In regard to sheer number, there's really WhiteWater and then everybody else...
Jd has a good bit of ramps haven't had enough time on it yet to judge how good they are.
Finally got to play Radical at PAPA. Bunch of weird shots/ramps in that game very original.
Lotsa ramps and w2o still sucks, that troll should divert the ball into a real pin. Best use of ramps is like t2 where you csn actually get a rhythm going.
Quoted from smassa:
Garage is a VUK....hardly what you would call a ramp.
I bought a spare and it's a called a ramp, it's actually a 2 part jump ramp.
The Treehouse ramp also goes to the same VUK as the garage ramp, so Simps either has 2 or 4 ramps...
Quoted from sanctumwear:
The Treehouse ramp also goes to the same VUK as the garage, so Simps either has 2 or 4 ramps...
It would either have 3 or 4 ramps, no way it could be 2. You have the right ramp all by itself and then you have the couch ramp all by itself. So if you want to count treehouse and garage together since they share a vuk you would be at 3. They might share a vuk but the garage and treehouse are two distinct shots so in my opinion that would put it at 4.
Airborne has four ramps: two scoop ramps, a lift ramp, and a crazy steep ramp. It also has some of the coolest wireforms in all of pinball.
If you're going to count the VUK on Simpsons Pinball Party as a ramp, then I should be able to count each of the four ways the ball can enter the lower playfield in my Haunted House as a ramp. Add to that the standard metal ramp to the upper playfield and the VUK to the upper playfield, and that would give 6.
Four seems to be the magic "maximum" number that works in games. Batman Forever, Baywatch, Airborne, Demolition Man, Judge Dredd, and Viper Night Drivin' are the machines that I can think of offhand that all have four.
I particularly enjoy Demo Man, Batman Forever, and VND as the three machines with the best ramp "flow", however all of them only allow the use of three of their four ramps in that flow. Regardless, those are my favs
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