Flipper timings / physics

To be the first of the new ULTRA Editions

Flipper timings / physics

Postby mpad » Sun Feb 14, 2016 11:19 pm

I give much praise to the awesome physics of this game, but I think the flipper control could be improved.
if you press very lightly when the flipper is resting, is goes all the way up with full force. I find it impossible to make a weak shot, e.g. to perform a tap pass
post pass is ok, because if you hold the flipper in the up position, you are able to slightly release it and press again. here the timing is good.
don't know about drop catches - I suck too much to have experienced any ;)

Is it just me or are you guys experiencing the same?

hope this gets improved somehow.
Posts: 86
Joined: Sun Mar 02, 2014 9:49 am

Re: Flipper timings / physics

Postby FIL » Sat Jul 02, 2016 7:08 am

Timeshock has always been this way, so that would be a change from the original game if it were implemented. I wouldn't object to it being a new option, though.
Posts: 21
Joined: Thu Oct 03, 2013 1:58 pm

Re: Flipper timings / physics

Postby robi » Mon Jul 04, 2016 3:44 pm

i am really looking forward to see the fantastic journey ball engine in action! I'm curious what will bring the ultra engine? :D

when will this happen? :?:
User avatar
Posts: 12
Joined: Fri Sep 27, 2013 1:47 pm

Return to Timeshock!