The irony of this whole situation is that the REAL pinball machines based on the Star Trek franchise are freaking AMAZING, but this... I mean... whoooo boy...
Today on Ancient DOS Games, Gemini's taking a look at Star Trek Pinball, one of the last games released for DOS by a big name gaming company, developed by SCi Games and published through Interplay just a month into 1998.
This thing feels like it was on the right track to be an awesome pinball program, but that it needed nearly twice as much dev time to really make it shine. As such, what we ended up with very much feels like an ALPHA build of a game, not a fully finished product, as much of the artwork feels like it was meant as placeholder graphics, as does much of the audio, and the gameplay is a bizarre hybrid of real physics but with the wrong math, leading to all sorts of weirdness.
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Additional Information and Corrections:
* Jim Leonard (aka Trixter) has done a couple vids investigating original shrink wrap versus reshrink and is far better versed on the subject than I am. Check them out here: • Software Collecting: D... and • Software Collecting: B...
* I'm not sure if the holes in the shrink wrap to let the air out are called "registration holes" or not, but for some reason I've always called them that. Anyone know if there's an actual name for them? Also, they're KINDA visible on camera at the right angles, but they're still really hard to see.
* Fun Fact: Even though the manual was sized to fit inside the jewel case, it's SO THICK that it actually doesn't, thus why they put an insert in the jewel case instead! XD
* I should note: When I say "real pins are meant to return the ball in various ways but never straight for the drain", I'm specifically referring to successful shots. Many real pins will punish a player on the return of a FAILED shot, such as if a ball doesn't go up a ramp all the way or you miss a target and hit a post next to it.
* I forgot to put the screenshot I took of the DP_PREFS file in the video proper, so here's a link to the screenshot on my website: www.pixelships....
* There's a few things I neglected to mention. For starters, the tables are forced to play in a 5-ball mode. There is no option whatsoever to switch the tables over to a 3-ball mode.
* The single player capable tables have the same "Ball Save" feature found on most pinball machines, but the DMD always says "Ball Safe" even though the manual properly calls it a "Ball Save". Weird.
* Another butchered (but at least present) feature is the Status Report. On virtually every mid-80s pin onward, if you hold one flipper up for a few seconds, a status report shows up and you can scroll through pages of information by flipping the other flipper, ultimately returning to the current score display. Star Trek Pinball goes to the status report within just a couple seconds of holding a flipper up and does NOT allow you to return to the score display, not to mention your score isn't showing during modes, meaning you don't often get to see your score while in the middle of a ball unless literally nothing's happening AND you don't have the ball on a flipper. :P
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17 сен 2024