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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer and UsefulNotes/AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by {{Creator/Sierra}} in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer Platform/IBMPersonalComputer and UsefulNotes/AppleMacintosh.Platform/AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by {{Creator/Sierra}} in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3dultrapinball_5971.jpg]]
[[caption-width-right:350:"Colony table activated."]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/3dultrapinball_5971.org/pmwiki/pub/images/1671092_3_d_ultra_pinball_macintosh_manual.jpg]]
[[caption-width-right:350:"Colony table activated."]]
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Moved from YMMV.

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* HellIsThatNoise: When run on Windows, the MIDI music for the Mine table can sometimes get stuck on a single note, making for an unintentional DroneOfDread.
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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by {{Creator/Sierra}} in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer and AppleMacintosh.UsefulNotes/AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by {{Creator/Sierra}} in 1995, and is the first game in the company's "3-D Ultra Pinball" series.
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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by SierraOnLine in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

to:

''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the UsefulNotes/IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by SierraOnLine {{Creator/Sierra}} in 1995, and is the first game in the company's "3-D Ultra Pinball" series.
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''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by SierraOnLine in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

to:

''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the IBMPersonalComputer UsefulNotes/IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by SierraOnLine in 1995, and is the first game in the company's "3-D Ultra Pinball" series.
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* MissionControl

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* MissionControlMissionControl: The male voice sounds like a snarky military officer.
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''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with playfields rendered at 640 x 480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is nearly impossible thanks to the very floaty ball and inconsistent ricochets, the table nudge is useless, and most RealLife flipper tricks aren't possible.

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''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with playfields rendered at 640 x 480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is nearly impossible thanks to the very floaty ball and inconsistent ricochets, the table nudge is useless, and most RealLife flipper tricks catches and ball passes aren't possible.
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''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with playfields rendered at 640 x 480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is all but impossible, thanks to the very floaty ball and inconsistent ricochets, the table nudge is all but useless, and most RealLife flipper tricks aren't possible.

to:

''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with playfields rendered at 640 x 480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is all but impossible, nearly impossible thanks to the very floaty ball and inconsistent ricochets, the table nudge is all but useless, and most RealLife flipper tricks aren't possible.
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* FixedCamera
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''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with renders at 640x480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is all but impossible, thanks to the very floaty ball and inconsistent ricochets, the table nudge is all but useless, and most RealLife flipper tricks aren't possible.

to:

''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with renders playfields rendered at 640x480 640 x 480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is all but impossible, thanks to the very floaty ball and inconsistent ricochets, the table nudge is all but useless, and most RealLife flipper tricks aren't possible.
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* MachineMonotone: A female monotonic voice is one of the voices used during the game.

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* MachineMonotone: A female monotonic voice is one One of the voices used during the game.is a female monotone.
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* TeleportersAndTransporters: Used to warp pinballs around the different playfields.

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* TeleportersAndTransporters: Used to warp pinballs around the different playfields."Colony" playfield.
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* ElaborateUndergroundBase: The Operations Center level.



* MinecartMadness: The Mine level uses minecarts to move the pinball between playfields.
-->'''Mission Control:''' "Ride the rails, cadet."



* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.

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* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.

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[[caption-width-right:350:''Pictured:'' The "Colony" playfield.]]

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[[caption-width-right:350:''Pictured:'' The "Colony" playfield.]]
[[caption-width-right:350:"Colony table activated."]]



Based loosely on Dynamix and Sierra's ''[[VideoGame/{{Outpost2}} Outpost]],'' the goal of the game is to build a deep space colony and launch a starship. This is done by playing pinball in three areas -- the Colony, the Operations Center, and the Mine -- each with a primary playfield and several connected mini-playfields. Invoke various extra modes, warp between tables to complete challenges, and watch out for hidden levels. The game fully embraced its digital pinball heritage, and modes would feature wandering enemies, transform parts of the playfield, or temporarily change the rules of physics.

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Based loosely on Dynamix and Sierra's ''[[VideoGame/{{Outpost2}} Outpost]],'' the goal of the game is to build a deep space colony and launch a starship. This is done by playing pinball in three areas -- the Colony, the Operations Center, and the Mine -- each with a primary playfield and several connected mini-playfields. Invoke As MissionControl gives instructions, invoke various extra modes, warp between tables to complete challenges, and watch out for hidden levels. The game fully embraced its digital pinball heritage, and modes would feature wandering enemies, transform parts of the playfield, or temporarily change the rules of physics.



* ComputerVoice: Various voices are used to give game instructions.
* MachineMonotone: A female monotonic voice is one of the voices used during the game.
* MissionControl



* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.

to:

* TeleportersAndTransporters: Used to warp pinballs around the different playfields.
* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.
Is there an issue? Send a MessageReason:
None


Based loosely on Dynamix and Sierra's ''[[VideoGame/{{Outpost2}} Outpost]],'' the goal of the game is to build a deep space colony and launch a starship. This is done by playing pinball in three areas -- the Colony, the Operations Center, and the Mine -- each with a primary playfield and several connected mini-playfields. Invoke various extra modes, warp between tables to complete challenges, and watch out for hidden levels.

to:

Based loosely on Dynamix and Sierra's ''[[VideoGame/{{Outpost2}} Outpost]],'' the goal of the game is to build a deep space colony and launch a starship. This is done by playing pinball in three areas -- the Colony, the Operations Center, and the Mine -- each with a primary playfield and several connected mini-playfields. Invoke various extra modes, warp between tables to complete challenges, and watch out for hidden levels.
levels. The game fully embraced its digital pinball heritage, and modes would feature wandering enemies, transform parts of the playfield, or temporarily change the rules of physics.



* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.

to:

* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.
Is there an issue? Send a MessageReason:
None


Despite these issues, the game proved to be a surprise hit for Sierra. The company followed it with several more ''3-D Ultra Pinball'' titles, as well as a series of non-pinball "3-D Ultra" games, such as ''3-D Ultra MiniGolf'' and ''3-D Ultra Radio Control Racers''.

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Despite these issues, the game proved to be a surprise hit for Sierra. The company followed it with several more ''3-D Ultra Pinball'' titles, as well as a series of non-pinball "3-D Ultra" games, such as ''3-D Ultra MiniGolf'' [=MiniGolf=]'' and ''3-D Ultra Radio Control Racers''.
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Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/3dultrapinball_5971.jpg]]
[[caption-width-right:350:''Pictured:'' The "Colony" playfield.]]

''3-D Ultra Pinball'' is a [[DigitalPinballTables computer pinball game]] for the IBMPersonalComputer and AppleMacintosh. It was developed by Creator/{{Dynamix}} and published by SierraOnLine in 1995, and is the first game in the company's "3-D Ultra Pinball" series.

Based loosely on Dynamix and Sierra's ''[[VideoGame/{{Outpost2}} Outpost]],'' the goal of the game is to build a deep space colony and launch a starship. This is done by playing pinball in three areas -- the Colony, the Operations Center, and the Mine -- each with a primary playfield and several connected mini-playfields. Invoke various extra modes, warp between tables to complete challenges, and watch out for hidden levels.

''3-D Ultra Pinball'' used pre-rendered playfields throughout the game, offering detailed graphics and fast action at the cost of a fixed camera. Even so, some pixelation was present, as the game was originally designed for Windows 3.1, with renders at 640x480 resolution and 256 colors. But the title's biggest weakness was its physics engine -- precision aiming is all but impossible, thanks to the very floaty ball and inconsistent ricochets, the table nudge is all but useless, and most RealLife flipper tricks aren't possible.

Despite these issues, the game proved to be a surprise hit for Sierra. The company followed it with several more ''3-D Ultra Pinball'' titles, as well as a series of non-pinball "3-D Ultra" games, such as ''3-D Ultra MiniGolf'' and ''3-D Ultra Radio Control Racers''.

''3-D Ultra Pinball'' was sold both individually and as a part of the ''3-D Ultra Pinball Power'' compilation set.

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!! ''3-D Ultra Pinball'' demonstrates the following tropes:

* AntiFrustrationFeatures: If you launch a ball and fail to score before it drains, the game gives you a "bozo ball" for another go.
* NumberedHomeworld
* PinballSpinoff: Technically, the game is part of the ''Outpost'' series, though just barely.
* SettlingTheFrontier: The premise of the game.
* WhenAllYouHaveIsAHammer: Most of the bonus modes involves repeatedly hitting whatever new menace appears on the playfield, then hitting a vulnerable target.

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