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Farsight Studios
The Pinball Arcade / Farsight Studios
Top 5-10 Pinballs every made - Pro talk
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<blockquote data-quote="vikingerik" data-source="post: 225455" data-attributes="member: 3745"><p>All of these are judging the games as in TPA rather than the real machine. The magnet isn't nearly as much of a problem on a real TAF. MB's ramps and Frank are just about right on difficulty compared to the real machine; you're comparing TPA MB to other tables in TPA with overly easy ramps and overly easily avoidable drains. CC's bonus isn't a big problem on a real machine, balls don't last long enough for the bonus scoring to go crazy, and also Gold Mine isn't as easy to start repeatedly as you have to raise up the mine entrance for each lock as opposed to TPA letting the ball in immediately every time.</p><p></p><p></p><p></p><p>SS's flaw is the enormous escalation of crate hits required for Crate multiball after the first couple times. It goes as high as 21 hits! That's like an entire game worth of saucers or ringmasters, just for a little two-ball multiball.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 225455, member: 3745"] All of these are judging the games as in TPA rather than the real machine. The magnet isn't nearly as much of a problem on a real TAF. MB's ramps and Frank are just about right on difficulty compared to the real machine; you're comparing TPA MB to other tables in TPA with overly easy ramps and overly easily avoidable drains. CC's bonus isn't a big problem on a real machine, balls don't last long enough for the bonus scoring to go crazy, and also Gold Mine isn't as easy to start repeatedly as you have to raise up the mine entrance for each lock as opposed to TPA letting the ball in immediately every time. SS's flaw is the enormous escalation of crate hits required for Crate multiball after the first couple times. It goes as high as 21 hits! That's like an entire game worth of saucers or ringmasters, just for a little two-ball multiball. [/QUOTE]
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Top 5-10 Pinballs every made - Pro talk
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