Some of those samples are looking much better-the TSPP sample was just really jagged. Could be something that you could fix with a filter, but that's something that they'll be able to iterate. Glad to see they're rolling more value into the product.
They probably won't, but it's worth a try. As long as people keep buying new, incomplete games from them, why would they update? Unless it sells someone a new machine, a code update makes them nothing.
I have to hope those look better in motion... I suppose it'd take new licensing, but you could probably create new drawn animation frames that key off the originals, couldn't you?
I bought one for my son, but he was 2 at the time, and I set it up lower than the shipped legs (on top of some boxes) so he could play without standing on a stool. He was also having a hard time reaching both flipper buttons on the "real" games. He plays it occasionally, and I should at least...
I can definitely see Playdium getting one of these-looking forward to giving it a try. Could also do well in movie theaters. $2 a play and it should make its money back. Then they'll sell them at auction for $25k :)
Thanks for the detailed writeup-definitely a cool mod. Pricey, but I like the way he's added more feedback to the LCD besides just the creature image. If the game is a keeper, why not add something like this?
Amazing what code can do-wasn't the reaction to this on release a pretty universal "meh"?
So far my strategy on this game has been to at least be able to start a crank it up mode, but I can definitely see some other possibilities in there. Thanks for the detailed writeup!
Nice progress-the touchups don't look too complicated, but still not something I've ever tried doing. I'm a little surprised that magic eraser didn't lift the paint though. Are you planning on clearcoating the whole thing once you're done, or is that generally not a good idea with EMs?
As an...
Why? What colorDMD is doing is a nice alternative, but why translate everything you want to create to a dot matrix pattern when you don't have to? At this point, I'd suspect that it's almost MORE work to create dots than composite text/video on a screen. Some of the animations that TSPP uses...
You mean like using the lockdown bar button on ACDC to make the next lit shot so you don't have to make it yourself? Or the torpedoes on star trek that score hits on the vengeance?
You can run deadpool along with any villain, so it helps to get to Dark Phoenix. Yes, you can't control whether...
You have more going on in Xmen than in any of those other games. If nothing else, you have opportunities to stack hero/vilain modes, and you can pull those in with the main MB as well. Combos to pull in Deadpool also adds some strategy to the game, since it makes difficult villain modes more...
I'm starting to come around on the idea of the drop targets. I think someone on pinside suggested using a strobing effect on the targets not just to have a moving target to hit, but a moving (or static) opening to hit a stanup behind the targets, so that the drops act like a barrier. Again...
It's also Waison doing the code, and even though X-Men turned out to be good in the end, it took time getting there. Hopefully he does better out of the gate this time around. Honestly though, I'm not sure how much you'll be able to do with this to keep it interesting all the time. The reason...
Well, there were those B/W games that experimented with unlimited ball timed games back in the 90s, but that never seemed to take off. This is neat because it's specifically targeted objectives for redemption. Having the big ass LCD also gives them space to show more detailed instructions...
Also, the fact that these can be converted to "real" pins after the fact is a big plus too. Worked the same way with the Sterns I suppose, but that didn't have the timed game aspect, which I think works both ways. It keeps the non-players engaged for at least a couple of minutes, and it keeps...
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