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Скачать с ютуб Pinball Arcade - FunHouse ("Midnight Multiball" & "Super Frenzy" completed) в хорошем качестве

Pinball Arcade - FunHouse ("Midnight Multiball" & "Super Frenzy" completed) 8 лет назад


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Pinball Arcade - FunHouse ("Midnight Multiball" & "Super Frenzy" completed)

Released on the holiday season of 1990, with 10,750 units sold, of the many, many pinball machines themed on carnivals and amusement parks, this one was easily the best-selling and most famous one. FunHouse featured a mechanical head, which talked and whose eyes followed the ball, as far as 1990 technology allowed. He’s Rudy, a ventriloquist dummy and the supervisor of the carnival's funhouse, and true to his name, he is a rude, condescending jerk, giving nicknames like Spunky, Bucko, Chucky (a possible reference to the Chucky horror film series), and Slick. If you are not familiar enough with pinball to recognize Rudy, you may recognize his voice actor, Ed Boon, who would later create the Mortal Kombat series. Williams Electronics was founded by Henry Williams in 1934 with Contact, the first mass-produced pinball game, and continued to make pinball for the next 6 decades. During the 1980s, the video game company Midway bought Williams, and so you get Ed Boon’s involvement in this. 1999 was also the year Midway released Williams, and it renamed itself WMS Industries and moved exclusively into gambling machine production. In 2014, Scientific Games bought WMS, where it has been since. FunHouse was also the jump-start to playfield designer Pat Lawlor's career. FunHouse was a big seller and big earner, and his next machine, The Addams Family, even more so. Pinball executives deemed him a golden goose, and they gave him total freedom on his following project, The Twilight Zone. More on his rise and fall when I cover that table. The premise of FunHouse is that you are a visitor to a carnival funhouse. However, Rudy is watching your every move, and you have to hold up until midnight, when Rudy becomes too sleepy to pay attention. Like Terminator 2, this was pre-Addams, so it had a disorganized progression system, with two lines of progression. Most obvious is the clock. It will begin at 8:30 PM, and your goal is to bring it to midnight. Most shots will advance the time between 5 minutes and 45 minutes, depending on what it is. Once it hits 11:30, only the middle lane can advance the time, to 11:45. Do it again, and the time will become midnight and Rudy will fall asleep with his mouth open. Shoot the ball into Rudy's mouth to start the 3-ball Midnight Multiball and get 1 million points. When Midnight Multiball begins, the trap door, just below Rudy, will open up. Getting a ball into the trap door is worth 2 million points and closes the trap door. To re-open it, shoot the ramp whose entrance is to the left, and the trap door will be worth 3 million. This cycle continues, with the trapdoor worth a million more points each time, until you drain two balls. Once Midnight Multiball ends, the time will jump back earlier (second iteration is 5:00 PM, for example), meaning you need to make more shots to reach midnight. The Magic Mirror is the source of the game's major modes. It's the column of lights just left of center, and the scoop below it is where they begin. When the ball goes in, a mode will begin, and you can start another one by shooting Rudy and then this scoop. The lights how you which ones you've yet to complete (off), which ones you've completed (on and still), and which one is next (blinking), but the Wii U version graphics are messed up and the yellow ones look like they're all on. From top to bottom, they are: Light Extra Ball - An extra ball becomes available up the center lane. The red arrow pointing up the lane indicates this. Light Million - The next shot to Rudy will be worth 1 million points on top of whatever the shot may be worth. Jet Bumpers at Max - The bumpers to the lower-right will now blink and give out more points per hit for the rest of the ball. Light Superdogs - The targets facing left at the exact middle of the playfield will flash red for 20 seconds, with each shot increasing in point value. This is likely named after Super Dawg, a popular restaurant in Chicago (where FunHouse was designed and manufactured). Open Crazy Steps - The ramp will divert to the far left, where you use the plunger on the left. Awards unique to Crazy Steps are available here. Quick Multiball - A 2-ball multiball immediately begins. All shots to Rudy are worth 1 million points until you drain a ball. Once all 6 have begun and it's not multiball, all 6 lights will blink in unison. Shooting the scoop now begins Super Frenzy. This awards 1 million points right away, and for the next 20 seconds, all switch hits are worth 100,000 points on top of what they'd normally award. Whatever you receive when time runs out is awarded again at the end-of-ball bonus. Super Frenzy's potential is highest when combined with Midnight Multiball, which is what I do here. Other modes and point sources include the non-mirror Crazy Steps, the regular Frenzy, the Gangway Bonuses, the Rudy Gulp bonus, the non-multiball Trap Door, and Rudy's Hideout. The next table will be Black Hole.

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