Pinball News har nu (via The Korn)
bilder på prototyp-24.
Här är The Korn's kommentarer (som Svante fiskat upp):
Let's see, some observations in stream-of-consciousness order...
The software is basic at this point (the major version number is zero
after all) but there's enough there to have fun with it.
It's a pretty darn fast and flow-ey game. The orbits orbit cleanly (I'm
lookin' at *YOU*, CSI) and both ramps flow back to the flippers pretty
quickly. Add in the drops stopping the ball 'earlier' than you think,
and it's pretty fast.
No opinion on the music (bar too loud), has some lines by Jack but most
are by Chloe.
The safe house has a saucer that kicks the ball back at the right flipper
almost General Yagov style. That same saucer can be used during
multiball to park a ball. While parked, you can hit jackpot shots for
double jackpots, a-la Shadow. The suitcase can also be used for this
purpose, leading to higher jackpot multipliers.
For suitcase supers, start multiball, then stuff all the balls back into
the suitcase. That lights supers on the left ramp.
EVERYTHING can be stacked. It's possible to *simultaneously* start
suitcase multiball (3-ball) and sniper multiball (2-ball) on the same
shot, which starts both and gives a 4-ball multiball. While in multiball
you can qualify and start other multiballs. (Though I don't believe you
can re-qualify *the same* multiball you have running. So no replenishing
suitcase by re-qualifying and re-starting suitcase. Gotta look for a
different multiball.)
What's not clear from the pictures Martin posted (but will be once Ken
gets the full set up) is that the suitcase opens and closes in addition
to being a ball lock. Certain modes (qualifying the suitcase) the game
will prop the case open so you can see the locked balls, while other
times (such as when going for suitcase supers) it'll close the case and
hide them from you. This can lead to the situation where you've parked a
ball in the suitcase, forgotten about it, drained your last active ball,
and then all of a sudden a ball rolls out of the suitcase. If you've
walked away in the meantime, sucks to be you.
The 24 modes right now don't do a hell of a lot. And by hell of a lot, I
mean anything. The inserts light and you can collect them by hitting the
24 shots, but it's all on the order of "collect 24 award 4". Whee.
(remember, we're talking about version 0.52 here.)
Save the President and Master Agent don't exist as modes yet.
Also I made a mistake while taking pictures, and didn't get a picture of
the stop post on the left ramp return. Thankfully, it's apparent that
(person to remain nameless) is no longer working at Stern, as the left
stop post is RARELY used. (...and that's a damn good thing!)
The sniper stop post is used a bit more often, but not to an annoying
extent. Kind of like the stop post in POTC; it flips up when you nail
the sniper to start multiball but otherwise has the good sense to stay
the hell out of the way. (Praise the lord!
)
I wouldn't call this a game for the grand master players out there, or at
least not yet with what's there. What's there is good, there just isn't
*enough* of it. But my opinion of what's there so far is that it'll be
REALLY good for the sucky-to-medium players.