(Topic ID: 130434)

Rob Zombie's Spook Show International

By Russell

8 years ago


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  • 11,140 posts
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  • Latest reply 8 days ago by hawkmoon
  • Topic is favorited by 115 Pinsiders

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Topic index (key posts)

7 key posts have been marked in this topic

Display key post list sorted by: Post date | Keypost summary | User name

Post #6177 Spooky mentions game #3! Posted by SpookyCharlie (7 years ago)

Post #6605 Gameplay and rules video from Spooky Pinball Posted by Jetzxi (7 years ago)

Post #7268 V019 changelog Posted by FawzmaGames (7 years ago)

Post #7366 Common trough issue caused by flipper switch description Posted by snakesnsparklers (7 years ago)

Post #9017 V21 Changelog Posted by GhostThruster (6 years ago)

Post #9409 V22 changelog Posted by FawzmaGames (6 years ago)

Post #10228 V23 / v24 changelogs Posted by snakesnsparklers (5 years ago)


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#4378 8 years ago

Is it just me or does the fried chicken remind you of something else?

4 months later
#5737 7 years ago
Quoted from flynnibus:

An interesting related discussion from Lyman's talk was in referring to questions around displays, player feedback, etc.. he talked about AC/DC. He said that game was done very quickly, they had about 4 months with it and really only one pass at the whitewood. So the game changed a bit from their initial ideas and some elements became more significant like the song jackpot. But because of the short timeframe, there was no additional pass at redesigning the playfield inserts and as a result the playfield doesn't necessarily reflect these important factors. He went on about how being able to directly communicate things to the player on the playfield itself was significant in helping guide players and give feedback (citing examples like having to find progress in the Info page in the DMD, etc). He mentioned if he could change anything about the game, he'd like to have another pass at the inserts on the playfield for this reason.
Sometimes we forget the old 'shoot for the blinking light!' guidance we had.. the more complicated rules get, the harder it becomes to effectively communicate needs, objectives, progress, etc to the player. JJP is trying to address this with the panels in their large LCD design.. it was just very interesting to hear Lyman speak on this topic of player communication and the significance of the playfield itself.

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