(Topic ID: 315823)

Best Keith Elwin pinball?

By Antoshka

1 year ago


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  • Latest reply 44 days ago by MacGruber
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    18
    #10 1 year ago

    1. Maiden: best flow with straightforward yet deep code and incredible theme integration. Not a music pin but a mumy zombie time travel theme with a maiden soundtrack. Best call outs. If you are a maiden fan this is basically the goat game.

    3. Jurassic park. It’s just such a meticulously designed game. The layout and rule set fit together perfectly. Best toy in pinball history. Best third flipper shot in pinball history. Theme integration and callouts are a B-, but quality is there.

    4. Godzilla. Pure fun with awesome toys and great use of assets. Always feels like something is going on. Code is a little all over the place but not confusing, it just doesn’t feel like the game was designed around the code like JP. Not using the avengers gauntlet ramp on the right makes no sense, you should be able to hit that ramp from the upper flipper.

    5. AIQ. Great layout and a fun game to shoot. The code is not hard to understand at the surface level but there is a level of complexity with placing gems and shit that is beyond anything I care to try and figure out. The theme integration is very boring.

    #20 1 year ago
    Quoted from TheLaw:

    I think Maiden may be the best, although I'll put another vote in for AIQ being best layout.
    Also, this "AIQ is too complicated" shit has got to die a fucking horrible death. This isn't calculus, how long would you have to study to learn the complexities of it; 1 day? Or are everyone's heads still reeling from the 6 hours it took to learn SW?
    But I digress....
    1. IMDN
    2. AIQ
    3. Godzilla
    4. JP - I had the pro and it never really clicked with me. I found the paddock rewards/rpg-ish elements kind of a miss. Didn;t feel like like it made much of a diff'rence...sort of the same thing with Zilla leveling up. Also the pro paddock is kind of shitty.

    To me it’s not so much that it’s hard to understand. The basics of the code are very easy to grasp. It’s the using of the gems that requires a lot of memorizing and thinking to be able to use. You’ve got like 5 gems that can all be placed on 6 different avengers giving you a bunch of different combinations for things that just boost your score.

    #43 1 year ago
    Quoted from Yoko2una:

    AIQ seems to be the most polarizing in the bunch. Either #1 or #4 in lists. It has some stigma that it's impossible to learn, and that's bogus. If you're posting on a pinball forum, you know how to play a mode-based Stern - light a mode, start a mode, beat the mode. Anyone here should be able to walk up to AIQ and get some progression on that alone.
    Where it shines (especially in a home environment) is the nuance in the countless ways to take the game to the next level. The gems are power ups given for completing modes. Your next shot on an Avenger after completing a mode places the gem on that Avenger. Based on how well that Avenger is levelled up gives you varying degrees of the gem's power up. There. That's 90% of AIQ's rules simplified into a few sentences.
    I still revisit the game and try new ways to approach it. Many swear by the Mind Gem --> Soul Gem approach (where the Mind Gem gives you "Boom buttons" and you use it on Soul Gem's Hard Mode for 10x scoring), but I can't get there consistently. Therefore I have a default approach for tournies right now but love revisiting the game and trying out new things. PERFECT game for a small home collection! You just got to learn that the flippers don't change the inlanes, there's a vertical magnet, and the disc can potentially block a shot you need.
    Only thing I'd change in AIQ is the audio. All the "I am... (insert Avenger)" callouts can F right off. We know who you are. Someone once said "the callouts are for kids on location" and I'd counter that it's hard to hear callouts on many location games and there should be more variety for home buyers. Rest of the game though is amazing.

    The basics of the code are very easy to understand. Hit the shots to qualify the avengers and unlock soul gem. Play all the modes to advance through the game. Lock portal locks to go into modes with multiball.

    The rest of the stuff you described is way too complicated for most and something only a few players can appreciate/enjoy.

    The other thing that bothered me about the code was how underpowered the two main multi balls felt. I am sure I probably wasn’t doing the trigonometry required to make those modes worth something.

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