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24 Wip Freneticamnesic


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Posted

Great, interested in play testing when I get it playable?

 

I've never played this one so I'd be guessing or just going by what I see from gameplay videos.

 

It's a few weeks away from playable but I could get sidetracked by all the great primitive resources I now have :)

Will gladly do that for you if still needed.

Sorry for late respond but got ill and didn't played a lot

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Posted

Steve Ritchie was let go from Stern somewhere in late 2009/early 2010 after completing 24 due to Stern cost cutting days.

He was rehired in 2011 and created ACDC (2012) and STERNS STAR TREK (2014) and is still gainfully employed at Stern creating new games.

Good to know, thanks for bringing me up to speed! :)

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Posted

Steve Ritchie was let go from Stern somewhere in late 2009/early 2010 after completing 24 due to Stern cost cutting days.

He was rehired in 2011 and created ACDC (2012) and STERNS STAR TREK (2014) and is still gainfully employed at Stern creating new games.

He's just keeping the spot warm for me..... :P

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Posted

I think I said this before but for real, this is my last update until release! Visually just a few things left. Gameplay-wise just gathering feedback from testers and tweaking things.

 

I got a lot of help from a lot of people on this release. I learned a lot, Sharkey's was getting my feet wet, this was a deep-sea dive. I'm afraid of what is next. I'm super excited to share this one with everybody when it's ready. I have some qualms with the table design itself, it doesn't lend itself to long-play but if you figure out what works you can rack up some high scores. It doesn't have the flow like some of the greater tables, so it's jarring at first, you got ball stops locks and diverters at every alley. With some patience you can ring up a good score and feel satisfied with the play.

 

And oh yea, light inserts should be finished soon.......I keep overlooking those! It's gonna change the whole look of this

 

GBr0yEG.jpg

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Posted

I helped Fren with some unknown stuff again and didn't ignore all his questions... only some. That was only if he didn't ask me stuff when I was ready for bed. I gave him some script that works, but is impossible to read or understand and is crammed together like sardines in a can. I gave him good tips like "go ask someone else" and "embrace the timers"... ok the last tip I didn't use yet, but I will today if I see him. Mostly I just left him confused. So I think I earned the "Thanks to Rascal, for what I don't know." credit on this one.

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Posted

Tonight no football, so 2 episodes of 24 pending, and a little bit of the table testing :)

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Posted

Hey fren, do you have a manual for this.

Or did you get the front targets to pop up during gameplay?

I find it strange that you start the game with those targets down.

I'm curious if there is a pop down solenoid.

One other idea on those targets. Just thought of it.

Do you have the switches turned on when you start the game.

I'm thinking they may not be popping up because the rom thinks they are already up because the switches aren't enabled at startup.

Maybe add a controller.switch (60) = 1

And controller.switch (61) = 1 in the table init. That way the rom knows they are dropped

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Posted

Hey fren, do you have a manual for this.

Or did you get the front targets to pop up during gameplay?

I find it strange that you start the game with those targets down.

I'm curious if there is a pop down solenoid.

One other idea on those targets. Just thought of it.

Do you have the switches turned on when you start the game.

I'm thinking they may not be popping up because the rom thinks they are already up because the switches aren't enabled at startup.

Maybe add a controller.switch (60) = 1

And controller.switch (61) = 1 in the table init. That way the rom knows they are dropped

 

will try! no manual, just videos

 

looks like they pop up when you complete scene 5, will try that now

 

http://youtu.be/pjHab74TOzc?t=10m36s

  • 9 months later...
Posted

Hey, I checked this out.   I haven't been around for ages.

 

The left ramp appears to be buggered up; it's causing a problem when the ball is shot up right before the curve (where the first ramp entrance segment meets the second - the start of the second part is off-kilter resulting in the ball hanging up - I checked in the editor).  It's usually a really smooth shot, but it feels a bit wrong.

 

I'm sure you figured this out, but the front drops do stay down until activated intentionally.   I did notice a problem with the ball release pin for the right ramp lock; after I locked the second ball it released both into play (it should only release one at a time).   The pin is shaped like a pencil with a stubby tip on the real machine - so it lets one out then slips in front of the next one, stopping it from being released.   When multiball is achieved, it stages the balls by releasing one at a time at the start, rather than all at once.

 

(Source : my HUO 24 machine)

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