Darn, away from home for a couple more days so no updating or WOZ for me until Fri nite. Of course, I'd rather be here doing what I'm doing now...
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Quoted from BriGuy5:Played a few games. It just keeps getting better. No hold flippers during multiball made me laugh. Very hard to adjust your play style. Loving it.
I wish multiballs on ALL games had no-hold flippers. Multiball play is boring when you're trapping all but one ball on a single flipper. (Yes, I can and do play this way in competition, but it makes multiball more of a chore than a melee.)
I'm guessing there will be more than one wizard mode. If games like WPT and LOTR are any indication...
BTW, this code is being worked on *diligently* by at least a couple of industry greats. Updates about one per month with significant progress in each. This is not a situation where the company is trying to crank out 3-4 games per year and abandoning shipped titles to focus on upcoming ones.
As an aside, I *love* the challenge of TNPLH. It makes a great ballsave challenge imo, and I look forward to getting it. The sudden death aspect is cool, with the hardest task first but you can still screw up on a later step. I hope it doesn't change!
Quoted from Bond_Gadget_007:Ok, I do really like the potential of this game and considering owning it one day. But of course code is key to games these days.
So as far as you guys know there aren't any huge loopholes for, pardon the phrase, raping the game? (ie. doing one shot over and over for big points, or the game is only worth playing one mode/multiball for points and forget the rest because they are worth far far less)
Your second point: No. There is too much shot variety and balanced scoring (no "billion-point shots") to make one mode eclipse others. And I'm sure the scoring will be fine-tuned over time to ensure balance. Plus, many features build on or towards other, deeper features, so "visiting" all the modes will likely be the best way to get highest scores. That and stacking!
As to the first comment, yes, code is important, but in many recent games it is critical because the layouts are uninspired and pretty generic fan-based layouts. WOZ is the first pin I've seen in a while that has "shot depth" where hte variety and arrangement of things to shoot at is pretty different. The last really "different" game I can recall is WPT, which is sort of a hybrid of a fan layout with an open drop target game. So WOZ has BOTH shot variety and rule depth/integration, to a very high degree. I'm still discovering new stack combos that are pretty cool.
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