Quoted from OLDPINGUY:Im thoroughly enjoying the evolution of the waves, although some early ones seem to have more play variety.
Am I seeing this correctly Jady, that the ramps feed only from the one, upper right shot, with 2 possible outcomes?
Is there a second shot to achieve?
Im hung up on the randomness and wave action...especially during multiball...looks so cool, especially if one can ride the curl, in
a physical way, or start and the ball could physically, "wipe out" on the wave....
Awesome Awesome work Jady!
Thanks Art
Ideally I would of loved to have a left and right hander wave or one that mechancial constantly moved in and out but I chose to go with ramp flow variation which I could be wrong but haven't seen a ramp that allows that - meaning catching the tube via the higher wave as it needs a better flowing and more powerful shot where a weak shot will drop the ball into the impact zone - so yes 2 possible outcomes.
The idea is if it drops down into the wipeout zone it might hit the circle thing or drop to the upper right flipper to give the player a second go at the tube wave as hoping in theory the ball will not have alot of speed.
The ramp is not shootable from the lower flippers as was going for a 80's SS type game down there - and in theory the playfield is a story of the progress of standing on the shore (lower flippers), selecting a earning a particular surfboard and then heading out into the water to catch waves which is the purpose of the upper flippers - so like a story of features using the mechs etc.
A little to the right of the ramp entry is a mini orbit (which is shot from the lower and upper rhs flippers) that will feed the ball back behind the 5 bank drops to the upper rhs flipper or a weak shot will direct the ball to the targets area on the rhs. A shot between the target banks will feed into a vuk (once I design it in) when a gate is opened (under the wave) which will then feed a upper wireform that will rise up and over the wave and this will be the "Party Wave" multiball - in which this will be a physical ball lock that will be stealable if playing more than 1 player. When the vuk gate is open if you shoot the outer orbit on the rhs it will stop dead and roll back down allowing the player to shoot the wave ramp. So hoping for a bit of a strategy on how to play depending on the skill or how you like to play.
Now the circle thing - this will be a feature that the owner can swap out 1 of 3 different mechs, each with a different set of game play rebound effects.
Mech 1 - 2 post spinner with a rubber between them which will be a shark fin horizontal spinner - acts as a game hazard and a point counter.
Mech 2 - 3 post triangle spinner with a rubber between then which will be the submerged rock in the impact zone - acts as a game hazard and a point counter.
Mech 3 - will be the impact zone pop bumper - also acting as a hazard as well as a point counter.
Lastly apart from scores on 80's led pinscore displays there will be another score display somewhere near the rhs wireform that will count the waves caught in a game and in attract mode will flash the highest amount of waves ever caught in a game like a high score.
sorry for the essay
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