Pro Pinball Timeshock Review

Pro Pinball Timeshock Review Rating: 8,5/10 6349 votes

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About Genre Pinball Rating Rated 'K-A' Summary TIMESHOCK! PRO PINBALL might not be the real thing, but it's about as close to the arcade-machine experience as you're going to get. The savvy developers at Empire Interactive are true-to-life pinball enthusiasts, and it's apparent in the painstaking care they've taken in getting every little detail just right. The sights and sounds of a quality pinball machine are all here to be enjoyed. From fully animated flippers, jets, diverters, and switches that bounce and react just like their real-life counterparts, to balls that clatter as they roll up and down the wooden table, and scores that ring out loudly. Three modes of play are available: Novice, Tournament and Special Challenge mode. Unexpected 'extras' are also included, like fast-action multi-ball play, magnetic ball saving, light, sound and bumper tests, and even table nudging via the PlayStation controller!

Prepare yourself for total assault of a multi-layered adventure in vision and sound through four different time zones. Experience gleaming Silicon Graphics that test your capabilities to the limit. Pro Pinball- Timshock! Brings you full 3D pinball table on screen with a specially recorded soundtrack.

Everything the true pinball connoisseur could hope for is here to be savored.

I. Introduction

Pro Pinball: Timeshock! is the second pinball simulation in the Pro Pinball series from Empire Interactive. The first one, The Web, was the only pinball simulation that gave you the real feeling of a pinball machine until Timeshock! hit the market. With even improved physics, ReviewTimeshock! beats everything up to date.

This text, containing secrets, Easter eggs, and spoilers, was created by Jens Goering and is reproduced here with his permission. See below for a link to his full strategy guide.

II. How to Play the Table

  • Left Inlane: Contains the C of S-C-A-N. Scores 5K if you light the C, 1110 if you don?t. Complete S-C-A-N to light scan. Complete S-C-A-N five times to light superscan. The superscanner will be lit again when you complete S-C-A-N five times AFTER the last one was collected. The S-C-A-N-lights can be cycled with the flipper buttons. The S-C-A-N-lights are unlit at the beginning of a new ball.
  • Left Outlane: Contains the S of S-C-A-N. Same scores as above. Has a rescue gate leading to the inlane scoring the ?Lucky!? award of 5M, except in multiball play. If the ball goes through the left outlane nudge the table to the right at the moment the ball is besides the rescue gate. If you are lucky, you will move the pin left of the gate against the ball and this will send the ball through the gate.
  • Time Machine with Magnolock: If the middle orbit is lit for lock and you hit it, the ball comes here. Feeds to the left flipper through the rescue gate. (No ?Lucky!? award in that case) See time machine frenzy. The magnolock has three lights below. Flashing lights indicate number of balls ready to lock. Lit lights indicate locked balls (not necessarily the same as balls in lock).
  • W-target: The W of W-A-R-P. Each one scores 1K if unlit. Score if lit? Hittable from the right flipper. Often hit if you try to slingshot-pass from left to right and wait too long. Complete W-A-R-P in the right order to light time warp frenzy.
  • Left Orbit: Easily hit from the right flipper. Most balls going here hit the top scoop. Contains two switches so the machine knows in which direction the ball moves through the orbit. See awards, reverse combo and paradox award.
  • Left Ramp: Easily hit from the right flipper. Powers the time machine (see travel). Scores 100K and feeds to the left inlane. Also used to score ways (see ways). When you aim for this and you shoot too early, the ball will often hit the edge between the left ramp and the left target bank and go towards the center drain.
  • Left Target Bank (M-A-G): Easy to hit from the upper flipper. The G is usually hit when you shoot the middle orbit and hold the upper flipper up. Each target scores 5K. Light the next award in the left orbit if all three are hit. Re-lights MagnoSave if all six targets (M-A-G-N-E-T) are hit. The unlit M-A-G-N-E-T lights indicate the missing drop targets for MagnoSave. All targets are reset at the beginning of a new ball. In time machine frenzy, time warp frenzy and super time warp frenzy, the droptargets do not reset. After the first quickshot mania, completing a drop target bank becomes more difficult (This is not valid for multiballs). If you hit a target, you have to complete the whole bank within about 30s, otherwise the targets reset. Hitting any drop target resets the timer. MagnoSave becomes lit when all six drop targets were hit once. Due to this fact, the secret skill shot gets more important.
  • Upper Ramp: Easy to hit with a slow moving ball from the upper flipper. Harder to hit with a fast ball. Nearly impossible to hit any other way. Normally spots a continent for 1M. Feeds to the top scoop and starts an exploration if the continent contains one. Feeds to the right inlane otherwise. The plunger shoots the ball in the upper ramp but this is normally not scored. During multiball this is sometimes scored, if another ball triggers the first switch in the upper ramp and falls back out shortly before a ball is autoplunged. Sometimes a hit of the upper ramp is not scored during multiball if you hit it at roughly the same time as a autoplunged ball.
* When you aim for the upper ramp with the upper flipper and you hit the edge between the left drop target bank and the upper ramp, the ball often falls down to the base of the right flipper. Most of the time you can catch the ball on the right flipper, but sometimes the ball has a very strong counter-clockwise spin and rolls over the right flipper into the center drain. With a little practice, you should easily be able to recognize this behavior of the ball soon enough to flip fast with the right flipper to prevent the ball from draining.