Doodle Bug was ahead of its time!!!
Games like FGY, RCT and Ripleyâs all encourage cradling and timing out modes. So unless he wants to drop the flippers like Trudeau, Iâd say the rules influence what he dislikes more than the layout. Talk to the rules guy. That said, FGY and Ripleyâs are two of my favorite modern Sternâs.
I will say that Iâm glad JJP is switching to standard width games and Iâm glad Patâs is the first. I have zero wide bodies on my list of favorite modern games.
Too late to re-theme Archer to âDoodled Inâ?
I think Pat would have been proud of my non-stop frantic flipping at my local tournament today.
What would be the purpose of timing out modes on RBION?
On ripleys, if you get good values on early modes then you could time out a few of the single ball modes to get to the continent jackpot.
Europe. Huge risk for very little reward. I generally play around it (slot machine or mode/mb stack), but Iâve seen guys time it out.
Same goes for TV wiz mode on FGY. Do good on the first three modes, time out the last two.
Since all the modes are either stackable and/or MBs, what would be the reason to time them out? Makes sense on FGY since you have to play them one at a time, but not on Ripleyâs. Canât think of a situation where Iâve done much waiting aside from during âgo backwardsâ⌠I guess you might want to focus on one at a time once youâre just trying to collect letters towards Atlantis?
Oh yeah I forgot about that. Definitely less reason to time it out then
Edit:
Guess you could time out road trip since you canât start continents?
That would be a huge mistake if you plan on getting to Atlantis.
Gonna second @heyrocker here and say that a designer makes a game that will be a success if it draws in money. That being said, I think Pat is probably just getting tired of seeing so many games being played as single-ball multiballs. Itâs a safe way to play them, but itâs also the least exciting to witness.
Python was also mentioning something before his death about this kind of designing. âIâm not making games for the Josh and Zach Sharpes. Iâm making them for the every man.â Most people arenât going to cradle and pick off jackpots- theyâre going to flail around. If this sort of play was not only encouraged but rewarded, it would help not only beginners, but it would force people more familiar with the aspects of pinball to devise new strategies.
Thereâs a lot we can learn from existing games-what works, what doesnât, what to avoid, where to go next. Things like the Stern Indiana Jones come to mind in terms of absolute failures when it comes to rules. Thereâs a lot we can learn from it- it was very exploitable and incredibly repetitive.
I think Patâs just taking note of games that are recent and deciding that the direction he would like to move- at least his own particular brand of games is further away from the current trends. Maybe itâll be a huge success; maybe it wonât work as well as he wanted and a patch will have to fix some mistakes. Either way⌠Iâm excited to play Dialed In. Pat spends a lot of time considering every aspect of the game and playfield, and I have no doubt that if he wants you to keep the multiball live the whole time that youâll be able to send many of your shots where you want without even looking at them.
That place doesnât exist
Road trip can give you Ripleyâs letters?
Gives you jewels that add points to the atlantis shots
I think its incredibly odd to see a game designer tell players they are not playing âcorrectly.â Its baffling to me to see a designer tell players that their version of fun isnât correct.
There are so many great takeaways in terms of design and gameplay that can be drawn from the scenario of a player trapping up and methodically dissecting a game during a multiball, the least of which should be to invalidate that as a skill or strategy. Why not use it as an asset, instead of treating it as a liability?
Itâs especially strange considering all of Lawlorâs greats involve multi balls where all the points were from a well-controlled upper flipper shot!
I am baffled. This would be like game designers looking at speed runs to inform their design decisions. Why would they care?
100% agree with @cayle, @raydaypinball, and others that cradle/control play shouldnât be designed out of a pin. Itâs a valid and valuable skill. And its benefits donât come without risks: youâre holding up a flipper and making the center drain much much bigger as well as limiting the shots and flipper skills at your disposal. Plus, itâs a thing of beauty to pull off cradle/control MB (both playing it or watching it).
If a designer wants to limit MB cradle/control skills, they simply need to make the most valuable shots in MB result in a ball that isnât fed safely back to the same lower flipper. Or require the use of both flippers in the sequence of shots in MB to get big payoffs. Lawlorâs Funhouse, TAF, and TZ are great examples of this: you have to use both flippers to qualify and score repeated jackpot shots. And there are nuances to how each physical version of a pin plays that require a slightly different set of flipper skills and sequencing to pull it off effectively.
Iâm a competitive player, and generally try and trap up during multiball. Regardless, I think this is a neat feature. You have plenty of time to see that one of your flippers will be disabled. Your options are to shoot back into the attack, collecting the super jackpot, or transfer/shoot the ball away.
My guess is that as a designer, Lawlor is caught between two worlds that are generally very separate: the people annoyed by multiball cradling, and competition players who employ this strategy.
I have games on location, run tournaments and leagues, and Iâm confident that this isnât a problem. People who donât know about that move are generally amazed and impressed. People who cradle during multiballâŚthose people are probably occasionally annoyed when their opponent does it and is putting up huge scoresâŚbecause they know theyâre going to lose.
Even having said all that, I think itâs a really cool feature, and Iâm looking forward to the game trying to thwart me, even during competitive play.
I was just having a side conversation with @pinwizj where I pointed out that if Pat had just said nothing about âcompetitive playersâ and focused instead on its integration into theme, everyone would probably be talking about this cool new feature and strategy around it and how it changes your approach to multiball and stuff. Instead weâre all focused on how Pat wishes we would stop playing pinball. Thatâs a bummer.