Star Trek: Discovery Pinball
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Star Trek: Discovery ► Notez cette table de 1 à 5 :
wims- Admin
Re: Star Trek: Discovery Pinball
Je ne connaissais pas vraiment Star Trek, seulement de réputation,
Alors j'avais commencé cette série quand elle était sortie sur Netflix.
Et j'ai lâché au bout de 3 épisodes je crois...
Pour la table, on verra bien.
Alors j'avais commencé cette série quand elle était sortie sur Netflix.
Et j'ai lâché au bout de 3 épisodes je crois...
Pour la table, on verra bien.
zKnight79- LUPien confirmé
Re: Star Trek: Discovery Pinball
Je pense qu'il faut vraiment connaître l'univers avant d'entamer une série comme celle-là.
La table en tout cas visuellement, j'aime bien, il a l'air d'y avoir des choses intéressantes et graphiquement, elle est plutôt belle. Après faut voir si le gameplay fonctionne bien.
La table en tout cas visuellement, j'aime bien, il a l'air d'y avoir des choses intéressantes et graphiquement, elle est plutôt belle. Après faut voir si le gameplay fonctionne bien.
wims- Admin
Re: Star Trek: Discovery Pinball
Bon y'a un gros problème avec cette table : c'est qu'encore une fois, rien ne fonctionne ! Les nouveaux designers je veux bien, mais qu'ils soient un minimum épaulés ça serait pas mal.
Déjà faut comprendre quoi faire, c'est compliqué, il n'y a rien de lisible. Même les missions, quand on arrive à en engager une, on sait pas où tirer. Et quand on lit le guide in-game, on est encore plus embrouillé (en plus il est buggé en français).
L'architecture est originale, mais le gameplay est totalement raté.
1/5.
Déjà faut comprendre quoi faire, c'est compliqué, il n'y a rien de lisible. Même les missions, quand on arrive à en engager une, on sait pas où tirer. Et quand on lit le guide in-game, on est encore plus embrouillé (en plus il est buggé en français).
L'architecture est originale, mais le gameplay est totalement raté.
1/5.
wims- Admin
Re: Star Trek: Discovery Pinball
C'est vraiment original avec le plateau en haut à gauche et le jeu des 2 flips j'ai rien compris comme d'hab mais c'est fun.
Quand il y a un flip carré faut se méfier du gameplay et si on ajoute la téléportation de bille c'est le pompon
J'ai quand même compris qu'il fallait allumer toutes les lettres mais j'ai compris aussi que c'était pas évident, et attention à la sortie des bumpers, la bille pars en avion entre les 2 flips souvent ppff.
Mais elle donne envie d'en apprendre plus cette table
Quand il y a un flip carré faut se méfier du gameplay et si on ajoute la téléportation de bille c'est le pompon
J'ai quand même compris qu'il fallait allumer toutes les lettres mais j'ai compris aussi que c'était pas évident, et attention à la sortie des bumpers, la bille pars en avion entre les 2 flips souvent ppff.
Mais elle donne envie d'en apprendre plus cette table
ComputerOpera- LUPien bavard
Re: Star Trek: Discovery Pinball
Incroyable @richc111 qui enchaîne tous les wizards à grande vitesse :
J'ai rien compris à cette table, même pas réussi à franchir la première mission. Faut dire aussi que le guide français in-game est buggé, et que le DMD est en anglais
J'ai eu quelques explications de richc qui m'ont donné envie de m'y mettre :
J'ai rien compris à cette table, même pas réussi à franchir la première mission. Faut dire aussi que le guide français in-game est buggé, et que le DMD est en anglais
J'ai eu quelques explications de richc qui m'ont donné envie de m'y mettre :
Shoot the loop from the upper flipper to start modes.
- Klingon War: shoot the flashing ramps (a great workaround is to keep holding up the mini-flipper to send the ball to the left kicker). After seven or so ramps, they will unlight and you need to land into the left kicker enough times - it will go all the way around into the mirror kicker on the right side. Eventually, mirror mode will start - shoot the yellow "mirror" ramp twice and then shoot the targets under the swaptoy four times to complete the mode.
- Red Angel: roll over eight or nine anomalies with the ball. Then hit the targets under the swaptoy three times, and shoot for the crew swap saucer while avoiding the black specks that move around the playfield. You only get three chances.
- The Burn: Let the ball fall into the left kicker to start this mode. Shoot the TREK targets on the left side 10 times to free the ship from the ice, then shoot the three "illusion" targets on the upper playfield. Multiball then begins where you have to complete groups of DISCOVERY targets, in groups of three, from top to bottom. There's a timer for this phase but it isn't shown on the display.
- First Contact: Spin the bone spinner on the upper playfield enough times, then multiball will start. Aim for the flashing red targets a total of three times - they change on their own accord - while avoiding contact with the anomaly moving around the playfield. Cradle the balls and wait for the target to move to the one near the upper loop.
- Ultimate Time Loop: Wizard mode, started the same way as the normal modes. You have to complete shortened versions of each mode, and 5M jackpots are available at the spore cube and hole behind the mini-flipper. I've gotten to phase 4 but haven't completed it yet.
Other stuff:
- Crew swapping: shoot the gate near the crew swap saucer, and the target directly right of it, to swap crew members (the blue or yellow color of the target indicates what crew member will be swapped). The ones you want are the ones that light the kickback, and light the spore lock, for completing STAR / TREK target banks.
- Mirror mode: started when the ball lands in the left kicker enough times - it will kick over to the mirror kicker on the right side of the playfield (where the two yellow arrows are). During mirror mode, ball save will be briefly active, and you can get bonuses by aiming for the force fields in front of the spore cube and left kicker.
- Battleship mode / kickbacks: shoot the three red targets around the playfield to start this mode, which plays just like the first part of Klingon War where you're shooting for the flashing ramps. Each Klingon battleship defeated lights a kickback.
- Starbase awards: Lit at the Ripper lock by shooting the ramp that transfers balls between mini-playfields, from either direction. There are 12 awards, each one can only be scored once.
- Ripper multiball: Spell RIPPER or GRUDGE at the center ramp to light lock at the "Ripper lock" (where you normally access the right mini-playfield). Lock 2 balls for multiball - jackpots can be scored to the tune of 800k at the center ramp. Poor value.
- Spore multiball: Hit all three sides of the spore cube, or spell SPORE at the inlanes after the multiball jackpot has been maxed (ie. SPORE was spelled three times), to light lock at the hole behind the mini-flipper. Lock 3 balls for multiball - jackpots worth up to 8M a shot can be scored at any area near the mini-flipper. After scoring enough jackpots, you can either end the multiball early or keep scoring additional jackpots - I need to experiment with this a bit more.
- DISCOVERY targets: First completion lights extra ball, then subsequent ones start 30 seconds of 2x playfield.
wims- Admin
Re: Star Trek: Discovery Pinball
sighs
I really want to love this table – it’s another Gaspar Viragos design and you probably remember that I loved his previous Godzilla table, but this table just isn’t doing much for me. Easily the weakest Zen original of the year, even beating out Verne’s Mysterious Island, though even this table has its redeeming aspects that prevent it from being a true 1/5.
Pros:
- The mini-flipper design is genius, and I genuinely cannot believe that it hasn’t been used that way on a real table. Used to send the ball to three different areas (spore hole, left kicker, top DISCOVERY targets) and it feels mostly well-integrated into the layout. I just struggle with shooting the entrance to the other mini-playfield with it – I’m not sure if that shot is meant to be made from it or not.
- I like the idea behind mirror mode, drastically changing the table layout and opening a lot of new scoring opportunities, though it could use some polish and way clearer objectives. On the topic of mirrors, the ramp habitrails taking the form of mirrors is a great effect and fits the vibe of the table perfectly.
- Crew swapping is an interesting mechanic that adds a lot of room for strategic play, but is unfortunately greatly diminished in scope thanks to the table’s greatest flaw…
Cons:
- The scoring is completely unbalanced, to the point where I wonder if some of the game’s rules were even properly tested prior to release. The four modes require a ton of shots to be made under very strict conditions, yet score very little and the ultimate time loop wizard mode is worth very little; while spore multiball at max value can be worth upwards of 50M for a complete run, with every jackpot scoring 8M, and is comparatively low-risk because you can just light the locks by completing the inlanes enough times.
- The bumpers’ placement on the playfield are quite poor, and prone to sending the ball straight down the flipper with no ball save in sight. Of course, you can nudge the table to prevent this, so it’s not too big of an issue, but I could imagine this issue frustrating newer players. However, the game also has rules that incentivize looping the ball around the bottom bumper… which doesn’t seem possible without a nudge. Hm.
- Now, I love myself some deep rules that take a while to learn, but this table is very difficult to comprehend, and I don’t think Gaspar meant for it to be that way – there are clear indicators on the display of what to shoot for during modes, but sometimes, they never show up. Even the timers can cease to show up sometimes, and for the wizard mode, you’re basically left completely in the dust by the end.
I would’ve put this table at a 1/5, but feel that the creative design decisions of the playfield bump it up to a 2/5. That said, every designer has their “off” days – maybe this was just Gaspar’s and he’ll be back to digital pinball excellence with his next release. It’s not worth getting upset over; it happens to all of us.
I really want to love this table – it’s another Gaspar Viragos design and you probably remember that I loved his previous Godzilla table, but this table just isn’t doing much for me. Easily the weakest Zen original of the year, even beating out Verne’s Mysterious Island, though even this table has its redeeming aspects that prevent it from being a true 1/5.
Pros:
- The mini-flipper design is genius, and I genuinely cannot believe that it hasn’t been used that way on a real table. Used to send the ball to three different areas (spore hole, left kicker, top DISCOVERY targets) and it feels mostly well-integrated into the layout. I just struggle with shooting the entrance to the other mini-playfield with it – I’m not sure if that shot is meant to be made from it or not.
- I like the idea behind mirror mode, drastically changing the table layout and opening a lot of new scoring opportunities, though it could use some polish and way clearer objectives. On the topic of mirrors, the ramp habitrails taking the form of mirrors is a great effect and fits the vibe of the table perfectly.
- Crew swapping is an interesting mechanic that adds a lot of room for strategic play, but is unfortunately greatly diminished in scope thanks to the table’s greatest flaw…
Cons:
- The scoring is completely unbalanced, to the point where I wonder if some of the game’s rules were even properly tested prior to release. The four modes require a ton of shots to be made under very strict conditions, yet score very little and the ultimate time loop wizard mode is worth very little; while spore multiball at max value can be worth upwards of 50M for a complete run, with every jackpot scoring 8M, and is comparatively low-risk because you can just light the locks by completing the inlanes enough times.
- The bumpers’ placement on the playfield are quite poor, and prone to sending the ball straight down the flipper with no ball save in sight. Of course, you can nudge the table to prevent this, so it’s not too big of an issue, but I could imagine this issue frustrating newer players. However, the game also has rules that incentivize looping the ball around the bottom bumper… which doesn’t seem possible without a nudge. Hm.
- Now, I love myself some deep rules that take a while to learn, but this table is very difficult to comprehend, and I don’t think Gaspar meant for it to be that way – there are clear indicators on the display of what to shoot for during modes, but sometimes, they never show up. Even the timers can cease to show up sometimes, and for the wizard mode, you’re basically left completely in the dust by the end.
I would’ve put this table at a 1/5, but feel that the creative design decisions of the playfield bump it up to a 2/5. That said, every designer has their “off” days – maybe this was just Gaspar’s and he’ll be back to digital pinball excellence with his next release. It’s not worth getting upset over; it happens to all of us.
richc111- LUPien timide
Re: Star Trek: Discovery Pinball
Au début je me disais "Wow la table est jolie !". Mais il faut se méfier des jolies choses. Et en effet c'est le cas ici. Je n'ai rien compris à la table (comme Wims apparemment ?!). Même en lisant le guide je n'ai pas tout capté. Bon cependant j'ai réussi à obtenir le multiball "créature". Ensuite il n'y a que 3 missions à réaliser. C'est trop faible. Puis va allumer celle de gauche. Un peu pété tout çà. Parfois on pomme la bille bêtement à cause d'un mauvais retour des champignons. Elle paye pas assez enfin. Bref c'est l'une des rares tables où je colle un piteux 1/5 !
GenieGP- LUPien bavard
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