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Thread: Black Knight Sword of Rage

  1. #291
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    Sorry, back in the dump of Sydney this morning

  2. #292
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    Played a pro and premium for first time... really good both versions. I think this game could be a sleeper and have increased interest as more people play it and Appreciate it.

    For me it played fast and brutal. I was fighting to keep the ball in play and there is no rest. Classic Richie with backhandable shots up the arse. It’s more a players pin for sure and It will frustrate you and kick your butt more often than not... a good thing even for an ordinary player like me. The art was surprisingly very impressive.

    The pro felt like there was enough going on, it looks bare to the eye but the less is more works on this game like iron man. Coolest toy in a while with the knight. I didn’t understand shit what was going on but the animations were awesome on the TV. Magna save you could get used to being on the lock down... I successfully used it a couple of times, but sometimes you gotta think ahead

    Overall I would probably get this over a few other new titles out there. I would just go the pro as the upper playfield didn’t do much for me. I found myself happily going back to play the pro. I like how it is it’s own theme and doesn’t rely on assets from a particular movie etc. to be honest I get why there aren’t many owners out there yet but I think this will change over time. Would be good next to a stacked family player like woz or something.

    Have to add on reflection loading the catapult and trying set up both multiball was fun on the Le.
    Last edited by JohnBryce0712; 23rd August 2019 at 01:43 PM.

  3. #293
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    Quote Originally Posted by Jesder View Post
    NEW CODE! V1.0.0 released today for Pro, Premium and LE. I had wondered if the delay in bringing the new Pro code out was to wait until 1.0.0. Can't wait to get this installed tonight for the weekend

    I've copied the release notes for the Pro and LE versions below (I'm guessing the Premium will be the same as LE?).


    PRO V1.00 - July 24, 2019
    ==========================
    Fixed:
    - Fixed an issue that sometimes prevented a player from starting super features.
    - During ball search, the right drop target bank would always try to reset 3
    times. This has been changed to try up to 3 times if the bank fails to reset.
    - Fixed the formatting of high score entries that did not show score on enter
    initials screens.
    - Fixed an issue in Hell Hand mode where players could sometimes have an
    incorrect number of shots remaining.
    - Fixed an issue in Lich Lords mode where when multiple shots were collected
    at once they would not always advance toward a KNIGHT letter.
    - Fixed an issue where adjustment "Attract Flipper Speech" would not control
    flipper speech.
    - Fixed an issue which could infrequently cause the flail to move at a slow
    speed when it should have been in the open position.
    - Fixed an issue where the Ball Saved animation could show when the ball was
    not saved.

    Tweaked:
    - Refactored Black Castle mode.
    - Increased scoring for all shots.
    - Timer set to 99 seconds.
    - Black Castle mode requires hitting all 3 center shots, then hitting a
    remaining outside shot.
    - After hitting an outside shot, the center 3 shots are lit again with
    added difficulty to hitting the flail and shield devices.
    - Once 4 sets of inner shots are completed, as well as 4 outer shots, the
    shield will raise for a shot to start RAGE MULTIBALL.
    - Final shot scoring includes a bonus for time remaining.
    - If Black Castle mode times out, or is not completed, the Black Knight
    survives and all modes become available once again.

    - Changed default mode difficulty to EASY for all modes.
    - After every time playing Black Castle mode during a game, all modes will
    increase by 1 difficulty level up to the max difficulty level.

    - Modified super feature timer. Timer now pauses during multiball.
    - Default super feature time is now 20 seconds. Max time is 30 seconds.
    Starting a new super feature adds 15 seconds.

    - Increased the base scoring for WAR Hurryups to 2,000,000.
    - Changed display effect priority when WAR Hurryups were running so you
    can see the value of collected hurry-ups when a higher priority mode was
    running.
    - Changed the WAR Hurryup final shot display effect to show the value
    collected at the final shot before going to mode total.

    - Changed Extra Ball display effect to wait for other display effects.
    - Changed Extra Ball is Lit display effect to allow flipper buttons to
    dismiss.
    - Modified the Extra Ball light show to keep all the GI on.

    - Changed KNIGHT Spellout display effect to wait for mode shot display
    effects.
    - Changed Hold Bonus so it cannot be chained together from a previously held
    bonus.
    - Modified POWER rules. POWER will only last until end of ball, mode
    completed, or mode timed out.
    - Changed Black Knight's Eyes to pulse throughout the game.
    - Boosted the vocals in the Retro and Ransom multiball tunes.
    - Increased volumes of RANSOM sound effects.
    - Changed Black Knight's mask color to green when he announces a ball lock.
    - Improved handling of outlane ball save during situations where multiball
    ball saver is active or in grace period.
    - Modified the Triple Knights lock light shows to include backbox lamp
    effects.
    - Changed the relight shots in Lich mode to the same color as unfreeze shots.
    - Changed the rules for WAR and RAGE lanes to keep the same lanes lit for a
    player on their next ball in play.
    - Volume Adjustments and Tweaks.
    - Install Competition Mode sets
    - LAST CHANCE MODE ENABLED to NO
    - PLAY BLACK KNIGHT INTRO to NO


    New:
    - Added RAGE Wizard Mode.
    - Started by defeating the Black Knight.
    - Frenzy-based scoring.
    - 6-Ball multiball.

    - Added RANSOM Wizard Mode
    - Lit by spelling KNIGHT a second time in a single game.
    - Started by shooting the left VUK.
    - Classic Black Knight 2000 Sounds, Speech, and 14-Segment Display.
    - Timed 60 Second 3-Ball Multiball. The ball saver does not expire.
    - +5x Bonus
    - FLAIL = MILLIONS
    - ORBITS = 750,000
    - WAR = MILLIONS
    - EXTRA BALL IS Lit
    - EVERYTHING IS LIT

    - Added scoring increases to the base value of modes.
    - Each mode completed boosts a new mode's starting value by 200,000.
    - All modes boosted by 950,000 after Black Castle is played.
    - Additional shots to the flail before starting the mode will boost the
    starting value of the mode.

    - Added U-Turn scoring. U-Turns are lit by shooting an orbit shot. U-Turns are
    started by making another orbit shot and will open the gates. Making
    U-Turn shots in succession without hitting another shot will increase scoring
    and progress toward Extra Ball (Default 25 U-Turns.)

    - Display Effects
    - Added text to mode award display effects showing shots remaining for KNIGHT
    letter and shots remaining for mode completion.
    - All modes when completed now have a (monster name) defeated display effect.
    - Added a Triple Knights lock status screen to instant info.
    - Added the pending super jackpot value to the game interface.
    - Added Black Knight Sword of Rage game logo to power on display.
    - Added U-Turn high score entry.
    - Added a Black Knight icon to diagnostics menu.

    - Lamp Effects
    - Added a light show for building Sword of Rage power at the right drop target
    bank.
    - Added additional light effects to indicate when POWER is active during a
    mode.
    - Added skill shot and super skill shot lamp effects.
    - Added KNIGHT spellout letter award light show.
    - Added light shows for War Hurryup shots and War Hurryup Complete.
    - Added light show for Match sequence.

    - Sound Effects
    - Added mode complete and mode timeout sound effects.
    - Added new Black Knight speech to mode progression after a few modes
    have been completed.
    - Added speech to KNIGHT spellout display effect.
    - Added speech for Extra Ball, Extra Ball is Lit, and Shoot Again.
    - Added additional speech calls for mode intros.

    - Added shaker motor to the game intro when the Black Knight screams.




    Moved to System 2.31:
    Updated to nodeboard firmware v0.49.0

    Added Service Menu selection UTIL->ENDGAME. This selection is only available
    when there is an active game. When selected the operator will be prompted
    to confirm that they wish to end the current game. Once confirmed and upon
    exiting the Service Menu, the game will be in attract mode.

    Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
    "NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
    During an active game, if the LEFT FLIPPER+START BUTTONs are held for
    two seconds, the game will be ended.

    Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
    a game is ended via the Service Menu or FLIPPER+START BUTTONs.

    Added Standard Adjustment "CREDIT FORMAT". Values are:
    "ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
    For a USA coindoor when inserting three quarters:
    "REDUCED FRACTION" would display "1/4", "1/2", "3/4"
    "ACTUAL FRACTION" would display "1/4", "2/4", "3/4"

    Update Italian translation of "ENTER INITIALS" to "INSERISCI LE TUE INIZIALI"






    LE V1.00 - July 24, 2019
    ==========================
    Fixed:
    - Fixed an issue where the catapult lock light show did not always play in
    sync with the display effect for the lock.
    - Fixed an issue that sometimes prevented a player from starting super features.
    - During ball search, the right drop target bank would always try to reset 3
    times. This has been changed to try up to 3 times if the bank fails to reset.
    - Fixed an issue where the Loop Champion high score could not be above 5
    loops.
    - Fixed the formatting of high score entries that did not show score on enter
    initials screens.
    - Fixed an issue in Hell Hand mode where players could sometimes have an
    incorrect number of shots remaining.
    - Fixed an issue in Lich Lords mode where when multiple shots were collected
    at once they would not always advance toward a KNIGHT letter.
    - Fixed an issue where adjustment "Attract Flipper Speech" would not control
    flipper speech.

    Tweaked:
    - Refactored Black Castle mode.
    - Increased scoring for all shots.
    - Timer set to 99 seconds.
    - Black Castle mode requires hitting all 3 center shots, then hitting a
    remaining outside shot.
    - After hitting an outside shot, the center 3 shots are lit again with
    added difficulty to hitting the flail and shield devices.
    - Once 4 sets of inner shots are completed, as well as 4 outer shots, the
    shield will raise for a shot to start RAGE MULTIBALL.
    - Final shot scoring includes a bonus for time remaining.
    - If Black Castle mode times out, or is not completed, the Black Knight
    survives and all modes become available once again.

    - Changed default mode difficulty to EASY for all modes.
    - After every time playing Black Castle mode during a game, all modes will
    increase by 1 difficulty level up to the max difficulty level.

    - Modified super feature timer. Timer now pauses during multiball.
    - Default super feature time is now 20 seconds. Max time is 30 seconds.
    Starting a new super feature adds 15 seconds.

    - Increased the base scoring for WAR Hurryups to 2,000,000.
    - Changed display effect priority when WAR Hurryups were running so you
    can see the value of collected hurry-ups when a higher priority mode was
    running.
    - Changed the WAR Hurryup final shot display effect to show the value
    collected at the final shot before going to mode total.

    - Changed extra ball display effect to wait for other display effects.
    - Changed Extra Ball is Lit display effect to allow flipper buttons to
    dismiss.

    - Changed KNIGHT Spellout display effect to wait for mode shot display
    effects.
    - Modified POWER rules. POWER will only last until end of ball, mode
    completed, or mode timed out.
    - Changed Black Knight's Eyes to pulse throughout the game.
    - Boosted the vocals in the Retro and Ransom multiball tunes.
    - Increased volumes of RANSOM sound effects.
    - Raised the left drop target any time the player goes into the castle VUK in
    single-ball play.
    - Changed rules so upper playfield loops are only added to bonus on that ball
    and do not carry bonus value throughout the game.
    - Changed add-a-ball so it can now be awarded on the left drop target.
    - Changed Black Knight's mask color to green when he announces a ball lock.
    - Changed Hold Bonus so it cannot be chained together from a previously held
    bonus.
    - Added Millions PLUS scoring to Flail and LOOP during RANSOM Multiball.
    - Changed Macin' Loops display effect priority so it would not show during
    RANSOM multiball.



    New:
    - Added RAGE Wizard Mode.
    - Started by defeating the Black Knight.
    - Frenzy-based scoring.
    - 6-Ball multiball.

    - Added scoring increases to the base value of modes.
    - Each mode completed boosts a new mode's starting value by 200,000.
    - All modes boosted by 950,000 after Black Castle is played.
    - Additional shots to the flail before starting the mode will boost the
    starting value of the mode.

    - Added U-Turn scoring. U-Turns are lit by shooting an orbit shot. U-Turns are
    started by making another orbit shot and will open the gates. Making
    U-Turn shots in succession without hitting another shot will increase scoring
    and progress toward Extra Ball (Default 25 U-Turns.)

    - Added Catapult Lock difficulty adjustment.
    - On Hard setting, a player can only light 1 more lock than they already have
    locked.
    - Competition install sets Catapult Lock difficulty to MEDIUM.
    - Added an adjustment to keep left drop target raised during multiball.
    - Game Adjustment #29 DROP TARGET UP IN MBALL defaults to YES

    - Display Effects
    - Added text to mode award display effects showing shots remaining for KNIGHT
    letter and shots remaining for mode completion.
    - All modes when completed now have a (monster name) defeated display effect.
    - Added a Triple Knights lock status screen to instant info.
    - Added the pending super jackpot value to the game interface.
    - Added Black Knight Sword of Rage game logo to power on display.
    - Added U-Turn high score entry.
    - Added a Black Knight icon to diagnostics menu.

    - Lamp Effects
    - Added a light show for building Sword of Rage power at the right drop target
    bank.
    - Added additional light effects to indicate when POWER is active during a
    mode.
    - Added skill shot and super skill shot lamp effects.
    - Added KNIGHT spellout letter award light show.

    - Sound Effects
    - Added mode complete and mode timeout sound effects.
    - Added new Black Knight speech to mode progression after a few modes
    have been completed.
    - Added speech to KNIGHT spellout display effect.
    - Added sound effect for upper playfield lock kickout warning.


    Note:
    - Score balancing has been updated for this release. Scores earned on previous
    releases will be reset when moving to v1.00.0.





    Moved to System 2.31:
    Updated to nodeboard firmware v0.49.0

    Added Service Menu selection UTIL->ENDGAME. This selection is only available
    when there is an active game. When selected the operator will be prompted
    to confirm that they wish to end the current game. Once confirmed and upon
    exiting the Service Menu, the game will be in attract mode.

    Added Standard Adjustment "ALLOW LEFT+START TO END GAME". Values are:
    "NEVER", "FREE PLAY ONLY", and "ALWAYS". Default value is "NEVER".
    During an active game, if the LEFT FLIPPER+START BUTTONs are held for
    two seconds, the game will be ended.

    Added Standard Audit "TOTAL PLAYS ENDED", which will track the number of times
    a game is ended via the Service Menu or FLIPPER+START BUTTONs.

    Added Standard Adjustment "CREDIT FORMAT". Values are:
    "ACTUAL FRACTION" and "REDUCED FRACTION". Default value is "REDUCED FRACTION".
    For a USA coindoor when inserting three quarters:
    "REDUCED FRACTION" would display "1/4", "1/2", "3/4"
    "ACTUAL FRACTION" would display "1/4", "2/4", "3/4"
    So Jesder how’s the new code playing? Any thoughts?

  4. #294
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    Quote Originally Posted by JohnBryce0712 View Post
    So Jesder how’s the new code playing? Any thoughts?
    Well I've had the game for 67 days now and I've switched it on every single day and played it

    1.0 certainly improves it, but I feel there is more they should do.

    A random collection of thoughts:

    Mystery award
    --------------------
    - A number of the point awards for this have no real value. For example 250K and 750K feel like nothing with the scoring increases they added in 1.0
    - When awarded, the lights go out and the playfield is dark. This is OK when you only have 1 ball in play and collect the award. But in multiball you easily lose track of the other 2 - 3 balls when the lights go out for a few seconds and it feels like a punishment for collecting it.

    Soft call outs
    ------------------
    - These were added in 1.0. They happen way too early and far too often. When I hear the black knight cowering when I'm only beginning the 3rd realm it completely kills the bad ass image he has. I like the fact that even when I get a high score, the call outs have the black knight showing respect (or begrudgingly offering you congratulations) without him sounding like he's defeated. I get that they added the soft call outs for fun and hearing one on occasion as an easter egg of sorts would be fine. But the next update needs to tone these all the way down and also allow you to switch them off completely.

    Knight modes
    ------------------
    The 1.0 update made it easier to reach the first mini wizard mode by spelling Knight. This feels welcome although the second knight mode (ransom) which is achieved by spelling it a second time feels incredibly difficult. I still haven't done it (1 letter shot was my best effort), so not sure that it's like. I would like to see them perhaps add more to do in these modes so it's not just "hit all flashing targets and then they reset to do it again". Some variety would be nice.

    WAR hurry up
    ------------------
    The score increases here with 1.0 are welcome and make the hurry up more valuable to go for. The 3 knight shots (flail, target & shield) can be punishing and see your ball bounce out of play, but at least now there are more points on offer and also knight letters to make it worth going for. Which leads me to....

    Punishing knight targets
    ------------------------------
    It can be very easy to lose the ball from attacking the 3 central shots. Even backhanding the ball lock target to the right of the shield can have an instant drain down the right out lane. The central target is used in modes and also to activate a super mode or the sword of rage. A slightly bad hit can be an instant drain and you're left feeling punished for playing the game. I'd love for them to open up a very short ball save, even if only for 1 - 2 seconds max so you're not punished for playing and going after the main targets. Even if it's only available on the last ball or ball 1 and 2 - I think opening this up a little will encourage more attacking play on the black knight targets as they are core to the game.

    Score multipliers
    ----------------------
    I'd like to see more done with these. You can build up a good bonus on occasions (I got 36M last night), but most of the time the bonus is a small amount and the multipliers do little.

    1.0 brings a number of UI improvements too which helps to explain your progress as you go. I'd love to see 3 small indicators on the main display with the supers to show the state of the ball lock towards triple knights. You can find it in instant info, but i'd rather see it on screen without having to hold the flipper in and pause.

    I haven't reached the black knight yet, so cannot comment on that or the final wizard mode. I've been close, but fallen short each time. I will get there.. eventually.

    I'm discovering new ways to increase scoring which is nice. When you open the shield, which is then inviting you to start a mode you can choose not to and instead attack the flail more. At first it's spinning, hit it again and it stops. Hit it again and the flail opens and the hurry up insert starts flashing. Now when you hit the ramp the points awarded for hitting shots in the mode increase. You can do this a few times before the flail starts up again. It introduces some risk since you can lose the ball during this, but also opens up the opportunity to increase the amount of points per hit in a mode. Then if you have powered your sword up (via the drop targets) and activate it in the mode, you increase the points even more. In modes like Hell Hand and Magma Beast where more targets are lit, you can easily maximise points for the mode.

    I love the fact just about all shots can be achieved off both flippers - backhanding the orbits feels great. There can be a lot of side ways movement, so nudging is very important. It's a skill I've had to develop more and makes the game very enjoyable. Magna save on the lockdown bar is OK and I've mostly gotten comfortable with it. I'd still have loved them to add a cabinet button as you really have to commit to moving your hand. You get a small points award for a successful save which I think can be increased to give the player an extra rewards for using the save.

    There's more I could say, but it escapes me at the moment Overall, I'm loving the game. I'm surprised people aren't talking about it more. It's punishing and kicks my arse at times. But when I get a game going, it feels so rewarding.
    Eschew the standard. Turn the paradigm upside down.

  5. #295
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    So attacking the flail before you go into a mode increases your mode shots? Interesting.

    On the prem/Le it encourages you to go to the upper pf and keep qualifying mode shots with the target I think, which makes all subsequent mode shots more lucrative.

    Might be too early a call but I think this game is already an underrated title. It’s not a game that pleases immediately, like JP will probably be. It takes a while to get into this game and it can be very frustrating. When I see other players getting frustrated playing it, that’s a good sign to me anyway that it’s a good game. I may be wrong and talking crap though lol

    Does the extra spinner really do anything on the pro... it’s seemed to do bugger all apart from tick over the score a little. Disappointing seeing it’s really the only good addition on the pro.

  6. #296
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    The Black Knight topper looks great I love how it animates to the gameplay speech.

    Eschew the standard. Turn the paradigm upside down.

  7. #297
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    that is awsome!

  8. #298
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    That is the best topper I've seen in a long time. Will match the game perfectly.

    - - - Updated - - -

    With a nice juicy quadruple jackpot of 90mil I managed to finally pull off a 150mil plus catapult mb.
    One of the most satisfying supers to get on a game imo. Loading up the catapult for triples and quadruples then nailing the shot. Fantastic risk reward and timing it as you pump up the jackpots before the super. Just an excellent ruleset shaping up on this game. Hope there is more on the way.

  9. #299
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    Quote Originally Posted by JohnBryce0712 View Post
    With a nice juicy quadruple jackpot of 90mil I managed to finally pull off a 150mil plus catapult mb.
    One of the most satisfying supers to get on a game imo. Loading up the catapult for triples and quadruples then nailing the shot. Fantastic risk reward and timing it as you pump up the jackpots before the super. Just an excellent ruleset shaping up on this game. Hope there is more on the way.
    A comment on pinside today mentioned there is a code update coming with a setting to toggle the soft call outs - so hopefully that update also advances the ruleset further. Nothing official, but it makes sense to implement it and hopefully they use the opportunity to advance the rule set further.

    I posted some more thoughts on bugs/improvements over there last week and will post here too:


    Bugs
    --------------

    - Extra Ball lit / Extra Ball awarded play out of sequence. If you get the ball into the lock behind the shield before the extra ball is lit animation plays, it will play the extra ball awarded screen first. In this scenario it doesn't make sense to play the extra ball is lit animation at all, but at a minimum they should play in the correct order.

    - On occasions the game will add a second player on a single press of either the start or lockdown bar buttons.

    - On occasions during multiball, the ball can drain on the left side while the ball save insert is lit and not serve up a ball (despite the insert lamp then switching off).

    - Lights off for mystery award during multiball. Not sure if this is a bug or something to be improved, but the lights off for collecting mystery during multiball makes it very easy to lose track of the balls in play. You could argue it adds some challenge, but it feels more like a punishment for collecting mystery during multiball - especially when you're potentially only getting 250K or 750K in some cases.

    - On occasions the auto launch coil will fire to launch the ball moments after I've lanched it by plunger. I haven't seen anyone else mention this, so maybe it's specific to my machine.

    - Average Scores audit value continues to show 00, so this is never updated.

    - Activating first mini wizard (retro) mode while completing a mode will have the retro soundtrack begin playing over the mode complete music and sfx.


    Improvements
    -----------------

    - Soft call outs drastically minimised and/or ability to switch off completely. These happen way to much. They start at only the third realm. I almost want to list it as a bug since they are so frequent at this point. It's still a few boses away from the castle yet the Black Knight becomes incredibly soft only mid way through the journey. I don't mind the idea of them as a bit of an easter egg or joke right at the end. But it completely kills the bad ass image of the Black Knight to be cracking so early and so fast.

    - Better awards for mystery. The 250K and 750K awards feel worthless and need to be boosted. Some additional ideas: Advance Triple Knights ball lock, fill sword power, extra ball.

    - Two monsters per realm to increase variety. This is a big ask as it means additional graphical and audio assets along with additional monster "behavior" during the mode. But since the playfield inserts only reference the realm name, an extra monster could be added per realm and have it choose one at random to face without it feeling out of place.

    - Open up some forgiveness on the left/right drains straight off the central and light lock targets. If I drain from a missed shot off a post, then that's my fault. But so many times I hit the central knight target or the light lock target only to see the ball drain down the left/right side within half a second, I've got no chance to counter it. You could say "get better", but it happens so fast I feel punished for playing the shots to advance the game. Give me a health bar or something that to help counter those immediate drains off the targets.

    - The point reward for a successful magna save is only around 550K I think. I'd like to see this bumped up. Maybe even a high score screen for number of saves per game.

    - Add a call out from the Black knight if you try to activate the magna save when it's not active. Basically have him rub it in that you can't use it.

    - Display the Triple Knights Challenge lock status on the main screen. I think you can view it within the instant info pages, but it would be nice to see it on screen in a small section somewhere the can be viewed at any point. It would only need to display 2 small orbs for the lock status (no need for a third since that starts multiball).

    - A smaller 2 ball multiball mode. Something where you're encouraged to go all out attack on the Black Knight for 30 - 60 seconds. Unlimited balls. Attack the flail, Knight and shield as much as possible in the time limit. Orbits / spinners to increase hit value, etc. Perhaps a shot to extra boost sword power for the next monster.

    There are probably a few more things that don't come to mind at the moment. I haven't reached the second Knight retro mode or faced off against the black knight, so can't comment on improvements for those modes. I would like to see a little more done with the first retro mode in terms of scoring / rules. Not sure what exactly though. Spelling Knight twice feels like a huge ask (I think my best was 1 letter short). I think there is more that can be done with the game. It's a lot of fun though and has me coming back for more punishment almost daily.
    Eschew the standard. Turn the paradigm upside down.

  10. #300
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    I really don't understand the ongoing complaints on pinside about the soft callouts. A minor issue in my books. The bugs, mystery, and 2nd knight retro mode are really the only things I would like sorted.
    Also the triple knights challenge needs more weight. I only use to help progression and as an insurance policy at moment. Plus 2 multiball stacked on upper and lower pf is a lot of fun.

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