I like what I see in the photos. I too will hold judgment until I play it but I am optimistic. I am a fan of the character so this could be a NIB purchase for me once I get to play it. Anyone for a road trip to Starburst when IM gets released?
Or just come for the Toronto Gameroom show, I talked with Nick and Mike and they confirmed there will be an Ironman at the show
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Wow I never realized thet aside from the upper playfied the shot map is the same. Mind you based on lane width, its easy to do a 7 lade fan and have a shot every 3" or so. I like the idea of something MORE than the fan, like the venom shot, supercharger, etc. We'll see what innovation they have added.
On BBH the RAM kickback is basically General Jagov from F14.
I could invent a few gimmicks. Gary S probably would wait a year or two and they say he just had a great new idea.
Wow I never realized thet aside from the upper playfied the shot map is the same. Mind you based on lane width, its easy to do a 7 lade fan and have a shot every 3" or so. I like the idea of something MORE than the fan, like the venom shot, supercharger, etc. We'll see what innovation they have added.
On BBH the RAM kickback is basically General Jagov from F14.
I could invent a few gimmicks. Gary S probably would wait a year or two and they say he just had a great new idea.
I hear you. I think Stern has gotten lazy. Innovation doesn't have to be expensive it just has to be a priority, and it doesn't appear to be.
Yes. The central feature was an early production version of the "one- man walker" machines that the humans were driving. It could fire the ball after being loaded at any angle (360 degrees). I had a skinny Skee Ball type shot on a kicker that raised and lowered in elevation to hit the desired target along the left side of the game and a 3rd ramp that alternately fed the cannon and another feature.
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Innovation= risk
Stern= chicken mess/ hanging from a thread
There has to be someone out there that can give this guy some competition.
Be real, he's an evolution of Sega and DE. Always held second place to Williams/Bally Midway. None of his games have the adrenaline of a game like Getway, for example.
No real topper, no video modes (WMS has the patent but I am sure they could get around it), less and less toys, photoshop backglasses...
There has to be someone out there that can give this guy some competition.
Be real, he's an evolution of Sega and DE. Always held second place to Williams/Bally Midway. None of his games have the adrenaline of a game like Getway, for example.
No real topper, no video modes (WMS has the patent but I am sure they could get around it), less and less toys, photoshop backglasses...
This is what no competition turns out.
Hmm... Data East were more innovative (albeit on a budget...), but when Sega took over, things changed. They went with licensed themes only. Some good titles, but ho-hum VS Williams, who were really pushing the envelope.
None of his games have the adrenaline of a game like Getway, for example.
Bullsh**! Games like Spiderman and 24 -- same designer -- are much more intense than GetAway. Plus I'll take the rush of stacking modes/MB of LOTR, TSPP, and Family Guy over GetAway any day of the week -- and I like GetAway.
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Bullsh**! Games like Spiderman and 24 -- same designer -- are much more intense than GetAway.
Duane, I totally respect your opinion and in fact I am sure you know a lot more than me about all these games, stacking modes etc. I was not referring to the software so much as the visuals/audio when in a frenzy. Using Getaway as the example, the flashers, mars light, red/yellow/green lights, kinetics of the supercharger, police siren. I think they were better at building the excitement on a basic level any player could relate to. I do like Stern machines, but they could do better in some ways.
Duane, I totally respect your opinion and in fact I am sure you know a lot more than me about all these games, stacking modes etc. I was not referring to the software so much as the visuals/audio when in a frenzy. Using Getaway as the example, the flashers, mars light, red/yellow/green lights, kinetics of the supercharger, police siren. I think they were better at building the excitement on a basic level any player could relate to. I do like Stern machines, but they could do better in some ways.
Coolio. I can see your point with the added effects of the super charger and police siren.
If you get a chance...try 24...it's really intense. Everything is timed and that creates alot of intense play. In terms of flashers and light show, check out Elvis -- another Ritchie design -- the game is blinding.
I agree it is a shame Stern hasn't had any real toppers. Those things work! I remember back in the arcade, everyone would turn when the siren would start going on GetAway. Cheap and effective attention grabbing technology.