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- ~Psycho Pinball
-
- Review obtained from the Internet.
-
-
- [NOTE: Though I'll probably regret it, this is being crossposted to
- both rec.games.pinball and comp.sys.ibm.pc.games.action if you
- didn't notice.]
-
- Well, I've been playing Psycho Pinball for about a week now. I must
- say that overall, it probably is the best game currently out there
- for the PC (barely edging out Pinball Fantasies). Both of these
- games are far above anything else out at the moment that I've seen.
-
- Features of Psycho Pinball include Multiball, dot matrix animation
- (complete with 3 levels of orange like real DMDs :) ), a "hi-res"
- display almost exactly like PF's (table still scrolls, though, as in
- PF, but you can see significantly more and the DMD is better), >2
- flippers on every table, and fairly good rules with some exceptions.
- Also, there is 3-way nudging! (Yea!) This makes slap saves a very
- viable option if you can time it just right. That's pretty cool.
- Oh, and I almost forgot - Video Modes! (I know some of you will
- just love that. :) )
-
- Ball Physics: Generally OK. This game doesn't treat backhands very
- well either (like just about every game with the possible exception
- of Crystal Caliburn - one of its few good points). Flippers are far
- more reliable than Epic flippers, probably about the same as PF,
- though I did once have a ball-go-through-the-flipper bug pop up
- (yes, it IS a bug) that is so common in Epic tables. Out of a week
- of play, though, that's not bad. During multiball, though, there
- are a couple problems. One thing is that balls seem to mysteriously
- generate energy in such a way that if another ball touches it, no
- matter how fast/slow either is going, they'll both fly apart at
- breakneck speed. It's quite disturbing to have a ball caught on a
- flipper and then have another one hit it and have it fly up the
- inlance... Spin doesn't seem to be implemented very much (if at
- all) unlike in PF. There are a couple other strange characteristics
- in the flippers: One is that the flippers have as much force going
- down as they do going up. This generally means that a ball will not
- get caught in an upper flipper like it might in real pins (and this
- can happen in PF, a plus for it), but rather gets smashed against
- the side of the table at great speed and flies SDTM quite a bit.
- Another that I've gotten to happen a couple of times is that when I
- try to dead-catch a ball, if I let the flipper go as soon as the
- ball gets to the topmost point, the ball flies up as if I had hit
- the flipper upward! Weird. Bounce passes work fine, though, and
- I've not gotten a dead catch yet (though I don't know if they're
- possible). All 3 of these techniques work great in PF.
-
- I might also point out that any shot from about the middle of the
- flipper on is a fairly strong shot, and that any shot from the
- middle to the pivot is really really really weak. (Part of the
- reason backhands don't work.)
-
- Anyway, lets move on to the tables... Some general comments for all
- the tables: Most of the time jackpots will outweigh most of the
- rest of the scoring. This is unfortunate, because it generally
- leads to going for nothing BUT the jackpots. There are exceptions,
- though (probably Wild West). On a couple, Psycho and Abyss, they
- are fairly hard to light, so that makes up for it a bit. The 4
- tables are littered with lots of shots and features that are really
- really hard to light, and then worth really lame amounts of points.
- Again, this is unfortunate, because certain scorings just throw any
- kind of balance out the window.
-
- All games have a ball-saver for every ball for varying lengths of
- time. It will always go off after being used except for a table
- played off of the Psycho board. Wild West and Trick or Treat have
- them for multiball too.
-
- Each game seems to have an extra ball lit on the outlanes the first
- time you play them each session. Why not leave them lit every time?
- Strange. Also, they will light up on the 3 subtables when playing
- Psycho.
-
- ~Wild West
-
- Obviously, a western-themed board. There's 5 major shots: a loop
- (both sides), a ramp on the left (that feeds to the left) that is
- most easily hit from the right flipper (much less possible from the
- left), a ramp in the middle hittable from the upper left flipper
- (which resides just under the entrance to the left loop) and
- sometimes lucky bounces, and a lane just inside the right loop that
- feeds to pop bumpers.
-
- There's also scattered about lots of standup/drop target (they look
- like standups but behave like drop targets???). A group of 4 on the
- left lights a hole in between the left loop and left ramp (Casino)
- for a random game (blackjack or hi-lo). Blackjack seems 99.9%
- pointless (you only get something worthwhile if you get 21), but
- winning hi-lo (you can quit any time) lights a playfield multiplier
- (5x I think - there are other possibilities, 2x, 3x, and 5x). There
- are 2 groups of 3 that you must hit to light the lock, and 1 more
- group of 3 on the right that lights the pop bumper shot for a value
- (increased beforehand by the bumpers and held between players).
- Just above the upper left flipper is a thing that catches balls and
- either shoots it around the left loop (if you shot the left side) or
- catches it and drops it slowly to the upper left flipper if you shot
- the right loop (or from launched balls (which are autoplunged,
- BTW)). This makes for a nice combo, loop to middle ramp, which when
- made increases the value (up to 1M) and gives you a letter in
- Engine. If you miss, the value of the ramp goes back down to the
- bottom. That's pretty cool, but spelling Engine is quite a bit of
- work, and for your efforts you light a video mode in some undefined
- hole in the left side of the table which is bad in 2 ways: A) it's
- the same EVERY SINGLE TIME and B) it's worth like 2.4M for finishing
- (0 otherwise), which is nothing. (That's just an example of hard
- work going for lame points - one of many.)
-
- The jackpot is lit by shooting the left ramp which lights the right
- loop for you to shoot and light letters in REWARD. Spell REWARD,
- shoot the right lane for jackpot. (The jackpot starts at 3M, and
- goes up 237K for like every shot, so by the end of a 4-player game
- can easily go over 30M because it's held between players as well.
- Blah.) It is easy to light once you know the trick to hitting the
- left ramp, but that right lane is quite difficult. There's a timer
- on the jackpot, but the game doesn't tell you how long. :(
-
- Multiball is no big deal - continuously shoot the right loop for 1,
- 2, and 5M (like Hurricane). Everything else is still active,
- though, including the middle ramp so more than likely you'll lose
- whatever value you had it built up to. That sucks. You can also
- relight multiball DURING multiball which is potentially pretty
- abusive.
-
- There is one bug in this board that I've seen so far: Having lock
- lit and then draining leaves it lit for the next person as well,
- even though the arrow won't be flashing. Weird.
-
-
- ~Abyss
-
- This game feels really weird. Everything is pretty slow, and it
- feels really scrunched up. There are 2 "halves" to the table with a
- pair of flippers at the bottom and halfway up. There are 2 lanes
- you can shoot (though one has pop bumpers around it, so it's very
- hard to shoot up here) as well as a hole in the bottom of a
- "volcano" which takes up the middle of the playfield. This hole
- also gives various awards and modes which you light by hitting LAVA
- targets (1 starts off lit) - there are 5 total. Spelling LAVA also
- induces a volcanic effect of shaking the table left to right quite
- violently, often sending the ball down the right outlane. :(
-
- There's lots of shots: the bottom right ramp, 2 lanes up to the top
- (it's possible to get a lucky rebound as well and have the ball go
- up the side of the volacno), the volcano exit hole; on the upper
- half, there are 2 ramps (alternating like in T2), a left lane which
- you repeatedly shoot to start a mode (each of the major shots is
- worth 2.5M one time), a left ramp that feeds to the bottom half, an
- outside right lane which feeds to the bottom half via the volacno
- exit (and where you score the jackpot and get video mode), and an
- inside right lane that feeds to rollovers which you complete to
- light the Whale's mouth (same shot) where you get an award by
- hitting the spacebar to stop a box that cycles through 5
- possibilities.
-
- You get a jackpot by spelling WRECK, which you can do by shooting
- the bottom right ramp, the first volcano award, and by the Whale.
- It starts at 7M and goes up 4M each time afterward, but this too is
- held between players. Bad bad bad.
-
- There's lots of other stuff to do as well, including a
- semi-interesting video mode (it's random, but still not worth much).
- There is a Dr*c*l*-like multiball where a ball flip-flops between
- "vents" and you must knock the ball out of its path to get a 2-ball
- multiball. There doesn't seem to be anything special to do, though.
-
-
- ~Trick or Treat
-
- There's lots of shots in this game as well. A left lane (get the
- jackpot) which shoots the ball around the back to the upper right
- flipper, a hole just to the right of the left lane which awards a
- video mode or random award (the video mode is a Simon-like game
- where you must repeat a sequence of 6 notes), a middle ramp easily
- repeatable by the right flipper, a middle ramp shootable only from
- the upper right flipper that feeds to rollovers which start a mode
- which you must hit 6 or so different shots for 2M (last is 5M) in 45
- or so seconds, a shot just above that which feeds to bumpers (and
- shot enought starts another mode where all major shots (except the
- middle ramp) are 1M), a ball lock near the top (shootable from the
- left flipper and a lucky right flipper flail), a right lane all the
- way at the top (which lights the jackpot during multiball), and a
- shot just above the right slingshot where the autoplunged balls come
- out.
-
- This was my favorite table because mostly I really like the jackpot
- sequence during multiball. Shoot the right lane to light jackpot
- (shoot it again with 3 balls in play to double it) and shoot the
- left lane. However, I discovered that there's a really major rape in
- the game: When you get a jackpot, the jackpot-lighting ball(s) get
- kicked out down the right lane which you can let bounce over to the
- left flipper, catch it, and shoot again to light jackpot. However,
- because the jackpot-scoring ball hasn't been kicked out yet, you are
- awarded the jackpot again immediately!! Once I discovered this I
- got a rather amazing number of jackpots... They start at 7M and go
- up 5M after each one, and I wound up getting it to like 162M. My
- final score was 3.844B (I think, or 2.844 I'm not sure), but it
- rolls over at 1B! That's really really lame. There's not even a
- good reason to let it roll over at that number...
-
- The jackpot value is separate for each player, though. :|
-
- There's some other neat stuff in the game, like a reflex shooting-
- gallery like video mode (using left and right flippers and space
- bar). But once you know about the jackpot rape, it kind of loses the
- fun.
-
-
- ~Psycho
-
- This board is kind of neat on its own merits, but the cool thing
- (finally, a video pin that really takes advantage of being a
- computer game!) is that you can light each of 3 tents which
- represent the other 3 tables. You then play a ball (with a very
- extended ball saver) on the table you shot. It's certainly a neat
- concept, but again scoring will be dwarfed by the Trick or Treat
- rape.
-
- When you drain on the subtable, you continue on in the Psycho table.
-
- There's a hit-the-flippers-as-much-as-possible video mode (our
- favorite!) which is really hard to light and is worth 2 or 3 million
- or something. Ho-hum. There's also 2 jackpots and a super jackpot
- which you light by hitting an easily-repeatable left ramp.
-
-
-
- A couple of final notes: The multiball, jackpot, and extra ball
- animations are always the same for each table, but they are kind of
- neat. In fact, the animation in general is very well done. The
- sound is very good, changes depending on what you're doing (like PF
- but unlike Epic tables) complete with a ball-in-the-plunger-lane
- vamp. :) There's lots of sound bites, too, which is appreciated
- and adds a lot of spice.
-
- This would be a fantastic game if there was better balanced scoring,
- the things I noted were fixed, and the Trick or Treat jackpot
- problem were fixed (this is the absolute biggest problem). If only
- companies would test their games better.......
-
- However, all things considered, it is generally very good and pretty
- fun. It could've been a lot better. Recommended.
-
- keith
- --
- Keith P. Johnson, keefer@rahul.net, keefer@access.digex.net
-