(Topic ID: 185847)

DEADPOOL pinball "Ahhhh.I'm touching myself tonight."

By PaulCoff

7 years ago


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  • 222 posts
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  • Latest reply 5 years ago by J85M
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#160 5 years ago

Code is .85 at the moment.

The inner left loop, to left of scoop, is a tiny horseshoe that loops to left and returns sideway towards the pops. Easy to hit, but is so quick it’s hard to tell if you’ve hit it or not.

1 week later
#200 5 years ago
Quoted from jar155:

I took a two hour lunch today and went and hammered on Deadpool. I need some input, because I walked away pretty frustrated with the game. I need to know if the one I played was particularly problematic or if the game is really this...clunky. For those that have played, fill me in on whether or not these things are common:
- Lock shot rejects - I bet this was under 50% at best. If you hit it too clean, it would rattle and not make the ramp's second turn or it would go wild coming out of the first turn and miss the ramp entirely. If you hit it with too much slop, it had no chance. You basically had to hit it kinda sloppy, but not too sloppy. The shot felt real bad. To me, it was the Black Widow ramp all over again, but I have a hard time believing that Gomez would repeat that.
- Left orbit was messy - Lots of rattling and clunky shots going into and around the left orbit. I know it hits that upper post coming out by design, but a lot of times the orbit entrance itself just wasn't smooth.
- Spinner shot rejects - I had a lot of shots hit the spinner and come back. Kind of a buzzkill.
- Lit scoop does nothing - I had the Battle insert flashing often and hitting the shot didn't do anything most times. The ball would sit for a second and then eject. Once in a while it would allow for a battle start, but I never understood why it would be flashing when there was nothing to collect/start.
- Li'l Deadpool drains to middle. Had a ton of shots funnel down the middle out of this. It was to the point where all my tilt warnings were going to save shots coming out of this.
It seemed like there were lots of dead spots around shots. That doesn't bother me so much, but the actual shots shouldn't be so inconsistent when you do hit them. That really irked me and I was just frustrated by the end of my time with the game.
On the other hand, there was a lot of fun stuff in the art and code. I thought the battles were cool, the Chimichanga punch card was great, and the machine just felt very lively and appropriately goofy. They've used the license well, and I'm excited to see what more they roll into the sound package and into the overall depth of the machine. I just wish shots would stick when hit, but I'm open to the idea that this one was particularly squirrelly or set up oddly.
Oh, and slapping the Boom is awesome. Now that's how you use an action button. I prefer that thing stay out of the way until it really matters to hit it.

Had the exact opposite experience with the one I played, but that was at a dealers and freshly dialed in by a good tech team. In fact first thing I thought was how smooth and “un-clunky” it was. The geometry felt spot on.

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