(Topic ID: 26628)

New Predator Info Thread


By SkitBPinball

7 years ago



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#6201 6 years ago
Quoted from mr-zed:

The alien letters or countdown in between the flippers - are they used for anything or (just) art?

Just are I believe, they lead to the "shoot again" insert

#6202 6 years ago
Quoted from Aurich:

Actually what would be awesome IMHO is if the inserts in the forearm computer were inverted, so print dark on them to match the art around, with the text part left clear to light up. That's what the movie's computer looked like, dark squares with red alien writing lit up on them.

Hell yeah. Make it so!

#6203 6 years ago
Quoted from Aurich:

Actually what would be awesome IMHO is if the inserts in the forearm computer were inverted, so print dark on them to match the art around, with the text part left clear to light up. That's what the movie's computer looked like, dark squares with red alien writing lit up on them.

Awesome idea Aurich. I would love this.

#6204 6 years ago

I was wondering about attract mode too, I just figured that it was disabled along with ball search. I can't imagine that they would skip out on attract mode!

#6205 6 years ago

It's easy to add an attract mode to this game. I'm sure its one of the things Kevin added first. He probably has it disabled at the moment.

Quoted from Buschjs:

I was wondering about attract mode too, I just figured that it was disabled along with ball search. I can't imagine that they would skip out on attract mode!

#6206 6 years ago

I've tried to reserve judgement for the last couple of weeks because, being at the front of the line on this project, I was pretty bummed after expo. I have to say that, since watching the video several times now... and finally on a larger screen, I am getting really excited again. And yes, I can see the predator's face pretty clearly under UV light on the big screen.

I never had any illusions of predator beign a JPOP style game full of toys and crazy mecahnisms, but just a really solid and well thought out player with great flow and some neat features. Playing a rougher version in Allentown sold me; the gameplay was fun! This latest video, along with Kevin's assurances on what will be addressed before production, have gotten me firmly back on board. Although, I'm curious about their intent to have the ball "strike the hanging body" on the way up to the ramp. I hope they plan to extend a small post down from the figure and not actually allow the ball to smack it directly. That could get ugly.

I also love Aurich's suggestion and felt that the inserts on the current playfield were all just too similar. Changing out the glove inserts for red on black would be a phenomenal add... hopefully the guys agree and it's not too late to alter the art before final production.

A chopper toy, even if aftermarket, would be a huge bonus. Hopfully someone will figure something out once we have some sizing. If not 3D (like the plane in TOMMY for example) even a 2D appearance on a back panel plastic would be cool. I can visualize the interior lit up all red like in the movie.

Anyway, just wanted to congratulate Kevin and team on picking themselves up after expo and I'm looking forward to playing Predator #3.

Keep up the good work guys.
Adriano

#6207 6 years ago

I dont know if this has been suggested before or maybe its actually in the game. But I just thought about this... a 'Get to the Choppah!' hurry-up. I think that would be hilarious.

#6208 6 years ago
Quoted from DrStarkweather:

I dont know if this has been suggested before or maybe its actually in the game. But I just thought about this... a 'Get to the Choppah!' hurry-up. I think that would be hilarious.

A hurry-up with countdown to detonation and Arnie yelling that famous line at the start would be pretty damn cool.
I can hear the Predator laughing in the background

#6209 6 years ago
Quoted from Drano:

A hurry-up with countdown to detonation and Arnie yelling that famous line at the start would be pretty damn cool.
I can hear the Predator laughing in the background

This makes me think of the "Mongol Hurry up" on the shadow which is activated after hitting all the mongol stand up targets, here's how I think it could work on Predator.

A "Get to the Choppa! Hurry Up" is started after completing the lanes at the top of the playfield a certain number of times (not really sure how many would make it balanced, depends on how much the hurry up is worth, but my gut says 2-3 completions) the Hurry Up would be collected by shooting either the left ramp, the vuk, or the right eject, which one would depend on the next sentence. I name those 3 shots, because from looking at the game, it looks like there could be room for a Helicopter mod on the jungle plastic next to the left ramp, or the plastic above the right eject, or shooting the vuk just seemed to make sense if we dont really care where a chopper mod would be placed.

Man what if the Helicopter blades spun when you activated the hurry up! That would be sweet.

Anyway, if the Skit-B guys went on adding and changing every little thing we came up with this thing will probably never get done. So maybe someone can make this happen after the fact, this hurry up would also give that controllable post in the back a purpose, because right now it doesnt seem to have much integration into gameplay besides racking up the bonus multiplier, adding a hurry up started by the lanes would give the player a reason to intentionally use the post to fall into the lanes/pops. At first i was thinking it could be used during the "Unload" mode to get the ball into the pops for big points, but with the last update im not sure how the control is going to work since the flippers are on "flail mode" during "Unload". A chopper mod and hurry up mode would be something I am very much interested in, adding some cool stuff to an already awesome game.

#6210 6 years ago

At this stage in the build I would imagine the first release of the software is done. From what I saw, the rules and software of the game is exellent.

They are focusing on the hardware now. The good news is this is "open source", so if you want to add your 'choppa mode' when you get the game, it is technically possible. This will be the first game that you'll be able to customize game rules. The P-ROC is very cool.

#6211 6 years ago
Quoted from Drano:

I'm looking forward to playing Predator #3.Adriano

Im sure there are a few of us here in T.O. that are looking forward to playing #3 too long before we get ours.LOL

#6212 6 years ago
Quoted from Drano:

A hurry-up with countdown to detonation and Arnie yelling that famous line at the start would be pretty damn cool.
I can hear the Predator laughing in the background

YES!!!! Please have that laugh somewhere in the game.

#6213 6 years ago

Bump to keep it on the front page. Also hope there's a new pic of the blacklight playfield.

11
#6214 6 years ago

Saw this and figured it belonged here...

PREDATOR BEARD!

predator-beard.jpg
#6216 6 years ago
Quoted from fattrain:

Saw this and figured it belonged here...
Predator BEARD!

Just saw this and was about to post it here... Too fast fattrain!

With great beard comes great responsibility

#6217 6 years ago

i don't always drink beer,
but when it do,
i hold it with my predator beard.
stay thirsty my friends & head to tha` chOPPA !!!!!

#6218 6 years ago

Sweet beard.

I'm looking forward to the next update from Kevin as well, any timeline on that Kev? (can I call you Kev?)

In the meantime, I remembered another use for the post in the back, I remember Kevin saying there'd be a regular and a super skill shot, so the post is technically used for that as well. Can anyone think of any other uses for it? (Id guess we'd need a better understanding of all the modes first)

#6219 6 years ago

Probably similar to AFM/RFM/ACDC where you hold the flipper button down on plunge, the ball comes around the upper orbit and you need to make a ramp shot (or Jungle hole) in a certain time frame.

#6220 6 years ago
Quoted from Nibbles:

Probably similar to AFM/RFM/ACDC where you hold the flipper button down on plunge, the ball comes around the upper orbit and you need to make a ramp shot (or Jungle hole) in a certain time frame.

That actually sounds a lot easier than the non-super skill shot in this game.

#6221 6 years ago

^Easy code tweak though to make it a random assigned shot (kind of like hunt mode), instead of just making any/every ramp count for the the super. Or don't allow the same ramp shot to count twice for the super (you hit the right ramp on the first ball you get the super, every plunge after won't count if that ramp is hit again).

Or have a super-super skill shot where you dead bounce off the left flipper and one-time it back up the left orbit (basically you only get to hit the flipper once before the super-super is deactivated)

#6222 6 years ago
Quoted from Nibbles:

Or don't allow the same ramp shot to count twice for the super (you hit the right ramp on the first ball you get the super, every plunge after won't count if that ramp is hit again).

Umm... Shamelessly stolen. True story. Will be adding this in today

#6223 6 years ago

No Get to the Choppa Hurry Up? awwww.

#6224 6 years ago
Quoted from Nibbles:

^Easy code tweak though to make it a random assigned shot (kind of like hunt mode), instead of just making any/every ramp count for the the super. Or don't allow the same ramp shot to count twice for the super (you hit the right ramp on the first ball you get the super, every plunge after won't count if that ramp is hit again).
Or have a super-super skill shot where you dead bounce off the left flipper and one-time it back up the left orbit (basically you only get to hit the flipper once before the super-super is deactivated)

I like skill shots that actually require skill.

1) First skill shot can be the 'gimme' + super skill optional
2) Second, regular becomes super skill, super skill becomes a combo, with commensurate greater reward.
3) etc.

As long as the display, audio and light show are clearly informing the player of the shots, the progression won't overwhelm and frustrate players.

#6225 6 years ago
Quoted from MagicMako:

No Get to the Choppa Hurry Up? awwww.

I believe they said a long time ago that callout will be used in the wizard mode.

#6226 6 years ago

If we are handing out code suggestions then I will give out mine. I have been asking for this for a while.

I want a safe cracker mode. Bascially a mode where the flippers become timed and you have to choose between shots that add time and shots that are worth extra points.

i.e. when the mode starts you have 30 seconds worth of flipper button holds. Hit the left orbit and you add 1 second. Hit the next shot over and you minus 1 second. Next shot = 1 million. Next shot minus 1 sec. You get the idea. Basically a mini game within a game where time is brought in a a factor along with the risk/reward.

#6227 6 years ago
Quoted from jonnyo:

I believe they said a long time ago that callout will be used in the wizard mode.

It's signals normal two lock multiball is ready. It's in the vid

#6228 6 years ago
Quoted from jonnyo:

I like skill shots that actually require skill.
1) First skill shot can be the 'gimme' + super skill optional
2) Second, regular becomes super skill, super skill becomes a combo, with commensurate greater reward.
3) etc.
As long as the display, audio and light show are clearly informing the player of the shots, the progression won't overwhelm and frustrate players.

You must be a big fan of FGY. That game has a couple pretty darn tough skill shots with great call outs if you hit them.

#6229 6 years ago

Predator Bulldog bump
image-91.jpg

#6231 6 years ago

^ ^ ^ I wanna put that in my Sopranos to replace the BadaBing girls

#6233 6 years ago

This thread needs some action!

#6234 6 years ago

Would like to see a pic with the skull and spine realigned and how they are realigning the dangling body. Oh, and the UV paint too

#6235 6 years ago

What is the latest anyway? Is there supposed to be another updated video, if so when?

#6236 6 years ago

Anyone heard when production might start? The game is looking good from what I saw on the last video, want one in my house.

#6239 6 years ago

Where can we find the old videos?

Kevin could you please repost the older videos?

Also, I am curious how many multiball modes are there, can up you list them and number of balls?

Thanks.

#6240 6 years ago

Are you guys ever gonna get the website up and running with predator on it?

11
#6241 6 years ago
Quoted from PinManV:

What is the latest anyway? Is there supposed to be another updated video, if so when?

As soon as the new ramps and playfield show up. Changes have been ordered, so now it's time for the contractors to get them back to me.

Quoted from zod:

Anyone heard when production might start? The game is looking good from what I saw on the last video, want one in my house.

Thanks! Umm...see above answer

Quoted from rai:

Where can we find the old videos?
Kevin could you please repost the older videos?

We were somewhat avoiding posting the older videos up due to the immense difference between the prototypes and the final.

Quoted from rai:

I am curious how many multiball modes are there, can up you list them and number of balls?

Quick Multiball:
- Awarded from Mystery
- Two ball
- Stackable
- All major shots score 10M apiece

Standard Multiball:
- Achieved by lighting and activating ball locks.
- Three ball
- Stackable
- Ramps and loops score jackpots of 25M once apiece. When all jackpots are cleared, Jungle Hole lights for 100M Super Jackpot. After Super is achieved, lower right eject will relight jackpots.

Hunt Multiball:
- Activates upon fourth successful Hunt shot.
- Stackable
- Three ball
- Single shot lights for 40M. After 5 seconds, another shot is added, but value of those shots drops to 30M. After another 5 seconds, another shot is added and drops the value by 10M again. This process continues until 4 shots are lit and the value bottoms out at 10M. Process starts over when a lit shot is made.

Killing Spree Mini-Wizard Mode:
- Awarded by making all shots (left loop, left ramp, jungle hole, right ramp, right loop, right eject) three times each.
- Three ball
- Stackable
- Each playfield shot correlates with a team member. Shot value starts at 20M and goes up by 10M by eliminating the team in the proper sequence. When a shot is made out of sequence, the value resets back to 20M.

Showdown Wizard Mode:
- Awarded by completing all HUD modes.
- Four ball
- Standalone
- All playfield shots are worth 25M and add 10M to Showdown Jackpot value that is collected at the Jungle Hole.

Unload HUD Mode:
- Starts by shooting the Jungle Hole when Unload Mode is lit (fourth mode)
- Four ball
- Standalone
- Flipper hold coils are disabled and all balls are continuously launched back into play for 30 seconds. All switches score their normal value +1M. For every ball that drains, that value is decreased by 10% for the duration of the mode.

Reveal HUD Mode:
- Starts by shooting the Jungle Hole when Reveal Mode is lit (sixth mode)
- Up to four ball
- Standalone
- When started, a second ball is added to play. Another ball is added when the left ramp is made, and yet another when the right eject is made. Right eject, left ramp and Jungle Hole are lit during this mode, and the values increase or decrease depending on how many balls are currently in play.

Quoted from Kcpinballfan:

Are you guys ever gonna get the website up and running with Predator on it?

Yes, as soon as it's done

#6242 6 years ago

Kevin thanks for giving us such a detailed overview, sounds great, what does 'HUD' mean?

Also, how does the post blocker work, and what reason would we use it? I mean it blocks a loop what reason would we desire that? Is the post down or up by default? I can never quite understand this? Two extra flipper buttons used for the post? Is the post used for skill or super skill shot?

Phil

#6243 6 years ago

By the way, I think you could still post the old videos, even tho older design, there was a lot of info I wanted to review. And the dramatization sequences and the banter are really really funny.

Please reconsider post older videos with a disclaimer saying not the final version.

Thanks,

#6244 6 years ago
Quoted from SkitBPinball:

Quick Multiball:
- Awarded from Mystery
- Two ball
- Stackable
- All major shots score 10M apiece

Standard Multiball:
- Achieved by lighting and activating ball locks.
- Three ball
- Stackable
- Ramps and loops score jackpots of 25M once apiece. When all jackpots are cleared, Jungle Hole lights for 100M Super Jackpot. After Super is achieved, lower right eject will relight jackpots.

Hunt Multiball:
- Activates upon fourth successful Hunt shot.
- Stackable
- Three ball
- Single shot lights for 40M. After 5 seconds, another shot is added, but value of those shots drops to 30M. After another 5 seconds, another shot is added and drops the value by 10M again. This process continues until 4 shots are lit and the value bottoms out at 10M. Process starts over when a lit shot is made.

Killing Spree Mini-Wizard Mode:
- Awarded by making all shots (left loop, left ramp, jungle hole, right ramp, right loop, right eject) three times each.
- Three ball
- Stackable
- Each playfield shot correlates with a team member. Shot value starts at 20M and goes up by 10M by eliminating the team in the proper sequence. When a shot is made out of sequence, the value resets back to 20M.

Showdown Wizard Mode:
- Awarded by completing all HUD modes.
- Four ball
- Standalone
- All playfield shots are worth 25M and add 10M to Showdown Jackpot value that is collected at the Jungle Hole.

Unload HUD Mode:
- Starts by shooting the Jungle Hole when Unload Mode is lit (fourth mode)
- Four ball
- Standalone
- Flipper hold coils are disabled and all balls are continuously launched back into play for 30 seconds. All switches score their normal value +1M. For every ball that drains, that value is decreased by 10% for the duration of the mode.

Reveal HUD Mode:
- Starts by shooting the Jungle Hole when Reveal Mode is lit (sixth mode)
- Up to four ball
- Standalone
- When started, a second ball is added to play. Another ball is added when the left ramp is made, and yet another when the right eject is made. Right eject, left ramp and Jungle Hole are lit during this mode, and the values increase or decrease depending on how many balls are currently in play.

That's what i'm talking about! Bring it!

#6245 6 years ago

Wow, these rules sound really unique and well thought out. Awesome. So, two of the modes are multiballs, right? So there are other modes...7? What are they?

Brian

#6246 6 years ago
Quoted from rai:

what does 'HUD' mean?

This might be a "within my group only" kind of term, but that's what we've always called the area of a playfield where the majority of the information is shown in inserts. What I mean by "HUD Mode" is one of the standard game modes that are displayed in the HUD (heads-up-display). I'll post a pic of the area, and the blue lights across the middle of it are all of the modes. If anyone knows better lingo for this, please let me know

IMG_9974.jpg

Quoted from rai:

Also, how does the post blocker work, and what reason would we use it? I mean it blocks a loop what reason would we desire that? Is the post down or up by default? I can never quite understand this? Two extra flipper buttons used for the post? Is the post used for skill or super skill shot?

Post blocker in the back can deny the ball to continue through the loop to the other side. It is up by default, but is much easier to use and contemplate than you're imagining. When you make a loop, keep the flipper button held in to allow the ball to pass through to the other side, or let the button out to have the post deny the pass through. This is useful for lots of nuance reasons, but mostly as a way to keep the balls out of your way for long periods of time during heavy multiballs to give yourself some breathing room. And yes, it is used for the super skill shot as well. Holding the left flipper during ball launch bypasses the upper lane skill shot and allows the ball to come down to the flipper for the super skill shot.

The two extra flipper buttons are used to initiate the Hunt mode to either side.

Quoted from rai:

Please reconsider post older videos with a disclaimer saying not the final version.

This isn't a bad idea. I'll have to get with some of the people involved and make sure they're ok with it, but I don't think it would be a problem.

Quoted from NinJaBooT:

That's what i'm talking about! Bring it!

I didn't realize I wrote so much, wow... Did I mention I'm a bit prone to rambling?

#6247 6 years ago
Quoted from rai:

Kevin thanks for giving us such a detailed overview, sounds great, what does 'HUD' mean?

Heads Up Display

#6248 6 years ago
Quoted from SkitBPinball:

Did I mention I'm a bit prone to rambling?

Ramble on Kevin we don't mind here.

#6249 6 years ago

Kevin,

I feel like I'm reading an eye chart, what is the 4th insert?

Do you feel like the type is clear enough? I know it's a crappy picture but in a darkened room will it be more clear?

The second insert says RUNAWAY or RUN AWAY??

#6250 6 years ago
Quoted from rai:

Kevin,
I feel like I'm reading an eye chart, what is the 4th insert?
Do you feel like the type is clear enough? I know it's a crappy picture but in a darkened room will it be more clear?
The second insert says RUNAWAY or RUN AWAY??

Remember Kevin uses one of those dumb phones to take his pictures and videos with and so do I, I am sure that is why it's difficult to read. You can't blame him though, it is a lot faster to upload.

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