Quoted from nicoy3k:thanks for the thoughts I appreciate it
Few more questions
- does the center decal on the pro have UV paint on it?
- is the pro very dark?
- how many modes are there? are they good? I know at some point in early code they all felt very similar
- does this game provide the feeling of “blowing it up” or do things happen in succession?
- does the game have similar strategy to AFM in that you are trying to manage/time multiballs with demo modes in order to get past them?
- Do the demo modes have different visuals/sounds/call outs or are they all the same? Do you progressively need more shots to take down the demo?
- is there a wizard mode champ/stamp in the high score like there was with rule the universe in afm ?
- does the pro lack many video assets compared to the premium/LE?
- dirty pool and video modes- are these features coming or probably not?
- if you could change one thing about this game, what would it be?
Hey those are cool questions to think about when buying a game. Nice. Will do my best to answer.
- does the center decal on the pro have UV paint on it?
Unfortunately, no. That said the UV lights the game up like a Christmas tree so it doesn't stand out as "missing".
- is the pro very dark?
Yes and no. It's moody lighting and fits the theme well. The pf art isn't lit all that well (until the UV kicks on at least), but all of the shots are well lit and I never struggle to see them. My machine is in a pretty dark corner of the basement and I never feel like it isn't lit well enough like some games.
- how many modes are there? are they good? I know at some point in early code they all felt very similar
12 "regular" modes, 6 season 1, 6 season 2. For how many they are, to me they all feel different and are all a lot of fun. There aren't any (other than maybe the demodog modes) that I groan about hitting, and there are some that put a huge grin on my face. Some light and fun (Quarter Hunt), some SUPER intense (What Mama Says). Some focus on certain shots, while some have a pattern of shots to follow. Most have a "better" way to finish them to boost score/collect maps. Some reward combos, some have a higher score shot, etc. Each season has it's own unique mini-wizard mode (Send it Back and Light the Fire), and there are the Total Isolation 1 and 2 "checkpoints" along the way. Plus 5 Demogorgan modes and 3 Demodog modes. One main multiball (TK), and one final Wizard mode (Final Showdown) plus a victory mode for beating it (Snowball). So that's what...27 modes total?
- does this game provide the feeling of “blowing it up” or do things happen in succession?
Both. It has a great "build-up" like few other games. Every skill level has something cool to shoot for, or their own "wizard mode" of sorts. For some that will be Total Isolation 1, and they will feel like they really accomplished something by getting there. And each of those can have a "blowing it up" feel with big points possible, and lots of fanfare. It never feels linear since there are so many directions to go and the modes are always mixed up, but there is a definite succession in the "check points" along the way (Total Iso 1, Total Iso 2, Send It Back/Light the Fire, Final Showdown, Snowball). The Demo modes are linear, but since they are more of a "side mission", that's ok. And it feels like a big accomplishment progressing through those as well.
- does the game have similar strategy to AFM in that you are trying to manage/time multiballs with demo modes in order to get past them?
I am not super familiar with AFM as I have only played it casually, but a good strategy is usually to stack a season mode with a multiball. This is a bigger advantage with some modes than with others. Three of the five demogorgon modes are multiballs of their own (which can also stack on a season mode).
- Do the demo modes have different visuals/sounds/call outs or are they all the same? Do you progressively need more shots to take down the demo?
All of the demo modes feel different. I am always amazed at how unique they managed to make them each feel even though they are all centered around the demogorgon. Yes, some need more shots than others. Some are single ball, some are multiball. Some require other shots in between demo hits. Some require timing a shot while the ramp is moving up and down (!). Amazing variety, even in these "side modes".
- is there a wizard mode champ/stamp in the high score like there was with rule the universe in afm ?
Yes, each mini-wizard and wizard mode has a high score table now. TI1, TI2, SIB, LTF, and FS all have their own leaderboard, as well as a separate one for Final Showdown Challenge (which can be started separately from the game, like Escape Nublar on JP).
- does the pro lack many video assets compared to the premium/LE?
I have never played a prem/LE, but I do not feel as though I am missing any video. They definitely have more going on at once, but from watching streams it seems as though whenever something major would be on the projector, it is shown on the main screen on the pro instead. It seems like for the most part, when an actual scene is happening on the projector, the main screen is showing a generic base screen (either the lab, the title sequence, or the ouigi board wall) and visa-versa. I could be a little off there, but from watching a few streams, nothing major jumped out as something I haven't seen on my pro...just on the display instead of the projector.
- dirty pool and video modes- are these features coming or probably not?
I doubt it, but who knows.
- if you could change one thing about this game, what would it be?
Hmm...I guess a few shots could flow a hair better, but with a little tweaking they are all good. I would love the right ramp to be a hair wider. It's not unfair, but I find it a little tough of a shot, and I would love if it could be backhandable. It would be nice if the demogorgan and the TK lock on the prem/LE would be better out of the box so people didn't have to tweak them. Unfortunately needing some tweaking right out of the box is simply a reality in all pinball at this point.
I admit, I mostly bought the game because my daughter fell in love with the show and it looked pretty good. I knew I would like it, but didn't know if it would be a keeper. I have been blown away by how much I ended up loving it. The code has evolved so nicely, with pretty much all of my wishes for it being fulfilled, and more. I honestly think it's Lonnie's best work by far. So much to do, and it all feels unique. And smacking the demogorgon in the face never gets old. Ever. It's a great game that unfortunately got lost in a flood of amazing games last year. I hope it continues to find a following as people see how good it really is.