or sugar with an emulated game... people can pause football videogames, basketball videogames, etc etc... even when the ball is in midair, right? :0 -however,- i think there could be some good codebits in the emu overall for every table to indicate "paused interruptions" - there are "length of play" tracks in the high-score trail, aren't there? probably "pause indicator" tags? do those tags include how long the game was user-paused? and considering that if the game itself did not get "user-paused," does the emulator have a tag-trail for console-paused?? :0 (just by way of comparing the clock to the "last saved")... and those tags can trigger, on needed tables, some "corrections"/fixes to make sure cheats get fixed, like vikingeric mentioned... i know though, "more data = just more data that can be faked"... still though, certain circumstances, that could help cull out some weirdness... kick out cheaters, even help bug-fix. :) just guessing... all interesting things to think about! p.p.p.p.P.s.: lol!!! now the joke's on me, invitro!! ;0 i suppose the point's been made; you -can't- not pause a videogame, whether you like it or not. ;) though like i posit, a dev -could- make the current round abort if they wanted to... but that'd make people reeeeally angry! still, you know i love thinking out loud... gave me some interesting things to think about, at least! :) p-to-the-enf: fungi, i'd been radically noticing how different the feel between iOS and ps# on roadshow - i'm having to re-feel out my game there! not all that different, but just enough to have to get a diff feel for it. not even an honest extra ball yet! [/QUOTE]
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