Path: kernighan.cs.umass.edu!barrett From: hog@aqu.bekkoame.or.jp (Hidehiko Ogata) Newsgroups: comp.sys.amiga.reviews Subject: REVIEW: SlamTilt pinball simulator Followup-To: comp.sys.amiga.games Date: 21 May 1996 23:52:19 GMT Organization: The Amiga Online Review Column - ed. Daniel Barrett Lines: 518 Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator) Distribution: world Message-ID: <4ntkvj$bon@kernighan.cs.umass.edu> Reply-To: hog@aqu.bekkoame.or.jp (Hidehiko Ogata) NNTP-Posting-Host: knots.cs.umass.edu Keywords: game, arcade, pinball, simulation, AGA, commercial X-Review-Number: Volume 1996 Number 12 Originator: barrett@knots.cs.umass.edu PRODUCT NAME SlamTilt version 1.224 BRIEF DESCRIPTION Yet another pinball simulator for AGA Amiga, with four modern tables. AUTHOR/COMPANY INFORMATION Name: 21st Century Entertainment Ltd. Address: Westbrook Street Blewbury Oxon OX11 9QB UK FAX: +44 (0) 1235 851473 LIST PRICE Unknown. I paid $34.95 (US). DEMO VERSION Available on Aminet: game/demo/slamdemo.lha It features one table (Ace of Space). It returns to demo mode after five minutes of play. Some people might be annoyed by the unusual layout of in-game keys. In the commercial version, they can be configured to suit your taste. SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS HARDWARE AGA Amiga required. About 3.5MB of hard drive space required, if you install the program on your hard drive. SOFTWARE "LIBS:lowlevel.library" required. It is included in the package. SYSTEM FRIENDLINESS o Works with 68060 and 32bit RAM (no VBR/cache/pipeline hassles whatsoever). o Can be started from Workbench, and exits to Workbench. o Before start, the Workbench screen must be in PAL mode for the game to run properly. o Does not multitask during play. o Cannot be promoted to DBLPAL mode. o Cannot be run on graphic cards. o Does not work with the AutoSwitch option of PicassoII. COPY PROTECTION None. Hard drive installable. MACHINE USED FOR TESTING Amiga 4000 with 2MB Chip RAM and 16MB Fast RAM. CyberStorm 060/50 with 32MB 32bit RAM. GVP Impact Series II A2000 HC+8 SCSI host adapter with 4MB Fast RAM and Guru-ROM V6. Quantum "Grand Prix" XP34301 SCSI-2 hard drive with Ami-FileSafe Professional version 2.2. PicassoII graphic board with CyberGraphX version 2.16. IDEK MF-5017 monitor. Kickstart 40.68 (3.1), Workbench 40.42 (3.1). INSTALLATION The game is standard AmigaDOS files on five 2 double-density FFS floppy disks, and can be run from backups. Installation to hard drive is easily done with the Commodore Installer. The package also includes an optional script for an Amiga with a hard drive and a small amount of RAM. It mounts a minimal ramdrive.device named STB0: and reboots from there, and the rest of the files are read from the hard drive. OH NO! NOT ANOTHER... Which is more difficult: dazzling people with novelty, or making an impression within established bounds? It's hard to tell, but it hardly matters, because the point is having fun: and playing SlamTilt certainly is fun. No, I'm not talking about the bad manners of real pinball players. SlamTilt is the name of yet another pinball simulator by new programming team Liquid Dezign [sic], introduced to us by 21st Century Entertainment. They themselves went through rather rough events of parting with Digital Illusions (who started it all, with their brilliant series of Pinball Dreams, Fantasies and Illusions) and partnership with Spidersoft (of allegedly-disappointing Pinball Mania). I think they have found a new talent again. GENERAL FEATURES Four tables are available: Mean Machines (MM) Pirates (PIR) Ace of Space (AoS) Night of Demons (NoD) All are single-level tables with copious use of habitrails (wireforms). NoD has two flippers; others have three, all normal sized. Admittedly, the game offers little that is technically new. Maximum number of balls in multiball mode has been increased to a whopping four, and each is beautifully lightsourced. Also new to the Amiga screen is Magna-Save, a magnet to save drains to the side (outlanes). That's all; we've seen everything else. Dot-matrix score bar at the top. Vertically-scrolling, top-down view over the playfield at the bottom. Hi-res mode for multiball mode. 5-way nudge. You get the picture. But the game more than compensates for the lack of novelty with great attention to detail. It feels like a completed project by people who actually care, rather than a rushed, cash-in attempt in a popular genre. The graphics are distinctively drawn dark. Couple that with a generous number of illumination effects ("attraction" mode actually LOOKS attractive), and we are treated to a very dramatic display of the playfield. Also, the dot-matrix bar is framed with a colorful panel designed for each table, which adds to the character. I would say dot-matrix animations are more stylish than those of certain real tables, though they can be surprisingly gory at times. But what is the most striking about this game is the rich playability of all four tables; in fact, they are up to the standard of 90's real pinballs. Ball/flipper interaction is nearly perfect. There are few peculiarities of ball physics to dispel the illusion. Each table flows very well and has at least two sets of modes, with various short-term goals thrown in. Risk/award ratio (i.e. no pain, no gain) seems spot-on. Shaping an ideal strategy for each table will be a long, tough and fun process. Music is resourceful and spirited (particularly the rendition of "When Johnny Comes Marching Home" in PIR). The orchestration leaves a bit to be desired; some instruments sound decidedly "chippy" and lack oomph, so to speak. Sound effects are plentiful too, both realistic and thematic (like foreboding thunder and clock tower tolling in NoD). There are some speech samples. To put a pupil in a drawn dragon, as an old Japanese saying goes, various aspects of the game can be configured and saved for later use. There are separate volume adjustments for music and sound effects, with an additional option to play "jingle" music only. Toggle for auto lo/hi-res switch, apparently for those players (myself included) who prefer playing in hi-res mode all the time. Remapping of in-game controls, even to two buttons of a mouse or joystick. Great attention to detail, like I said. The following is "quick take" of each table, intended for serious pinball players. Playfield descriptions start from the bottom left corner, then proceed basically clockwise. Naturally, they are chock-full of pinball jargon; casual players might like to skip to the "DOCUMENTATION" section. You have been warned. :) MEAN MACHINES The theme of this table is motor sports. Your goal is to race in various categories, wreak havoc and finish first (Michael Andretti style, for IndyCar fans :). There is a kickback at the left outlane. Short lane feeds the left "Formula 1" saucer. The left ramp feeds habitrail to the right inlane. "Freeway" ramp joins to the "Engine" loop (see below). The center ramp curves to the top-left saucer, which in turn feeds rollovers and bumpers below. At the top-right corner, there are two concentric tight "Engine" loops, with a flipper of its own. A magnet is hidden just in front of the flipper and "traps" the ball in a mode, so that the ball can be "kickstarted" by the flipper into either loops (a la Spiral Helper of Twilight Zone). The inner loop feeds habitrail to the left inlane, while the outer one loops back to the top of the flipper, allowing multiple loops. A "drain" from here feeds habitrail to the right inlane. The right "Skull" ramp feeds habitrail to the left inlane. A sinkhole is hidden beneath the ramp of the right spiral (feeds habitrail to the right inlane). There is a diverter between the right inlane and outlane. The autoplunger feeds habitrail to the left inlane. Couple sets of standup targets and rollovers are scattered around the playfield. Also, a habitrail for multiball launch starts from the mid-left, goes below the center drain, loops back toward the centerfield then ends at the right slingshot (a la Batman Forever). It neatly feeds the Freeway ramp far above. There are two sets of modes, including one quick multiball (QMB) mode and two video modes (VM)... like short yet nice texture-mapped racing game a la XTreme Racing! They are complemented by two special modes (which can be activated even if other mode is already active) and "Speed" 4-ball multiball (MB) mode, for a total of twelve. The theme, the playfield artwork, "run the red light" scheme, frenzy pace of everything... All these reminds me of my fond memory of High Speed, a Williams classic (even that familiar "buzz" is there). Abundant mid-range shots and good distribution of targets contribute to heavy adrenaline rush. Lack of a final mode is somewhat anti-climactic, but each mode presents unique challenge, despite their plentiful numbers. PIRATES In this table, you are a pirate sailing the Spanish Main, yearning for heart-pounding adventure and vast treasure. Magna-Save at the left outlane. Just above sits a gimmick "Cannon", which fires the ball across the playfield, hopefully into the "Mermaid" saucer at the mid-right. At the mid-left, there is a large "Skull" spiral (feeds habitrail to the left inlane) which reaches as far as to the center of the playfield. Underneath, there are some standup targets and the "Cave" sinkhole, effectively forming a wall of targets. At the top-center, to the right of two bumpers, the center lane curves to the top-left sinkhole. It in turn feeds either the Cannon or another gimmick "MagnaTable" just below. It essentially is a tiny pinball table, with two flippers replaced by two ball-repelling magnets (a la Magna-Flip in Twilight Zone). Both successful "shot" to a sinkhole at the top and "drain" from here feed habitrail to the left inlane. Just below the right spiral (feeds habitrail to the right inlane), at the mid- right, is the top flipper. It is fed either by the right saucer just to the right, or by the Cave sinkhole. It can shoot, across the playfield, the left loop or the left spiral (feeds habitrail to the left inlane) at the top-left. There is a kickback at the right outlane. The autoplunger feeds the right saucer. More standup targets are placed next to both top spirals. There are two sets of modes, including one VM and four MB modes. Completion of both leads to the final "Treasure Island" 4-ball MB mode, for a total of eleven. Despite many differences, this table reminds me of The Addams Family, which is a big compliment. One set of modes has to be won sequentially. Add to that some interesting long shots, and we have challenging table here. Cheerful dot-matrix animations fail to hide, however, that most modes lack variance; they basically are the same shoot-any-ramp-for-jackpot action. Outlanes are prone to drain, but as noted above, countermeasures are available for the player at the same time. A good sign of well-balanced rule. ACE OF SPACE You are a hero/heroine of a space opera in this table. There are aliens to eliminate, asteroid field to navigate, space race to compete in, walkers to crush, an arch-rival to duel with, and planets to blow up! There is a kickback at the left outlane. Short lane feeds the left "Space Station" saucer. Beneath the left spiral (feeds habitrail to the left inlane), at the mid-left, sits the top flipper. It can shoot either the "Airlock" sinkhole or the right "Hack" spiral (feeds habitrail to the left inlane), both at the mid-right. The left lane starts from above the top flipper, then curves to the top-right sinkhole. It can feed rollovers and bumpers below. Just left of the dead-center sinkhole, the center ramp joins to a major gimmick, the center loop. It is an enclosed circular lane raised above the playfield, and has a mechanism to accelerate the ball to allow multiple loops (a la Turbocharger of Getaway). It also has an unique feature that you can control anytime where the ball is fed after loops, either the top or right flipper. At the mid-right are the right "Blam!" spiral (feeds habitrail to the right inlane) and the right orbit, which joins to the left lane and feeds the top flipper. There is a Magna-Save at the right outlane. The autoplunger lane joins to the right orbit and feeds the top flipper. Four standup targets are placed between lanes/ramps. All sinkholes feed various places depending on a mode, adding the element of surprise. There are two sets of modes, including two QMB modes and one "tunnel vision"-type VM. Only one set of mode is required to trigger the final "Big Blam!" 4-ball MB mode. A "classic" MB mode adds up to a total of eleven modes. The wide range of shots, both distance and angle, makes this table quite enjoyable. Every mode offers different challenges, and the use of playfield features by some is very neat (e.g., you have to "load" the gun first to "shoot" walkers). The battle for hiscores will be enduring, could be too much so in fact, because of the relative ease of winning hold-bonus awards and extra balls. NIGHT OF DEMONS Unspeakable evil is at large in this table. With a shotgun in one hand and chainsaw in the other, you are determined to survive the night... "Good, Bad, I'm the guy with the gun!" Kickback at the left outlane. Four "Moon" standup targets are lined up along the mid-left wall. Just above sits the left "Clock Tower" saucer. The left ramp makes a jump to the right lane, forming an orbit. That right lane curves to the top-left saucer, which feeds rollovers and bumpers below, at the dead-center. They, and three "Skull" standup targets, are sandwiched by two center ramps, both of which feed habitrail to the left inlane. At the top- right are the "Wolf" saucer and the right spiral, which feeds habitrail to the right inlane. Five "Tower" standup targets are lined up along the mid-right wall. The autoplunger feeds the center-left ramp. There is a center post. Also, a magnet is hidden beneath the centerfield, so that the ball trajectory can be wickedly affected in a mode (a la "Seance" of The Addams Family). Two sets of modes include one QMB mode. Completion of both leads to the final "Demon's Night" 4-ball MB mode. A "classic" MB mode and two VM's add up to a total of eleven modes. For once, VM's are available as a separate set, to much delight of VM haters. :) This table looks to me like a tribute to Firepower, another Williams classic. Simple, spacious playfield design and clearly grouped large targets are reminiscent of the bygone era, when the late Mr. Jay Miner (R.I.P.) was giving birth to the Atari 800. :) Don't let its simplicity fool you though; all essential shots are long ones placed next to each other, demanding a high degree of hand-eye coordination. Long shots have been a problem with vertically-scrolling pinball simulators, but they don't hamper the gameplay here, thanks to nifty use of playfield insert lights and dot-matrix animations. DOCUMENTATION The package contains a 128-page manual written in four languages; English, German, French and Italian. After a brief yet sufficient description of installation and game controls, all of the tables' rules are explained in detail with accompanying black-and-white screen shots. Aside from confusing references to lights as "lamps" and unusual use of the term "lane change" in AoS, they are written clearly. That is, if you are fluent in pinball jargon. :) Perhaps because of a layout error, description of some modes of MM are missing in the English chapter of the manual. There are some omissions of essential in-game controls. They include: o key: Access game options menu Delete key: Switch to lo-res mode Help key: Switch to hi-res mode LIKES First of all, this is a superb _simulator_, because of decent ball physics and flipper/ball interaction; even the mess of Magna-Save in multiball mode is there :). There is little peculiarity to break the illusion. Not only that, all four tables are excellent _pinball_ games, thanks to good use of theme, nice flow, clear visual/aural cues, complex rules, eye- catching illuminations etc. Credit is due to Liquid Dezign by keeping up to date with modern features of real pinball machines of the 90's. There is good variety in tables; three feature-packed, fun to satisfy, sophisticated players, and one challenging trip to the late 70's for old-timers. Various settings can be changed and saved for later use. Sounds simple enough, but this is an odd rarity in Amiga games. Cows. :) DISLIKES AND SUGGESTIONS I say the "feel" of ball physics is the best ever, but having said that, it's not perfect yet (is there such thing?). The maximum ball speed seems just a bit too fast; not that I can't keep up to it :), but it somewhat defies the sense of weight. Also, friction seems low; the ball sometimes storms through inlanes. As for the rules, the lane change is still one-way (come on, it started to affect my play of real tables! :). There is no bonus countdown (i.e., bonus points counted 1000 points at a time); I know this is not popular practice today, but at least it would have been appropriate for NoD, considering its vintage design. Also, the status report is missing. Which leads to my biggest gripe: during play, there is no clear indication of which ball is in play. Can be confusing, especially after many extra balls. Speaking of which, extra balls are too easy to win in some tables. For better score balance, they should become progressively harder to win. The reflexing feature (which adjust the rule according to recent play statistics) could be applicable, too. It should be noted that most gimmicks in this game are borrowed... er, excuse me ;), are heavily influenced by those of real tables. I would like to see more originality here. There are two Track-and-Field-type video modes. When the use of video mode in pinball itself is controversial, I think this is way over the line. Some might be annoyed by the violence in the dot-matrix animations. My last gripe is a wrong, yet sadly common, assumption of European games: that the Workbench screen is in PAL mode. Just one dummy Intuition PAL screen upon startup, and owners of NTSC/expanded Amiga would have been happier. One small suggestion is a setting for the initial screen mode: i.e., the mode each table starts in, not just for between multiball play. Also, support for all buttons of CD32 joypad would be nice (my keyboard agrees :). The "floor" in hi-res mode looks disappointingly void. A parallax-scrolling of a wooden floor, or even better, a glimpse of tables "to the next" would be nice (it will be just cosmetics, admittedly). My last suggestion is going for a widebody table (a la Space Invaders, Twilight Zone) or multi-level table (Haunted House). Even real table designers struggle to get these formats right. Considering the quality of this package, I would love to see Liquid Dezign try. COMPARISON TO OTHER SIMILAR PRODUCTS Comparison to Pinball Illusions (PI), the most praised pinball simulator to date, is inevitable. Technically, both are very comparable. So credit is due to PI by beating the clock by whole one year and paving the way. But, as I said earlier, the whole point is having fun. And that's where SlamTilt (ST) shines. All four tables of ST seem to possess that something intangible which sets great _real_ tables apart from just good ones. PI's offering of two excellent tables (one buggy) and a not-so-good one, with somewhat eccentric flippers and shallower rules, pales in comparison (for the detail, please read my USENET review of PI). By no means PI is a bad package; it's just ST is that good (and I don't mean _that_ ST! :). BUGS In PIR, the ball can show through gimmicks over the "Cave" sinkhole. VENDOR SUPPORT The telephone number of the customer service is given in the manual. I haven't tried to call. WARRANTY The package does contain a warranty registration card, but no detail is mentioned. CONCLUSIONS Having been an avid pinball player for over 16 years, I am very happy to say that, at long last, pinball simulators have caught up with the playability of real tables of 90's. My highest recommendation to AGA Amiga owners. WELCOME TO THE CLUB If you have been away from the real pinball, for some time or for life, and have enjoyed SlamTilt, I would like to encourage you to try real tables. Over the years, they have grown in complexity enough to entertain sophisticated players of today. In fact, they may look intimidating at first; but part of the fun is finding out how all elements fit together, as you may have found out with this package. I assure you that the method of forming strategy you have gained through this excellent simulator will work in the fields as well. COPYRIGHT NOTICE Copyright 1996 Hidehiko Ogata. // }{idehiko ()gata "Reality is just what we tell each other it is." \X/ hog@aqu.bekkoame.or.jp - In the Mouth of Madness --- Accepted and posted by Daniel Barrett, comp.sys.amiga.reviews moderator Send reviews to: amiga-reviews-submissions@math.uh.edu Request information: amiga-reviews-requests@math.uh.edu Moderator mail: amiga-reviews@math.uh.edu Anonymous ftp site: math.uh.edu, in /pub/Amiga/comp.sys.amiga.reviews Web site: ftp://math.uh.edu/pub/Amiga/comp.sys.amiga.reviews/index.html