SpaceCadetPinball
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Suggestion: Option to enable Full Tilt! gameplay rules instead of 3D Pinball's
There are only a few minor differences between the gameplay of the two versions. The completion of a mission in the Maxis version results in a replay—actually a ball save, rather than a special—being awarded. In addition, hitting a wormhole that has the same color light locks the ball, which if done repeatedly activates the multi-ball round. This is not the case in 3D Pinball: Completing a mission merely awards bonus points and hitting a wormhole in the above circumstances awards a replay. Also, the three yellow lights above the bumpers (both in the launch ramp and in the upper table zone) act differently: In 3D Pinball these are turned off if the ball passes on them while they are on. This is not the case in the original game, where they just remain activated.
Source: https://en.wikipedia.org/wiki/Full_Tilt!Pinball#3D_Pinball_for_Windows%E2%80%93_Space_Cadet
I prefer the Full Tilt! gameplay rules, feeling that it's more fun using them instead of 3D Pinball's.
That is a planned feature. Maybe not as an option, rather based on game data.
I will have to further decompile FT for this, ouch.
Good luck further doing it! It's really an excellent job.
I suggested that as an option because maybe for some people, taking advantage of Full Tilt!'s higher resolution and still using 3D Pinball rules is their preference (more challenging).
I played a bit with the 16 bit Fill Tilt version, and I noticed the following differences:
- wormhole relaunches the ball
- redeploy autolaunches the ball
- mission selector sound is sound52 only if maxed out, not at every hit
- mission selected gains 100k
- text is centered
- sometimes score value is printed within the text
- bumpers move slower
- mission finished gains jackpot 500k+
- mission finished grants replay, like wormhole should (are they stackable?)
- second hyperspce hit grants "jackpot DOUBLED"
- ~jackpot activated and bonus activated are swapped~ wrong by manual
- field multiplier applies to all scores?
- score values might be entirely different, need to double check from manual
- upgrader lights are never turned off by the ball, only on
I hope these are clear, I didn't make these documentation-ready explanations.
This list helps, thank you. I am adding the differences based on FT decompilation rather than observed behavior. But it still helps to know what to look for.
Some things I might skip if they are too complex, like flipper physics differences.
I have implemented a lot of FT behaviors in V2.1.0. Let me know if I missed something.