No cause in ST:TNG the modes have purpose, you need to at least play each one to the point that you get an artifact so that you can make the wizard mode much more lucrative. Also each of the modes feels very different in ST:TNG
Asteroid - simple hurry up, hit one shot to set in a value then all shots lite for that value
Worm hole - Right ramp and left loop raise shot value, Warp ramp collects value
Rescue - Switch hit mode, switches add "crew" to the shuttle craft, hole transports 5 crew members, 50 crew members told needed to finish, collect on center or right ramp
Battle Simulation - Use the cannons to hit each of the holes alternating between the two cannons
Q - (I love this mode) Only mode stack able with mulitball, various shots light based on the shots hit, mode continues to run with increasing value for shot as long as shots are made before timing out, Q standup will add 1 more shot.
Time Warp - All shots lit for a base value, stand up targets on left increase value and reset timer.
Search the Galaxy - Hit 3 shots to complete the mode, hit 3 shots in the order they are called to get a bonus 4th shot and another artifact.
That is a good example of variety in modes that makes a game fun. I like ST:TNG, I sold mine yes but not because the game isn't fun to play, it's more that I never saw it in tournaments and I'm trying to build a competition collection. I'd buy another one for sure eventually
The new Star Trek has none of that variety, there is no reason to play out the modes, nothing to collect and the shots don't change, hitting one shot and then the next doesn't change anything. It's all very boring, and not fun at all to play.
As for how it feels, it doesn't feel anything like ST:TNG. Both ramps are easy backhands so that is the safer route to take when hitting them, the orbit is tight and doesn't flow well to the upper flipper. The Vengeance drop target is just that a drop target in the middle of the machine, I don't care much for the toy, as it rocks a bit when you hit the target but that is all.
The mode start under the flipper is kinda dumb when you have the ability to start a mode at the much easier shot on the right scoop.
Let me put it another way. All the games were on coin drop, I was more then willing to dump $1 to play Metallica over and over again, ST was on $.75 and I could only be bothered to play it more then a couple of times as I wasn't enjoying playing it when I put my money into the machine.
REVOLUTION said:
You mean like with STTNG?
Adam you comment on software which is fine, but how does the game FEEL? does it flow well? Are the shots fun to make in succession? Or is the whole thing just another "fan" layout? Does it play like it looks, a standard-body STTNG?