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Zen pinball 2 full vita7/27/2023 ![]() ![]() ![]() Compare both of those to the original 4 Marvel tables. Notice how the ball on the V&V pack behaves differently (and more realistically) than on the Avengers pack. Perhaps, just maybe, they slightly adjust a few aspects ever so subtly, but you can't ignore the overall consistency across every table pack. To me, it's obvious that the A SIMILAR PHYSICS ENGINE is shared between groups of tables. The ball feels different on each of the tables.Like I suggested to tenorhero, focus solely on the ball and don't allow yourself to be distracted by the other aspects of the table, specifically the artwork/colors/lights/angles etc. I can especially notice a difference on the Avengers table where the balls are much lighter and bouncier compared to the other tables. There are similarities, yes, but it's not entirely accurate, and the areas of inconsistency are BLATANT to me.ĭude, the physics on these tables aren't shared with each other. The only reason I even brought that up is because I notice A LOT of people claim Zen's physics to be just like a real table. I'm not saying I don't like it, because it does make the game easier which helps to extend play time, and of course, with home consoles, extended periods of play is obviously a key focal point for game developers, but still. On any Zen table (excluding the original 4 with the excessive ball spin), the ball practically sticks to the flipper, and in most cases RAPIDLY settles down into the elbow (flipper held up). is NOT as easy to do on a real machine as it is on Zen's tables. Then there's the ball's interaction with the flippers. I already pointed out one, specifically the weak bumpers, and I guess the fact that no one snapped back at me on that topic in their replies to me must mean that you all know it's true. If you really want to get into the intimate details, I can point out where Zen's physics are not up to par in the realism department. I've played a lot of real machines, just like the guy in your example claims. MM comes very close to the way a real machine plays. If you point out one flaw, does that invalidate my claim? It would, if I claimed absolute perfection. ![]() Tough the shoot at targets on the sides.Yes, NEAR perfection. That's my biggest complaint on the table and the flipper seem weak/limp. MM near perfection? Hmmm I don't ever recall playing the real machine where the ball comes out of the moat or left orbit and you hold the flipper and it bounces high and floats towards the left out-lanes. Please be respectful to the forum members when posting. We're a very nice, tightly knit community here and we value everyone's opinion. The ball feels different on each of the tables.Īnd there's really no need for the attitude. Zen APPEARS to adjust the physics engine for every new set of tables they release and use it for the all tables that are released during that time frame until the physics engine is revamped once again.Dude, the physics on these tables aren't shared with each other. The first 4 ZP tables had common physics, the next 4 DLC had different physics from the original 4, but shared physics among each other, Marvel's original 4 was better than that, then the V&V pack had even more advanced physics, and then the most recent pack (which in my opinion, has taken a step BACK in the physics department from the outstanding V&V pack) has it's own physics. (TOTAN is quite jumpy/bouncy, Ripley's is a little more stiff, ToM is in between both of them, Circus Voltaire is MUCH slower than the other table it was packaged with - Funhouse, and Medieval Madness is damn near pinball perfection.) They're not all the same, whereas with Zen, the physics are exactly the same within certain packs of tables. What's really funny about the physics discussion is that the physics actually do vary from table to table on The Pinball Arcade. ![]()
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