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Episode 108 - Center Ramps

PodcastAnalysis updated last month51 min listen
Wedgehead Pinball Podcast
120 episodes tracked since 2023View profile
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Kineticist’s take

TL;DR

Center ramps debate: safety shots for casuals, bailout boredom for experts.

Synopsis

Wedgehead A A Pinball Podcast hosts Alex and Alan debate the merits and failures of center ramp shots in pinball machine design. They examine why prominent designers like Keith Elwin, John Borg, and Barry Oursler continue using center ramps despite their unpopularity in competitive/enthusiast circles, concluding these shots serve novice players rather than experienced ones and are strategically placed in the 'bozo zone' for accessibility.

Highlights

  • Center ramp games (Comet, Avengers: Infinity Quest (Pro) Quest, King Kong, Star Wars Fall of the Empire) rank lower on Pinside 100 than other games by the same designers
  • Keith Elwin's Avengers: Infinity Quest (Pro) Quest and King Kong both feature center ramps as their primary shot design
  • Center ramps were placed deliberately in the 'bozo zone' (middle third of playfield) to make them easy to hit for new players
  • Star Wars Fall of the Empire uses a jump ramp instead of traditional center ramp to avoid reject feeding straight down middle
  • Designer placement of center ramps is a conscious choice to serve casual/novice audiences, not experienced players

Entities

  • Aerosmith· game
  • Avengers Infinity Quest· game
  • Beetlejuice· game
  • Big Hurt· game
  • Cactus Canyon· game
  • Comet· game
  • Fast Break· game
  • Harry Potter· game
  • Iron Maiden· game
  • Jurassic Park The Lost World· game
  • King Kong· game
  • Kiss· game
  • Star Wars Fall of the Empire· game
  • Pinside Top 100· organization
  • Wedgehead· organization
  • Barry Oursler· person
  • George Gomez· person
  • John Borg· person
  • Keith Elwin· person
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