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Differences on Tables between ZP1/MP and ZP2

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  • Differences on Tables between ZP1/MP and ZP2

    I thought I'd create this thread to highlight what changes have been made to each table from when they were out in their original games. Some of these changes have been a direct result of a different physics engine, while others have been actual gameplay or visual changes. Post if you find any more changes!

    V12
    • Combo time limits have been reduced. (caper_26)


    El Dorado
    • Plunger power has been strengthened, making it no longer possible to achieve a skill-shot from full power. (caper_26)
    • Super Jackpot voiceover is from the Sorcerer's Lair table.


    Shaman
    • Left ramp return much slower than previously. (caper_26)
    • After choosing an element, the table no longer captures a ball when spelling "CAST", meaning the player may directly shoot the ball into the holes.
    • Flood mission no longer has slow motion feature. (caper_26)


    Tesla
    • Less rotational friction is imparted on the spinner, allowing the player to initiate more ball saves. (caper_26)
    • Both orbit shots are much slower and invariably doesn't cause the ball to hit the top of the slingshots upon re-entry. (caper_26)


    Super Street Fighter II
    • Name has changed from Street Fighter II Tribute to Super Street Fighter II.
    • Barrel saucer is more forgiving than before. (caper_26)


    Earth Defense
    • The player's medal tally no longer resets after losing a ball.
    • Table readjusted to reduce the chance of a ballout from failed ramp shots (shogun00)
    • Some scoring shots have increased in value (shogun00)
    • Upper left flipper stays up when pressed (shogun00)


    Excalibur
    • Additional piece of music added to the soundtrack.
    • The entry to the Excalibur ramp has slightly moved up the table, resulting in easier entry and fewer ballouts for failed shots. (shogun00)
    • Hitting the Excalibur ramp 8-10 times doesn't trigger the Barking Dragon mission anymore. It starts up another one instead. (shogun00)
    • Outlanes have been modified to reduce side drains. (shogun00)


    Mars
    • Additional soundtracks have been created for whenever the player activates certain game modes.
    • Scoring shots have increased in value.


    Paranormal
    • Additional soundtracks have been created for whenever the player activates certain game modes.
    • During Video Mode and Haunted Mansion, the Score Display is found on the top of the display case itself.


    Sorcerer's Lair
    • Additional soundtracks have been created for whenever the player activates certain game modes.


    Epic Quest
    • Additional soundtracks have been created for whenever the player activates certain game modes.


    Blade
    • The Day-night transitions are much more subtle than before.
    • The ball no longer falls into one of the sinkholes in the left at launch after Ball Save.


    Spider-Man
    • When shooting the ball up the left ramp, the ball is halted for about a second before it allows entry onto the upper playfield. Before the ball's momentum was deadened, but was allowed onto the upper playfield instantly.
    • Slowdown during JJ's mission has been fixed. (caper_26)
    • While attempting to start the Wizard Mode, the player is given a 35 second timer to lock each ball in Doc Ock's hole, and the table resets if the time is up. Before there was no timer.
    • The player only needs to lock three balls to start the Wizard Mode, not four.


    Ghost Rider
    • The ball no longer falls into Skillshot hole at launch after Ball Save.


    Marvel's the Avengers
    • Name has changed from The Avengers to Marvel's the Avengers.
    Last edited by Jeppo99; 09-14-2012, 06:44 PM.
    PSN: Jeppo99
    Feel free to friend me, but make sure you mention that you are from these forums.

  • #2
    nice list, thanks jeppo!

    Comment


    • #3
      You can add these:
      Shaman:
      Left ramp return is MUCH slower than previously.
      Red Native Sinkhole is much harder to hit
      Flood mission no longer has the SLOW motion (simulating water on the table)
      Earthquake mission only has 2 balls now (I think 3 previously)

      Blade:
      Shooting a moving ball with right flipper into left area of the table causes a 180 degree reflection causing STDM drains.
      Left orbit easier to hit
      Right ramp easier to hit

      Tesla:
      Spinner is fixed to yeild ball save 9/10 times
      Coil ramp harder to hit
      Right orbit shot is much slower than before
      Steam cannon targets harder to hit

      Spiderman:
      JJ mission MUCh easier to activate AND complete (game slow-down fixed)

      NG SII: The sink hole to start the 4 ball multi on the upper left playfield. I haven't been able to hit this yet...definitely different than before.

      SFII: Barrel saucer easier to hit

      El Dorado: Skill shot no longer possible with full power launch
      Multiball jackpots/super jackpots reduced??
      Left boulder ramp easier to hit

      V12: ramp/orbit shots timing is different. Harder to hit 'combos' now.
      Crankshaft mini game harder (havent hit one target yet)
      Check out my youtube videos for basic pinball strategies: caperUnderscore26

      Comment


      • #4
        Originally posted by caper_26
        You can add these:
        Shaman:
        Earthquake mission only has 2 balls now (I think 3 previously)
        Unless you have a ball locked in the habitrail. I have gotten three balls in the mission a few times, while other times it was two.

        Earth Defense:
        - Flippers or table readjusted (not sure which) so ball doesn't go STDM, when you perform a failed ramp shot.
        - Glitched upper left flipper fixed (you couldn't hold it up on ZP1).
        - Easier to hit the upper loop and Flying Spiral ramp.
        - Really easy to get the medals now.
        - Rescue hole is extremely easier to hit now.
        - Score values have been increased for most of the modes.

        Excalibur:
        - Excalibur ramp has been moved up table a bit. It's easier to hit and you don't get a STDM if you fail the ramp shot.
        - Outlanes have been modified, so side drains happen less frequent.
        - Hitting the Excalibur ramp 8-10 times doesn't trigger the Barking Dragon mission anymore. It starts up another one instead.

        Comment

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