Looking forward to this table.
FWIW - OXM arrived yesterday and they rated the 3 most recent Pinball FX 2 DLC pins.
Capt. America 8.5
Fantastic Four 8.0
Mars 7.0
According to them Capt. America "is a delight, boasting a colorful field, fun mini-games, and snazzy use of it WWII theme. Better yet, detailed 3 D representations of Cap, sidekick Bucky, and villains Red Skull and Baron Zemo - and a giant robot for the multiball payoff - allow the table to keep giving cool new mission types (such as timed challenges to hit ramps) that you won't unlock in your first few playthroughs. High replay value, plenty of dialogue, tough but attainable mission goals - yup, this one's a winner."
Of course, I would buy it no matter what review they gave it, but it's nice to see the game continue to get positive press.
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Captain America - First Impressions
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Originally posted by ShoryukenToTheChin View PostI 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?
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I noticed something which should be mentioned- is that when you activate any of the Skull & Zemo missions the Ball will always be returned to you via the Right Inlane as the mission begins. So just hold the Right Flipper up once you activate/select one of thoses missions since the Ball always comes to rest nicely on the lower right flipper.
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Originally posted by Womble View PostMore impressions and factoids. All subject to change!
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No probs, You have actually already helped me alot... at the end of my guides I need to start saying thanks to the PFX2 community lol since we all basically find out about the Table together. Thats the good thing about this community theres no keep the information secret because I want to be the only good player... everyone wants to help everyone.
But if you do complete Wizard Mode I would like to know how that mode is and what it takes to complete etc. If I find how to get the Ball Save I will post it hear... but really the Table seems to not need Ball Save as its quite easy to control the Ball. But for the guide need to try and get the most in there, plus Ball Save is like one of the Main features which need to be explained to the reader.Last edited by ShoryukenToTheChin; 06-23-2011, 05:37 PM.
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Originally posted by ShoryukenToTheChin View PostHmm 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?
If you need any help with the guide... let me know. I am more than willing to chip in
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Originally posted by KGSoloman8000 View PostPretty 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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Originally posted by ShoryukenToTheChin View PostI 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.
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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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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Originally posted by shogun00 View PostAnother 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.
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
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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.
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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!)
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More impressions and factoids. All subject to change!
[beware mateys, thar be spoilers about, arrr]
See Cloda's screenshot here for reference:
- 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!
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Originally posted by Womble View PostFWIW, this doesn't feel like a "superhero" table. It feels more of an action-adventure-war game. This is a good thing!
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