This bug occurred on both the PS3 and the Vita. If I started another game, it would start in 2 player mode. At the conclusion of my game, if I started a new game immediately, it would, just as immediately, end the game with a score of 0. The Vita version of Twilight Zone has no such issues. Over time, one might be able to adapt to this timing difference, but it had a noticeable effect on my game. There is also no way to configure the controls to not use the shoulder buttons, nor is there a way to turn analog off. There feels like there is a lag between the press of the button and when the secondary flipper engages. The PS3’s L1 and R1 buttons are able to replicate this functionality, but here it is a detriment. Pushing the button all the way engages any secondary flippers associated with that side. The first level only engages the bottom, main flipper. In many physical pinball games, the flipper buttons have two levels of sensitivity. One advantage the Vita has, however, is the lack of analog shoulder buttons. This may be due to the default camera angle, which I tend to prefer, but I felt like it was easier to aim my shots on the PlayStation 3. I find that the Vita version’s lower resolution makes it harder to judge my shots using the upper, secondary flippers. The Vita’s lower resolution, on one hand, makes the game unnaturally more difficult to read. A player can clearly see the objectives they have completed, and what the next objective is. Twilight Zone is one of the most crowded, busy pinball tables ever made, and the higher resolution of the PS3 benefits from it. It ain’t all rosesīoth the PS3 and Vita versions of Twilight Zone have their strengths and weaknesses. Twilight Zone’s sharp, sudden, loud, and repetitive soundtrack implores a sense of urgency, which perfectly complements the frenetic pace of the table, along with the numerous targets. Many pinball tables have soft, forgettable or otherwise relaxing music. Special consideration has to be given to the music. The voiceovers hit every note that I remember, with an old-timey yet knowing sound that belies the theme of the table. The sounds brought back memories, and within the span of one minute, I remembered darn near everything about the playfield. The first thing I noticed were the sounds, which were as accurate as they could be my memories of them were tainted by the fact that Twilight Zone was not the only machine in the arcade I had background noise. Considering that this single table is selling for the same price as a normal table 2-pack, does the digital version of this classic hold up to my memories? Farsight, the developers of The Pinball Arcade, launched a Kickstarter many months ago to port this classic table to their pinball platform, and after a few months of being available on other platforms, it is finally available on PlayStation 3 and PlayStation Vita. I became intimately familiar with every nook and cranny of its playfield. I played Twilight Zone every day in college for the better part of a year. This new table had all kinds of targets to hit, including the use of magnetic flippers in a pinball machine. The result was Twilight Zone, a table with so many objectives, bells, and whistles, you will likely be in two special modes at any one time. After the success of The Addams Family pinball table its creator, Pat Lawlor, was given free design to design a pinball table however he saw fit.
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