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Captain America - First Impressions

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  • Captain America - First Impressions

    Really impressed!

    There's a lot going on with this table; feels like Blade in terms of complexity and depth, but the table layout is cleaner and has a bit more flow to it.

    Got 2 Cheevos so far, but haven't scratched the surface. (Haven't even started multiball yet).

    The artwork is great.

    The audio design is a noticeable improvement, and the music is stirring. None of the voiceovers have grated.

    (Possible audio glitch: the Howlers sink-hole sounds like the TILT!)

    Big plus: no hidden rollover lanes for bonus multipliers. Hooray! Instead, I think you have to a semi-hidden bank of three targets from the mid-right flipper.

    Outlanes are a breeze. Lighting B-U-C-K-Y will light the left Kickback. (Which really does kick-back, for a change.) Repeating the sequence will light the right Kickback. The left ramp is an easy shot, returning the ball to the left-most inlane. Better yet, the Kickbacks remain lit across balls.

    A nice feature: you get a mode scoring tally even if you fail a mode.

    FWIW, this doesn't feel like a "superhero" table. It feels more of an action-adventure-war game. This is a good thing!

    Thanks for the early play, Zen! You guys are great.
    Last edited by Womble; 06-23-2011, 05:10 AM.

  • #2
    Originally posted by Womble View Post
    Really impressed!

    There's a lot going on with this table; feels like Blade in terms of complexity and depth, but the table layout is cleaner and has a bit more flow to it.

    Got 2 Cheevos so far, but haven't scratched the surface. (Haven't even started multiball yet).

    The artwork is great.

    The audio design is a noticeable improvement, and the music is stirring. None of the voiceovers have grated.

    (Possible audio glitch: the Howlers sink-hole sounds like the TILT!)

    Big plus: no hidden rollover lanes for bonus multipliers. Hooray! Instead, I think you have to a semi-hidden bank of three targets from the mid-right flipper.

    Outlanes are a breeze. Lighting B-U-C-K-Y will light the left Kickback. (Which really does kick-back, for a change.) Repeating the sequence will light the right Kickback. The left ramp is an easy shot, returning the ball to the left-most inlane. Better yet, the Kickbacks remain lit across balls.

    A nice feature: you get a mode scoring tally even if you fail a mode.

    FWIW, this doesn't feel like a "superhero" table. It feels more of an action-adventure-war game. This is a good thing!

    Thanks for the early play, Zen! You guys are great.
    did you get an advance code?

    Comment


    • #3
      I have always wanted to see a war type table. I got a question.

      Are there any minigames? and is the table high scoring or no?

      Comment


      • #4
        Sounds great! I'm really looking forward to a new table, my time with F4 got cut quite short because of the scoring glitch. Most unfortnate since i really liked the table. Oh well, here's to hoping that CA won't suffer the same fate.

        Comment


        • #5
          Can't wait to play this table... it looks really awesome. I read the 65th anniversary edition of the comic the other day and from reading it I got a very good idea of what all is going to happen on the table. The rule-sheet also clearly indicated through its length that there is plenty happening...
          XBox One Gamertag - PinStratsDan

          Pinball FX3 Tips & Strategy Guide YouTube Channel - PinStratsDan

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          Cloda's somewhat vain and sort of self-indulgent thread

          Comment


          • #6
            Originally posted by Sgt_Sideburn View Post
            Sounds great! I'm really looking forward to a new table, my time with F4 got cut quite short because of the scoring glitch. Most unfortnate since i really liked the table. Oh well, here's to hoping that CA won't suffer the same fate.
            I share you sentiments... sounds very similar to my experience and misgivings.
            XBox One Gamertag - PinStratsDan

            Pinball FX3 Tips & Strategy Guide YouTube Channel - PinStratsDan

            Discord server - PinStratsDan

            Twitter - PinStratsDan

            Facebook - PinStratsDan

            Cloda's somewhat vain and sort of self-indulgent thread

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            • #7
              Originally posted by The Albin0 Rhin0 View Post
              Are there any minigames?
              There are at least two.

              1. In the upper left -- where the trompe l'oeil is -- there's a shield/bullets minigame. It's quite easy and fun. It only gives you 2 million per completion, but I think it can also award goodies (see below).

              2. Below that is a ramp return corridor, lined with drop targets. You have to knock down all the drop targets by spamming the flippers; it's sort of a magnet game. Not sure if there are awards (other than points and mission completion) for this yet.


              In the top middle there's the Cosmic Cube. You get random (?) awards when you knock out its defences and hit it. It seems to work like The Thing's Gift in FF.

              [edit -- sorta, but not true. See later posts]

              Other awards include things like starting a mission, bonus multipliers, extra ball.

              One award is interesting: 30% chance of a ball save when you drain. May explain why Bucky says "Saved you Captain" even when the Ball Save light isn't on...

              Originally posted by fubar View Post
              did you get an advance code?
              Yah. crackervizzio posted a message earlier today asking people if they wanted a freebie. I got lucky.


              and is the table high scoring or no?
              Seems to be, yes. I've only scored 80 million so far, but haven't been trying.

              You get bonuses in the millions even if you don't complete missions. A typical mission will give you 12 million or so for completion. Completing B-U-C-K-Y will give you 200K, compared with the 20K in MARS.
              Last edited by Womble; 07-01-2011, 02:47 AM.

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              • #8
                Originally posted by Womble View Post
                FWIW, this doesn't feel like a "superhero" table. It feels more of an action-adventure-war game. This is a good thing!
                I'm hoping for the same feeling.

                Comment


                • #9
                  More impressions and factoids. All subject to change!

                  [beware mateys, thar be spoilers about, arrr]


                  See Cloda's screenshot here for reference:

                  http://img31.imageshack.us/img31/293...inamericag.jpg


                  - you collect teammates ("Howling Commandos") by hitting two yellow targets under the bumpers, then putting the ball in to the sinkhole to the left of those targets. This starts a mission where you have to hunt/shoot lit targets. Complete the mission, you get a Commando.

                  - you can have one Commando active at a time. Each has a benefit when he's active. e.g.

                  [edited]

                  Bucky: a 30% chance of ball save on drain

                  Dum Dum Dugan: 4X scoring on bumpers

                  Gabe Jones: "Super combo scoring". Didn't seem all that super to me...

                  Jim Morita (?): Countdowns are slowed

                  Jacque Dernier: 30X scoring on targets



                  - To change Commandos (and thus the benefit), you hit the captive ball at the top of the table. If the captive ball is on the right of the U bend, it's probably the hardest shot in the game. (But you had better get used to it, because it's the only Jackpot target in a certain multiball mode!) You can't change Commandos during a mission.

                  - You can get Bucky right away through a skillshot: plunge the ball to match the lit lane marker. If successful a Hurry Up round will start, during which you have to make a flashing shot before the score runs down. Or something. Seemed haphazard...

                  - Hitting the far-right ramp 8 times will spell out RED SKULL, and start Red Skull multiball. It's a bit of a tricky shot, but fortunately the letters do not reset when you lose a ball. And it's a fun mode, with cool animation.

                  - Hitting the bumpers outside of a mode gradually spells SOLDIER SYMBOL SAVIOR. (That's a LOT of bumper hits...) But since I died before getting the final R, I don't know what it does. Sad panda face! But, again, the letters don't get reset when you lose a ball.

                  - You can backhand the left ramp from the left flipper pretty reliably.

                  - To the left of Captain America there is a hidden sinkhole. This is his Mission Hole. You can hit it (via deflection) from the lower right flipper, or from the upper right flipper.

                  - The right orbit will generally deposit the ball on to the bumpers.

                  - After you take down the Cosmic Cube defences (3 targets), a random (?) sinkhole will light. Put the ball in the hole to lock it. Repeat for 3 balls, at which point Sleeper Multiball will start, featuring a red robot. You can boost the jackpot X3 by parking balls in the cross-table ASSAULT shot. Seems like a lot of effort...

                  - If you're in a mode, hitting the Cosmic Cube will complete the mode for you.

                  [edit -- sorta, but not true. See later posts]


                  Overall, I'm really impressed with this table. A hell of a lot of time and attention has gone in to it. There are a lot of gameplay options here.

                  Note for Zen: the "Caught You Cap" DMD notice really needs a sound effect!
                  Last edited by Womble; 07-01-2011, 02:48 AM. Reason: Updated commando list

                  Comment


                  • #10
                    I just got a code for the PS3 version and I'm also really enjoying the game.

                    Originally posted by Womble View Post
                    (Possible audio glitch: the Howlers sink-hole sounds like the TILT!)
                    Yeah, I noticed that too. I think it's a glitch, because it doesn't do it all the time. I thought I tilted the table on more than one occasion because of it.

                    Comment


                    • #11
                      Originally posted by Womble View Post
                      - Hitting the far-right ramp 8 times will spell out RED SKULL, and start Red Skull multiball. It's a bit of a tricky shot, but fortunately the letters do not reset when you lose a ball. And it's a fun mode, with cool animation.

                      - Hitting the bumpers outside of a mode gradually spells SOLDIER SYMBOL SAVIOR. (That's a LOT of bumper hits...) But since I died before getting the final R, I don't know what it does. Sad panda face! But, again, the letters don't get reset when you lose a ball.
                      Another thing that doesn't reset is the Adhesive-X mission. If you take out one or two of the barrels and lose the mission. The next time you start it up, you begin the mission where you last left off.

                      Comment


                      • #12
                        Originally posted by shogun00 View Post
                        Another thing that doesn't reset is the Adhesive-X mission. If you take out one or two of the barrels and lose the mission. The next time you start it up, you begin the mission where you last left off.
                        True, but you take a hit in completion points when it takes you more than 1 attempt. 17.5 million to complete it first try vs. 11 million for 2nd attempt. (maybe not though, forgot how many points you get when you fail the first time)

                        It's going to be tough but Captain America could possibly overtake Blade as my favorite FX2 table... it is that GOOD! Only put about 2-3 hours in so far, and I am learning new things with each game. Had a decent 2 runs at the wizard mode, but came up just short by 1 mission both times. I hope to be able to activate it tonight

                        Pinhead review will be coming soon

                        Comment


                        • #13
                          Yeh I just downloaded it for PFX2 an hour ago. Its freaking great, very detailed, nice selection of Missions and Multiball Modes.
                          Kickbacks are easy to light thanks to the visible Ins & Outlanes, plus they dont reset when you lose a Ball.

                          The Ball also seems more life like in that it doesn't feel like its obsessed with going down the middle unless you don't hit your targets.

                          I was able to complete all the Red Skull and Zemo Missions, notices that Ad' X carries over if you fail the mission is this the only Mission that this happens?


                          Im still not sure how to activate Ball Save, or go into the Assault Game Mini Playfield at Will. If anyone knows please let me know thanks.
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                          • #14
                            Originally posted by ShoryukenToTheChin View Post
                            I was able to complete all the Red Skull and Zemo Missions, notices that Ad' X carries over if you fail the mission is this the only Mission that this happens?

                            Im still not sure how to activate Ball Save, or go into the Assault Game Mini Playfield at Will. If anyone knows please let me know thanks.
                            Pretty sure that is the only mission that carries over progress after you fail.

                            I am clueless on the ball save as well. I think it might only be achieved by a random award via the Cosmic Cube. Will look more into it later.

                            The minigame in the upper left is activated by hitting the assault ramp while searching for one of the howlers. There is another minigame that can be activated by hitting the assault ramp enough times to light it up and then hitting Zemo's castle via the left ramp.

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                            • #15
                              Originally posted by KGSoloman8000 View Post
                              Pretty sure that is the only mission that carries over progress after you fail.

                              I am clueless on the ball save as well. I think it might only be achieved by a random award via the Cosmic Cube. Will look more into it later.

                              The minigame in the upper left is activated by hitting the assault ramp while searching for one of the howlers. There is another minigame that can be activated by hitting the assault ramp enough times to light it up and then hitting Zemo's castle via the left ramp.
                              Hmm need to research this, since im writting notes for a guide. Assault ramp thats the ramp which you hit with the Top Right Flipper? That my understanding... maybe you need to hit it enough times to light up the letters for ASSAULT?
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