Ok, guys, we're back from Expo and I kinda took a day off to catch my breath. Was a fantastic show and I got a chance to meet a bunch of people and talk a lot of pinball. Big shout out to PinballDad for coming out to chat and TweedleFuzz, even though we didn't get a chance to talk much, for showing up at the exact right time to see Matt and I installing toys and throw some pictures up for everyone. I can't exactly respond to everything that's been posted here since I took off on Tuesday (when I left, this thread was on page 57!), but I'll do my best to touch on some concerns and observations.
Quoted from TigerLaw:Small shot count games can be fun. Look at Doctor Who, as an example. The playfield layout to Predator looks a lot like BSD, which is a pretty awesome game. I'm not concerned about this game lacking shots.
Check out their video where they go through shots and show some you can hit with back hands from a half craddle, they are thinking about shots very carefully.
Yes, we are. Of all of my concerns about how people are going to receive this game, shot count is not one of them, whatsoever. If you look at a few of the shots, you'll see they've got a bit of a "different" angle, specifically the VUK and the left ramp. These shots are angled this way to make backhanding them part of the intended shot path. This way, you always have safe flow from either flipper to either flipper. Left flipper can either go up right ramp to land on the right flipper, or you can backhand the left ramp to get another shot from the left flipper at-speed. From the right, you can either left ramp to get it to the other side or you can backhand the VUK for, you guessed it, another shot from the right flipper at-speed.
On a side note, let's not talk about BSD right now. I just sold mine at Expo this weekend and I'm already sincerely regretting it...
Quoted from T-800:I had a chance to play the crap outta Predator last fall at the Michigan Expo. If I had to compare it to a modern machine, I'd say it's actually a lot like a "mirrored" Terminator 2 pin just with a heck of a lot deeper ruleset.
This was something of a happy accident. The majority of the design inspiration came from a few different games, but they weren't Terminator or BSD, actually. For the true "inspiration-games" that influenced Predator design the most, you'll have to look back to some System11 stuff. The fact that no one has nailed it yet at least suggests that I've done my job fairly well Once we had it assembled and flipping, a friend of mine pointed out that it kinda feels like a T2, and I just said "Cool, that's kind of appropriate" and we left it at that. T2 is one of the best designs out there to date, and it's just neat that it's another Arnold pin.
Quoted from T-800:Predator has the two right in the middle that you need to be careful hitting or you run the risk of some serious SDTM action
That's right. The two stand-ups on Predator are used for lighting locks, so they are super important, but you have to be really ready for some ball-saving if you're going to contest with them. It's a risk vs reward thing. Predator has been designed to reward good shots with controlled returns, but if you're looking for a solid score, you're going to have to battle with those center targets at some point or another.
Quoted from navajas:I mean, Madness has the Merlin and Troll targets, but those are things the ball slops into when you miss. Does a game need those kind of stand up (fuck up ) targets? Troll bombs are cool and all, but?
Exactly my thoughts. Every shot on Predator is worth something and builds towards something else. During development of the shot map, targets were considered all over the place, but in the end, we were struggling to find a use for them, so they were just scrapped.
Quoted from The_Dude_Abides:From what they have said I doubt any magnets will be going in the game. That is one of my concerns as well that left side seems pretty bare and the only randomizers appear to be the two targets. I guess how the two ejects kick the ball into the pops may provide some unexpected gameplay but I'm also wondering if that is enough.
We knew the game needed SOME "randomizers" (I like that term, btw), so we controlled them as best as we could. The targets in the center are the biggest, yet most imperative to gameplay, as they light the locks, and then there are the pops, of course. The pops on this game have been as isolated as possible while still maintaining their position at center stage. It was EXTREMELY hard for me to have the pops there at all, considering the game starts by launching the ball into them, and both locks throw the ball right back into them. The answer to this was the position of their potential exits, which limits the different ways the ball can come out. You might be put into a ball save situation because of the pops on Predator, but they are placed in such a way that throwing the ball STDM or right out the sides is extremely rare. Somewhat related, this is why I said "no toy bashing" either. Pardon my language straight away, but I f*ckin HATE being punished for making a shot in a pinball game. Targets are one thing, as they've been a risk since the inception of pinball itself, but too many new games are coming out now that are very dependent on their randomizers. Tron is pretty good about it, but the disc at the top middle is a monstrous oversight, if you ask me, and it is hugely important to the play of the game. Then they make you hit it like 90 times to get the mode started. The target bank is a risk to begin with, but the centrifuge behind it is a gigantic STDM liability and is too important to ignore. Transformers is probably the worst example, as Megatron, Optimus and Bumblebee are (arguably) the three most important shots on the whole machine, and they are ALL a huge drain risk. Megatron fires directly at your right sling, which needs no further explanation, Bumblebee is a dead-stop captive ball that never has a safe return to anything, and once Optimus is able to be bashed, you get all kinds of wild, unpredictable ball action. Couple this with the amount of times these shots need to be hit, and you end up with a game that is unplayable, in my eyes, at a tournament level. /soapbox
Quoted from rai:Would it be possible to give us an overview of the rules? Such as what the inserts keep track of, multiball modes, stacking options etc...?
I'm working on adding a players' guide to the game onto the website, that will be up before the game ships. Until then, if there's any questions you have, I'd love to go over them here to clear anything up.