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Zaccaria / Magic Pixel Pinball Games
Zaccaria Pinball - Favorite Physics Settngs?
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<blockquote data-quote="Chellspecker" data-source="post: 97398" data-attributes="member: 2462"><p><strong>Robot Physics Settings and Commentary.</strong></p><p></p><p>I was wondering about the default physics settings for these games. As much fun as I've been having playing them, (I bought the gold membership so I'll be playing Zaccaria tables for awhile) I wish there was just a bit more documentation with the game. What is the difference between "Arcade" mode and "Simulation" mode? It seems Arcade is a bit more casual, less frantic, with fewer ball drains. The physics on pinball tables is really complex, so sometimes changing a setting that would seem to make it harder makes something else easier. For example, the more tilt to the table, the more acceleration as the ball moves down the field, so faster speeds and more ball drains, right? Yes, but if you flatten the table completely by reducing the tilt, I find you get a lot more balls sort of gently rolling off the flippers because it's harder to catch them in the crook of the flipper. Just an example.</p><p></p><p>I've been playing around with the settings a lot on Robot. A couple issues I've noticed with this game is right out of the chute, the ball gets whapped back and forth between a bumper in the upper right, the bank of three ZZZ drop targets, and a slingshot that you can't see (might just be a rubber bumper.) It will just bop around up there for ages, and if you nudge the table, you can keep it up there almost indefinitely. It actually gets kind of boring, so I reduced the bumper force and that helped. I lowered the slingshot force to keep the ball from being slung out the right and left outlane by the opposite slingshot, which was happening a lot. Amping up the velocity a bit and reducing friction helps make the Robot bridge shot a bit easier, but it's still tricky. I added a bit more flipper force, at the midpoint between the Arcade and Simulation setting, which might help a bit. I find the trick to the Robot bridge shot is to let the ball come to a complete rest on the right flipper and then flip it up to the upper left, not off the very tip of the flipper, but just a bit back, which takes it into that purple tunnel to the three lit rollovers. It's one of those weird shots that when you get it right it feels effortless and it goes up the ramp to the bridge. It need to be a direct shot. If it hits anything on the way in, it slows it down so it doesn't have the momentum to make it up that loop-de-loop onto the bridge. Once you make the shot, be careful as it comes pretty quickly down the right inlane to your right flipper, so be ready to catch it. Without proper written rules, I still don't know exactly how the robot bridge shots are supposed to work. If you get all five "towers" before the ball drains, a light for each stays lit, but missing one or re-activating the bridge before you get them all seems to leave some unlit. I think you're trying to get all five lit three times which then lights R.O.B.O.T but what happens then I have no clue as I've never made it that far. Fun times. </p><p></p><p>Here's the settings I've been using. I've only tried it on Robot, so not sure how it plays on other tables. It's still a fast-paced game, but not just an exercise in watching your balls drain in five seconds one after another, which Simulation seems to be. Remember, though, when installed in arcades these games were designed to make money for the operator. The more ball drains, the more quarters. Or liras, I guess it would have been.</p><p></p><p>Playfield Tilt: +6.00 degrees</p><p>Flipper Force: +5.40 A</p><p>Rubber Elasticity: +60% (as close as those ****ing sliders will let you get) </p><p>Ball Friction: +50.00 %</p><p>Slingshot Force: +3.50 A</p><p>Bumper Force: +4.00 A</p><p>Ball Velocity: 315.20 cm/s (approximately)</p></blockquote><p></p>
[QUOTE="Chellspecker, post: 97398, member: 2462"] [b]Robot Physics Settings and Commentary.[/b] I was wondering about the default physics settings for these games. As much fun as I've been having playing them, (I bought the gold membership so I'll be playing Zaccaria tables for awhile) I wish there was just a bit more documentation with the game. What is the difference between "Arcade" mode and "Simulation" mode? It seems Arcade is a bit more casual, less frantic, with fewer ball drains. The physics on pinball tables is really complex, so sometimes changing a setting that would seem to make it harder makes something else easier. For example, the more tilt to the table, the more acceleration as the ball moves down the field, so faster speeds and more ball drains, right? Yes, but if you flatten the table completely by reducing the tilt, I find you get a lot more balls sort of gently rolling off the flippers because it's harder to catch them in the crook of the flipper. Just an example. I've been playing around with the settings a lot on Robot. A couple issues I've noticed with this game is right out of the chute, the ball gets whapped back and forth between a bumper in the upper right, the bank of three ZZZ drop targets, and a slingshot that you can't see (might just be a rubber bumper.) It will just bop around up there for ages, and if you nudge the table, you can keep it up there almost indefinitely. It actually gets kind of boring, so I reduced the bumper force and that helped. I lowered the slingshot force to keep the ball from being slung out the right and left outlane by the opposite slingshot, which was happening a lot. Amping up the velocity a bit and reducing friction helps make the Robot bridge shot a bit easier, but it's still tricky. I added a bit more flipper force, at the midpoint between the Arcade and Simulation setting, which might help a bit. I find the trick to the Robot bridge shot is to let the ball come to a complete rest on the right flipper and then flip it up to the upper left, not off the very tip of the flipper, but just a bit back, which takes it into that purple tunnel to the three lit rollovers. It's one of those weird shots that when you get it right it feels effortless and it goes up the ramp to the bridge. It need to be a direct shot. If it hits anything on the way in, it slows it down so it doesn't have the momentum to make it up that loop-de-loop onto the bridge. Once you make the shot, be careful as it comes pretty quickly down the right inlane to your right flipper, so be ready to catch it. Without proper written rules, I still don't know exactly how the robot bridge shots are supposed to work. If you get all five "towers" before the ball drains, a light for each stays lit, but missing one or re-activating the bridge before you get them all seems to leave some unlit. I think you're trying to get all five lit three times which then lights R.O.B.O.T but what happens then I have no clue as I've never made it that far. Fun times. Here's the settings I've been using. I've only tried it on Robot, so not sure how it plays on other tables. It's still a fast-paced game, but not just an exercise in watching your balls drain in five seconds one after another, which Simulation seems to be. Remember, though, when installed in arcades these games were designed to make money for the operator. The more ball drains, the more quarters. Or liras, I guess it would have been. Playfield Tilt: +6.00 degrees Flipper Force: +5.40 A Rubber Elasticity: +60% (as close as those ****ing sliders will let you get) Ball Friction: +50.00 % Slingshot Force: +3.50 A Bumper Force: +4.00 A Ball Velocity: 315.20 cm/s (approximately) [/QUOTE]
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