(Topic ID: 180877)

*NEW* SDTM: Pulp Fiction Gameplay Guide

By ZMeny

7 years ago


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  • Latest reply 49 days ago by ZMeny
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“*NEW* SDTM: Pulp Fiction Gameplay Guide”

  • Team Greg 125 votes
    31%
  • Team Zach 74 votes
    19%
  • Neither 66 votes
    17%
  • One cannot pick between Abbott or Costello 135 votes
    34%

(400 votes)

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Post #1898 Deadpool Pinball first impressions Posted by ZMeny (5 years ago)

Post #5108 R&M unboxing. Posted by Tuna_Delight (3 years ago)


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#396 6 years ago

At the moment, the video is saying 'not playable' on my iPad. Obviously working on other people's PCs though. I'll check it out in the morning when I have the old lappy set up, but for now I'm avoiding all spoilers until I get to see it.

6 months later
#1590 5 years ago

Very gratified to see the Full Throttle shoutout. Epotech gets the credit for the crossover ramp idea and first draft though.

#1632 5 years ago
Quoted from delt31:

yeah crypt or that Alien flip upside down ramp - that's awesome.

Oh, that's a fairly standard Dennis Nordman device, it was there on his initial Alien layout draft. Lots of his games have those.

2 years later
#5382 3 years ago

Ehhhhhhhhhhhh.

I'm just not going to dig this game ever, am I? It looks like a fine shooter but as an actual game, it's too abstract. What am I supposed to be there for? What does making the shots actually accomplish? If you took the band trappings off the game, what would you have left? 'You're just not into the music' isn't an excuse, not when AC/DC had the band imagery and the songs BE the game, and you could know and like what it was doing even if the music wasn't to your taste.

Led Zeppelin is leaving me 'will this do' cold just like Stranger Things did, and for the same reasons - granted I don't know the show, but the game didn't CARE that I don't know the show and couldn't be arsed to tell me anything about it. This is not how you integrate a theme.

#5398 3 years ago

Stairway To Heaven is also eight minutes long. Longer than most full games of pinball last. And if you've got it, then MY GOD you're going to have to justify using ALL of it.

It's going to be ultra-wizard mode material carried over for the rest of the game afterwards, or else it's nothing.

#5402 3 years ago
Quoted from chuckwurt:

I’ve said it before about music pins with bands that have long epic songs.
Make it a wizard mode where the ball save lasts the whole song. Give the play an insane objective path that ups the difficulty to complete everything in that time.
I’m sure I’m not alone when I say the final wizard mode shouldn’t really have any chance of being over quickly. That would ruin the whole path of getting there and make it too frustrating.
Might be just me.

That was my thought as well. The wizard mode is only over when you *say* it's over. it doesn't have to automatically stop just because you're down to one ball on the playfield.

#5414 3 years ago
Quoted from Trogdor:

Problem most of us are having is LZ deserved better.

The problem we're having is that it looks like you could strip it down to the playfield and code and then swap in any other band on top. Steve Ritchie has done his job perfectly well, but five years from now we'll probably see enthusiasts doing exactly this with old LZs to create their own 'custom' band game.

Or six months in the case of digital pincab versions.

#5416 3 years ago
Quoted from Multiballmaniac1:

This is why I don’t buy into the hype anymore. Embarrassing.

I wouldn't blame Steve. I don't think you can - just like Star Wars he's managed the very best with what they would allow him. Four legitimate ramp shots on one game is nothing to sniff at from a design perspective. But with no disrespect to Keith Elwin, if he's the new golden boy who's going to get the lion's share of the fatted calf from now on, you're going to end up with more forgettable B-tier pins like this one that even the rest of the designers can't get enthused about (trust me, I know that feeling).

And why would you want that as your business strategy anyway? There's only so many purchasing dollars to go round, and sooner or later the market's going to decide that there's only one game per calendar year or designer cycle that's automatically worth saving for on its own merit, and other than name-recognition sales the distributors are going to get very unhappy with being lumbered with so much unshiftable stock.

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