Written by Martijn, published January 27th, 2008. Read 722 times. 3 comment(s).
Monster Bash is one of the last machines made (Cactus
Canyon being the last) before Williams decided that in order to
survive, something radically different had to be done. As we all
know, this led to the invention of Pinball 2000, which received a
mixed acceptance amongst the pinball community and came too late to
convince Williams' investors to give pinball truly another chance. In the end this led to the total abandonment of pinball by Williams. And to be
completely honest, playing the amazing pinball game of Monster Bash one might wonder why Pinball 2000 was invented in the first place.
It has to be admitted, Pinball 2000 in itself is a wonderful concept. Mixing pinball with interactive video images is an innovative and logical step in pinball evolution and when you come to think of it, potentially holds a lot of promise. It's really a shame that the whole invention didn't get more time to develop into a real product, because I think a Pinball 2000 machine with a larger playfield and with game rules focused less on the animations in the middle can be really fun. The disappointing sales figures of the rushed Star Wars Episode I was the final blow to pinball at Williams however and ultimately made Williams close down its pinball division altogether.
That being said, it's a funny thing that in a way, Pinball 2000 was
invented during the final development of Monster Bash, one of the most appreciated machines amongst us Pinsiders. Why this is a funny thing, you ask? Well, just read on to discover why... In this 1999
transcript of a Pinball Expo 99 seminar (that's really worth a read) Monster Bash designer George Gomez explains
how this happened and especially the EUREKA moment he talks about
and
his worries for the near future (which we now know to be true) gives a
nice insiders perspective of the final days at Williams and the
downfall of pinball at this once great pinball manufacturer. Especially when you realise that Williams closed down for good only days after this seminar was given.
To get it straight out into the open, Monster Bash is truly a wonderful machine. Being the last Dot-Matrix Machine that got the care and attention a pinball creation deserves (during the development of Cactus Canyon a lot of effort already went into the development of Pinball 2000), the machine knows how to impress with its slick design and its blazing soundtrack.
The machine is build
around 6 of the most beloved monsters from Universal Studios
and the
task the player is given is to make them form the greatest rock band
that ever roamed the earth. Of course this proves to be a lot more
difficult than it sounds, because at first our heroes (being monsters
and all) aren't really eager to play for you. You have to convince
them to join the band by making the shots that they represent a fixed
amount of times, and to make it even more complicated, you have to
help them to collect their instruments as well. You can help the
monsters get their instruments by completing the modes that are
started when they join the band. Every monster has a different mode
and playing these modes lead to lots of funny remarks and sneers by
the monsters.
The game features some fast-paced play and sometimes
it's difficult (although necessary to reach a good score) to slow
down the game flow a bit and take a moment to relax and to recap what
to shoot for next. And although the game is not very difficult to
learn and fairly feasible to control, it's the desire to keep the
ball rolling all of the time, that can make the game difficult to
master for the regular pinball player, especially when played during
tournaments with the pressure to play well building up all of the
time.
Getting all monsters to play in the band awards a
mini wizard mode (Monster Bash multiball), while collecting all
instruments awards the true wizard mode (Monsters of Rock multiball).
Mini multiball or not, don't make a mistake... reaching Monster Bash
multiball awards the player with a just as cool animation to start the action, and it must be said that starting each of these 2 wizard
modes, triggers one of the best moments of pinball ever. Transylvania, LET'S ROCK!
Another feel good moment of the machine is
starting the regular (Frankenstein) multiball, where the animation of
Frankenstein coming alive with the professor screaming in the
background really fuels the player's desire to hit a lot of those
double jackpots. And for me that's in a nutshell what this machine is
all about: feeling good, playing fast and rocking hard. It's truly an
eureka moment in pinball and it gives me a very double feeling when
I come to think of this machine bringing pinball alive the way it
does, while at the same time it marks the beginning of the demise of
pinball creation by one of the greatest and most talented pinball
teams ever. Funny in a sad way, isn't it?
This story was written by Martijn, a Member since November 2001 with 3400 Pinside Karma points.
I'm sorry to say that there aren't any stories for this pinball machine other than the one on the left.
11 hours 39 minutes left
1 day 23 hours left
3 days 9 hours left
3 days 9 hours left
3 days 23 hours left
Discussion is good and thus commenting is good for your Pinside Karma. The story author and the Pinside administrators may moderate the comments on this story according to the Pinside writing guidelines.
You are not logged in and making an anonymous comment.
Click here to log in or register.

Balint commented on May 14, 2008 15:57:18
Just a remark: they say that the pinball division wasn't shut down because of the poor sales of Episode 1, if you think about it, 3,525 units is still not that bad compared to the late dot-matrix machines unit #, like MB, CP... So the closure was decided, whatever success the pinball 2000 does.
Pinball Kween (anonymous) commented on June 08, 2008 23:33:02
It's, "Transylvania, let's rock!" not Pennsylvania.
Best pin ever.
Martijn commented on June 15, 2008 14:36:01
@ Balint: I agree that on the management level it probably was already decided to close down the pinball division. They used the bad sales figures of the SWE1 (as compared to the RFM) as a justification for shutting it down.@ Pinball Kween: You're right, off course. I corrected the mistake, thanks for reporting it...