How about a visible upper half of the pf, better looking cab, and zombie cops?
Quoted from markmon:The HS played like a 70's super flat turd
I have not played a game like this description, but now I hope to one day.
Quoted from Jeff_PHX_AZ:Well unless you just like DMD's on your pins, then by all means HS2 is the way to go, but if you have an open mind on non-DMD pins then you can't go wrong with HS.
My brother picked up HS and I was semi excited because it was one of the first games I played growing up. Thought it would be a decent time and kind of fun. Everytime I go over there I can play it again & again...never gets old. Great game.
Strip the bells n' whistles off of both and I think HS1 has the more interesting physical game design. The physical layout of most of this era has stronger physical lay outs than most more modern games IMO. This isn't a time when modes/rules were 50% of the game. The physical design had to pull the majority of the game.
I don't want to do a long review here, but the simple rules of completing the lights by hitting the targets, which are sitting in three very unique and challenging banks on the playfield is much more taxing on ball control and rewarding than what I found in HS2. If you go into it wanting a Hot Wheels race track of flow, you're going in with high expectations. The flow is there in the loops, ramp and scoop shot...but like Firepower this game is all about rewarding high risk ball control. There's no safe ramp shots to exchange flippers with. There's no safe shot on the lower flippers that guarantees a nice feed to a cradle. The most challenging shot in the game is the only lock that will slow the game down for you.
HS2 is a good game. I like HS2. It is no HS1. HS2 I can play for a few hours straight and walk away having had a good time. HS1 I can play all night and not realize it's 3AM...and wondering if I should sneak one more game in.
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