Quoted from Whysnow:Currently, the GI lighting needs to be changed. I have spent a great deal of time learning how to LED a game properly and Predator appears to be just too damn bright. I would like to see some WARM frosted premiums in lower GI with sparse amount of colored bulbs to be sure not to color bomb while still adding flare. Currently the game is too cool in light choice. The jungle should feel warm and moist with lush green foilage. The game plastics are predominantly green and warm bulbs do a better job lighting up cool spectrum colors.
The plastics do appear to have art of much lower quality than the pf. The detail is just not there and plastics should be something critically evaluated and likely still modifiable at this stage. Kevin, if you are not sure of this, then how about providing some of us with the current design files and letting us do some tweaks to see what we can come up with? There is the possibility that the community of 250 can help be part of an improvement. In conjunction, the inlane guides really should have plastics. It is a small aspect that still seems unfinished.
At the Tacoma show I saw an utterly gorgeous ice world theme on Whitewater. It had pretty a similar take on GI as Predator. Haha. Something's wrong there.
As much as I think the plastics contribute to the "homebrew" feel that cause complaint, I guess I would be amazed if there aren't 100s of these things sitting in boxes at Kevin's shop. As pro as some of the machine looks, more than anything else, I'm just so very surprised the art on these plastics ever got the go ahead. I think people toss around the, "Har har, that looks like my kid drew it!", line way too often... but, uhm, I have an 8 and a 5 year old. They really do have color books that look a lot like those plastics.
Without having played it in its newest incarnation, my only list of changes that would seem to me to have a very high return on investment would be; 1) Lighting and, 2) Plastics. I could rest a lot easier with Hopper's banishment if the rest of the field was little more, mmm, polished? It should be stated that changing the lighting may very well in some ways address the plastics as well.
EDIT: Just watched the "Complete" video again. Forgot how cool those green flashers look.
EDIT2: Are we assuming the reason the UV banks are now always on is because as florescent they'd never *snap* on as required for game play? Also, with where the UV banks are, the ramps are directly infront of them. Given how they light up when hit, might they be soaking up a lot of the energy and creating a UV "shadow" right in the middle of the table?
I can't think of any way around that. A couple of spots pointed popward on the slings? Maybe an additional on the standup bank point toward the flippers? Anyone?
EDIT3: Can anyone who played this weekend comment on the user controlled orbit, both in function and strategic implementation as it applies to the rules. Savvy? I mean, it's one thing if it works, but there needs to be a good reason to use it or not. Right? Kevin might be the best person to answer that one.