Quoted from branlon8:In your view, what would be a pin in which the formula of the movie script was used?
What do you actually mean “formula of the movie script”?
It would seem to me, if a pin tries to follow the plot of a movie it will be very linear indeed.
I mean have some actual flow to the elements of the theme, rather than putting them in a dice cup and dumping them out on the playfield and connecting them with random tasks. For instance, in the movie, each kid had a unique journey and side story on finding their golden ticket and also had their own unique experience within the factory. Each golden ticket could have been associated with one of the five kids and the modes, multiballs, and tasks associated with each ticket, could have focused on elements of that kid’s experience finding their ticket and their experience in the factory. That would give a framework and “formula” to put the movie scenes and callouts into context, without them seeming random and like a slot machine. Then you could have sound in the movie clips, since they would match what you were playing for at the time they were shown. Theme integration like that would have led to better mechs as well, such as a pipe ball lock, Eggdicator, or gum dispenser, rather than just a spinning gobstopper.
But instead the kids were tied into one sideshow multiball associated with the same golden ticket. Then some generic gobstopper jackpots for another ticket, and the one random gumball ticket that you just get out of thin air after playing long enough. It’s just so random that I can see why people complain about the monotony of the callouts and random showing of movie scenes with no sound. There is no framework to guide the callouts and movie scenes so they can’t polish the code to make it better.
It’s not a bad game as it is, if you don’t think about the movie, but it could have been so much better that I don’t want to own it. Those that do like it, probably don’t have an attachment to the movie like some of us do, is my guess.