(Topic ID: 296710)

Targets in center of playfield

By denoument

3 months ago


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  • 13 Pinsiders participating
  • Latest reply 3 months ago by swampfire
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    #1 3 months ago

    Why do so many games put targets in the center of the playfield when they just increase the chances of random ball drains? Intuitively targets make more sense on the sides and ramps should be in the middle. Did some pinball physicist determine the opposite?

    Just curious what other people think.

    10
    #2 3 months ago

    The answer to your question is in your question:

    Quoted from denoument:

    increase the chances of random ball drains

    #3 3 months ago

    A good design uses the center targets sparingly, high risk/reward shots. TNA is a good modern example. I mostly hit the 3 center (keypad targets) either during Multiball or when the ball save timer is running. This changes the strategy of the game toward earning multiballs and ball saves so the keypad can be safely completed and the reactor advanced.

    #4 3 months ago

    Sometimes a ball drain is good. Super long ball times get boring.

    #5 3 months ago

    Because operators are standing by... to collect your money.

    #6 3 months ago
    Quoted from Cmartin1235:

    A good design uses the center targets sparingly, high risk/reward shots. TNA is a good modern example. I mostly hit the 3 center (keypad targets) either during Multiball or when the ball save timer is running. This changes the strategy of the game toward earning multiballs and ball saves so the keypad can be safely completed and the reactor advanced.

    In TNA don't you need to complete the targets for each reactor?

    AFM middle targets
    MM trolls are dangerous castle bashing works great cause of moat
    Centaur ORBS
    BSD just avoid the center targets
    Hot wheels never played it but RPM looks sketchy
    Deadpool I like these targets because they are off center

    #7 3 months ago

    Alot of old Data East games have center targets close to the flippers. Torpedo Alley and Robocop were both like this... much closer than Attack From Mars.

    #8 3 months ago

    In TNA You have to “complete” the 3 midline “keypad” targets to start the reactor. The entire game has you repeating this nine times if you are good enough to make it that far. But you don’t need to have the reactor running to activate a ball save timer or get a multi ball.

    #9 3 months ago
    Quoted from denoument:

    Why do so many games put targets in the center of the playfield when they just increase the chances of random ball drains? Intuitively targets make more sense on the sides and ramps should be in the middle. Did some pinball physicist determine the opposite?
    Just curious what other people think.

    Most good pinball innovations were designed to make money. If you played for longer they make less money on coin drops. But too short and you don’t come back. Pinball is a balancing act. Why do you think the “action” button exists or magna-saves, DMDs, flashing lights?
    Anything that draws your attention away from the ball and requires you to move your hands off the flippers is designed to seem fun and enticing while increasing your chances of draining.

    Pinball is a stellar example of game theory.

    #10 3 months ago
    Quoted from denoument:

    Why do so many games put targets in the center of the playfield when they just increase the chances of random ball drains? Intuitively targets make more sense on the sides and ramps should be in the middle. Did some pinball physicist determine the opposite?
    Just curious what other people think.

    Quoted from SKWilson:

    The answer to your question is in your question:

    That's the sucker shot. You need those points that center targets provides. But it is a high risk shot so you have to be on your toes. Bedsides the ball speed rebound with those short shots is what keeps you coming back for another round of adding more coins.

    #11 3 months ago

    Back in the day we used to say, Live by the center target, die by the center target. Wasn't until the early 80s that designers started putting the targets on an angle to deflect the ball from the center drain.

    #12 3 months ago
    Quoted from denoument:

    Intuitively targets make more sense on the sides and ramps should be in the middle. Did some pinball physicist determine the opposite?

    Well the idea that games should be working with you, not against you, is a very recent & bizarre mindset.

    #13 3 months ago

    F14 Tomcat is a good example. You want to relight the ball save ? Take your chances and go for the center targets. Its all about risk/ reward. I think it makes for a better game.

    #14 3 months ago
    Quoted from SUPERBEE:

    F14 Tomcat is a good example. You want to relight the ball save ? Take your chances and go for the center targets. Its all about risk/ reward. I think it makes for a better game.

    Three is that sweet spot. If a game is too difficult you won't enjoy it very much. If it is too easy, you will tire of it in 3-4 hours of home use.

    F-14 is a great game for the home. Tough, but since you own, affordable to play

    #15 3 months ago

    Probably why my games of Sorcerer are usually about 3 minutes long.......all those babies are right in the center of the playfield.

    In fact that IS the center of the playfield.

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    #16 3 months ago

    The 4 drop targets in the center of Stranger Things are great for risk/reward. They can all be hit safely, but only from certain angles. And if you can get the ball through a hole in the drops to the bottom of the Demogorgon, it spots all the drops that were still up - a nice reward for accuracy. During the first Upside Down mode, you can collect 30M if you hit all 4 drops fast enough. In a tournament, it’s a big decision whether to go for those points or not.

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