Announcement

Collapse
No announcement yet.

Official table / theme idea suggestion thread

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • cp3002
    replied
    Licensed vs. unlicensed

    I think for licensed you'd probably have an easier time with properties that aren't earning much for their owners anymore, but still have a cult fan base. Like, it probably wouldn't be hard to talk Lucasarts into a Day of the Tentacle or Monkey Island table, or to talk Disney into a DuckTales or TaleSpin table. Maybe some of the cult TV shows that are either off the air or under-merchandised, like Buffy the Vampire Slayer (off the air) or Supernatural (under-merchandised).

    For unlicensed tables, just tick down the list of adventure genres...exploration, hunting, war, etc. Can't miss. Whether it's an African safari table, a deer hunting table, or a dinosaur hunting table, it will be popular. The same for any war table, but you probably couldn't make anything contemporary. I'd love to play an OIF or OEF table, but to make one that appeals to veterans, you'd have to endure a ton of non-veterans complaining that it's offensive to veterans.

    Leave a comment:


  • Omega
    replied
    Honestly i would love for zen to make tables based on anime. Not just Naruto but stuff like:

    1.Kenichi the mightiest disciple: While not an amazing anime it could make for some great missions like being tasked to perform the mightiest combo to beat Thor (a sumo wrestler) with the use of lane shots

    or

    2.Madoka Magica: A magical girl anime deconstruction that blew the minds of almost everyone who watched its 12 glorious episodes. You could be tasked to shoot flashing lanes to prepare for the arrival of Walpurgisnacht and then shoot flashing holes to fire the armaments.

    and my favorite idea, a karate table.

    It could be like Epic Quest, with a bigger scope. In the missions you would choose what opponent you want to fight against in a tournament. You could also get in a fight outside of the missions by hitting the bumper pads near the flippers a certain number of times to summon a street thug (like the plants vs zombies table did for stray zombies). For the fighting, here are the moves you can perform and how you perform them:
    1.Punching: You will have a lane for punching.

    2.Throws: The orbit would be reserved for throwing (the ball would have to pass through the orbit 2 or three times in a row to perform the throw).

    3.Blocking: For blocking and dodging, i have a crazy idea. The way it could work is that when your opponent is getting ready to attack (a clock will be ticking down to tell you how much time you have left) and you hit the lane, you assume a blocking stance (you can still attack the opponent but it wont deal much damage but you wont deal as much damage as you should). But once the clock reaches zero the dot matrix will display a hurry up message, if you hit the lane at this time you will dodge the attack and will be given a small period of time (5 to 7 seconds) to hit the attack lane and deal double damage.

    4.Taunts: The bumpers are used to taunt the opponent (if he hits you he will deal double damage, but you will get more points for dodging or blocking his attack. And the more you hit the bumpers the higher the damage he can deal and the higher the points you can earn for dodging or blocking)

    Outside of battle:

    1.The bumpers: Used for training where you would punch a wooden post (and when you increase the multiplier the post changes from its current material to a harder one on the dot matrix, like from wood to metal)

    2.D-U-M-M-Y Targets: hitting all of the targets will activate the practice dummy hurry up which counts down from 5 million points and acts the same as the liberation hurry up from the clone wars table (you are tasked with getting the ball through the attack lane as many times as possible, every time you hit the attack lane you will earn the amount of points listed. The mode stops when the counter reaches 500,000.)

    next update will include:

    The functions of all other table parts.

    Leave a comment:


  • CC13
    replied
    All right, then, here are 3 tables I believe Zen should seriously consider:

    -Digimon: This would be a dream come true for me! I'd prefer if they specifically based it on Digimon Adventure and/or Digimon Adventure 02, but I'll take whatever I can get here. Can you imagine the possibilities here? Almost every episode could be made into one or more modes, so you wouldn't lack for ideas, but three standouts (for me, at least) would be Giga Cannon Multiball (a 2-ball multiball where the object is to load the balls into Machinedramon's Giga Cannons to shoot various targets around the table, kind of like Ghost Rider's Helluva Multiball, but with more than one set of targets), Save Wizardmon (complete a sequence of shots while the table shakes violently) and the final wizard mode, Farewell Multiball (an 8-to-13-ball (depending on several other factors) multiball where everything lights up like a Christmas tree and completing specific sequences of shots gives you bonuses for your next run through the table).

    -Midway Arcade: I love old-school video games of all kinds, but the collected works of Atari Games, Midway and Williams are especially near to my heart. You could easily make a table off of Williams' video game output alone and Mortal Kombat is a must if Zen decide to pursue this license. Some ideas I have for a Williams-based table include Lander Count-Up (starting value of 100K counts up at 50k/second until it hits 1M, then counts up at 1M/second until it hits 10M, at which point it will freeze for about 7 seconds; scoring the count-up starts Colonist Hurry-Up, which is frozen at 3x the Lander Count-Up value and lasts for 1 second for every second you let Lander Count-Up continue before scoring it, while letting it time out starts Mutant Countdown, which remains at 10M for 7 seconds, then counts down at the same pace at which Lander Count-Up counted up; based on the Lander & Mutant enemies from Defender and the colonists that the Landers try to capture and merge with to become Mutants if you should fail to do so), Brain Frenzy (2-5 shots are lit for Human Jackpots worth 1M+, but every 10-15 seconds, the Brain Robotrons will turn one of the uncollected Human Jackpots into a Prog Jackpot, which is worth a flat 200K) and Spike Rush Multiball (a 3-ball multiball with random magnets across the table affecting the balls' trajectory).

    -Symphony X: Symphony X are one of my favorite bands and arguably the best metal band of the past 20 years. Since Stern earned such accolades with their recent AC/DC table, why not give a band-themed table a shot? This is the table I have the clearest ideas about, but it's still a WIP. Still, it couldn't hurt to show you what I have so far.

    You have a skippable starting mode (much like Stamford Multiball from Civil War) called Prelude Multiball, a 4-ball round with unlimited balls for 45 seconds. To skip Prelude Multiball, press the launch button; to start it, press the flipper buttons. You have several goals during Prelude Multiball, each with its own reward for completing it: launch 10 balls during Prelude Multiball to gain access to the Dementia hole (hit it 3 times for a 30-second unlimited ball saver), complete 12 shots through the spinner to complete The Raging Seasons and enable Raging Seasons Frenzy (100k/switch), spell P-R-E-M-O-N-I-T-I-O-N (P-R-E holes on the left side of the table, M-O-N-I-T rollovers at the top of the table and I-O-N holes on the right side of the table) to gain the ability to control the random award once per ball (including extra balls), lock a ball into each of the 6 Symphony X Mask Locks (the eyeholes and mouths are the locks and there would be a diverter to direct the ball into the available locks) to enable Masquerade Multiball (a 6-ball frenzy multiball that scores much higher than Raging Seasons Frenzy (500k/switch), but subtracts banked points from the score once 5 balls have drained; you score points in this mode by hitting certain shots to cash out your accumulated points), hit the A-B-S-I-N-T-H-E and R-U-E spot targets to enable Absinthe & Rue mode (a reversed-controls mode that lasts for 60 seconds and enacts a playfield multiplier of (B+2)x, where B is the ball the player is currently on), shoot the main ramp 6 times to spell S-H-A-D-E-S & gain the ability to start modes during multiball, hit each Symphony X member 3 times to gain access to Taunting The Notorious mode (a mode much like Ghost Rider's Deal With The Devil mode where you would do dangerous things, such as bangbacks, death saves and the classic save-the ball-from-going-SDTM, for rewards including big points, extra balls and spotted modes), hit the R-A-P-T-U-R-E and P-A-I-N drop targets to enable Rapture Or Pain mode (two random shots light for jackpots with a base value of 1M, but one multiplies the jackpot value by 5, while the other cuts it in half, with both shots unlighting and two new shots lighting up either way) and hit the left & right orbits six times each to spell T-H-O-R-N-S and S-O-R-R-O-W, respectively, which enables the Thorns of Sorrow, free kickbacks in both the outlanes and the flipper gap that are used before conventional kickbacks and renew with every ball. Each increment of progress towards one of these goals short of the final one during Prelude Multiball scores a jackpot worth (100S)K, where S is equal to the number of shots you have made towards the goal in question. Completing a goal scores a super jackpot worth 750(T+1)K, where T is equal to the number of tasks completed. Task progress resets once completion of a task is awarded and a +.5x modifier is applied to all points gained through that task, maxing out at 5x; it can be completed again, but subsequent completions will award no further progress towards A Lesson Before Dying. Should you lose 3 balls before completing all 9 tasks, you can continue completing them with your final ball in play, but once you lose it, you cannot acces the Symphony X '94 metamode for the rest of the game (unless you completed A Lesson Before Dying in a previous game).

    If you can complete all 9 of these tasks before 3 balls have drained, then the table shuts down for a few seconds and you will start A Lesson Before Dying (ALBD), a 6-ball multiball where all the modes & features you enabled are running, you have unlimited balls for 90 seconds and spelling S-H-A-D-E-S adds a ball (maximum 6 balls in play) or spots 3 random letters if you already have 6 balls in play (you get credit for completing S-H-A-D-E-S either way). Spell all the words you spelled before (P-R-E-M-O-N-I-T-I-O-N, A-B-S-I-N-T-H-E, R-A-P-T-U-R-E, etc.) before 5 balls drain to successfully learn that lesson, which will win you 75M points, access to the Symphony X '94 metamode, the S in S-Y-M-P-H-O-N-Y X and all the features you unlocked every time you play the table from that point forward. Each time you earn a letter before the final one, you will score a jackpot worth (L)M, where L is equal to the number of letters you have earned in that word, including the one you just earned. Completing a word scores a super jackpot worth (2W)M, where W is equal to the number of letters in the completed word. Once a word is spelled, all the letters reset and can be earned again, with a +.5x modifier applied to all points earned from the appropriate shot for the duration of ALBD, maxing out at 10x. Should you fall short of completing ALBD, the modes & features you unlocked will only last for your current game unless you completed ALBD previously.

    Regardless of whether you complete ALBD, fail to complete it, or skip Symphony X Multiball, you will score your Prelude Multiball and/or ALBD high scores and then proceed to a menu asking you to choose one of 7 (8 if you completed ALBD) metamodes, one for each of Symphony X's albums. Each metamode has not only its own unique table rules, but also its own unique table design, meaning that each metamode is a completely different playing experience. The only constants will be the modes & features unlocked in ALBD and the Symphony X Mask Locks. As you might expect, this is where you lock your balls for multiball, but there are two twists. The first is that you can choose which of the available locks you will lock your ball in by hitting the diverter spot target between the two masks' chins; the second is that each multiball mode requires a specific arrangement of locked balls to unlock. Each time you lock a ball, you also have the opportunity to switch to a different metamode. Multiball modes can be stacked by hitting the diverter switch and subsequently locking a ball during multiball, but you must have the proper arrangement of balls for an inactive multiball mode in order to do this. If you do not, then your ball will lock and a new one will be launched.

    <multiball rules coming soon!>

    Each metamode is affiliated with one letter of S-Y-M-P-H-O-N-Y. To earn the letter, you must complete each metamode's wizard mode. Metamodes remain playable even after the completion of their affiliated wizard modes, but subsequent completions of those modes will not grant additional S-Y-M-P-H-O-N-Y letters.

    <metamode rules coming soon!>

    <wizard mode rules coming soon!>
    Last edited by CC13; 03-09-2013, 05:50 AM.

    Leave a comment:


  • Galactic Runner
    replied
    Originally posted by Rafie View Post
    NO! Just NO to Annoying Orange. He would be as bad as putting Jar Jar Binks. Adventure Time would be straight fire! I love Adventure Time.

    Aqua Teen Hunger Force is my show. Karl Hurry-Up Mode or Meatwad Multiball would be funny!
    I'm not really a fan of Adventure Time, but I certainly like the Aqua Teen idea. I would also be down with a table for Regular Show. It's one of the few modern cartoons on Cartoon Network that I really like. (Mostly because I remember how much I like most of the 90s cartoons.)

    Leave a comment:


  • Boulderdash
    replied
    Originally posted by FlipperKast View Post

    - Ren & Stimpy
    - Calvin & Hobbes
    - Tron
    - He-Man
    - Thundercats
    - Sam & Max
    All those tables would be heavenly

    Leave a comment:


  • Boulderdash
    replied
    Sterling Archer
    Harvey Birdman attorney at law
    Last edited by Boulderdash; 03-08-2013, 12:29 AM.

    Leave a comment:


  • ChaosZen
    replied
    Greatly discouraged

    I am greatly discouraged. After having spent two hours typing out, researching and formatting a list of somewhat detailed, 80% original, license-free table ideas, complete with some layout ideas insofar as positions of ramps, bumpers, target flags, table spinners and flipgates, and formatting into neat, easy to read bulletted lists, I submit only to get a message saying I am not logged in and all of that work lost. Now I'm out of time and forgot more than half of what I had typed.

    Leave a comment:


  • aham004
    replied
    James Bond

    Leave a comment:


  • FlipperKast
    replied
    only just signed up, the Star Wars tables put me in a pinball frenzy and now I want more haha
    After reading some of the amazing ideas I wanted to add some more to the list.. some have already been mentioned but are good enough to name again Licensed/non-licensed, I'm going all over the place...

    - The Rocketeer
    - Back to the Future
    - Ren & Stimpy
    - Calvin & Hobbes
    - Gravity Falls
    - Tron
    - Apollo 11/13/era space-race
    - He-Man
    - M.A.S.K.
    - Thundercats
    - Inked/tattoos
    - PinUps (Hot Rods, WW2 fighters..)
    - Sam & Max
    - Disneyland/Disneyworld
    - Any Disney/Pixar movie
    - Who Framed Roger Rabbit

    (Secretly hoping that with Disney now owning Marvel and Star Wars that other Disney properties are on the horizon...)

    Leave a comment:


  • ROD
    Guest replied
    Originally posted by Rafie View Post
    Ahhh dang it!!! That came out wrong! Well...it's too late to change it back now.
    No.. It came out right. I & any other true Star Wars fan will agree that putting Jar Jar Binks with a long putter is appropriate. Jar Jar encapsulates all that is unholy about the SW prequel trilogy.

    Leave a comment:


  • Rafie
    replied
    Ahhh dang it!!! That came out wrong! Well...it's too late to change it back now.

    Leave a comment:


  • snakeman07
    replied
    Originally posted by Rafie View Post
    He would be as bad as putting Jar Jar Binks.
    And there we have it, folks. Rafie just cracked

    Leave a comment:


  • Rafie
    replied
    Originally posted by Kemetman View Post
    I would love to see some tables based on the Cartoon Network. Annoying Orange would be great! Regular Show, Adventure Time and for Adult Swim American Dad, King of the Hill and Aqua Teen Hunger Force.
    NO! Just NO to Annoying Orange. He would be as bad as putting Jar Jar Binks. Adventure Time would be straight fire! I love Adventure Time.

    Aqua Teen Hunger Force is my show. Karl Hurry-Up Mode or Meatwad Multiball would be funny!

    Leave a comment:


  • Kemetman
    replied
    I would love to see some tables based on the Cartoon Network. Annoying Orange would be great! Regular Show, Adventure Time and for Adult Swim American Dad, King of the Hill and Aqua Teen Hunger Force.

    Leave a comment:


  • ROD
    Guest replied
    Some of the themes on my list have already been turned into virtual pinball games & have failed.

    -BLADE RUNNER

    -MAGIC THE GATHERING

    -Ren & Stimpy

    -WALLE

    -Avatar The Last Airbender

    Leave a comment:

Working...
X