Quoted from Rarehero:Yeah, if I remember correctly, WPT got a pretty massive update after everyone had already dismissed it. People who swear by the game always say to try it with the newest code. Just going by what I've heard...I don't understand the game at all. Card game rules just make my brain shut off....I dunno why, but it is what it is - so the game is totally lost on me.
There's only one "card game rule" you need to know, and that is the completed holdem hand value (the hand displayed in center of pf) gives you a multiplier of the points in the "pot" (which can be increased by hitting the spinners). A high card (no pair or better) gives you 1/2 the pot value, a pair gives you the pot, 2 pair gives 2x pot, 3-of-a-kind gives 3x pot, and there are a few higher multipliers for flush, straight, 4-of-a-kind, etc. The rest of the game is just points and modes and multiballs and stacking, nicely interwoven. Drop targets flash to show which targets you need to make another hand. WPT is one of the deepest and probably THE most strategic pin ever. And the playfield shoots nicely, having both great flow and a ton of drop targets and a challenging mini-playfield.
Quoted from musketd:You guys are calling the modes in Star Trek a joke? When some of the modes in WOZ do nothing and are just hit any shot? Like lights out and lights on? or the one munchkin mode where all shots are lit?
Yes, the "EIGHTEEN!" modes in ST are a joke. (Really 6 fungible modes, with 3 "levels" each.) Basically variations on maybe 2 modes, nothing else: hit the flashing or colored insert shots or the single drop target (and they are all basic ramps/lanes), sometimes with a timer, sometimes with more points for consecutive "combos." A very basic, simplistic format for ALL the modes. Played the game, watched the tutorial. *yawn* Yes it has flow, but it's incredibly repetitive.
You also understate so much of what is in WOZ. Lights on/off with 2x scoring? Just 2 of the 5 crystal ball modes, and they stack with other modes but it's tough to know what you need to start other modes without the inserts helping. You missed no-hold flipper and reversed flipper modes, either of which is more interesting than any ST mode, esp. when stacked. And there's a novel "weak flipper" mode. And those are just for one minor playfield element, the crystal ball standups and spinner lane. ST modes most closely correspond to TNPLH on WOZ, and *that* is just a single ballsave mode. There's also stuff like hitting the dangerous rainbow standups to activate the twister pf, and making enough orbit shots around the house to start one of 4 munchkin modes (with a timed restart up the ramp if you drain from the mini-pf). The witch hurryups, which can then start fireball mode. Locking different numbers of balls in the castle before starting Rescue multiball. Hitting rollover buttons to enable locks for Emerald City multiball. HOADC mode. Haunted Forest scoring modes (four of them). Most of these are stackable too.
WOZ code isn't finished yet but it's deeper and more varied than ST can/will ever be (there's simply not enough pf shot variety in ST to support any breadth of experiences), and the higher wizard modes aren't even in yet. ST is a fast "reflex" game that involves hitting the same small set of indicated shots over and over. It's good for what it is, but to say it is deep or complex or that the playfield layout is interesting, or that there's any significant variety of shots and playfield targets, well, that is simply not true. Disingenuous at best.
Wanna put a disclaimer on your posts that you also sell Stern games now, Derek? I think you should.