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  • skyway73
    replied
    Originally posted by ShoryukenToTheChin View Post
    Thanks skyway73, just added that to the Guide. Im nearly finished, just got to write up the Test Chambers and Wizard Mode.
    No problem, also the Mission value (which can be increased by cross-ramp shots) maxes out at 25 million. Thereafter a 2 million bonus is earned instead.

    Leave a comment:


  • ShoryukenToTheChin
    replied
    Thanks skyway73, just added that to the Guide. Im nearly finished, just got to write up the Test Chambers and Wizard Mode.

    Leave a comment:


  • skyway73
    replied
    Another little bit of info, once you complete Turret Factory 3 times and remove the 3 Turrets, any further completions result in a 10 million point bonus.

    Leave a comment:


  • ShoryukenToTheChin
    replied
    Originally posted by Croftanator View Post
    Yeah, 4 main side modes, and the additional GLaDOS hit.
    • Orange Propulsion Gel – This gel helps the ball speed along the left ramp; simply holding up the right flipper will always hit the cross ramp shot.
    • Blue Repulsion Gel – Whilst the ball is on the blue gel, pressing the Launch button will make Chell jump and gain a Bounce Gel Jackpot!
    • Super Skill Shot – Shoot the ball under the raised bumper to initiate the Super Skill Shot, which is worth twice the points of a normal Skill Shot.
    • Super Bumpers – The High Energy Pellet catchers on top of the bumpers become charged and award considerably more points than normal. Activated during a multiball, this can be very rewarding indeed!
    • GLaDOS Hit - Hit GLaDOS with the laser, much to her annoyance, and earn 2,500,000 points!
    Wow! thanks a tonne for this. Funny enough after asking here I went and played through all of these .

    Leave a comment:


  • Croftanator
    replied
    Originally posted by ShoryukenToTheChin View Post
    Oh by the way is there anyway I can get a list with all the Pivot Cube modes available, I hazard a guess there's 4 or 5 altogether?
    Yeah, 4 main side modes, and the additional GLaDOS hit.
    • Orange Propulsion Gel – This gel helps the ball speed along the left ramp; simply holding up the right flipper will always hit the cross ramp shot.
    • Blue Repulsion Gel – Whilst the ball is on the blue gel, pressing the Launch button will make Chell jump and gain a Bounce Gel Jackpot!
    • Super Skill Shot – Shoot the ball under the raised bumper to initiate the Super Skill Shot, which is worth twice the points of a normal Skill Shot.
    • Super Bumpers – The High Energy Pellet catchers on top of the bumpers become charged and award considerably more points than normal. Activated during a multiball, this can be very rewarding indeed!
    • GLaDOS Hit - Hit GLaDOS with the laser, much to her annoyance, and earn 2,500,000 points!

    Leave a comment:


  • ShoryukenToTheChin
    replied
    @Croftanator,

    Thanks for the info. Oh by the way is there anyway I can get a list with all the Pivot Cube modes available, I hazard a guess there's 4 or 5 altogether?

    Leave a comment:


  • Tronfrom218
    replied
    Originally posted by BarbieBobomb View Post
    It's a reference from Portal 2: https://www.youtube.com/watch?v=F3TG1AzBJYo
    Thanks!

    Leave a comment:


  • DiscoKing
    replied
    Originally posted by ShoryukenToTheChin View Post
    Noticing most of the Test Chambers saved your progress once you get to a certain point. Anybody noted down the details of such yet?
    Yes right here:

    http://i.imgur.com/aWyRUEg.png ZEN Pinball 2: P0rtal Table ~ Trophy Guide Overview: Estimated trophy difficulty: 10/10 (Personal Opinion) Offline trophies: 1 (1(B)) Online trophies: N/A Approximate amount of time to 100%: Highly skill dependant, Min: 1-2 hours, Max: Several hours over a few tries...



    And yea I like the ending of wizard mode like New Years horn and confetti with the fade to white
    Last edited by DiscoKing; 06-02-2015, 06:18 PM.

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  • Croftanator
    replied
    Originally posted by skyway73 View Post
    • The varied speech samples: even performing the same shots etc. results in different speech and there seems so much excellent dialogue.
    • Is this the best Wizard mode from Zen? I certainly thinks it is right up there, great fun and exciting not to mention a challenge. Great ending when you win too, fade to white...
    Luckily we were able to use the Portal voice overs directly, so there were a lot to choose from We were also able to use more than we normally can do, so it hopefully feels less repetitive.

    Glad you like the Wizard Mode I intentionally made it a bit more challenging than usual (the whole table infact), and having a bit of extra development time compared to previous tables meant I could give that bit of additional polish to it

    Leave a comment:


  • skyway73
    replied
    Originally posted by Croftanator View Post
    The Super Skill Shot comes from directing the lasers on the pivot cubes to the receiver just below the bumpers.
    Ahh, I will have to look out for that. Thanks for replying! Ok while I'm here I have to list my thoughts on this table...

    I'll start with the negatives, although I struggled to think of any to be honest. The side missions could be explained a bit better in the guide. I do love the one where you hold the right flipper up and hit the left ramp, so cool seeing the ball speed up and make the shot for you. And there could have been some magnets somewhere! Every table should have at least a couple, I do love a magnet

    That's the bad points, now on to the good of which there are many. This is such a great table and is amongst the very best of them all.
    • Love that we can now hold down a flipper and check on exactly which Extra Balls we have left to earn. Please add to all future tables guys!
    • The varied speech samples: even performing the same shots etc. results in different speech and there seems so much excellent dialogue.
    • Love how the missions are started, satisfying and not long winded = perfect.
    • Some of the best sound effects which really add to the atmosphere, love the sling sound and yes, I love the power of them too. And the light show when they're hit.
    • When you earn an Extra Ball you know about it, a flash or speech sample and the music is muted too. All this is great, all the dot matrix animation is so cool too.
    • Also when you complete a Test Chamber you get to know about it in the same way, love it. There's nothing worse than completing a tough mission and the game hardly acknowledges it.
    • Is this the best Wizard mode from Zen? I certainly thinks it is right up there, great fun and exciting not to mention a challenge. Great ending when you win too, fade to white...


    Just can't stop playing this table, thank you for such a great, fun game.
    Last edited by skyway73; 06-02-2015, 03:19 PM.

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  • Croftanator
    replied
    Originally posted by skyway73 View Post
    *EDIT* I just double-checked (by failing on purpose) and Beliskner is quite right, if you take out the first turret and fail then you will only need to take out the second turret next time. You still have to perform the steps to get to the part where you need to hit the bumpers though.

    Thankfully Chamber 2 has a save point as it can get frustrating on that mini-playfield! I'm sure the other Chambers don't have any save points though?...

    While we're here asking questions, I've noticed that on the playfield below the Cake target it says "Super skill shot". I've never seen this lit and have even tried hitting it after performing the Super skill shot at the raised cross-ramp but nothing happened. Seems odd?
    Yes that's right about the turrets in the TURRET and RATMAN modes.

    The other modes don't have a progress save feature, though they do have a 2nd chance if you fail the step after Chell presses the button to activate something (such as a Light Bridge). If you time out, it will go to the button press step again. This is only once every time you start the mode.

    The Super Skill Shot comes from directing the lasers on the pivot cubes to the receiver just below the bumpers.

    Leave a comment:


  • BarbieBobomb
    replied
    Originally posted by SugarIsTheDevil View Post
    That's an interesting list! Thanks for that, I hadn't seen it before. Thanks for an awesome table Mr. Crofts. I'd say it's your best one yet, right after X-Men. And based on this list I'd like to see more of Viktor Gyorei. He made Captain America and Sorcerer's Lair, only two tables, but two of the best tables Zen Pinball has to offer. He hasn't made a new one in almost four years now. Maybe he isn't working for Zen anymore, but if he does, then what is he waiting for? .
    He's still here - he's the pinball team lead, not a designer anymore

    Leave a comment:


  • BarbieBobomb
    replied
    Originally posted by Tronfrom218 View Post
    On Xbone when I select it from any tab instead of saying "Portal" it has this long Spanish message. Something about; software incorrecta. Anyone else?
    It's a reference from Portal 2: https://www.youtube.com/watch?v=F3TG1AzBJYo

    Leave a comment:


  • skyway73
    replied
    Originally posted by ShoryukenToTheChin View Post
    Hmm interesting, would be awesome if the Table Designer would chime in on this. Unless I will need to deliberately fail certain points of the Chambers to make sure.
    *EDIT* I just double-checked (by failing on purpose) and Beliskner is quite right, if you take out the first turret and fail then you will only need to take out the second turret next time. You still have to perform the steps to get to the part where you need to hit the bumpers though.



    Thankfully Chamber 2 has a save point as it can get frustrating on that mini-playfield! I'm sure the other Chambers don't have any save points though?...

    While we're here asking questions, I've noticed that on the playfield below the Cake target it says "Super skill shot". I've never seen this lit and have even tried hitting it after performing the Super skill shot at the raised cross-ramp but nothing happened. Seems odd?
    Last edited by skyway73; 06-01-2015, 09:38 PM.

    Leave a comment:


  • ShoryukenToTheChin
    replied
    Originally posted by Beliskner View Post
    Test Chamber 2 saves after each turret you destroy. Chamber 4 saves after the first destroyed turret as well. I'm pretty sure none of the others save any kind of progress.
    Hmm interesting, would be awesome if the Table Designer would chime in on this. Unless I will need to deliberately fail certain points of the Chambers to make sure.

    Leave a comment:

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