Allibaster's ratings

Pinsider Allibaster has rated 17 machines.

This page shows all all these ratings, and forms Allibaster's personal top 17.


Rating comments

Allibaster has written 8 rating comments:


9.576/10
2 years ago
This review is based on software version 0.81.

The hype is real. This game is truly phenomenal and exceeded my expectations. It's hard to knock it, but there are a few minor things to pick at.

First, the positive.

The layout is unique and super flowy (with exception of the magnet and scoop). There's some really special and surprising combo shots. I particularly like shooting the left spinner mini-orbit and having it return through the right side in front of Mechagodzilla. Super cool! Building diverter is great. Ramps are fun and smooth. All the shots are hittable when needed with varying difficulty. Layout is superb!

Art is awesome. No complaints.

Love the toys. Bridge action is more fun than expected. Building is spectacular. Magna-grab is fun. Mechagodzilla is good, too.

As for the code, I'm surprised it's 0.81. It feels nearly complete. Very deep. Lots to do (almost too much). There are several times where it's tough to tell what shots to hit due to everything going on. The LCD display can use more information. I wish it'd show the city map in the quick info. Kauju battles could maybe use more time. Megalon roving mode is super hard to complete due to how quickly the shots move around. The code is amazing, and it's only going to get more polish. Awesome!

I also really like the Stern Insider Connected. I'm finding myself trying to complete all the achievements. Feels good when you get them. This should add some longevity to the game. Wireless software updates are much appreciated.

The music is very good with a nice variety.

Now, for the negative.

Honestly, it's hard to say much negative about the game. Generally, there could be some better lighting in the upper right part of the playfield. Audio quality is not the best (Stern speaker system sucks). The non-announcer call out guy kind of has a whiney annoying voice, but you don't hear it too often. Japanese mode is fun sometimes. Code can use some small improvements (which I assume are coming).

That's it. Incredible game. I'm really surprised how much I'm enjoying it!
8.792/10
5 years ago
Wow. This game kind of feels like a sleeper, which is most likely due to the initial impressions of the theme. Admittedly, I also had the same reservations but liked the layout and general progression that I observed playing briefly on location. When a Standard model came up for sale in my area at a fair price, I decided to try it out and was not disappointed.

First of all, the game itself is absolutely loaded with toys, features, and gimmicks, even on the Standard model. Lawlor's layout is fantastic. He was able to fit in so much stuff and still provide great flow and buttery smooth shots. The layout allows for so many variations that can be used in the modes, that each of the 11 modes feels unique and not overly repeated. The lighting effects and shaker motor also add to this. I generally do not gravitate towards mode based games, but this one has me hooked. The modes are fun and varied.

The art is overall pretty great. I like the translite artwork the most, but the style and composition of everything work well together. It's kind of like a sci-fi movie pop art from the 50's/60's but with a futuristic twist. I can't think of anything I'd really change other than maybe some additional lighting behind the translite. The main character guy's outfit is kind of dad-ish, but it's not really super prominent. It's a goofy game anyway.

As for the theme, it actually grows on you quite a bit and works well for the features of the game. There's several cameos from previous great 90's DMD games in there that are interesting to see. It definitely doesn't take itself seriously and is generally light hearted during most of the game play. It's been beat to death, but it's definitely more of a goofy city disaster theme than a cell phone theme. The cell phone, of course, comes into play for starting modes and dealing with Bob's side modes, but nearly all of the gameplay is directed towards Quantum City events or disaster events. New players really like the cell phone components to the game.

At v1.52, the code is outstanding. Apparently JJP is planning on additional updates to finish the character animations on the smart phone display and add a theater multiball, among other things. It feels complete. In general, I've told new players to shoot the QED guy to charge the phone and then shoot the phone to start a mode. That's enough to get through most of the game, but there's so much more to achieve. I appreciate the way that JJP made the game simple to jump in but also very deep and strategic. Once you understand how things work, there's several ways to progress. I'm thrilled how great the code is on this game. If I had to pick something to complain about, it'd have to be the simplicity in achieving the first multiball. Pretty minor, but it's tough to avoid when you're chasing modes.

Overall, this game truly does feel like an incredible 90's Bally/Williams DMD game with a very refined layout and features appropriate to our time. I'm kind of surprised this title hasn't gained more traction in the community. If you're on the fence due to the theme like I was, I would recommend seriously looking at this one. Time will tell, but I think this is one of the best, if not the best, game of our time.

My favorite part: Layout and mode variety

The good: Outstanding layout and code, so many things to do, absolutely packed with features, doesn't take itself too seriously

The bad: Theme has a bad first impression for some, some callouts are underwhelming
8.476/10
7 years ago
Ghostbusters is an incredibly fun game with an outstanding art/sound package, however there are some game design flaws.

My initial draw to Ghostbusters was the theme and art. I grew up with Ghostbusters and still have several of the toys I used to play with. Despite only playing 10-20 games on early code, I took the plunge and bought one on theme alone. Risky, but I'm glad I did!

Ghostbusters presents a fresh and new layout compared to the usual Borg and Steve Ritchie games Stern punches out. The flipper angle is different, flipper gap is wider, the ramp is bi-directional, and the bash toy (Slimer) is unique, and there's drop targets in the middle of the playfield. This is all great, but the new design comes with a few new issues - mainly air balls. Thankfully, they're not as bad as I read from other owners before buying the game. I did install a protector over the subway ramp entrance on day 1, but I can't tell if that area is a problem. I do not have air balls jumping over in/outlanes. My biggest problem is occasional airballs off of the Scolari Brother targets. The flipper power is so high that all the ball energy is coming right back at you from a solid hit. I'm experimenting with changing the angle of the targets, which seems to be helping. They can be disabled in software, but I'm trying to get it all working with factory settings. Overall, some airball issues but not as bad as I've been reading elsewhere. Maybe I lucked out?

As far as code, the game is very difficult but incredibly fun and rewarding when you're hitting your shots. A few very vocal people on Pinside criticize the game for being too linear, but the progression follows the movie. It doesn't make sense to choose to fight Stay Puft and then spook the librarian after that, right? I actually really like following the modes through the movie scenes! You can choose which scene set to play, so it doesn't force you. Once you get through to the final scenes, it's much more exciting than just selecting a mode like on Star Trek or song on AC/DC. You get a good sense of progression. Finally, on top of the scenes, there's ghost collection events/rewards, multi-ball, video modes, gear collection, and hurry ups. The code is solid as is!!

Gameplay is fast and can be very difficult! It's a drain monster. Seems like I get a decent game every five games and a really really good game every 10-20 games. Games are quick, so it's easy to just keep pushing the "Start" button. Flipper gap can be noticeable, but it's not a major contributor to the challenge. The ball just isn't cleanly fed to the flippers often. It's alway all over the place, so you need to be able to shoot very much "on the fly". When it does feed nice, you have to take advantage of it.

Art, dots, and music are all a 10! There's a total of 30 music tracks in the game, so you'll see lots of variety. Callouts work well. Dots are impressive for the resolution Stern's working with. It's really a shame this title didn't get the LCD.

Overall, fun and difficult game with an amazing sound and art package. Despite the design flaws, the game is great! If you can afford the Premium, get it. Otherwise, the Pro offers the same gameplay but with a couple less "wow" features.

FWIW, my game was manufactured in February 2017.

My favorite part: Theme integration.
The good: Incredible sound and art package. Fun gameplay. Solid code from Stern (v1.13).
The bad: Physical game design has some flaws. A couple flashers are uncomfortably bright.
7.877/10
10 years ago
Pinside, in general, LOVES AC/DC. Sure, it's a great game, but probably a little over rated. See below.

First off, the game design itself is a solid Steve Ritchie. It's a standard fan layout that can be found on dozens of other games. AC/DC appears to be recycled from T2, which isn't necessarily bad. The design is tried and true, just not special or unique by any means. You can get the same layout elsewhere.

Gameplay itself is fast and fun. I'd say it's probably one of the fastest modern Sterns, faster than Iron Man, in my opinion. The game can really flow until you get caught by the cannon or find yourself in the lower playfield. The best part about the gameplay is the risk/reward associated with the Song Jackpot. Do you keep building, or cash in?? Outside of that, the journey or progression in the game feels dull to me. It's the same thing with any music pin when you're simply following a structure in the ruleset to progress (shoot the arrow). It gets choppy where it just doesn't have much soul to it. It doesn't follow stories or events like other non-music games. It's not a mode-based vs score based thing, it's just that music themes don't really have much character to them. Some might like it this way, some don't. I'm in the "don't" camp, and if you are too, you may not appreciate this game as much as most of Pinside does.

Art is "meh", but I actually do like the cabinet and red trim. Callouts by Steve Ritchie are amazing. Lower playfield is dull and doesn't add much to the game. Music is.... AC/DC. Swinging bell is a cool toy.

For a music pin, it's the best one out there.

Favorite part of the game: Callouts and Song Jackpot risk/reward
The good: Flow, swinging bell, and music
The bad: Playfield and backglass art, lower playfield, "shoot the arrow" type of gamplay, drains off of cannon shots
7.652/10
11 years ago
After owning Scared Stiff for four years, and finally selling it, I've decided it's time to give my review on the game.

Scared Stiff is a solid title with lots of character, great art, and some of the best callouts in all of pinball. The game geometry is pretty generic with ramps and bash toys in the usual locations. All the shots are wide and relatively easy to hit. One of my favorite parts of the game are the long and twisting ramps. Both are fun and satisfying to hit to a point, which leads to my biggest gripe. My biggest issue I had with the game, which is why I sold it, is that the it's too basic and easy. On some games, I made it to the Stiff-o-Meter (the main wizard mode) three times. On occasion, I've completed it twice in a single game. The callouts, while fun and entertaining, get old. Some people may like the simplicity, but for me its fun and lastability ran out in my small collection of four pins. Yes, there is a challenging second wizard mode for the advanced player (Spider Multiball), but it's so overly difficult and linear to chase that very few will ever see it.

My favorite part: Ramps and callouts
The good: Backbox and playfield art, "3D" backbox, has a 'secret passage', DMD animations, guests and newbies LOVE this game
The bad: Simple and shallow gameplay
5.640/10
12 years ago
I love South Park. This game doesn't do the theme justice. It's really a shame!
9.240/10
12 years ago
Ramps and Flow!

White Water is a fantastic game that offers a unique pinball experience. The gameplay differs from most other games due to the way the upper playfield is implemented. You can feed it with a ramp or a VUK, then use the flipper to feed another four ramps. It all happens so fast that it doesn't take away from the main playfield gameplay like so many other upper/lower playfields do. It's really fun and very satisfying to hit the ramps or put together some combos. Regarding combos, this game flows like crazy and can really be exhilarating when you're hitting the right shots. The upper playfield VUK and subway ramp can take away from the flow, but they actually operate pretty quick.

The rules are basic but have some good depth. The main thing you want to do is advance the rafts up the canyon, but you can start whirlpool modes while advancing. Multiball is a lot of fun, but requires multi-tasking to cash in on the jackpots, which are had from shooting a ramp from the upper playfield. High scores can become kind of one dimensional once you figure out how to stack the 5x playfield multiplier with multiball jackpots. This can be very very difficult to achieve, though. The main wizard mode of the game is Vacation Jackpot and is difficult to get to. Once there, though, it's a pretty amazing show. One of the best shows in pinball.

Music in the game is incredible. The music and tempo change as you advance up the canyon. It starts of soft and enjoyable, then gets faster and faster the further you make it up. It's well implemented and adds to the ambiance of the game. The callouts can be fun, but they unfortunately seem low quality. The boulder bash callouts are the worst of it in my opinion (oh, ahh, oh, ouch, ah, oh). Hopefully the audio remaster for this game will be completed soon.

Most of the criticism appears to be associated with the theme. I mean, white water rafting as a pinball theme?? It actually works really well. The ramps, boulders, canyons, and Big Foot all work really well as a summertime vacation theme. It certainly reminds me of camping in the mountains or visiting Yellowstone as a kid and as an adult. Also, don't paint your mountains white and replace Big Foot with the white Bumble character, and don't go overboard on the blue LEDs. White water rafting is a summer time activity!

My favorite part: RAMPS!
The good: Unique layout, great gameplay, rules are balanced well, awesome topper, great art, outstanding music, awesome wizard mode show, flow
The bad: Some callouts and general callout quality
8.340/10
12 years ago
Iron Man is a fantastic game that is definitely greater than the sum of its parts.

Iron Man was one the came out towards the end of Stern's dark ages. The games of this era experienced cost saving measures in order to keep Stern afloat. Iron Man was declared cheap and junky on arrival by many. However, it matured to be one of Stern's best games. The fast gameplay coupled with a ruleset that was balanced for the action in the game resulted in a adrenaline inducing experience that can be had in a couple minutes. It's easy to start and re-start games knowing that you're going to get a rush out of it in such a short amount of time. Sometimes, other games can drag on and really be too long, whereas this one is straight and to the point.

Although it is a challenging game, it seems to always attract people new to pinball. The ruleset is simple, and you can progress pretty well by flailing (to an extent). In order to get to either the 'Jericho' or 'Do or Die' modes, you'll need to focus your skillset a bit. This allows the game to cast a wide net for the audience. It's also great for multi-player games as the ball times are short, and you don't lose interest waiting long periods of time for your turn.

The music is great. Callouts are random and fun, especially if you're a fan of the movies. Cabinet and backglass art are decent. Playfield art is what you'd expect from Stern back then. Lighting is pretty good. Lastability is strong with this title due to the short gameplay and rush it gives.

My favorite part: Fast gameplay and short game times
The good: Music, two magnets!, War Machine kickback, easy to understand, great game for newbies and advanced players
The bad: The playfield art is mediocre, Walmart-type toys on the playfield

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