Not sure that’s true about the steepness though based on what Fred said but it goes along with adjusting many other things to make games play brilliantly.
Flash Gordon is difficult, but it’s a solid competition game. Prepare to receive complaints, and when you receive them, tell the players that Flash Gordon is awesome and they don’t know what they’re talking about, and if they complain anymore emperor Ming will crush their souls.
Creature is a relatively poor game for competition because the random awards can occasionally cause severe imbalances between players. While one player may receive Left Ramp Millions from the snackbar, a very lucrative mode, another play may receive “Hot Pretzel”, which is essentially a big middle finger from the programmer Jeff Johnson to anyone who desperately needs points to save their tournament life.
(Captain Fantastic) Game may cause players to exhibit better taste in clothing.
(Avatar) By using this tournament, you will be forced to remember how big of a disappointment this movie was.
(Frankenstein) Finally, directors should put a sign on the backglass reminding players they have a choice of music, and while Edgar Winter is certainly awesome in many ways -most especially his flowing white mullet- choosing the orchestral movie music option at the beginning of the game every once in a while will keep scorekeepers from going bat**** crazy after listening to Winter’s supersweet guitar riff for 10 straight hours.
I thought Creech had lightning flippers. Seem to remember reading that some where. How come Williams didn’t use flippers with the lightning bolt on them?
New code sorts that, as well as removing the random awards. Would like to play it on new code some time.I’d refuse to use Creech purely on the basis that it takes twenty minutes to get the freaking score up after a game!!!
I’d refuse to use Creech purely on the basis that it takes twenty minutes to get the freaking score up after a game!!!
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To everyone commenting/complaining about the lightening flippers (and anything else regarding the UK Open)
Quite simply @Neil McRae is the TD of the comp and it is his choice as to how he sets up the games, what games he chooses, what the rules are etc. etc.
The ONLY comments/advice I will give is this
About the comparison of the UK Open and PAPA/Pinburgh and the decision to make the games mega brutal is - Keith Elwin, Zach Sharpe, Raymond Davidson etc. etc. have not signed up for the UK Open. The average skill level will be significantly lower here, so the worry about games lasting hours is probably unfounded.
No one enjoys a game when it is set-up overly brutal and becomes a luck fest if you hit the skillshot, and it removes a significant amount of skill from the game. I remember playing Metallica at the Belgian Open when it was first released - it was set up that brutal (over fears of it playing long) that the scores were ridiculously low. I recall Martin Ayub and Frank Bona both scoring under 3mil. The same had happened to me on a game of Avengers - neither me or my opponent made a significant shot at all. He won because on of his skillshots was a hands free skillshot, with both of us finishing under 4mil.
As all (?) of the game play is head to head through qualifying, if a game is found to be playing overly long - it is not a problem to change the set-up by removing oulane posts, or even changing steepness, without impacting games played previously.
A good comp has a varied set-up of games - if every game is set-up mega steep it makes catching and trapping significantly easier, likewise if every game is set-up shallow.
Interesting stuff!!! I’ve already suggested to @Neil McRae our tournament directer to have various games set at different difficulty levels. May not be appropriate but an idea. I would like to also know how 70 odd people will be managed for the classics qualifying phase.
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Why? Each game has it's own inherent difficulty anyway - The TD will align the machines to tournament standard... it's then down to the players to do the rest
You ask far too many questions, leave it to the TD.
I think the TD has enough to do without a significant number of questions - and I certainly don't think it will be helping them prepare. Suggest you go along and see if you like it or not. Make any constructive suggestions following that. You're new to the forum (by the looks of things) and you've handed out quite a lot of advice to members that are long in the tooth here (and far more experienced than I). I would recommend that you get to know the key people first before offering them advice (such as the interchange with @bartron for instance). Just my tuppence, based on my lack of experience particularly when first starting out (and still now).Questions ? All part of the preparation for a big tournament like this.... I’m sure we will get another update soon.
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Questions ? All part of the preparation for a big tournament like this.... I’m sure we will get another update soon.
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The more you over think things, the worse you’ll doQuestions ? All part of the preparation for a big tournament like this.... I’m sure we will get another update soon.
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A good comp has a varied set-up of games - if every game is set-up mega steep it makes catching and trapping significantly easier, likewise if every game is set-up shallow.
Nothing wrong with questions buddy, just watch out about supplying ideas to those you're learning from; there's a lot of practical experience that goes into the way these are run already, through the combination of sheer difficulty of getting several pinball machines in one place, keeping them working, keeping the time commitment for players low, catering for all skill levels and above all, making it a good fun time. And as you can see, even amongst the experienced there is still disagreement. So eyebrows get raised if you come across with ideas before you know if they've been tried before, and what was wrong/right with them.Thanks all for your helpful comments and input it’s all very interesting with this being my first major pinball tournament it’s always interesting to get sone insight from behind the scenes
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On certain games it is very effective to change the thickness of rubbers on some posts, effectively making shots tighter to hit. But on almost every game, it's possible to really change the difficulty of a keeping a ball in play, by changing the position of the outlane posts as they're usually adjustable, by making the slingshots more sensitive, reducing or disabling ball saver features, etc. Except when you're trying to ensure that the tournament finishes on the same day when you have the world's best playing, most of the time these kinds of adjustments aren't used except to try and reign in the play time per player on long-playing games. Even at PAPA level they don't usually try to make Iron Man, or F14 any harder.Fair point in that case how is it possible to make a game harder than the developers set it up as apart from waxing the play fields to make the balls travel lighting fast and fit lighting flippers?