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Pro Pinball • View topic - How many have played Fantastic Journey?
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Re: How many have played Fantastic Journey?

PostPosted: Sun Sep 29, 2013 9:22 pm
by pinwolf
I definitely recommend a gampad with analog input for pinball play on a pc desktop - and especially for BRUSA & FJ.
Apart from the ability to 'nudge&magno' with just one finger, one get's a much better control on the strength of nudging and the flippers.

Some more tips:

Low Slope makes the ball more 'floaty' (means less control with flippers for "Drop Catches" etc.) - but ramp shoots gets easier.
High Slope gives super flipper control but the ball drains like a stone in a well.

Condition regulates how shopworn the surface is.
'New' is like playing on ice and 'neglected' slows down.

Flipper Power regulates how hard the ball is hit with the flippers.
1 is 'soft&sensitive' - 7 is 'hard&rough'

To learn the basics tricks like "Post Pass" etc. and to get a general feeling for the physics best table setup is
Slope max, neglected surface and Flipper Power on 1.

Just train for a while with this. Ramp shoots will be almost impossible, but it's not about high score.
Learn the standard flipper tricks, and get a feeling for the physics.
Here is a good description:
http://www.pinballnews.com/learn/skills/index.html
http://www.pinballnews.com/learn/skills/index2.html

Also train to 'magno save' and nudging. Play 4-player games with lots of balls for this.

Don't forget to switch on the little 'rust' ball markings to better see the spin of the ball.
(I think people who pledged for an own ball design will get a slight little benefit when it comes to PP ULTRA online highscores in the future...)

I play Fantastic Journey mostly on normal difficulty and standard settings. But you can experiment with the table setup to pull some extra tricks. There is for instance some combination which gives you (almost) always a free spinner shot through 'Ball Rescue' etc.

Fantastic Journey IS the best virtual pinball table simulation. Nothing comes closer to the real thing till now.
Let's see what T!Ultra brings.

Re: How many have played Fantastic Journey?

PostPosted: Mon Sep 30, 2013 7:03 pm
by Orsetti
So, after BRUSA, what I did not like after Timeshock, FJ was a great table again. but I have to admit, that the ball physics was quite different from my beloved Timeshock. But the theme of FJ was great.

After a while I got a feeling for the table and had a great time with it. And what I never managed on Timeshock, I did on FJ: I reached the final stage of it. Afterwards I tried BRUSA again. Now I came better clear with the physics, but I still disliked the game mechanics. And forgot of it for some years.

But today FJ is #2 behind Timeshock. In fact, Timeshock now is missing the great feeling of the physics from FJ. So I'm especially pleased, that this will be solved in the Ultra Version of Timeshock. Because now Timeshock plays somewhat "incomplete", compared to FJ. The situation right now is, that Timeshock is still the best table ever, but FJ plays best ever (for a virtual machine).

Looking also forward for Fantastic Journey Ultra. Make it happen!

Markus

Re: How many have played Fantastic Journey?

PostPosted: Tue Oct 01, 2013 10:07 am
by emusik
I have played it yesterday for half an hour and have to see the big problem of the table. If you donĀ“t hit the ramp beside the boiler of the left side the ball allways falls through my two flippers. This makes this table a little bit unfair.

Re: How many have played Fantastic Journey?

PostPosted: Tue Oct 01, 2013 4:25 pm
by cottonm4

Re: How many have played Fantastic Journey?

PostPosted: Tue Oct 01, 2013 7:43 pm
by Penguinator
I have totally opposite opinion about FJ's target placement. The amount of time I've spent on playing it probably affects my judgement, but FJ is the only table where I can hit all major targets with really good confidence; ramps, orbits, lock lane, even the GATHER drop targets are all easy to shoot after trapping a ball. The only target I can't hit as well is the LUCK lane, especially after trapping. And in addition to that, doing passes (ie. post transfer) is much easier than in Timeshock and you can do many useful backhand shots with the right flipper (ie. boiler and contraptions).

The targets in BRUSA are much, much harder for me. U-Turn, Police Car and Taxi are pretty easy, but the ramps are much harder (especially the ones you need to do with the upper flipper), not to mention a regular shot at the Taxi (or a weak shot at U-Turn) can send the ball straight towards the drain which is very risky since there is no center pin.

Re: How many have played Fantastic Journey?

PostPosted: Wed Oct 02, 2013 5:59 am
by pinwolf

Re: How many have played Fantastic Journey?

PostPosted: Wed Oct 02, 2013 11:19 pm
by ErikM

Re: How many have played Fantastic Journey?

PostPosted: Thu Oct 03, 2013 5:40 am
by Ante

Re: How many have played Fantastic Journey?

PostPosted: Thu Oct 03, 2013 8:05 am
by pinwolf
Interesting how opinions about playability can flip. :)
The reason, I think, is - that pinball sport skills is all about the invested training time to build muscle memory.
And that must be done for each table separately (real or virtual).
Best scores one gets, when one has not to think about it anymore...

http://en.wikipedia.org/wiki/Muscle_memory

I think that is also the reason that casual 'flipper games' get boring so fast. (because it takes not much effort 'to get it')
And that leads to the need for as many tables in one game as possible...

Re: How many have played Fantastic Journey?

PostPosted: Thu Oct 03, 2013 8:53 am
by insx
louck?